Name Sort ascending | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Zone of Truth | 2nd | Enchantment | Communication, Compulsion, Law | Create a zone that minimizes spoken deceptions. | Adventurer's Guide | |
Writhing Transformation |
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9th | Transmutation | Arcane, Evil, Transformation | Permanently transform your body into a mass of wriggling worms. | Adventurer's Guide |
Wormway |
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6th | Enchantment | Movement, Summoning | Call forth a purple worm that carries you and up to 50 creatures across a vast distance. | Adventurer's Guide |
Word of Recall | 6th | Conjuration | Divine, Teleportation | You and up to 5 willing creatures instantly teleport to a previously designated sanctuary. | Adventurer's Guide | |
Wish | 9th | Conjuration | Arcane | Duplicate any other spell regardless of requirements, choose from a list of other effects, or create your own—be careful. | Adventurer's Guide | |
Wind Wall | 3rd | Evocation | Air, Attack, Divine, Protection, Weather | Create a 50-foot long wall of upwardly rushing wind that both protects and deals bludgeoning damage. | Adventurer's Guide | |
Wind Walk | 6th | Transmutation | Air, Divine, Movement, Transformation | You and up to 10 willing creatures transform into gaseous forms that have a flying speed of 300 feet and resistance to nonmagical weapons. | Adventurer's Guide | |
Wind Up | 1st | Evocation | Enhancement | Magically ensure that your next melee attack strikes true. | Adventurer's Guide | |
Whirlwind Kick | 3rd | Transmutation | Movement, Thunder, Unarmed | Unleash a spinning kick that strikes creatures in a 60-foot line and carries you across the battlefield. | Adventurer's Guide | |
Weird | 9th | Illusion | Arcane, Attack, Fear | Create nightmarish illusions for all creatures in a 30-foot sphere, causing both fright and psychic damage. | Adventurer's Guide | |
Web | 2nd | Conjuration | Arcane, Movement, Obscurement | Conjure a 20-foot cube or 5-foot layer of sticky webbing that restrains creatures and is flammable. | Adventurer's Guide | |
Water Walk |
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3rd | Transmutation | Arcane, Divine, Enhancement, Movement, Utility, Water | Grant up to 10 willing creatures the ability to walk on liquid surfaces as if they were solid ground for 1 hour. | Adventurer's Guide |
Water Breathing |
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3rd | Transmutation | Arcane, Divine, Enhancement, Utility, Water | Grant up to 10 willing creatures the ability to breathe underwater for 24 hours. | Adventurer's Guide |
Warrior’s Instincts | 5th | Divination | Enhancement, Protection, Senses | Sharpen your senses to anticipate incoming attacks and find weaknesses in the defenses of your foes. | Adventurer's Guide | |
Warding Bond | 2nd | Abjuration | Divine, Protection | Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. | Adventurer's Guide | |
Wall of Thorns | 6th | Conjuration | Attack, Divine, Nature, Obscurement, Plants, Protection | Create a thorny bush in the shape of a line or circle that prevents line of sight and deals damage. | Adventurer's Guide | |
Wall of Stone | 5th | Evocation | Arcane, Divine, Earth, Obscurement, Protection, Terrain, Utility | Create a wall, bridge, or ramp of nonmagical stone. | Adventurer's Guide | |
Wall of Ice | 6th | Evocation | Arcane, Attack, Cold, Protection | Create a wall of ice in the shape of a hemisphere, sphere, or flat surface that deals cold damage. | Adventurer's Guide | |
Wall of Force | 5th | Evocation | Arcane, Force, Planar, Protection, Utility | Create a wall of invisible force in the shape of a hemisphere, sphere, or flat surface that is almost invulnerable. | Adventurer's Guide | |
Wall of Flesh | 6th | Evocation | Chaos, Evil, Protection | Create a wall of squirming bodies, groping arms and tentacles, and moaning, biting mouths. | Adventurer's Guide | |
Wall of Fire | 4th | Evocation | Arcane, Attack, Divine, Fire, Protection | Create a wall of fire in the shape of a line or circle that both obscures sight and deals fire damage. | Adventurer's Guide | |
Void Maw | Cantrip | Conjuration | Attack, Evil, Shadow | Create an orb of hungry shadows | To Save A Kingdom | |
Vicious Mockery | Cantrip | Enchantment | Arcane, Attack, Psychic | Make an insult that delivers psychic damage and gives disadvantage on a creature’s next attack roll. | Adventurer's Guide | |
Venomous Succor | 3rd | Evocation | Healing, Nature, Poison | Deal a small amount of poison damage to restore a creature’s hit points. | Adventurer's Guide | |
Vampiric Touch | 3rd | Necromancy | Arcane, Attack, Healing, Necrotic | Make a touch attack that drains life force and heals your wounds. | Adventurer's Guide | |
Unseen Servant |
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1st | Conjuration | Arcane, Summoning, Utility | Use an invisible, mindless, shapeless force to perform simple tasks. | Adventurer's Guide |
Unholy Star | 7th | Conjuration | Fire, Necrotic | Explode a meteor ripped from the sky into 4 fiery chunks that rain down fiery unholy energies. | Adventurer's Guide | |
True Strike | Cantrip | Divination | Arcane, Attack, Enhancement | Gain advantage on attacks against a single creature. | Adventurer's Guide | |
True Seeing | 6th | Divination | Arcane, Divine, Senses | Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane. | Adventurer's Guide | |
True Resurrection | 9th | Necromancy | Divine, Healing | Return to life a creature that has been dead up to 200 years without any of its remains. | Adventurer's Guide | |
True Polymorph | 9th | Transmutation | Arcane, Shapechanging, Transformation | Change a creature into another creature or object, or an object into a creature. | Adventurer's Guide | |
Tree Stride | 5th | Conjuration | Divine, Nature, Plants, Teleportation | Step into one tree and out from another tree of the same kind within 500 feet. | Adventurer's Guide | |
Traveler’s Ward | 1st | Abjuration | Protection, Sound | Protect a creature from pickpockets. | Adventurer's Guide | |
Transport via Plants | 6th | Conjuration | Divine, Nature, Plants, Teleportation | Step into one plant and out from another plant on the same plane of existence. | Adventurer's Guide | |
Transmute Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Turn a target’s levels of fatigue into strife or vice-versa. | Gate Pass Gazette | |
Transfer Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Transfer levels of fatigue or strife from a creature to yourself. | Gate Pass Gazette | |
Trace Magic Aura | 3rd | Divination | Arcane, Divine, Law, Senses | Discover what spells were cast within the last few hours. | Gate Pass Gazette | |
Tongues | 3rd | Divination | Arcane, Communication, Divine | Understand any heard language and be understood by others you speak to. | Adventurer's Guide | |
Tiny Hut |
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3rd | Evocation | Arcane, Force, Protection, Utility | Create an immobile dome of protective force that shelters the party. | Adventurer's Guide |
Time Stop | 9th | Transmutation | Arcane, Time | Stop time and take extra turns. | Adventurer's Guide | |
Thunderwave | 1st | Evocation | Arcane, Nature, Thunder | Unleash a wave of thunderous force that damages creatures and pushes them back. | Adventurer's Guide | |
Thunder Bolt | 4th | Evocation | Arcane, Attack, Nature, Sound, Storm, Thunder | Thunder deals damage and deafens. | Dungeon Delver's Guide | |
Thaumaturgy | Cantrip | Transmutation | Divine, Enhancement | Manifest a minor magical effect to display divine power. | Adventurer's Guide | |
Teleportation Circle | 5th | Conjuration | Arcane, Teleportation | Draw a circle and open a shimmering portal to another location. | Adventurer's Guide | |
Teleport |
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7th | Conjuration | Arcane, Teleportation | Teleport one or more creatures instantly across vast distances. | Adventurer's Guide |
Telepathic Bond |
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5th | Evocation | Arcane, Communication, Telepathy | Create a telepathic link between creatures. | Adventurer's Guide |
Telekinesis | 5th | Transmutation | Arcane, Movement | Use the power of thought to move a creature or object. | Adventurer's Guide | |
Tearful Sonnet | 4th | Enchantment | Compulsion, Psychic, Sound | Quietly play a tragic tune that fills those around you with magical sorrow. | Adventurer's Guide | |
Symbol | 7th | Abjuration | Arcane, Protection | Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. | Adventurer's Guide | |
Sunburst | 8th | Evocation | Arcane, Radiant | A burst of radiant sunlight damages and blinds creatures caught in its area. | Adventurer's Guide |