Spiritual Weapon
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2nd
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Evocation
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Attack, Divine, Force
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Conjure a floating, incandescent weapon to attack enemies with a bonus action.
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Adventurer's Guide
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Venomous Succor
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3rd
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Evocation
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Healing, Nature, Poison
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Deal a small amount of poison damage to restore a creature’s hit points.
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Adventurer's Guide
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Vampiric Touch
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3rd
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Necromancy
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Arcane, Attack, Healing, Necrotic
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Make a touch attack that drains life force and heals your wounds.
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Adventurer's Guide
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Speak with Dead
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3rd
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Necromancy
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Communication, Divine, Knowledge, Utility
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Call forth memories from a corpse, compelling it to answer questions.
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Adventurer's Guide
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Unholy Star
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7th
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Conjuration
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Fire, Necrotic
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Explode a meteor ripped from the sky into 4 fiery chunks that rain down fiery unholy energies.
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Adventurer's Guide
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True Resurrection
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9th
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Necromancy
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Divine, Healing
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Return to life a creature that has been dead up to 200 years without any of its remains.
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Adventurer's Guide
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True Seeing
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6th
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Divination
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Arcane, Divine, Senses
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Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane.
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Adventurer's Guide
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True Strike
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Cantrip
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Divination
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Arcane, Attack, Enhancement
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Gain advantage on attacks against a single creature.
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Adventurer's Guide
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Speak with Plants
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3rd
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Transmutation
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Communication, Nature, Plants, Utility
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Awaken nearby plants, bestowing intelligence and animation.
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Adventurer's Guide
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Time Stop
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9th
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Transmutation
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Arcane, Time
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Stop time and take extra turns.
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Adventurer's Guide
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Thunderwave
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1st
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Evocation
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Arcane, Nature, Thunder
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Unleash a wave of thunderous force that damages creatures and pushes them back.
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Adventurer's Guide
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Thaumaturgy
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Cantrip
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Transmutation
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Divine, Enhancement
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Manifest a minor magical effect to display divine power.
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Adventurer's Guide
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Teleportation Circle
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5th
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Conjuration
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Arcane, Teleportation
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Draw a circle and open a shimmering portal to another location.
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Adventurer's Guide
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Vicious Mockery
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Cantrip
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Enchantment
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Arcane, Attack, Psychic
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Make an insult that delivers psychic damage and gives disadvantage on a creature’s next attack roll.
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Adventurer's Guide
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Sporesight
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7th
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Evocation
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Nature, Obscurement, Senses
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Create a 50-foot radius cloud of spores that allow you to see everything in the area.
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Adventurer's Guide
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Telekinesis
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5th
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Transmutation
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Arcane, Movement
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Use the power of thought to move a creature or object.
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Adventurer's Guide
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Tearful Sonnet
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4th
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Enchantment
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Compulsion, Psychic, Sound
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Quietly play a tragic tune that fills those around you with magical sorrow.
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Adventurer's Guide
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Symbol
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7th
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Abjuration
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Arcane, Protection
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Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures.
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Adventurer's Guide
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Sunburst
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8th
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Evocation
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Arcane, Radiant
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A burst of radiant sunlight damages and blinds creatures caught in its area.
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Adventurer's Guide
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Sunbeam
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6th
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Evocation
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Arcane, Radiant
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A beam of sunlight damages and blinds creatures in its path each turn.
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Adventurer's Guide
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Suggestion
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2nd
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Enchantment
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Arcane, Compulsion
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Magically influence a creature, compelling it to follow a simple suggestion.
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Adventurer's Guide
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Storm of Vengeance
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9th
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Conjuration
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Acid, Cold, Lightning, Nature, Storm, Thunder, Weather
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Create a supernatural storm that rages for a minute and produces varying effects in a wide area.
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Adventurer's Guide
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Storm Kick
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5th
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Transmutation
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Lightning, Movement, Thunder, Unarmed
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Travel across the battlefield to deliver a thunderous kick.
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Adventurer's Guide
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Stoneskin
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4th
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Abjuration
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Arcane, Nature, Protection
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Make a creature resistant to weapon damage.
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Adventurer's Guide
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Stone Shape
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4th
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Transmutation
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Nature, Transformation
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Reshape stone into something beneficial, like a weapon or door.
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Adventurer's Guide
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Stinking Cloud
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3rd
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Conjuration
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Arcane, Poison
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Make a thick, noxious cloud that leaves foes retching and unable to act.
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Adventurer's Guide
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Whirlwind Kick
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3rd
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Transmutation
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Movement, Thunder, Unarmed
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Unleash a spinning kick that strikes creatures in a 60-foot line and carries you across the battlefield.
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Adventurer's Guide
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Transport via Plants
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6th
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Conjuration
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Divine, Nature, Plants, Teleportation
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Step into one plant and out from another plant on the same plane of existence.
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Adventurer's Guide
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Traveler’s Ward
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1st
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Abjuration
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Protection, Sound
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Protect a creature from pickpockets.
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Adventurer's Guide
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Tree Stride
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5th
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Conjuration
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Divine, Nature, Plants, Teleportation
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Step into one tree and out from another tree of the same kind within 500 feet.
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Adventurer's Guide
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True Polymorph
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9th
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Transmutation
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Arcane, Shapechanging, Transformation
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Change a creature into another creature or object, or an object into a creature.
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Adventurer's Guide
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Zone of Truth
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2nd
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Enchantment
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Communication, Compulsion, Law
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Create a zone that minimizes spoken deceptions.
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Adventurer's Guide
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Spider Climb
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2nd
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Transmutation
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Arcane, Movement, Utility
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Give a creature the ability to walk on walls or ceilings, hands free.
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Adventurer's Guide
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Spike Growth
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2nd
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Transmutation
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Nature, Terrain
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Create damaging difficult terrain by filling an area with sharp thorns and stones.
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Adventurer's Guide
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Word of Recall
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6th
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Conjuration
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Divine, Teleportation
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You and up to 5 willing creatures instantly teleport to a previously designated sanctuary.
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Adventurer's Guide
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Wish
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9th
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Conjuration
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Arcane
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Duplicate any other spell regardless of requirements, choose from a list of other effects, or create your own—be careful.
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Adventurer's Guide
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Wind Wall
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3rd
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Evocation
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Air, Attack, Divine, Protection, Weather
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Create a 50-foot long wall of upwardly rushing wind that both protects and deals bludgeoning damage.
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Adventurer's Guide
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Wind Walk
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6th
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Transmutation
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Air, Divine, Movement, Transformation
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You and up to 10 willing creatures transform into gaseous forms that have a flying speed of 300 feet and resistance to nonmagical weapons.
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Adventurer's Guide
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Wind Up
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1st
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Evocation
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Enhancement
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Magically ensure that your next melee attack strikes true.
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Adventurer's Guide
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Tongues
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3rd
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Divination
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Arcane, Communication, Divine
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Understand any heard language and be understood by others you speak to.
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Adventurer's Guide
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Weird
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9th
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Illusion
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Arcane, Attack, Fear
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Create nightmarish illusions for all creatures in a 30-foot sphere, causing both fright and psychic damage.
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Adventurer's Guide
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Web
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2nd
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Conjuration
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Arcane, Movement, Obscurement
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Conjure a 20-foot cube or 5-foot layer of sticky webbing that restrains creatures and is flammable.
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Adventurer's Guide
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Spirit Guardians
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3rd
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Conjuration
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Divine, Necrotic, Radiant
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Spectral spirits surround you, damaging and slowing enemies in the area.
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Adventurer's Guide
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Warrior’s Instincts
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5th
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Divination
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Enhancement, Protection, Senses
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Sharpen your senses to anticipate incoming attacks and find weaknesses in the defenses of your foes.
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Adventurer's Guide
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Warding Bond
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2nd
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Abjuration
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Divine, Protection
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Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it.
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Adventurer's Guide
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Wall of Thorns
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6th
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Conjuration
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Attack, Divine, Nature, Obscurement, Plants, Protection
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Create a thorny bush in the shape of a line or circle that prevents line of sight and deals damage.
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Adventurer's Guide
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Wall of Stone
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5th
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Evocation
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Arcane, Divine, Earth, Obscurement, Protection, Terrain, Utility
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Create a wall, bridge, or ramp of nonmagical stone.
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Adventurer's Guide
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Wall of Ice
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6th
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Evocation
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Arcane, Attack, Cold, Protection
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Create a wall of ice in the shape of a hemisphere, sphere, or flat surface that deals cold damage.
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Adventurer's Guide
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Wall of Force
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5th
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Evocation
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Arcane, Force, Planar, Protection, Utility
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Create a wall of invisible force in the shape of a hemisphere, sphere, or flat surface that is almost invulnerable.
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Adventurer's Guide
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Wall of Flesh
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6th
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Evocation
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Chaos, Evil, Protection
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Create a wall of squirming bodies, groping arms and tentacles, and moaning, biting mouths.
|
Adventurer's Guide
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