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Acid Splash
Artificer,Sorcerer,Wizard
false
false
1 action
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
null
true
true
null
60 feet
0
Player's Handbook
Conjuration
false
Instantaneous
Aid
Artificer,Cleric,Paladin
false
false
1 action
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
true
true
A tiny strip of white cloth
30 feet
2
Player's Handbook
Abjuration
true
8 hours
Alarm
Artificer,Ranger,Wizard
false
true
1 minute
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the...
null
true
true
A tiny bell and a piece of fine silver wire
30 feet
1
Player's Handbook
Abjuration
false
8 hours
Alter Self
Artificer,Sorcerer,Wizard
true
false
1 action
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprou...
null
true
true
null
Self
2
Player's Handbook
Transmutation
false
Up to 1 hour
Animal Friendship
Bard,Druid,Ranger
false
false
1 action
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of y...
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
true
true
A morsel of food
30 feet
1
Player's Handbook
Enchantment
true
24 hours
Animal Messenger
Bard,Druid,Ranger
false
true
1 action
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as 'a man or woman dessed in the uniform of the town guard'...
If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
true
true
A morsel of food
30 feet
2
Player's Handbook
Enchantment
true
24 hours
Animal Shapes
Druid
true
false
1 action
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transform...
null
true
true
null
30 feet
8
Player's Handbook
Transmutation
false
Up to 24 hours
Animate Dead
Cleric,Wizard
false
false
1 minute
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's g...
When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
true
true
A drop of blood, a piece of flesh, and a pinch of bone dust
10 feet
3
Player's Handbook
Necromancy
true
Instantaneous
Animate Objects
Artificer,Bard,Sorcerer,Wizard
true
false
1 action
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a crea...
If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
true
true
null
120 feet
5
Player's Handbook
Transmutation
true
Up to 1 minute
Antilife Shell
Druid
true
false
1 action
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or ...
null
true
true
null
Self (10-foot radius)
5
Player's Handbook
Abjuration
false
Up to 1 hour
Antimagic Field
Cleric,Wizard
true
false
1 action
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells a...
null
true
true
A pinch of powdered iron or iron fillings
Self (10-foot radius sphere)
8
Player's Handbook
Abjuration
false
Up to 1 hour
Antipathy/Sympathy
Druid,Wizard
false
false
1 hour
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either...
null
true
true
Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect
60 feet
8
Player's Handbook
Enchantment
false
10 days
Arcane Eye
Artificer,Wizard
true
false
1 action
You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limi...
null
true
true
A bit of bat fur
30 feet
4
Player's Handbook
Divination
false
Up to 1 hour
Arcane Gate
Sorcerer,Warlock,Wizard
true
false
1 action
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, ...
null
true
true
null
500 feet
6
Player's Handbook
Conjuration
false
Up to 10 minutes
Arcane Lock
Artificer,Wizard
false
false
1 action
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it...
null
true
true
Gold dust worth at least 25 gp, which the spell consumes
Touch
2
Player's Handbook
Abjuration
false
Until dispelled
Armor of Agathys
Warlock
false
false
1 action
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increases by 5 for each slot level above 1st.
true
true
A cup of water
Self
1
Player's Handbook
Abjuration
true
1 hour
Arms of Hadar
Warlock
false
false
1 action
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, th...
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
true
true
null
Self (10-foot radius)
1
Player's Handbook
Conjuration
true
Instantaneous
Astral Projection
Cleric,Warlock,Wizard
false
false
1 hour
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your ast...
null
true
true
For each creature you affect with this spell, you must provide one jacinth worth at least 1000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes
10 feet
9
Player's Handbook
Necromancy
false
Special
Augury
Cleric
false
true
1 minute
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes, The DM chooses from the following possible omens: Weal, f...
null
true
true
Specially marked sticks, bones, or similar tokens worth at least 25 gp
Self
2
Player's Handbook
Divination
false
Instantaneous
Aura of Life
Paladin
true
false
1 action
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regain...
null
true
false
null
Self (30-foot radius)
4
Player's Handbook
Abjuration
false
Up to 10 minutes
Aura of Purity
Paladin
true
false
1 action
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the follo...
null
true
false
null
Self (30-foot radius)
4
Player's Handbook
Abjuration
false
Up to 10 minutes
Aura of Vitality
Paladin
true
false
1 action
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
null
true
false
null
Self (30-foot radius)
3
Player's Handbook
Evocation
false
Up to 1 minute
Awaken
Bard,Druid
false
false
8 hours
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If...
null
true
true
An agate worth at least 1000 gp, which the spell consumes
Touch
5
Player's Handbook
Transmutation
false
Instantaneous
Bane
Bard,Cleric
true
false
1 action
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
true
true
A drop of blood
30 feet
1
Player's Handbook
Enchantment
true
Up to 1 minute
Banishing Smite
Paladin
true
false
1 bonus action
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existenc...
null
true
false
null
Self
5
Player's Handbook
Abjuration
false
Up to 1 minute
Banishment
Cleric,Paladin,Sorcerer,Warlock,Wizard
true
false
1 action
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The targe...
When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
true
true
An item distasteful to the target
60 feet
4
Player's Handbook
Abjuration
true
Up to 1 minute
Barkskin
Druid,Ranger
true
false
1 action
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
null
true
true
A handful of oak bark
Touch
2
Player's Handbook
Transmutation
false
Up to 1 hour
Beacon of Hope
Cleric
true
false
1 action
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
null
true
true
null
30 feet
3
Player's Handbook
Abjuration
false
Up to 1 minute
Beast Sense
Druid,Ranger
true
true
1 action
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by...
null
false
true
null
Touch
2
Player's Handbook
Divination
false
Up to 1 hour
Bestow Curse
Bard,Cleric,Wizard
true
false
1 action
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made ...
If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until i...
true
true
null
Touch
3
Player's Handbook
Necromancy
true
Up to 1 minute
Bigby's Hand
Artificer,Wizard
true
false
1 action
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. lf it drops...
When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
true
true
An eggshell and a snakeskin glove
120 feet
5
Player's Handbook
Evocation
true
Up to 1 minute
Blade Barrier
Cleric
true
false
1 action
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides thr...
null
true
true
null
90 feet
6
Player's Handbook
Evocation
false
Up to 10 minutes
Blade Ward
Bard,Sorcerer,Warlock,Wizard
false
false
1 action
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
null
true
true
null
Self
0
Player's Handbook
Abjuration
false
1 round
Bless
Cleric,Paladin
true
false
1 action
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
true
true
A sprinkling of holy water
30 feet
1
Player's Handbook
Enchantment
true
Up to 1 minute
Blight
Druid,Sorcerer,Warlock,Wizard
false
false
1 action
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or const...
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
true
true
null
30 feet
4
Player's Handbook
Necromancy
true
Instantaneous
Blinding Smite
Paladin
true
false
1 bonus action
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by t...
null
true
false
null
Self
3
Player's Handbook
Evocation
false
Up to 1 minute
Blindness/Deafness
Bard,Cleric,Sorcerer,Wizard
false
false
1 action
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
true
false
null
30 feet
2
Player's Handbook
Necromancy
true
1 minute
Blink
Artificer,Sorcerer,Wizard
false
false
1 action
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if...
null
true
true
null
Self
3
Player's Handbook
Transmutation
false
1 minute
Blur
Artificer,Sorcerer,Wizard
true
false
1 action
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
null
true
false
null
Self
2
Player's Handbook
Illusion
false
Up to 1 minute
Branding Smite
Paladin
true
false
1 bonus action
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisibie, and the target sheds dim light in a 5-foot radius and can't become invisible until the ...
When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
true
false
null
Self
2
Player's Handbook
Evocation
true
Up to 1 minute
Burning Hands
Sorcerer,Wizard
false
false
1 action
As you hold your hands wilh thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any f...
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
true
true
null
Self (15-foot cone)
1
Player's Handbook
Evocation
true
Instantaneous
Call Lightning
Druid
true
false
1 action
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you ...
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
true
true
null
120 feet
3
Player's Handbook
Conjuration
true
Up to 10 minutes
Calm Emotions
Bard
true
false
1 action
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effect...
null
true
true
null
60 feet
2
Player's Handbook
Enchantment
false
Up to 1 minute
Chain Lightning
Sorcerer,Wizard
false
false
1 action
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts....
When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
true
true
A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins
150 feet
6
Player's Handbook
Evocation
true
Instantaneous
Charm Person
Bard,Druid,Sorcerer,Warlock,Wizard
false
false
1 action
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw. It is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature rega...
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
true
true
null
30 feet
1
Player's Handbook
Enchantment
true
1 hour
Chill Touch
Sorcerer,Warlock,Wizard
false
false
1 action
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the targ...
null
true
true
null
120 feet
0
Player's Handbook
Necromancy
false
1 round
Chromatic Orb
Sorcerer,Wizard
false
false
1 action
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
When you cast this spell using a spell slot of 2nd level or higher, the damage inereases by 1d8 for each slot level above 1st.
true
true
A diamond worth at least 50 gp
90 feet
1
Player's Handbook
Evocation
true
Instantaneous
Circle of Death
Sorcerer,Warlock,Wizard
false
false
1 action
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
true
true
The powder of a crushed black pearl worth at least 500 gp
150 feet
6
Player's Handbook
Necromancy
true
Instantaneous
Circle of Power
Paladin
true
false
1 action
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, wh...
null
true
false
null
Self (30-foot radius)
5
Player's Handbook
Abjuration
false
Up to 10 minutes
Clairvoyance
Bard,Cleric,Sorcerer,Wizard
true
false
10 minutes
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise in...
null
true
true
A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
1 mile
3
Player's Handbook
Divination
false
Up to 10 minutes
Clone
Wizard
false
false
1 hour
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its ve...
null
true
true
A diamond worth at least 1000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container f...
Touch
8
Player's Handbook
Necromancy
false
Instantaneous
Cloud of Daggers
Bard,Sorcerer,Warlock,Wizard
true
false
1 action
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
true
true
A sliver of glass
60 feet
2
Player's Handbook
Conjuration
true
Up to 1 minute
Cloudkill
Sorcerer,Wizard
true
false
1 action
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. lt lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a...
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
true
true
null
120 feet
5
Player's Handbook
Conjuration
true
Up to 10 minutes
Color Spray
Sorcerer,Wizard
false
false
1 action
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). ...
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
true
true
A pinch of powder or sand that is colored red, yellow, and blue
Self (15-foot cone)
1
Player's Handbook
Illusion
true
1 round
Command
Cleric,Paladin
false
false
1 action
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and t...
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
true
false
null
60 feet
1
Player's Handbook
Enchantment
true
1 round
Commune
Cleric
false
true
1 minute
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive 'unclear' as an answer if a question pertains...
null
true
true
Incense and a vial of holy or unholy water
Self
5
Player's Handbook
Divination
false
1 minute
Commune with Nature
Druid,Ranger
false
true
1 minute
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construct...
null
true
true
null
Self
5
Player's Handbook
Divination
false
Instantaneous
Compelled Duel
Paladin
true
false
1 bonus action
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving...
null
true
false
null
30 feet
1
Player's Handbook
Enchantment
false
Up to 1 minute
Comprehend Languages
Bard,Sorcerer,Warlock,Wizard
false
true
1 action
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This speIl doesn't decode secret messages in a text or ...
null
true
true
A pinch of soot and salt
Self
1
Player's Handbook
Divination
false
1 hour
Compulsion
Bard
true
false
1 action
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spelI. Until the speIl ends, you can use a bonus action on each of your turns to desig...
null
true
true
null
30 feet
4
Player's Handbook
Enchantment
false
Up to 1 minute
Cone of Cold
Sorcerer,Wizard
false
false
1 action
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
true
true
A small crystal or glass cone
Self (60-foot cone)
5
Player's Handbook
Evocation
true
Instantaneous
Confusion
Bard,Druid,Sorcerer,Wizard
true
false
1 action
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and mus...
When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 reet for each slot level above 4th.
true
true
Three nut shells
90 feet
4
Player's Handbook
Enchantment
true
Up to 1 minute
Conjure Animals
Druid,Ranger
true
false
1 action
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower; Two beasts of challenge rating 1 or lower; Four beasts of challenge rating 1/2 or lower; Eight beasts of chal...
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
true
true
null
60 feet
3
Player's Handbook
Conjuration
true
Up to 1 hour
Conjure Barrage
Ranger
false
false
1 action
You throw a nonmagical weapon or fire a piece of nonmagicaI ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful ...
null
true
true
One piece of ammunition or a thrown weapon
Self (60-foot cone)
3
Player's Handbook
Conjuration
false
Instantaneous
Conjure Celestial
Cleric
true
false
1 minute
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has it...
When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
true
true
null
90 feet
7
Player's Handbook
Conjuration
true
Up to 1 hour
Conjure Elemental
Druid,Wizard
true
false
1 minute
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the component you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an e...
When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
true
true
Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
90 feet
5
Player's Handbook
Conjuration
true
Up to 1 hour
Conjure Fey
Druid,Warlock
true
false
1 minute
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you ...
When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
true
true
null
90 feet
6
Player's Handbook
Conjuration
true
Up to 1 hour
Conjure Minor Elementals
Druid,Wizard
true
false
1 minute
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears: One elemental of challenge rating 2 or lower; Two elementals of challenge rating 1 or lower; Four elementals of challenge rating 1/2 or lower; Eight elementals of challenge rat...
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
true
true
null
90 feet
4
Player's Handbook
Conjuration
true
Up to 1 hour
Conjure Volley
Ranger
false
false
1 action
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point mus...
null
true
true
One piece of ammunition or a thrown weapon
150 feet
5
Player's Handbook
Conjuration
false
Instantaneous
Conjure Woodland Beings
Druid,Ranger
true
false
1 action
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One fey creature of challenge rating 2 or lower; Two fey creatures of challenge rating 1 or lower; Four fey creatures of challenge rating 1/2 or lower; Eight fey creatures of ch...
When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
true
true
One holy berry per creature summoned
60 feet
4
Player's Handbook
Conjuration
true
Up to 1 hour
Contact Other Plane
Warlock,Wizard
false
true
1 minute
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 lntelligence saving throw. On a failure, you take 6d6 psychic damage and are insane unti...
null
true
false
null
Self
5
Player's Handbook
Divination
false
1 minute
Contagion
Cleric,Druid
false
false
1 action
Your touch inflicts disease. Make a melee spell atlack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving thro...
null
true
true
null
Touch
5
Player's Handbook
Necromancy
false
7 days
Contigency
Wizard
false
false
10 minutes
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell (called the contingent spell) as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certa...
null
true
true
A statuette of yourself carved from ivory and decorated with gems worth at least 1500 gp
Self
6
Player's Handbook
Evocation
false
10 days
Continual Flame
Artificer,Cleric,Wizard
false
false
1 action
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
null
true
true
Ruby dust worth 50 gp, which the spell consumes
Touch
2
Player's Handbook
Evocation
false
Until dispelled
Control Water
Cleric,Druid,Wizard
true
false
1 action
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. Flood. You cause the water level of ...
null
true
true
A drop of water and a pinch of dust
300 feet
4
Player's Handbook
Transmutation
false
Up to 10 minutes
Control Weather
Cleric,Druid,Wizard
true
false
10 minutes
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate an...
null
true
true
Burning incense and bits of earth and wood mixed in water
Self (5-mile radius)
8
Player's Handbook
Transmutation
false
Up to 8 hours
Cordon of Arrows
Ranger
false
false
1 action
You plant four pieces of nonmagical ammunition (arrows or crossbow bolts) in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition fl...
When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
true
true
Four or more arrows or bolts
5 feet
2
Player's Handbook
Transmutation
true
8 hours
Counterspell
Sorcerer,Warlock,Wizard
false
false
1 reaction, which you take when you see a creature within 60 feet of you casting a spell
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, ...
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
false
true
null
60 feet
3
Player's Handbook
Abjuration
true
Instantaneous
Create Food and Water
Artificer,Cleric,Paladin
false
false
1 action
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
null
true
true
null
30 feet
3
Player's Handbook
Conjuration
false
Instantaneous
Create or Destroy Water
Cleric,Druid
false
false
1 action
You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container withi...
When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
true
true
A drop of water if creating water or a few grains of sand if destroying it
30 feet
1
Player's Handbook
Transmutation
true
Instantaneous
Create Undead
Cleric,Warlock,Wizard
false
false
1 minute
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if th...
When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over tive ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or rea...
true
true
One clay pot tilled with grave dirt, one clay pot tilled with brackish water, and one 150 gp black onyx stone for each corpse
10 feet
6
Player's Handbook
Necromancy
true
Instantaneous
Creation
Artificer,Sorcerer,Wizard
false
false
1 minute
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the obje...
When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
true
true
A tiny piece of matter of the same type of the item you plan to create
30 feet
5
Player's Handbook
Illusion
true
Special
Crown of Madness
Bard,Sorcerer,Warlock,Wizard
true
false
1 action
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on...
null
true
true
null
120 feet
2
Player's Handbook
Enchantment
false
Up to 1 minute
Crusader's Mantle
Paladin
true
false
1 action
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
null
true
false
null
Self
3
Player's Handbook
Evocation
false
Up to 1 minute
Cure Wounds
Artificer,Bard,Cleric,Druid,Paladin,Ranger
false
false
1 action
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
true
true
null
Touch
1
Player's Handbook
Evocation
true
Instantaneous
Dancing Lights
Artificer,Bard,Sorcerer,Wizard
true
false
1 action
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. A...
null
true
true
A bit of phosphorus or wychwood, or a glowworm
120 feet
0
Player's Handbook
Evocation
false
Up to 1 minute
Darkness
Sorcerer,Warlock,Wizard
true
false
1 action
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that i...
null
true
false
Bat fur and a drop of pitch or a piece of goal
60 feet
2
Player's Handbook
Evocation
false
Up to 10 minutes
Darkvision
Artificer,Druid,Ranger,Sorcerer,Wizard
false
false
1 action
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
null
true
true
Either a pinch of dried carrot or an agate
Touch
2
Player's Handbook
Transmutation
false
8 hours
Daylight
Cleric,Druid,Paladin,Ranger,Sorcerer
false
false
1 action
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering ...
null
true
true
null
60 feet
3
Player's Handbook
Evocation
false
1 hour
Death Ward
Cleric,Paladin
false
false
1 action
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneous...
null
true
true
null
Touch
4
Player's Handbook
Abjuration
false
8 hours
Delayed Blast Fireball
Sorcerer,Wizard
true
false
1 action
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spread...
When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
true
true
A tiny ball of bat guano and sulfur
150 feet
7
Player's Handbook
Evocation
true
Up to 1 minute
Demiplane
Warlock,Wizard
false
false
1 action
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disa...
null
false
true
null
60 feet
8
Player's Handbook
Conjuration
false
1 hour
Destructive Wave
Paladin
false
false
1 action
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its sa...
null
true
false
null
Self (30-foot radius)
5
Player's Handbook
Evocation
false
Instantaneous
Detect Evil and Good
Cleric,Paladin
true
false
1 action
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barri...
null
true
true
null
Self
1
Player's Handbook
Divination
false
Up to 10 minutes
Detect Magic
Artificer,Bard,Cleric,Druid,Paladin,Ranger,Sorcerer,Wizard
true
true
1 action
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by ...
null
true
true
null
Self
1
Player's Handbook
Divination
false
Up to 10 minutes
Detect Poison and Disease
Cleric,Druid,Paladin,Ranger
true
true
1 action
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sh...
null
true
true
A yew leaf
Self
1
Player's Handbook
Divination
false
Up to 10 minutes
Detect Thoughts
Bard,Sorcerer,Wizard
true
false
1 action
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any languages,...
null
true
true
A copper piece
Self
2
Player's Handbook
Divination
false
Up to 1 minute
Dimension Door
Bard,Sorcerer,Warlock,Wizard
false
false
1 action
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as '200 feet straight downward' or 'upward to the northwest at a 45-degree angle,...
null
true
false
null
500 feet
4
Player's Handbook
Conjuration
false
Instantaneous
Disguise Self
Artificer,Bard,Sorcerer,Wizard
false
false
1 action
You make yourself (including your clothing, armor, weapons, and other belongings on your person) look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that h...
null
true
true
null
Self
1
Player's Handbook
Illusion
false
1 hour
Disintegrate
Sorcerer,Wizard
false
false
1 action
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 ...
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
true
true
A lodestone and a pinch of dust
60 feet
6
Player's Handbook
Transmutation
true
Instantaneous
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