D&D 5e Spell Reference

Created by Falling Sloth using data from Wizards of the Coast.
Note: This database is currently incomplete. I'm working on it.




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Acid Splash
Conjuration Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: VS

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).

Available for: Artificer, Sorcerer and Wizard
Source: Basic Rules
Blade Ward
Abjuration Cantrip
Cast Time: 1 Action
Duration: 1 round
Range: Self
Components: VS

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.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Booming Blade
Evocation Cantrip
Cast Time: 1 Action
Duration: 1 round
Range: 5 feet
Components: VM*

* a weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves be- fore then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels.
At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Available for: Sorcerer, Warlock and Wizard
Source: Sword Coast Adventurer's Guide
Chill Touch
Necromancy Cantrip
Cast Time: 1 Action
Duration: 1 round
Range: 120 feet
Components: VS

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 target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Available for: Sorcerer, Warlock and Wizard
Source: Player's Handbook
Control Flames
Transmutation Cantrip
Cast Time: 1 Action
Duration: Instantaneous or 1 hour
Range: 60 feet
Components: S


You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes - such as the vague form of a creature, an inanimate object, or a location - to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Available for: Druid, Sorcerer and Wizard
Source: Elemental Evil
Create Bonfire
Conjuration Cantrip
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VS

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Available for: Artificer, Druid, Sorcerer, Warlock and Wizard
Source: Elemental Evil
Dancing Lights
Evocation Cantrip
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 120 feet
Components: VSM*

* a bit of phosphorus or wychwood, or a glowworm

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.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Available for: Artificer, Bard, Sorcerer and Wizard
Source: Player's Handbook
Druidcraft
Transmutation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 30 feet
Components: VS

Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.

Available for: Druid
Source: Player's Handbook
Eldritch Blast
Evocation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 120 feet
Components: VS

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels:
Two beams at 5th level
Three beams at 11th level
Four beams at 17th level.
You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Available for: Warlock
Source: Player's Handbook
Encode Thoughts
Enchantment Cantrip
Cast Time: 1 Action
Duration: 8 Hours
Range: Self
Components: S

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

Available for: Wizard
Source: Guildmaster's Guide to Ravnica
Fire Bolt
Evocation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 120 feet
Components: VS

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Friends
Enchantment Cantrip
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: SM*

* a small amount of makeup applied to the face as this spell is cast

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Frostbite
Evocation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: VS

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Available for: Artificer, Druid, Sorcerer, Warlock and Wizard
Source: Elemental Evil
Green-Flame Blade
Evocation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 5 feet
Components: VM*

* a weapon

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.
At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Available for: Sorcerer, Warlock and Wizard
Source: Sword Coast Adventurer's Guide
Guidance
Divination Cantrip
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Touch
Components: VS

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Available for: Artificer, Cleric and Druid
Source: Player's Handbook
Gust
Transmutation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 30 feet
Components: VS

You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
- You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Available for: Druid, Sorcerer and Wizard
Source: Elemental Evil
Infestation
Conjuration Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 30 feet
Components: VSM*

* a living flea

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Available for: Druid, Sorcerer, Warlock and Wizard
Source: Xanathar's Guide to Everything
Light
Evocation Cantrip
Cast Time: 1 Action
Duration: 1 hour
Range: Touch
Components: VM*

* a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Available for: Artificer, Bard, Cleric, Sorcerer and Wizard
Source: Player's Handbook
Lightning Lure
Evocation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 15 feet
Components: V

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range.
The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Available for: Sorcerer, Warlock and Wizard
Source: Sword Coast Adventurer's Guide
Mage Hand
Conjuration Cantrip
Cast Time: 1 Action
Duration: 1 minute
Range: 30 feet
Components: VS

A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.

Available for: Artificer, Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Magic Stone
Transmutation Cantrip
Cast Time: 1 Bonus Action
Duration: 1 minute
Range: Touch
Components: VS

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

Available for: Artificer, Druid and Warlock
Source: Elemental Evil
Mending
Transmutation Cantrip
Cast Time: 1 Minute
Duration: Instantaneous
Range: Touch
Components: VSM*

* two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloack, or a leaking wineskin.
As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Available for: Artificer, Bard, Cleric, Druid, Sorcerer and Wizard
Source: Player's Handbook
Message
Transmutation Cantrip
Cast Time: 1 Action
Duration: 1 round
Range: 120 feet
Components: VSM*

* a short piece of copper wire

You point your finger toward a creature within range and whisper a message.
The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Available for: Artificer, Bard, Sorcerer and Wizard
Source: Player's Handbook
Mind Sliver
Enchantment Cantrip
Cast Time: 1 Action
Duration: 1 Round
Range: 60 feet
Components: V

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw. Unless the saving throw is successful, the target takes 1d6 psychic damage, and the first time it makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Available for: Sorcerer, Warlock and Wizard
Source: Unearthed Arcana
Minor Illusion
Illusion Cantrip
Cast Time: 1 Action
Duration: 1 minute
Range: 30 feet
Components: SM*

* a bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Mold earth
Transmutation Cantrip
Cast Time: 1 Action
Duration: Instantaneous or 1 hour
Range: 30 feet
Components: S

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Available for: Druid, Sorcerer and Wizard
Source: Elemental Evil
Poison Spray
Conjuration Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 10 feet
Components: VS

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).

Available for: Artificer, Druid, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Prestidigitation
Transmutation Cantrip
Cast Time: 1 Action
Duration: up to 1 hour
Range: 10 feet
Components: VS

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
-You instantaneously light or snuff out a candle, a torch, or a small campfire.
-You instantaneously clean or soil an object no larger than 1 cubic foot.
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Available for: Artificer, Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Primal Savagery
Transmutation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: Self
Components: S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Available for: Druid
Source: Xanathar's Guide to Everything
Produce Flame
Conjuration Cantrip
Cast Time: 1 Action
Duration: 10 minutes
Range: Self
Components: VS

A flickering flame appears in your hand.
The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Available for: Druid
Source: Player's Handbook
Ray of Frost
Evocation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: VS

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Resistance
Abjuration Cantrip
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Touch
Components: VSM*

* a miniature cloak

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Available for: Artificer, Cleric and Druid
Source: Player's Handbook
Sacred Flame
Evocation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: VS

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Available for: Cleric
Source: Player's Handbook
Shape Water
Transmutation Cantrip
Cast Time: 1 Action
Duration: Instantaneous or 1 hour
Range: 30 feet
Components: S

You choose an area of water that you can see within range and that fits within a 5-foot cube.
You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no crea- tures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Available for: Druid, Sorcerer and Wizard
Source: Elemental Evil
Shillelagh
Transmutation Cantrip
Cast Time: 1 Bonus Action
Duration: 1 minute
Range: Touch
Components: VSM*

* mistletoe, a shamrock leaf, and a club or quarterstaff

The wood of a club or quarterstaff you are holding is imbued with nature's power.
For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Available for: Druid
Source: Player's Handbook
Shocking Grasp
Evocation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: Touch
Components: VS

Lightning springs from your hand to deliver a shock to a creature you try to touch.
Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Spare the Dying
Necromancy Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: Touch
Components: VS

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Available for: Artificer and Cleric
Source: Player's Handbook
Sword Burst
Conjuration Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 5 feet
Components: V

You create a momentary circle of spectral blades that sweep around you.
Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Available for: Sorcerer, Warlock and Wizard
Source: Sword Coast Adventurer's Guide
Thaumaturgy
Transmutation Cantrip
Cast Time: 1 Action
Duration: up to 1 minute
Range: 30 feet
Components: V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
* Your voice booms up to three times as loud as normal for 1 minute.
* You cause flames to flicker, brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the ground for 1 minute.
* You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
* You instantaneously cause an unlocked door or window to fly open or slam shut.
* You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Available for: Cleric
Source: Player's Handbook
Thorn Whip
Transmutation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 30 feet
Components: VSM*

* the stem of a plant with thorns

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Available for: Artificer and Druid
Source: Player's Handbook
Thunderclap
Evocation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 5 feet
Components: S

You create a burst of thunderous sound, which can be heard 100 feet away.
Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Available for: Artificer, Bard, Druid, Sorcerer, Warlock and Wizard
Source: Elemental Evil
Toll the Dead
Necromancy Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: VS

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Available for: Cleric, Warlock and Wizard
Source: Xanathar's Guide to Everything
True Strike
Divination Cantrip
Cast Time: 1 Action
Duration: up to 1 round (Concentration)
Range: 30 feet
Components: S

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Vicious Mockery
Enchantment Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: V

You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
If the target can hear you (thought it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Available for: Bard
Source: Player's Handbook
Word of Radiance
Evocation Cantrip
Cast Time: 1 Action
Duration: Instantaneous
Range: 5 feet
Components: VM*

* a holy symbol

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Available for: Cleric
Source: Xanathar's Guide to Everything
Absorb Elements
1st Level Abjuration
Cast Time: 1 Reaction *
Duration: 1 round
Range: Self
Components: S

* which you take when you take acid, cold, fire, lightning, or thunder damage

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Available for: Artificer, Druid, Ranger, Sorcerer and Wizard
Source: Elemental Evil
Acid Stream
1st Level Evocation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: VSM*

* a bit of rotten food

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at start of each of its turns.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Available for: Sorcerer and Wizard
Source: Unearthed Arcana
Alarm (Ritual)
1st Level Abjuration
Cast Time: 1 minute
Duration: 8 hours
Range: 30 feet
Components: VSM*

* a tiny bell and a piece of fine silver wire

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 alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Available for: Artificer, Ranger and Wizard
Source: Player's Handbook
Animal Friendship
1st Level Enchantment
Cast Time: 1 Action
Duration: 24 hours
Range: 30 feet
Components: VSM*

* a morsel of food

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 your companions harms the target, the spell ends.

Higher Levels: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.

Available for: Bard, Druid and Ranger
Source: Player's Handbook
Armor of Agathys
1st Level Abjuration
Cast Time: 1 Action
Duration: 1 hour
Range: Self
Components: VSM*

* a cup of water

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.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Available for: Warlock
Source: Player's Handbook
Arms of Hadar
1st Level Conjuration
Cast Time: 1 Action
Duration: Instantaneous
Range: Self (10 foot radius)
Components: VS

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, the creature takes half damage, but suffers no other effect.

Higher Levels: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.

Available for: Warlock
Source: Player's Handbook
Bane
1st Level Enchantment
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 30 feet
Components: VSM*

* a drop of blood

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.

Higher Levels:When you cast this spell using a spelslot of 2nd level or higher, you can target one aditional creature for each slot level above 1st.

Available for: Bard and Cleric
Source: Player's Handbook
Beast Bond
1st Level Divination
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: Touch
Components: VSM*

* a bit of fur wrapped in a cloth

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Available for: Druid and Ranger
Source: Elemental Evil
Bless
1st Level Enchantment
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 30 feet
Components: VSM*

* a sprinkling of holy water

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.

Higher Levels: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.

Available for: Cleric and Paladin
Source: Player's Handbook
Burning Hands
1st Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: Self (15 foot cone)
Components: VS

As you hold your hands with 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 flammable objects in the area that aren't being worn or carried.

Higher Levels: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.

Available for: Sorcerer and Wizard
Source: Player's Handbook
Catapult
1st Level Transmutation
Cast Time: 1 Action
Duration: Instantaneous
Range: 150 feet
Components: S

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Available for: Artificer, Sorcerer and Wizard
Source: Elemental Evil
Cause Fear
1st Level Necromancy
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: V

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Higher Levels: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 lst. The creatures must be within 30 feet of each other when you target them.

Available for: Warlock and Wizard
Source: Xanathar's Guide to Everything
Ceremony (Ritual)
1st Level Abjuration
Cast Time: 1 hour
Duration: Instantaneous
Range: Touch
Components: VSM*

* 25 gp worth of powdered silver, which the spell consumes

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Available for: Cleric and Paladin
Source: Xanathar's Guide to Everything
Chaos Bolt
1st Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 120 feet
Components: VS

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.
d8 / Damage Type
1 / Acid
2 / Cold
3 / Fire
4 / Force
5 / Lightning
6 / Poison
7 / Psychic
8 / Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

Available for: Sorcerer
Source: Xanathar's Guide to Everything
Charm Person
1st Level Enchantment
Cast Time: 1 Action
Duration: 1 hour
Range: 30 feet
Components: VS

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 regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Higher Levels: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.

Available for: Bard, Druid, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Chromatic Orb
1st Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 90 feet
Components: VSM*

* a diamond worth at least 50 gp

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.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Available for: Sorcerer and Wizard
Source: Player's Handbook
Color Spray
1st Level Illusion
Cast Time: 1 Action
Duration: 1 round
Range: Self (15 foot cone)
Components: VSM*

* a pinch of powder or sand that is colored red, yellow and blue

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 effect. 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).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Available for: Sorcerer and Wizard
Source: Player's Handbook
Command
1st Level Enchantment
Cast Time: 1 Action
Duration: 1 round
Range: 60 feet
Components: V

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 their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop The target drops whatever it is holding and then ends its turn.
Flee The target spends its turn moving away from you by the fastest available means.
Grovel The target falls prone and then ends its turn.
Halt The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Higher Levels: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.

Available for: Cleric and Paladin
Source: Player's Handbook
Compelled Duel
1st Level Enchantment
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: 30 feet
Components: V

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 throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Available for: Paladin
Source: Player's Handbook
Comprehend Languages (Ritual)
1st Level Divination
Cast Time: 1 Action
Duration: 1 hour
Range: Self
Components: VSM*

* a pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear.
You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Create or Destroy Water
1st Level Transmutation
Cast Time: 1 Action
Duration: Instantaneous
Range: 30 feet
Components: VSM*

* a drop of water if creating water or a few grains of sand if destroying it

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 within range. Alternatively, you destroy fog in a 30-foot cube within range.

Higher Levels: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.

Available for: Cleric and Druid
Source: Player's Handbook
Cure Wounds
1st Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: Touch
Components: VS

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.

Higher Levels: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.

Available for: Artificer, Bard, Cleric, Druid, Paladin and Ranger
Source: Player's Handbook
Detect Evil and Good
1st Level Divination
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: Self
Components: VS

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 barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Available for: Cleric and Paladin
Source: Player's Handbook
Detect Magic (Ritual)
1st Level Divination
Cast Time: 1 Action
Duration: up to 10 minutes
Range: Self
Components: VS

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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer and Wizard
Source: Player's Handbook
Detect Poison and Disease (Ritual)
1st Level Divination
Cast Time: 1 Action
Duration: up to 10 minutes
Range: Self
Components: VSM*

* a yew leaf

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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Available for: Cleric, Druid, Paladin and Ranger
Source: Player's Handbook
Disguise Self
1st Level Illusion
Cast Time: 1 Action
Duration: 1 hour
Range: Self
Components: VS

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 has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Available for: Artificer, Bard, Sorcerer and Wizard
Source: Player's Handbook
Dissonant Whispers
1st Level Enchantment
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: V

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

Higher Levels: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.

Available for: Bard
Source: Player's Handbook
Divine Favor
1st Level Evocation
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: VS

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant damage on a hit.

Available for: Paladin
Source: Player's Handbook
Earth Tremor
1st Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: Self (10 foot radius)
Components: VS

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

Higher Levels: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.

Available for: Bard, Druid, Sorcerer and Wizard
Source: Elemental Evil
Ensnaring Strike
1st Level Conjuration
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Higher Levels:If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Available for: Ranger
Source: Player's Handbook
Entangle
1st Level Conjuration
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 90 feet
Components: VS

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.

Available for: Druid
Source: Player's Handbook
Expeditious Retreat
1st Level Transmutation
Cast Time: 1 Bonus Action
Duration: up to 10 minutes (Concentration)
Range: Self
Components: VS

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Available for: Artificer, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Faerie Fire
1st Level Evocation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Available for: Artificer, Bard and Druid
Source: Player's Handbook
False Life
1st Level Necromancy
Cast Time: 1 Action
Duration: 1 hour
Range: Self
Components: VSM*

* a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Feather Fall
1st Level Transmutation
Cast Time: 1 Reaction *
Duration: 1 minute
Range: 60 feet
Components: VM**

* which you take when you or a creature within 60 feet of you falls
** a small feather or piece of down

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Available for: Artificer, Bard, Sorcerer and Wizard
Source: Player's Handbook
Find Familiar (Ritual)
1st Level Conjuration
Cast Time: 1 Hour
Duration: Instantaneous
Range: 10 feet
Components: VSM*

* 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Available for: Wizard
Source: Player's Handbook
Floating Disk (Ritual)
1st Level Conjuration
Cast Time: 1 Action
Duration: 1 hour
Range: 30 feet
Components: VSM*

* a drop of mercury

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Available for: Wizard
Source: Basic Rules
Fog Cloud
1st Level Conjuration
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: 120 feet
Components: VS

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Available for: Druid, Ranger, Sorcerer and Wizard
Source: Player's Handbook
Goodberry
1st Level Transmutation
Cast Time: 1 Action
Duration: Instantaneous
Range: Touch
Components: VSM*

* a sprig of mistletoe

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Available for: Druid and Ranger
Source: Player's Handbook
Grease
1st Level Conjuration
Cast Time: 1 Action
Duration: 1 minute
Range: 60 feet
Components: VSM*

* a bit of pork rind or butter

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Available for: Artificer and Wizard
Source: Player's Handbook
Guiding Bolt
1st Level Evocation
Cast Time: 1 Action
Duration: 1 round
Range: 120 feet
Components: VS

A flash of light streaks toward a creature of your choice within range.
Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Higher Levels: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.

Available for: Cleric
Source: Player's Handbook
Hail of Thorns
1st Level Conjuration
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

Higher Levels:If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Available for: Ranger
Source: Player's Handbook
Healing Word
1st Level Evocation
Cast Time: 1 Bonus Action
Duration: Instantaneous
Range: 60 feet
Components: V

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Available for: Bard, Cleric and Druid
Source: Player's Handbook
Hellish Rebuke
1st Level Evocation
Cast Time: 1 Reaction *
Duration: Instantaneous
Range: 60 feet
Components: VS

* which you take in response to being damaged by a creature within 60 feet of you that you can see

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Available for: Warlock
Source: Player's Handbook
Heroism
1st Level Enchantment
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Touch
Components: VS

A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

Higher Levels: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.

Available for: Bard and Paladin
Source: Player's Handbook
Hex
1st Level Enchantment
Cast Time: 1 Bonus Action
Duration: up to 1 hour (Concentration)
Range: 90 feet
Components: VSM*

* the petrified eye of a newt

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.

Higher Levels:When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Available for: Warlock
Source: Player's Handbook
Hideous Laughter
1st Level Enchantment
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 30 feet
Components: VSM*

* tiny tarts and a feather that is waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Available for: Bard and Wizard
Source: Basic Rules
Hunter's Mark
1st Level Divination
Cast Time: 1 Bonus Action
Duration: up to 1 hour (Concentration)
Range: 90 feet
Components: V

You choose a creature you can see within range and mystically mark it as your quarry.
Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Higher Levels:When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Available for: Ranger
Source: Player's Handbook
Ice Knife
1st Level Conjuration
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: SM*

* a drop of water or piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Available for: Druid, Sorcerer and Wizard
Source: Elemental Evil
Identify (Ritual)
1st Level Divination
Cast Time: 1 Minute
Duration: Instantaneous
Range: Touch
Components: VSM*

* a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Available for: Artificer, Bard and Wizard
Source: Player's Handbook
Illusory Script (Ritual)
1st Level Illusion
Cast Time: 1 Minute
Duration: 10 days
Range: Touch
Components: SM*

* a lead-based ink worth at least 10 gp, which the spell consumes

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.

Available for: Bard, Warlock and Wizard
Source: Player's Handbook
Inflict Wounds
1st Level Necromancy
Cast Time: 1 Action
Duration: Instantaneous
Range: Touch
Components: VS

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Available for: Cleric
Source: Player's Handbook
Jump
1st Level Transmutation
Cast Time: 1 Action
Duration: 1 minute
Range: Touch
Components: VSM*

* a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Available for: Artificer, Druid, Ranger, Sorcerer and Wizard
Source: Player's Handbook
Longstrider
1st Level Transmutation
Cast Time: 1 Action
Duration: 1 hour
Range: Touch
Components: VSM*

* a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.

Higher Levels: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.

Available for: Artificer, Bard, Druid, Ranger and Wizard
Source: Player's Handbook
Mage Armor
1st Level Abjuration
Cast Time: 1 Action
Duration: 8 hours
Range: Touch
Components: VSM*

* a piece of cured leather

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Available for: Sorcerer and Wizard
Source: Player's Handbook
Magic Missile
1st Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 120 feet
Components: VS

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Available for: Sorcerer and Wizard
Source: Player's Handbook
Protection from Evil and Good
1st Level Abjuration
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: Touch
Components: VSM*

* holy water or powdered silver and iron, which the spell consumes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Available for: Cleric, Paladin, Warlock and Wizard
Source: Player's Handbook
Purify Food and Drink (Ritual)
1st Level Transmutation
Cast Time: 1 Action
Duration: Instantaneous
Range: 10 feet
Components: VS

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Available for: Artificer, Cleric, Druid and Paladin
Source: Player's Handbook
Ray of Sickness
1st Level Necromancy
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: VS

A ray of sickening greenish energy lashes out toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Available for: Sorcerer and Wizard
Source: Player's Handbook
Sanctuary
1st Level Abjuration
Cast Time: 1 Bonus Action
Duration: 1 minute
Range: 30 feet
Components: VSM*

* a small silver mirror

You ward a creature within range against attack.
Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Available for: Artificer and Cleric
Source: Player's Handbook
Searing Smite
1st Level Evocation
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Available for: Paladin
Source: Player's Handbook
Shield
1st Level Abjuration
Cast Time: 1 Reaction *
Duration: 1 round
Range: Self
Components: VS

* which you take when you are hit by an attack or targeted by the magic missile spell

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Available for: Sorcerer and Wizard
Source: Player's Handbook
Shield of Faith
1st Level Abjuration
Cast Time: 1 Bonus Action
Duration: up to 10 minutes (Concentration)
Range: 60 feet
Components: VSM*

* a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Available for: Cleric and Paladin
Source: Player's Handbook
Silent Image
1st Level Illusion
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: 60 feet
Components: VSM*

* a bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Available for: Bard, Sorcerer and Wizard
Source: Player's Handbook
Sleep
1st Level Enchantment
Cast Time: 1 Action
Duration: 1 minute
Range: 90 feet
Components: VSM*

* a pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Available for: Bard, Sorcerer and Wizard
Source: Player's Handbook
Snare
1st Level Abjuration
Cast Time: 1 Minute
Duration: 8 hours
Range: Touch
Components: SM*

* 25 feet of rope, which the spell consumes

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.

Available for: Artificer, Druid, Ranger and Wizard
Source: Xanathar's Guide to Everything
Speak with Animals (Ritual)
1st Level Divination
Cast Time: 1 Action
Duration: 10 minutes
Range: Self
Components: VS

You gain the ability to comprehend and verbally communicate with beasts for the duration.
The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Available for: Bard, Druid and Ranger
Source: Player's Handbook
Tasha's Hideous Laughter
1st Level Enchantment
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 30 feet
Components: VSM*

* tiny tarts and a feather that is waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw ifit's triggered by damage. On a success, the spell ends.

Available for: Bard and Wizard
Source: Player's Handbook
Tenser's Floating Disk (Ritual)
1st Level Conjuration
Cast Time: 1 Action
Duration: 1 hour
Range: 30 feet
Components: VSM*

* a drop of mercury

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range.
The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Available for: Wizard
Source: Player's Handbook
Thunderous Smite
1st Level Evocation
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Available for: Paladin
Source: Player's Handbook
Thunderwave
1st Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: Self (15-foot cube)
Components: VS

A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Available for: Bard, Druid, Sorcerer and Wizard
Source: Player's Handbook
Unseen Servant (Ritual)
1st Level Conjuration
Cast Time: 1 Action
Duration: 1 hour
Range: 60 feet
Components: VSM*

* a piece of string and a bit of wood

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and inteact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Available for: Bard, Warlock and Wizard
Source: Player's Handbook
Witch Bolt
1st Level Evocation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 30 feet
Components: VSM*

* a twig from a tree that has been struck by lightning

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

Higher Levels:When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Available for: Sorcerer, Warlock and Wizard
Source: Player's Handbook
Wrathful Smite
1st Level Evocation
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Available for: Paladin
Source: Player's Handbook
Zephyr Strike
1st Level Transmutation
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Available for: Ranger
Source: Xanathar's Guide to Everything
Aganazzar's Scorcher
2nd Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 30 feet
Components: VSM*

* a red dragon's scale

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Available for: Sorcerer and Wizard
Source: Elemental Evil
Aid
2nd Level Abjuration
Cast Time: 1 Action
Duration: 8 hours
Range: 30 feet
Components: VSM*

* a tiny strip of white cloth

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.

Higher Levels: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.

Available for: Artificer, Cleric and Paladin
Source: Player's Handbook
Alter Self
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Self
Components: VS

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, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Animal Messenger (Ritual)
2nd Level Enchantment
Cast Time: 1 Action
Duration: 24 hours
Range: 30 feet
Components: VSM*

* a morsel of food

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 ray, 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 dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes it way back to where you cast this spell.

Higher Levels: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.

Available for: Bard, Druid and Ranger
Source: Player's Handbook
Arcane Lock
2nd Level Abjuration
Cast Time: 1 Action
Duration: Until dispelled
Range: Touch
Components: VSM*

* gold dust worth at least 25 gp, which the spell consumes

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 is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Available for: Artificer and Wizard
Source: Player's Handbook
Arcanist's Magic Aura
2nd Level Illusion
Cast Time: 1 Action
Duration: 24 hours
Range: Touch
Components: VSM*

* a small square of silk

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura.You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask.You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Available for: Wizard
Source: Basic Rules
Augury (Ritual)
2nd Level Divination
Cast Time: 1 Minute
Duration: Instantaneous
Range: Self
Components: VSM*

* specially marked sticks, bones, or similar tokens worth at least 25 gp

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, for good results
- Woe, for bad results
- Weal and woe, for both good and bad results
- Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Available for: Cleric
Source: Player's Handbook
Barkskin
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Touch
Components: VSM*

* a handful of oak bark

You touch a willing creature. Until the spellends, 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.

Available for: Druid and Ranger
Source: Player's Handbook
Beast Sense
2nd Level Divination
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Touch
Components: S

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.

Available for: Druid and Ranger
Source: Player's Handbook
Blindness/Deafness
2nd Level Necromancy
Cast Time: 1 Action
Duration: 1 minute
Range: 30 feet
Components: V

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.

Higher Levels: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.

Available for: Bard, Cleric, Sorcerer and Wizard
Source: Player's Handbook
Blur
2nd Level Illusion
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

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 doesnt rely on sight, as with blindsight, or can see through illusions, as with truesight.

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Branding Smite
2nd Level Evocation
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

The next time you hit a creature with a weapon attack before this spell ends, the weapon glemas with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

Higher Levels: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.

Available for: Paladin
Source: Player's Handbook
Calm Emotions
2nd Level Enchantment
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VS

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 effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Available for: Bard and Cleric
Source: Player's Handbook
Cloud of Daggers
2nd Level Conjuration
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VSM*

* a sliver of glass

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.

Higher Levels: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.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Continual Flame
2nd Level Evocation
Cast Time: 1 Action
Duration: Until dispelled
Range: Touch
Components: VSM*

* ruby dust worth 50 gp, which the spell consumes

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.

Available for: Artificer, Cleric and Wizard
Source: Player's Handbook
Cordon of Arrows
2nd Level Transmutation
Cast Time: 1 Action
Duration: 8 hours
Range: 5 feet
Components: VSM*

* four or more arrows or bolts

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 flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

Higher Levels: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.

Available for: Ranger
Source: Player's Handbook
Crown of Madness
2nd Level Enchantment
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 120 feet
Components: VS

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 each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Darkness
2nd Level Evocation
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: 60 feet
Components: VM*

* bat fur and a drop of pitch or piece of coal

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 isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Available for: Sorcerer, Warlock and Wizard
Source: Player's Handbook
Darkvision
2nd Level Transmutation
Cast Time: 1 Action
Duration: 8 hours
Range: Touch
Components: VSM*

* either a pinch of dried carrot or an agate

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.

Available for: Artificer, Druid, Ranger, Sorcerer and Wizard
Source: Player's Handbook
Detect Thoughts
2nd Level Divination
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: VSM*

* a copper piece

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 language, the creature is unaffected.
You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that loom s large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Available for: Bard, Sorcerer and Wizard
Source: Player's Handbook
Dragon's Breath
2nd Level Transmutation
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Touch
Components: VSM*

* a hot pepper

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Available for: Sorcerer and Wizard
Source: Xanathar's Guide to Everything
Dust Devil
2nd Level Conjuration
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VSM*

* a pinch of dust

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Available for: Druid, Sorcerer and Wizard
Source: Elemental Evil
Earthbind
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 300 feet
Components: V

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.

Available for: Druid, Sorcerer, Warlock and Wizard
Source: Elemental Evil
Enhance Ability
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Touch
Components: VSM*

* fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.
- Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
- Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
- Eagle's Splendor. The target has advantage on Charisma checks.
- Fox's Cunning. The target thas advantage on Intelligence checks.
- Owl's Wisdom. The target has advantage on Wisdom checks.

Higher Levels: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.

Available for: Artificer, Bard, Cleric, Druid and Sorcerer
Source: Player's Handbook
Enlarge/Reduce
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 30 feet
Components: VSM*

* a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge
The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage.
Reduce
The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Enthrall
2nd Level Enchantment
Cast Time: 1 Action
Duration: 1 minute
Range: 60 feet
Components: VS

You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

Available for: Bard and Warlock
Source: Player's Handbook
Find Steed
2nd Level Conjuration
Cast Time: 10 Minutes
Duration: Instantaneous
Range: 30 feet
Components: VS

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Available for: Paladin
Source: Player's Handbook
Find Traps
2nd Level Divination
Cast Time: 1 Action
Duration: Instantaneous
Range: 120 feet
Components: VS

You sense the presence of any trap within range that is within line of sight.
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Available for: Cleric, Druid and Ranger
Source: Player's Handbook
Flame Blade
2nd Level Evocation
Cast Time: 1 Bonus Action
Duration: up to 10 minutes (Concentration)
Range: Self
Components: VSM*

* leaf of sumac

You evoke a fiery blade in your free hand.
The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Available for: Druid
Source: Player's Handbook
Flaming Sphere
2nd Level Conjuration
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VSM*

* a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.
Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Available for: Druid and Wizard
Source: Player's Handbook
Gentle Repose (Ritual)
2nd Level Necromancy
Cast Time: 1 Action
Duration: 10 days
Range: Touch
Components: VSM*

* a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Available for: Cleric and Wizard
Source: Player's Handbook
Gust of Wind
2nd Level Evocation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: VSM*

* a legume seed

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Available for: Druid, Sorcerer and Wizard
Source: Player's Handbook
Healing Spirit
2nd Level Conjuration
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VS

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

Available for: Druid and Ranger
Source: Xanathar's Guide to Everything
Heat Metal
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VSM*

* a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Available for: Artificer, Bard and Druid
Source: Player's Handbook
Hold Person
2nd Level Enchantment
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VSM*

* a small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Available for: Bard, Cleric, Druid, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Invisibility
2nd Level Illusion
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Touch
Components: VSM*

* an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

Higher Levels: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.

Available for: Artificer, Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Knock
2nd Level Transmutation
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: V

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Available for: Bard, Sorcerer and Wizard
Source: Player's Handbook
Lesser Restoration
2nd Level Abjuration
Cast Time: 1 Action
Duration: Instantaneous
Range: Touch
Components: VS

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Available for: Artificer, Bard, Cleric, Druid, Paladin and Ranger
Source: Player's Handbook
Levitate
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: 60 feet
Components: VSM*

* either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Locate Animals or Plants (Ritual)
2nd Level Divination
Cast Time: 1 Action
Duration: Instantaneous
Range: Self
Components: VSM*

* a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Available for: Bard, Druid and Ranger
Source: Player's Handbook
Locate Object
2nd Level Divination
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: Self
Components: VSM*

* a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Available for: Bard, Cleric, Druid, Paladin, Ranger and Wizard
Source: Player's Handbook
Magic Mouth (Ritual)
2nd Level Illusion
Cast Time: 1 Minute
Duration: Until dispelled
Range: 30 feet
Components: VSM*

* a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes

You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Available for: Artificer, Bard and Wizard
Source: Player's Handbook
Magic Weapon
2nd Level Transmutation
Cast Time: 1 Bonus Action
Duration: up to 1 hour (Concentration)
Range: Touch
Components: VS

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2.
When you use a spell slot of 6th level or higher, the bonus increases to +3.

Available for: Artificer, Paladin and Wizard
Source: Player's Handbook
Maximilian's Earthen Grasp
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 30 feet
Components: VSM*

* a miniature hand sculpted from clay

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Available for: Sorcerer and Wizard
Source: Elemental Evil
Melf's Acid Arrow
2nd Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 90 feet
Components: VSM*

* powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Available for: Wizard
Source: Player's Handbook
Mind Spike
2nd Level Divination
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: 60 feet
Components: S

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Available for: Sorcerer, Warlock and Wizard
Source: Xanathar's Guide to Everything
Mind Thrust
2nd Level Enchantment
Cast Time: 1 Action
Duration: 1 Round
Range: 90 feet
Components: V

You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

Higher Levels: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. The creatures must be within 30 feet of each other when you target them.

Available for: Sorcerer and Wizard
Source: Unearthed Arcana
Mirror Image
2nd Level Illusion
Cast Time: 1 Action
Duration: 1 minute
Range: Self
Components: VS

Three illusory duplicates of yourself appear in your space.
Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Available for: Sorcerer, Warlock and Wizard
Source: Player's Handbook
Misty Step
2nd Level Conjuration
Cast Time: 1 Bonus Action
Duration: Instantaneous
Range: Self
Components: V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Available for: Sorcerer, Warlock and Wizard
Source: Player's Handbook
Moonbeam
2nd Level Evocation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 120 feet
Components: VSM*

* several seeds of any moonseed plant and a piece of opalescent feldspar

A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Available for: Druid
Source: Player's Handbook
Nystul's Magic Aura
2nd Level Illusion
Cast Time: 1 Action
Duration: 24 hours
Range: Touch
Components: VSM*

* a small square of silk

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it.
The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura
You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask
You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

Available for: Wizard
Source: Player's Handbook
Pass Without Trace
2nd Level Abjuration
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Self
Components: VSM*

* ashes from a burned leaf of mistletoe and a sprig of spruce

A veil of shadows and silence radiates from you, masking you and your companions from detection.
For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Available for: Druid and Ranger
Source: Player's Handbook
Phantasmal Force
2nd Level Illusion
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VSM*

* a bit of fleece

You craft an illusion that takes root in the mind of a creature that you can see within range.
The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall: it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Available for: Bard, Sorcerer and Wizard
Source: Player's Handbook
Prayer of Healing
2nd Level Evocation
Cast Time: 10 Minutes
Duration: Instantaneous
Range: 30 feet
Components: V

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Available for: Cleric
Source: Player's Handbook
Protection from Poison
2nd Level Abjuration
Cast Time: 1 Action
Duration: 1 hour
Range: Touch
Components: VS

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Available for: Artificer, Cleric, Druid, Paladin and Ranger
Source: Player's Handbook
Pyrotechnics
2nd Level Transmutation
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: VS

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks
The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke
Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Available for: Artificer, Bard and Sorcerer
Source: Elemental Evil
Ray of Enfeeblement
2nd Level Necromancy
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VS

A black beam of enervating energy springs from your finger toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Available for: Warlock and Wizard
Source: Player's Handbook
Rope Trick
2nd Level Transmutation
Cast Time: 1 Action
Duration: 1 hour
Range: Touch
Components: VSM*

* powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Available for: Artificer and Wizard
Source: Player's Handbook
Scorching Ray
2nd Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 120 feet
Components: VS

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Available for: Sorcerer and Wizard
Source: Player's Handbook
See invisibility
2nd Level Divination
Cast Time: 1 Action
Duration: 1 hour
Range: Self
Components: VSM*

* a pinch of talc and a small sprinkling of powdered silver

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Available for: Artificer, Bard, Sorcerer and Wizard
Source: Player's Handbook
Shadow Blade
2nd Level Illusion
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: VS

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

Higher Levels:When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Available for: Sorcerer, Warlock and Wizard
Source: Xanathar's Guide to Everything
Shatter
2nd Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: VSM*

* a chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Silence (Ritual)
2nd Level Illusion
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: 120 feet
Components: VS

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Available for: Bard, Cleric and Ranger
Source: Player's Handbook
Skywrite (Ritual)
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Sight
Components: VS

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Available for: Artificer, Bard, Druid and Wizard
Source: Elemental Evil
Snilloc's Snowball Swarm
2nd Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 90 feet
Components: VSM*

* a piece of ice or a small white rock chip

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Available for: Sorcerer and Wizard
Source: Elemental Evil
Spider Climb
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Touch
Components: VSM*

* a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Available for: Artificer, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Spike Growth
2nd Level Transmutation
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: 150 feet
Components: VSM*

* seven sharp thorns or seven small twigs, each sharpened to a point

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Available for: Druid and Ranger
Source: Player's Handbook
Spiritual Weapon
2nd Level Evocation
Cast Time: 1 Bonus Action
Duration: 1 minute
Range: 60 feet
Components: VS

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

Higher Levels:When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

Available for: Cleric
Source: Player's Handbook
Suggestion
2nd Level Enchantment
Cast Time: 1 Action
Duration: up to 8 hours (Concentration)
Range: 30 feet
Components: VM*

* a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't preformed.
If you or any of your companions damage the target, the spell ends.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Warding Bond
2nd Level Abjuration
Cast Time: 1 Action
Duration: 1 hour
Range: Touch
Components: VSM*

* a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Available for: Cleric
Source: Player's Handbook
Warding Wind
2nd Level Evocation
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: Self
Components: V

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Available for: Bard, Druid, Sorcerer and Wizard
Source: Elemental Evil
Web
2nd Level Conjuration
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: 60 feet
Components: VSM*

* a bit of spiderweb

You conjure a mass of thick, sticky webbing at a point of your choice within range.
The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Zone of Truth
2nd Level Enchantment
Cast Time: 1 Action
Duration: 10 minutes
Range: 60 feet
Components: VS

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.
Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

Available for: Bard, Cleric and Paladin
Source: Player's Handbook
Animate Dead
3rd Level Necromancy
Cast Time: 1 Minute
Duration: Instantaneous
Range: 10 feet
Components: VSM*

* a drop of blood, a piece of flesh, and a pinch of bone dust

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 game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Available for: Cleric and Wizard
Source: Player's Handbook
Aura of Vitality
3rd Level Evocation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

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.

Available for: Paladin
Source: Player's Handbook
Beacon of Hope
3rd Level Abjuration
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 30 feet
Components: VS

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.

Available for: Cleric
Source: Player's Handbook
Bestow Curse
3rd Level Necromancy
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Touch
Components: VS

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 with that ability score.
* While cursed, the target has disadvantage on attack rolls against you.
* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above.
The DM has final say on such a curse's effect.

Higher Levels: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 it is dispelled.
Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Available for: Bard, Cleric and Wizard
Source: Player's Handbook
Blinding Smite
3rd Level Evocation
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a 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 this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Available for: Paladin
Source: Player's Handbook
Blink
3rd Level Transmutation
Cast Time: 1 Action
Duration: 1 minute
Range: Self
Components: VS

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 Etheral Plane (the spell fails and the casting is wasted if you were already on that plane).
At the start of you next turn, and when the spell ends if you are on the Etheral Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away.You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Call Lightning
3rd Level Conjuration
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: 120 feet
Components: VS

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 cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

Higher Levels:When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Available for: Druid
Source: Player's Handbook
Catnap
3rd Level Enchantment
Cast Time: 1 Action
Duration: 10 minutes
Range: 30 feet
Components: SM*

* a pinch of sand

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Available for: Artificer, Bard, Sorcerer and Wizard
Source: Xanathar's Guide to Everything
Clairvoyance
3rd Level Divination
Cast Time: 10 Minutes
Duration: up to 10 minutes (Concentration)
Range: 1 mile
Components: VSM*

* a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing

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 interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Available for: Bard, Cleric, Sorcerer and Wizard
Source: Player's Handbook
Conjure Animals
3rd Level Conjuration
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: 60 feet
Components: VS

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 challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.

Higher Levels: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
- four times as many with a 9th-level slot

Available for: Druid and Ranger
Source: Player's Handbook
Conjure Barrage
3rd Level Conjuration
Cast Time: 1 Action
Duration: Instantaneous
Range: Self
Components: VSM*

* one piece of ammunition or a thrown weapon

You throw a nonmagical weapon or fire a piece of nonmagical 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 one. The damage type is the same as that of the weapon or ammunition used as a component.

Available for: Ranger
Source: Player's Handbook
Counterspell
3rd Level Abjuration
Cast Time: 1 Reaction *
Duration: Instantaneous
Range: 60 feet
Components: S

* 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, the creature's spell fails and has no effect.

Higher Levels: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.

Available for: Sorcerer, Warlock and Wizard
Source: Player's Handbook
Create Food and Water
3rd Level Conjuration
Cast Time: 1 Action
Duration: Instantaneous
Range: 30 feet
Components: VS

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.

Available for: Artificer, Cleric and Paladin
Source: Player's Handbook
Crusader's Mantle
3rd Level Evocation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: V

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.

Available for: Paladin
Source: Player's Handbook
Daylight
3rd Level Evocation
Cast Time: 1 Action
Duration: 1 hour
Range: 60 feet
Components: VS

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 with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Available for: Cleric, Druid, Paladin, Ranger and Sorcerer
Source: Player's Handbook
Dispel Magic
3rd Level Abjuration
Cast Time: 1 Action
Duration: Instantaneous
Range: 120 feet
Components: VS

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Elemental Weapon
3rd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Touch
Components: VS

A nonmagical weapon you touch becomes a magic weapon.
Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

Higher Levels:When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4.
When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Available for: Artificer and Paladin
Source: Player's Handbook
Enemies abound
3rd Level Enchantment
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 120 feet
Components: VS

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Xanathar's Guide to Everything
Erupting Earth
3rd Level Transmutation
Cast Time: 1 Action
Duration: Instantaneous
Range: 120 feet
Components: VSM*

* a piece of obsidian

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Available for: Druid, Sorcerer and Wizard
Source: Elemental Evil
Fear
3rd Level Illusion
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: VSM*

* a white feather or the heart of a hen

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Feign Death (Ritual)
3rd Level Necromancy
Cast Time: 1 Action
Duration: 1 hour
Range: Touch
Components: VSM*

* a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0.
The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

Available for: Bard, Cleric, Druid and Wizard
Source: Player's Handbook
Fireball
3rd Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 150 feet
Components: VSM*

* a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame.
Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Available for: Sorcerer and Wizard
Source: Player's Handbook
Flame Arrows
3rd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Touch
Components: VS

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Available for: Artificer, Druid, Ranger, Sorcerer and Wizard
Source: Elemental Evil
Fly
3rd Level Transmutation
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: Touch
Components: VSM*

* a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Available for: Artificer, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Gaseous Form
3rd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Touch
Components: VSM*

* a bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Available for: Sorcerer, Warlock and Wizard
Source: Player's Handbook
Glyph of Warding
3rd Level Abjuration
Cast Time: 1 Hour
Duration: Until dispelled or triggered
Range: Touch
Components: VSM*

* incense and powdered diamond worth at least 200 gp, which the spell consumes

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph.
If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes
When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph
You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Available for: Artificer, Bard, Cleric and Wizard
Source: Player's Handbook
Haste
3rd Level Transmutation
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 30 feet
Components: VSM*

* a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Available for: Artificer, Sorcerer and Wizard
Source: Player's Handbook
Hunger of Hadar
3rd Level Conjuration
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 150 feet
Components: VSM*

* a pickled octopus tentacle

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.

Available for: Warlock
Source: Player's Handbook
Hypnotic Pattern
3rd Level Illusion
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 120 feet
Components: SM*

* a glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range.
The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Leomund's Tiny Hut (Ritual)
3rd Level Evocation
Cast Time: 1 Minute
Duration: 8 Hours
Range: Self
Components: VSM*

* a small crystal bead

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Available for: Bard and Wizard
Source: Player's Handbook
Life Transference
3rd Level Necromancy
Cast Time: 1 Action
Duration: Instantaneous
Range: 30 feet
Components: VS

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Available for: Cleric and Wizard
Source: Xanathar's Guide to Everything
Lightning Arrow
3rd Level Transmutation
Cast Time: 1 Bonus Action
Duration: up to 1 minute (Concentration)
Range: Self
Components: VS

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Available for: Ranger
Source: Player's Handbook
Lightning Bolt
3rd Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: Self
Components: VSM*

* a bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Available for: Sorcerer and Wizard
Source: Player's Handbook
Magic Circle
3rd Level Abjuration
Cast Time: 1 Minute
Duration: 1 hour
Range: 10 feet
Components: VSM*

* holy water or powdered silver and iron worth at least 100 gp, which the spell consumes

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
- The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Available for: Cleric, Paladin, Warlock and Wizard
Source: Player's Handbook
Major Image
3rd Level Illusion
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: 120 feet
Components: VSM*

* a bit of fleece

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

Higher Levels:When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Mass Healing Word
3rd Level Evocation
Cast Time: 1 Bonus Action
Duration: Instantaneous
Range: 60 feet
Components: V

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Available for: Cleric
Source: Player's Handbook
Meld into Stone (Ritual)
3rd Level Transmutation
Cast Time: 1 Action
Duration: 8 Hours
Range: Touch
Components: VS

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration.
Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Available for: Cleric and Druid
Source: Player's Handbook
Melf's Minute Meteors
3rd Level Evocation
Cast Time: 1 Action
Duration: up to 10 minutes (Concentration)
Range: Self
Components: VSM*

* niter, sulfur, and pine tar formed into a bead

You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

Available for: Sorcerer and Wizard
Source: Elemental Evil
Nondetection
3rd Level Abjuration
Cast Time: 1 Action
Duration: 8 Hours
Range: Touch
Components: VSM*

* a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes

For the duration, you hide a target that you touch from divination magic.
The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Available for: Bard, Ranger and Wizard
Source: Player's Handbook
Phantom Steed (Ritual)
3rd Level Illusion
Cast Time: 1 Minute
Duration: 1 hour
Range: 30 feet
Components: VS

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Available for: Wizard
Source: Player's Handbook
Plant Growth
3rd Level Transmutation
Cast Time: Special
Duration: Instantaneous
Range: 150 feet
Components: VS

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Available for: Bard, Druid and Ranger
Source: Player's Handbook
Protection from Energy
3rd Level Abjuration
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: Touch
Components: VS

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Available for: Cleric, Druid, Ranger, Sorcerer and Wizard
Source: Player's Handbook
Remove Curse
3rd Level Abjuration
Cast Time: 1 Action
Duration: Instantaneous
Range: Touch
Components: VS

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Available for: Cleric, Paladin, Warlock and Wizard
Source: Player's Handbook
Revivify
3rd Level Necromancy
Cast Time: 1 Action
Duration: Instantaneous
Range: Touch
Components: VSM*

* diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Available for: Cleric and Paladin
Source: Player's Handbook
Astral Projection
9th Level Necromancy
Cast Time: 1 Hour
Duration: Special
Range: 10 feet
Components: VSM*

* for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

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 astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut something that can happen only when an effect specifically states that it does your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Available for: Cleric, Warlock and Wizard
Source: Player's Handbook
Foresight
9th Level Divination
Cast Time: 1 Minute
Duration: 8 hours
Range: Touch
Components: VSM*

* a hummingbird feather

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.

Available for: Bard, Druid, Warlock and Wizard
Source: Player's Handbook
Gate
9th Level Conjuration
Cast Time: 1 Action
Duration: up to 1 minute (Concentration)
Range: 60 feet
Components: VSM*

* a diamond worth at least 5,000 gp

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Available for: Cleric, Sorcerer and Wizard
Source: Player's Handbook
Imprisonment
9th Level Abjuration
Cast Time: 1 Minute
Duration: Until dispelled
Range: 30 feet
Components: VSM*

* a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

You create a magical restraint to hold a creature that you can see within range.
The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial
The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining
Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison
The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment
The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similarobject. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber
The target falls asleep and can't be awoken.
The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell
During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Available for: Warlock and Wizard
Source: Player's Handbook
Invulnerability
9th Level Abjuration
Cast Time: 1 Action
Duration: up to 10 minute (Concentration)
Range: Self
Components: VSM*

* a small piece of adamantine worth at least 500 gp, which the spell consumes

You are immune to all damage until the spell ends.

Available for: Wizard
Source: Xanathar's Guide to Everything
Mass Heal
9th Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: VS

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Available for: Cleric
Source: Player's Handbook
Mass Polymorph
9th Level Transmutation
Cast Time: 1 Action
Duration: up to 1 hour (Concentration)
Range: 120 feet
Components: VSM*

* a caterpillar cocoon

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech. The target's gear melds into the new form.
The target can't activate, use, wield, or otherwise benefit from any of its equipment.

Available for: Bard, Sorcerer and Wizard
Source: Xanathar's Guide to Everything
Meteor Swarm
9th Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: 1 mile
Components: VS

Blazing orbs of fire plummet to the ground at four different points you can see within range.
Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

Available for: Sorcerer and Wizard
Source: Player's Handbook
Power Word Heal
9th Level Evocation
Cast Time: 1 Action
Duration: Instantaneous
Range: Touch
Components: VS

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Available for: Bard
Source: Player's Handbook
Power Word Kill
9th Level Enchantment
Cast Time: 1 Action
Duration: Instantaneous
Range: 60 feet
Components: V

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Player's Handbook
Prismatic Wall
9th Level Abjuration
Cast Time: 1 Action
Duration: 10 minutes
Range: 60 feet
Components: VS

A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point you can seewithin range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.

1. Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

6. Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.

7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or similar spell of equal or higher level that can end spells and magical effects.

Available for: Wizard
Source: Player's Handbook
Psychic Scream
9th Level Enchantment
Cast Time: 1 Action
Duration: Instantaneous
Range: 90 feet
Components: S

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Available for: Bard, Sorcerer, Warlock and Wizard
Source: Xanathar's Guide to Everything