Control nonmagical fires to expand, extinguish, enlarge, shape simple forms, etc.
Create Bonfire:
Creatures in a 5-ft cube must succeed on a save or take fire damage.
Druidcraft:
Produce a variety of useful minor nature effects.
Frostbite :
The target must succeed on a save or take cold damage and have disadvantage on next attack roll .
Grapevine (N):
Send a message in Druidic great distances to appear on a plant or tree known to you.
Guidance (*):
A creature you touch gains an expertise die on an ability check of its choosing.
Gust :
Control air to move objects or creatures (Medium or smaller) or create harmless sensory effects.
Infestation :
The target must succeed on a save or take poison damage and move 5 ft in a random direction.
Mending:
Perform simple repairs on an object.
Mold earth :
Control dirt or stone to excavate, shape, turn it into difficult terrain, etc.
Pestilence (N):
Fill a 10-foot sphere with biting insects that damage creatures and some objects.
Poison Spray :
The target must succeed on a save or take poison damage .
Primal Savagery :
If the melee spell attack hits, deals acid damage.
Produce Flame:
Create a fierce flame for utility or attack.
Resistance:
Give a creature a bonus against one saving throw.
Shape Water :
Control water to obtain various minor effects such as changing color, freezing, changing the flow, etc.
Shillelagh:
Imbue your staff or club with magical essence.
Thorn Whip :
If the attack hits, deals piercing damage and pull the target (Larger or smaller) up to 10 ft.
Thunderclap :
Creatures within 5 ft must succeed on a save or take thunder damage.
The caster has resistance to the damage received and deals extra damage of the same type on his next attack .
Animal Friendship:
Befriend an animal.
Arctic Breath (N):
Blow a 30-foot line of freezing wind
Bad Blood (N):
Corrupt a target's blood
Beast Bond :
Create a telepathic link with one beast to communicate with it.
Charm Person:
Force a humanoid to view you as a trusted friend for a short time.
Corpse Explosion (N):
Make a corpse explode in a poisonous cloud.
Cure Wounds:
Heal hit points equal to 1d8 + your spellcasting ability modifier.
Detect Magic (*):
Sense the presence and school of magical auras.
Detect Poison and Disease (*):
Sense the presence and identify poisons and diseases.
Earth Barrier (N):
Call forth a pillar of earth or stone to gain three-quarters cover.
Earth Tremor :
Creatures in a 10-foot radius must succeed on a save or take bludgeoning damage and be knocked prone.
Entangle:
Fill an area with plants that impede or prevent movement.
Entomb (N):
Encase a creature in ice
Faerie Fire:
Highlight creatures with magical radiance.
Fog Cloud:
Create an area of fog.
Goodberry (*):
Create a handful of magical berries that can be consumed to regain 1 hit point.
Healing Word:
Restore a small number of hit points to a creature at range with only a word.
Ice Knife :
If the spell attack hits, deals piercing damage + save or cold damage within 5 ft.
Jump:
Imbue a creature with astonish leaping abilities.
Lightning Tendril (N):
For the duration, shoot lightning from your hands
Longstrider:
Increase a creature’s walking speed.
Purify Food and Drink:
Cleanse food and drink of poisons and disease.
Speak with Animals:
Gain the ability to talk with animals.
Thunderwave:
Unleash a wave of thunderous force that damages creatures and pushes them back.
Use a Tiny creature as a magical messenger.
Barkskin (*):
Turn a creature’s skin to bark, increasing its defensiveness.
Beast Sense :
The caster can see/hear/feel through the senses of a willing beast.
Crackle (N):
Three arcs of lightning strike at your foes
Darkvision:
Grant a creature the ability to see in the dark.
Deadweight (N):
Greatly increase the weight of an object.
Dust Devil :
Creatures within 5 ft must succeed on a save or take bludgeoning damage.
Earthbind :
Target within 300 ft must succeed on a save or its flying speed is reduced to 0 (descends at 60 ft/round).
Enhance Ability:
Increase the effectiveness of one ability score for a creature.
Find Traps:
Know whether traps are present.
Flame Blade:
A blade of fire appears in your hand, allowing you to make fire attacks.
Flaming Sphere:
Create and control a 5-foot diameter burning sphere.
Force of Will (N):
Reduce the damage dealt by an attack.
Gust of Wind:
Create a powerful gust of wind that disperses clouds and pushes creatures.
Healing Spirit (*):
Creatures in touch with the spirit gain 1d6 hp.
Heat Metal:
Make a metallic object too hot to touch.
Hold Person:
Paralyze a humanoid.
Invigorated Strikes (N):
Increase the damage dealt by a creature’s unarmed strikes and natural weapons.
Lesser Restoration (*):
Remove one affliction from a creature.
Locate Animals or Plants:
Gain knowledge about the location of flora and fauna.
Locate Object (*):
Know the whereabouts of a specific, nearby object.
Moonbeam:
Control a moveable beam of moonlight that harms your foes.
Pass Without Trace (*):
Give you and allies a bonus to Stealth checks and prevent tracked pursuit.
Protection from Energy (*):
Grant a creature resistance to one damage type of your choice.
Protection from Poison:
Protect a creature from poison, and purge any poisons from their system.
Seed Bomb (N):
Conjure 4 seeds and imbue them with a variety of explosive effects.
Skywrite :
Create up to 10 words in the clouds.
Sleet Storm:
Conjure a magical storm of freezing rain and sleet that hampers creatures caught in it.
Spike Growth:
Create damaging difficult terrain by filling an area with sharp thorns and stones.
Summon Beast (*):
Summon 1 bestial spirit (air, land, or water), friendly.
Warding Wind :
Create strong wind (20 miles/h) in a 10-ft radius (deafen, extinguish flames, hedge out gas, difficult terrain, etc).
Adopt a number of traits similar to a werewolf.
Aura of Vitality :
One target in a 30-ft radius regains 2d6 hp.
Call Lightning:
Create a storm cloud and call upon bolts of lightning every round.
Cobra’s Spit (N):
Spit venom at a creature within 30 feet.
Conjure Animals (*):
Summon beasts to your aid.
Darklight (N):
Create a heatless flame that sheds light only you and creatures you choose are able to see.
Daylight:
Fill an area with magical daylight.
Dispel Magic:
End ongoing magical effects.
Elemental Weapon :
A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type.
Erupting Earth :
Creatures in a 20-foot cube (difficult terrain) must succeed on a save or take bludgeoning damage.
Feign Death :
The willing target appears dead to all outward inspection.
Meld Into Stone:
You are enveloped by any stone surface large enough to contain you.
Plant Growth:
Use magic to increase the yield of plants or create difficult terrain.
Poison Skin (N):
Make a creature brightly colored and poisonous to the touch.
Speak with Plants:
Awaken nearby plants, bestowing intelligence and animation.
Spider Bite (N):
Strike a target with a poisonning bite
Summon Fey (*):
Summon 1 fey spirit (fuming, mirthful, or tricksy), friendly.
Tidal Wave :
Creatures in an 30 x 10 x 10 ft area must succeed on save or take bludgeoning damage and be knocked prone.
Venomous Succor (N):
Deal a small amount of poison damage to restore a creature’s hit points.
Wall of Water :
Create a 30-ft-long, 10-ft-high, 1-ft-thick wall of water that gives disadvantage on ranged attacks and halved fire damage.
Water Breathing:
Grant up to 10 willing creatures the ability to breathe underwater for 24 hours.
Water Walk:
Grant up to 10 willing creatures the ability to walk on liquid surfaces as if they were solid ground for 1 hour.
Whirlwind Kick (N):
Unleash a spinning kick that strikes creatures in a 60-foot line and carries you across the battlefield.
Wind Wall:
Create a 50-foot long wall of upwardly rushing wind that both protects and deals bludgeoning damage.
Attack a creature by drawing the moisture from it, harming most and devastating plants.
Charm Monster:
Make a creature view you as a trusted friend.
Confusion:
Strike confusion into the minds of your enemies, making them act randomly.
Conjure Minor Elementals (*):
Summon one, two, or three elementals.
Conjure Woodland Beings (*):
Summon up to three blink dogs, satyrs, or sprites.
Control Water:
A body of water moves at your command.
Dominate Beast:
Take over the mind of a beast.
Elemental Bane :
The target must succeed on a save or suffer an extra 2d6 damage of a specific type.
Freedom of Movement:
Free a creature from most constraints on its movement.
Giant Insect:
Transform insects into monstrous versions.
Grasping Vine :
The target must succeed on a save or be pulled 20 ft toward the vine.
Guardian of Nature :
Transform the caster into a Primal Beast (+10 ft, darkvision, ...) or a Great Tree (+10 hp, advantage to some rolls, ...).
Hallucinatory Terrain:
Cloak natural terrain in an illusion that transforms it.
Ice Storm:
Batter an area with massive shards of ice.
Locate Creature:
Know the whereabouts of a specific, nearby creature.
Mindshield (N):
Grant resistance to psychic damage and protection from charms and fear.
Orbital Stones (N):
Lift three rocks that orbit and protect you, and can also be flung at foes
Polymorph:
Temporarily transform a creature into another creature.
Stinging Swarm (N):
Conjure a swarm of poisonous biting insects
Stone Shape:
Reshape stone into something beneficial, like a weapon or door.
Stoneskin:
Make a creature resistant to weapon damage.
Summon Elemental (*):
Summon 1 elemental spirit (air, earth, fire, or water), friendly.
Wall of Fire:
Create a wall of fire in the shape of a line or circle that both obscures sight and deals fire damage.
Watery Sphere :
Up to 4 Medium creatures or 1 Large creature in a 10-ft radius must succeed on a save or be restrained.
Create a cloud of burning acid rain over the battlefield
Antilife Shell:
Surround yourself with a globe that prevents living creatures from approaching.
Awaken:
Impart sentience to a creature or plant.
Commune with Nature:
Become one with nature to learn about the surrounding land.
Conjure Elemental (*):
Summon a bound elemental to aid you.
Contagion:
Afflict a creature with disease.
Control Winds :
Controls air in a 100-ft cube and produce an effect (Gusts, Downdraft or Updraft).
Geas:
Give a creature a command with an extremely long duration.
Greater Restoration:
Restore a creature and remove a powerful debilitating effect.
Insect Plague:
Summon a biting, stinging swarm of insects.
Maelstrom :
Creatures in a 30-ft radius must succeed on a save or take 6d6 bludgeoning damage and be pulled towards the center.
Mass Cure Wounds:
Heal several allies a moderate amount.
Planar Binding:
Force a creature from another plane of existence to become your servant.
Reincarnate (*):
Create a new body for a recently dead humanoid.
Scrying:
Observe a creature on the same plane of existence as you.
Skyburst (N):
Summon 5 bolts of lightning from the sky
Storm Kick (N):
Travel across the battlefield to deliver a thunderous kick.
Tree Stride:
Step into one tree and out from another tree of the same kind within 500 feet.
Wall of Stone:
Create a wall, bridge, or ramp of nonmagical stone.
Create up to 6 vertical 5 x 30 ft pillars of stone. Possibility of crushing creatures to the ceiling.
Conjure Fey (*):
Summon a hag, hound, or redcap.
Find the Path:
Know the way to a location of your choice.
Heal:
Channel positive energy into a creature, restoring a large number of hit points and removing negative conditions.
Heroes’ Feast (N):
Create a fabulous feast that feeds and bolsters those that eat it.
Investiture of Flame :
Creatures in a 15-ft-long line must succeed on a save or take fire damage. Immunity and resistance to caster.
Investiture of Ice :
Creatures in a 15-ft cone must succeed on a save or take cold damage. Immunity and resistance to caster.
Investiture of Stone :
Creatures in a 15-ft radius must succeed on a save or be knocked prone. Resistance and move across earth/stone.
Investiture of Wind :
Creatures in a 15-ft cube must succeed on a save or take bludgeoning damage. Flying speed 60 ft.
Move Earth:
Bend the earth to create permanent changes to the terrain.
Primordial Ward :
The caster gets resistance to acid, cold, fire, lightning, and thunder damage or immunity to a single type.
Sunbeam:
A beam of sunlight damages and blinds creatures in its path each turn.
Transport via Plants:
Step into one plant and out from another plant on the same plane of existence.
Wall of Thorns:
Create a thorny bush in the shape of a line or circle that prevents line of sight and deals damage.
Wind Walk:
You and up to 10 willing creatures transform into gaseous forms that have a flying speed of 300 feet and resistance to nonmagical weapons.
Wormway (N):
Call forth a purple worm that carries you and up to 50 creatures across a vast distance.
Unleash flames that deal 7d10 fire damage in spaces that you choose.
Mirage Arcane:
Transform an area of terrain with a convincing, immersive illusion.
Plane Shift:
Transport yourself and allies to another plane of existence or banish an enemy there instead.
Regenerate:
Cause a creature to heal itself over time and can regrow lost limbs.
Sporesight (N):
Create a 50-foot radius cloud of spores that allow you to see everything in the area.
Whirlwind :
Creatures in a 10-ft-radius, 30-foot-high cylinder must succeed on a save or take damage.
Work powerful magics to turn allies into sentient beasts.
Antipathy/Sympathy:
Create an attraction or distaste in intelligent creatures.
Control Weather:
Alter the weather in a 5-mile radius.
Earthquake:
Shake the ground to damage creatures and structures.
Sunburst:
A burst of radiant sunlight damages and blinds creatures caught in its area.
Tsunami :
Creatures in a 300-ft-long, 300-ft-high, 50-ft-thick area must succeed on a save or take 6d10 bludgeoning damage.
Grant preternatural awareness to a creature that makes it immune to being surprised and grants it advantage on checks.
Forest Army (N):
Awaken and control an army of trees and plants.
Shapechange:
Take on the form of another creature.
Storm of Vengeance:
Create a supernatural storm that rages for a minute and produces varying effects in a wide area.
True Resurrection:
Return to life a creature that has been dead up to 200 years without any of its remains.