Conjure a localized bubble of acid that splashes over creatures.
Altered Strike (N):
Briefly transform your weapon or fist into another material and strike with it.
Arcane Muscles (N):
Bulk your muscles to deliver lethal unarmed strikes.
Blade Ward :
The caster gets resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Booming Blade :
If a weapon attack hits, deals thunder damage if the target moves.
Calculate (N):
Instantly know the answer to any mathematical equation.
Chill Touch:
Attack with the chill of the grave, injuring and preventing healing.
Control Flames :
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.
Dancing Lights:
Create up to four floating, magical lights.
Fire Bolt:
Shoot a flame at a creature to deal fire damage.
Friends:
Gain an expertise die on a Charisma check.
Frostbite :
The target must succeed on a save or take cold damage and have disadvantage on next attack roll .
Green-Flame Blade:
If a weapon attack hits, deals also fire damage to another creature within 5 ft.
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.
Light:
Enchant one object to emit light.
Lightning Lure :
The target must succeed on a save or take lightning damage and be pulled up to 10 ft.
Mage Hand:
Conjure a hand to manipulate small objects.
Mending:
Perform simple repairs on an object.
Message:
Send short messages to other creatures.
Mind Sliver (*):
The target must succeed on a save or take psychic damage and substract -1d4 on it's next saving throw.
Minor Illusion:
Create a small, limited illusion.
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 .
Prestidigitation:
Perform various minor magical tricks.
Ray of Frost:
Shoot a ray of cold damage that slows a creature.
Shape Water :
Control water to obtain various minor effects such as changing color, freezing, changing the flow, etc.
Shocking Grasp:
Deal lightning damage to a creature within reach.
Sword Burst :
Creatures in a 5-ft-radius must succeed on a save or take force damage.
Thunderclap :
Creatures within 5 ft must succeed on a save or take thunder damage.
True Strike (*):
Gain advantage on attacks against a single creature.
The caster has resistance to the damage received and deals extra damage of the same type on his next attack .
Arcane Riposte (N):
Respond to a melee attack with a damaging blast of elemental magic.
Arctic Breath (N):
Blow a 30-foot line of freezing wind
Bad Blood (N):
Corrupt a target's blood
Burning Hands:
Shoot forth a sheet of flames from your hands, damaging creatures in a cone.
Catapult :
The target must succeed onsave or take bludgeoning damage of an object up to 5 pounds .
Chaos Bolt :
If the attack hits, deals damage of a random type. Rebound if double 8.
Charm Person:
Force a humanoid to view you as a trusted friend for a short time.
Chromatic Orb :
If the spell attack hits, deals damage of a previously determined type
Color Spray:
Create a flash of brilliant colored light, blinding creatures in front of you.
Comprehend Languages (*):
Use magic to better interpret languages you do not understand.
Corpse Explosion (N):
Make a corpse explode in a poisonous cloud.
Detect Magic (*):
Sense the presence and school of magical auras.
Disguise Self (*):
Create an illusion that makes you appear like another humanoid.
Earth Tremor :
Creatures in a 10-foot radius must succeed on a save or take bludgeoning damage and be knocked prone.
Expeditious Retreat:
Move much faster than normal.
False Life:
Gain temporary hit points.
Feather Fall:
Reduce or eliminate damage from falling.
Fog Cloud:
Create an area of fog.
Force Punch (N):
Use a blast of magic to punch a creature.
Grease:
Coat an area in grease, making it hard to move through.
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
Mage Armor (*):
Magically increase your AC.
Magic Missile:
Shoot bolts of arcane energy certain to hit one or more creatures.
Ray of Sickness :
If the attack hits, deals 2d8 poison damage and the target can be poisoned.
Shield:
Create a temporary barrier of arcane energy around yourself.
Silent Image:
Create an illusion that can move but has no other sensory details.
Sleep:
Cause enemies to fall into a magical slumber.
Tasha's Caustic Brew:
Creatures in a 30 ft long 5 ft wide line must succeed on a save or take acid damage each turn.
Thunderwave:
Unleash a wave of thunderous force that damages creatures and pushes them back.
Wind Up (N):
Magically ensure that your next melee attack strikes true.
Witch Bolt (*):
If the spell attack hits, deals lightning damage on each round.
Create a magical arrow that covers a creature or object in acid.
Alter Self (*):
Use magic to warp your body.
Blindness/Deafness:
Strike a creature blind or deaf.
Blur:
Cloak yourself in distortion, imposing disadvantage on attacks against you.
Cloud of Daggers :
Creatures in a 5-ft cube take automatically slashing damage.
Crackle (N):
Three arcs of lightning strike at your foes
Crown of Madness :
The target must succeed on a save or be charmed. It then can attack a target designated by the caster.
Darkness:
Shroud an area in magical darkness.
Darkvision:
Grant a creature the ability to see in the dark.
Deadweight (N):
Greatly increase the weight of an object.
Detect Thoughts:
Read the minds of nearby thinking creatures.
Dragon's Breath :
Spew a 15-ft cone that deals 3d6 acid, cold, fire, lightning, or poison damage in case of failed save.
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).
Enlarge/Reduce:
Increase or decrease a creature’s size.
Flash Freeze (N):
Create a small 5-foot radius burst of freezing wind
Flex (N):
Bestow a glamor upon a creature that highlights its physique to show a stunning idealized form.
Gust of Wind:
Create a powerful gust of wind that disperses clouds and pushes creatures.
Hold Person:
Paralyze a humanoid.
Invigorated Strikes (N):
Increase the damage dealt by a creature’s unarmed strikes and natural weapons.
Invisibility:
Render a creature invisible so long as it does not attack or cast spells.
Knock:
Open a locked object.
Lemure Transformation (N):
Melt your body into a humanoid-shaped mass of liquid flesh.
Levitate:
Cause one creature or object to float.
Mental Grip (N):
Conjure extensions of your own mental fortitude to keep your foes at bay.
Mind Spike :
The target must succeed on a save or take psychic damage.
Misty Step:
Teleport short distances in a puff of shimmering mist.
Phantasmal Force :
Tha target must succeed on a save or perceive as real an object or creature created by the caster (with sound).
Poison Dart (N):
Toss a poisonous dart a foe
Protection from Energy (*):
Grant a creature resistance to one damage type of your choice.
Pyrotechnics :
Target flame within 60-ft and make them explode (blinded) or spread smoke (heavily obscured).
Scorching Ray:
Shoot rays of fire damage able to target multiple creatures.
See Invisibility:
See invisible creatures and objects.
Shatter:
Create a painful ringing sound that damages all creatures and objects in an area.
Shattering Barrage (N):
Hurl orbs of jagged broken glass at up to 3 creatures.
Sleet Storm:
Conjure a magical storm of freezing rain and sleet that hampers creatures caught in it.
Soulwrought Fists (N):
Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels.
Spider Climb:
Give a creature the ability to walk on walls or ceilings, hands free.
Star Dust (N):
Cover your foes in burning particles of arcane energy
Suggestion:
Magically influence a creature, compelling it to follow a simple suggestion.
Tasha's Mind Whip:
Target must succeed on a save or take psychic damage and choose to move or take an action next turn.
Warding Wind :
Create strong wind (20 miles/h) in a 10-ft radius (deafen, extinguish flames, hedge out gas, difficult terrain, etc).
Web:
Conjure a 20-foot cube or 5-foot layer of sticky webbing that restrains creatures and is flammable.
Have a 50% chance of vanishing each turn to avoid being harmed.
Clairvoyance:
Create a sensor at a distance, allowing you to see or hear through it.
Cold Snap (N):
Freeze foes in place with a powerful cone of freezing wind
Counterspell (*):
Interrupt another spellcaster as they cast a spell.
Crushing Haymaker (N):
Deliver a devastating strike that deals thunder damage and lays your target low.
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.
Electrocute (N):
Shock a target with a massive arc of lightning
Enemies abound :
The target must succeed on a save or not be able to distinguish friend from foe ; all are ennemis for it.
Erode (N):
Blast a target with massive and ongoing acid damage
Erupting Earth :
Creatures in a 20-foot cube (difficult terrain) must succeed on a save or take bludgeoning damage.
Fear:
Frighten creatures in a cone-shaped area.
Fireball (*):
Engulf an area in a blast of flame that deals 7d6 fire damage.
Fly:
Grant a creature the ability to fly.
Gaseous Form:
Make a creature insubstantial and able to fly.
Haste:
Allow a creature to move and act more quickly.
Hypnotic Pattern (*):
Create a beguiling pattern in the air that charms and incapacitates its viewers.
Lightning Bolt:
Shoot lighting through multiple enemies.
Major Image:
Create a large, realistic illusion.
Melf's Minute Meteors :
Creatures within 5 ft must succeed on a save or take fire damage for each of the 6 meteors.
Slow:
Slow time for 6 creatures, making them sluggish and vulnerable.
Spider Bite (N):
Strike a target with a poisonning bite
Stinking Cloud:
Make a thick, noxious cloud that leaves foes retching and unable to act.
Thunder Step :
The caster teleports and creatures within 10 ft must succeed on a save or take 3d10 thunder damage.
Tidal Wave :
Creatures in an 30 x 10 x 10 ft area must succeed on save or take bludgeoning damage and be knocked prone.
Tongues:
Understand any heard language and be understood by others you speak to.
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.
Send a creature to another plane.
Blight:
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.
Dimension Door:
Teleport yourself and one willing creature great distances.
Dominate Beast:
Take over the mind of a beast.
Echoing Lance (N):
Target a foe with intense sonic energy, potentially stunning them
Greater Invisibility:
Turn a creature invisible even while it takes hostile actions.
Ice Storm:
Batter an area with massive shards of ice.
Jumping Jolt (N):
Create a bolt of lightning that jumps from one target to the next
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.
Stoneskin:
Make a creature resistant to weapon damage.
Storm Sphere :
Creatures in a 20-ft-radius sphere must succeed on a save or take 2d6 bludgeoning damage.
Vitriolic Sphere :
Creatures within 20-ft must succeed on a save or take 10d4 acid damage then 5d4 acid damage on its turn.
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 constructs to smite foes.
Cloudkill:
Create a cloud of poisonous fog that obscures the area and damages creatures.
Cone of Cold:
Create a blast of frigid air, dealing damage in a cone.
Control Winds :
Controls air in a 100-ft cube and produce an effect (Gusts, Downdraft or Updraft).
Creation:
Create from shadow-stuff a physical object no larger than a 5-foot cube.
Dominate Person:
Take over the mind of a humanoid.
Enervation :
The target must succeed on a save or take 4d8 necrotic damage each turn.
Far Step :
Teleport the caster up to 60 ft on each round with a bonus action.
Hold Monster:
Paralyze a creature.
Immolation :
The target within 90 ft must succeed on a save or take 8d6 fire damage and 4d6 fire damage thereafter.
Insect Plague:
Summon a biting, stinging swarm of insects.
Seeming:
Craft an illusory appearance for as many creatures as you choose.
Skyburst (N):
Summon 5 bolts of lightning from the sky
Storm Kick (N):
Travel across the battlefield to deliver a thunderous kick.
Telekinesis:
Use the power of thought to move a creature or object.
Teleportation Circle (*):
Draw a circle and open a shimmering portal to another location.
Wall of Light :
Create a 60-ft-long, 10-ft-high, 5-ft-thick wall of light that can deal 4d8 radiant damage to one target.
Wall of Stone:
Create a wall, bridge, or ramp of nonmagical stone.
Warrior’s Instincts (N):
Sharpen your senses to anticipate incoming attacks and find weaknesses in the defenses of your foes.
Create 2 portals (max 500 ft between them) and allow teleport from one to the other.
Chain Lightning:
Fire a bolt of lightning that arcs to multiple foes.
Circle of Death:
Suck the life force from an area, dealing necrotic damage in a large sphere.
Disintegrate:
Use a magical ray to disintegrate a creature or object.
Eyebite:
Use a gaze attack to curse creatures.
Globe of Invulnerability:
Create a sphere protected from outside magic.
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.
Mass Suggestion:
Convince up to 12 creatures to carry out a simple instruction.
Mental Prison :
The target must succeed on a save or take psychic damage and believe to be surrounded by fire or other hazard.
Move Earth:
Bend the earth to create permanent changes to the terrain.
Sunbeam:
A beam of sunlight damages and blinds creatures in its path each turn.
True Seeing:
Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane.
Wormway (N):
Call forth a purple worm that carries you and up to 50 creatures across a vast distance.
Create a fiery explosion that deals more damage the longer it is held before release.
Enrage Architecture (N):
Animate a building and make it lash out at its inhabitants and surroundings.
Etherealness:
Enter the border of the Ethereal Plane.
Finger of Death:
Wrack a creature with negative energy that deals 7d8+30 necrotic damage.
Fire Storm:
Unleash flames that deal 7d10 fire damage in spaces that you choose.
Inescapable Malady (N):
Infect a creature with an arcane disease.
Plane Shift:
Transport yourself and allies to another plane of existence or banish an enemy there instead.
Power Word Pain :
The target (100 hp max) has its speed reduced to 10 ft, disadvantage to d20 rolls and has to make a check to cast spells.
Prismatic Spray:
Unleash a kaleidoscopic cone of energy that deals various types of damage and harmful effects.
Reverse Gravity:
Reverse the gravity of a specific area.
Sporesight (N):
Create a 50-foot radius cloud of spores that allow you to see everything in the area.
Teleport (*):
Teleport one or more creatures instantly across vast distances.
Unholy Star (N):
Explode a meteor ripped from the sky into 4 fiery chunks that rain down fiery unholy energies.
Whirlwind :
Creatures in a 10-ft-radius, 30-foot-high cylinder must succeed on a save or take damage.
Take over the mind of a creature.
Earthquake:
Shake the ground to damage creatures and structures.
Incendiary Cloud:
Create a roiling cloud of fire and ash that immolates all within it.
Power Word Stun:
Stun a creature with a single word.
Sunburst:
A burst of radiant sunlight damages and blinds creatures caught in its area.
Make two melee spell attacks and deals 4d12 force damage. Critical hit (18-20) deals 12d12. +2 attacks as bonus action.
Gate:
Create a portal to another plane.
Mass Polymorph :
Transform up to 10 creatures into new beast forms whose CR/level are equal to or less than the target's CR/level.
Meteor Swarm (*):
Cause fiery spheres to fall from the sky for up to a mile.
Power Word Kill (*):
Slay a creature with a single word.
Time Stop:
Stop time and take extra turns.
Wish:
Duplicate any other spell regardless of requirements, choose from a list of other effects, or create your own—be careful.