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 .
Alarm (*):
Set a magical warning against intrusion.
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 .
Cause Fear :
The target must succeed on a save or becomes frightened.
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.
Entomb (N):
Encase a creature in ice
Expeditious Retreat:
Move much faster than normal.
False Life:
Gain temporary hit points.
Feather Fall:
Reduce or eliminate damage from falling.
Find Familiar:
Summon a magical creature to aid you.
Floating Disk:
Create a floating platform which can carry up to 500 pounds.
Fog Cloud:
Create an area of fog.
Grease:
Coat an area in grease, making it hard to move through.
Hideous Laughter:
Cripple a creature with humor.
Ice Knife :
If the spell attack hits, deals piercing damage + save or cold damage within 5 ft.
Identify:
Divine the nature of an enchanted item.
Illusory Script:
Hide a message with illusion.
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.
Mage Armor (*):
Magically increase your AC.
Magic Missile:
Shoot bolts of arcane energy certain to hit one or more creatures.
Protection from Evil and Good:
Protect a creature from certain creature types.
Ray of Sickness :
If the attack hits, deals 2d8 poison damage and the target can be poisoned.
Searing Equation (N):
Whisper an alien equation that injures the minds of creatures and deafens them.
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.
Traveler’s Ward (N):
Protect a creature from pickpockets.
Unseen Servant:
Use an invisible, mindless, shapeless force to perform simple tasks.
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.
Arcane Lock:
Make a nearly permanent magical lock.
Arcanist’s Magic Aura (N):
Disguise the true magical nature of an object or creature.
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.
Continual Flame:
Create a torch-like flame that can’t be extinguished.
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).
Enhance Ability:
Increase the effectiveness of one ability score for a creature.
Enlarge/Reduce:
Increase or decrease a creature’s size.
Flaming Sphere:
Create and control a 5-foot diameter burning sphere.
Flash Freeze (N):
Create a small 5-foot radius burst of freezing wind
Gentle Repose:
Prevent a corpse from decaying or being raised as undead.
Gust of Wind:
Create a powerful gust of wind that disperses clouds and pushes creatures.
Hold Person:
Paralyze a humanoid.
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.
Locate Object (*):
Know the whereabouts of a specific, nearby object.
Magic Mouth:
Enchant an object to repeat a message in certain circumstances.
Magic Weapon:
Imbue a weapon with magic, making it more powerful.
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.
Mirror Image:
Transform an area of terrain with a convincing, immersive illusion.
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).
Ray of Enfeeblement:
Shoot a ray of necrotic damage that weakens a creature.
Rope Trick:
Create a pocket dimension at the end of a suspended rope.
Scorching Ray:
Shoot rays of fire damage able to target multiple creatures.
See Invisibility:
See invisible creatures and objects.
Seed Bomb (N):
Conjure 4 seeds and imbue them with a variety of explosive effects.
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.
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.
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.
Create undead to do your bidding.
Bestow Curse (*):
Lay a curse upon a creature, giving it potentially long-lasting penalties.
Blink:
Have a 50% chance of vanishing each turn to avoid being harmed.
Blood-Writ Bargain (N):
Create a pact enforced by celestials or fiends.
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.
Darklight (N):
Create a heatless flame that sheds light only you and creatures you choose are able to see.
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.
Feign Death :
The willing target appears dead to all outward inspection.
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.
Glyph of Warding:
Create a magical trap, storing a spell or burst of harmful energy within a rune.
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.
Life Transference :
The caster takes 4d8 necrotic damage and another creature gains twice the amount.
Lightning Bolt:
Shoot lighting through multiple enemies.
Magic Circle:
Create a protective cylinder of magic.
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.
Nondetection:
Hide a person, place, or thing from divination magic for 8 hours.
Phantom Steed:
Conjure an ephemeral creature to use as a mount.
Poison Skin (N):
Make a creature brightly colored and poisonous to the touch.
Remove Curse (*):
Remove all curses from a creature.
Sending:
Send a short message to another creature, no matter their location.
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.
Summon Fey (*):
Summon 1 fey spirit (fuming, mirthful, or tricksy), friendly.
Summon Lesser Demons (*):
Summon 2 demons of CR 1 to 8 demons of CR 1/4, unfriendly.
Summon Shadowspawn (*):
Summon 1 shadowy spirit (fury, despair, or fear), friendly (stat block/your lvl).
Summon Undead (*):
Summon 1 undead spirit (ghostly, putrid, or skeletal), friendly.
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.
Tiny Hut (*):
Create an immobile dome of protective force that shelters the party.
Tiny Servant :
Transform one Tiny object into a creature with arms and legs under the caster control.
Tongues:
Understand any heard language and be understood by others you speak to.
Vampiric Touch:
Make a touch attack that drains life force and heals your wounds.
Wall of Sand :
Create a 30-ft-long, 10-ft-high, 10-ft-thick sand wall that blocks line of sight (blinded) but not movement.
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.
Use a magical eye to invisibly scout.
Banishment (*):
Send a creature to another plane.
Black Tentacles:
Summon forth tentacles from the ground to restrain and damage creatures.
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.
Conjure Minor Elementals (*):
Summon one, two, or three elementals.
Control Water:
A body of water moves at your command.
Dimension Door:
Teleport yourself and one willing creature great distances.
Echoing Lance (N):
Target a foe with intense sonic energy, potentially stunning them
Elemental Bane :
The target must succeed on a save or suffer an extra 2d6 damage of a specific type.
Fabricate:
Magically transform raw materials into finished items.
Faithful Hound:
Summon a stationary, invisible magical guard dog.
Fire Shield:
Gain resistance to and deal fire or cold damage to creatures that hit you.
Frost Armor (N):
Strengthen a worn armor with ice
Greater Invisibility:
Turn a creature invisible even while it takes hostile actions.
Hallucinatory Terrain:
Cloak natural terrain in an illusion that transforms it.
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
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
Phantasmal Killer (*):
Manifest a creature’s fears, causing it to take damage and become frightened.
Polymorph:
Temporarily transform a creature into another creature.
Private Sanctum:
Secure an area from spying and intrusion.
Rage of the Meek (N):
Become a fearsome arcane-empowered warrior.
Resilient Sphere (*):
Create an impenetrable sphere of energy around a creature.
Secret Chest:
Hide a storage chest in the Ethereal Plane and recall it at will.
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.
Storm Sphere :
Creatures in a 20-ft-radius sphere must succeed on a save or take 2d6 bludgeoning damage.
Summon Aberration (*):
Summon 1 aberrant spirit (beholderkin, slaad, or star spawn), friendly.
Summon Construct (*):
Summon 1 spirit of a construct (clay, metal, or stone), friendly.
Summon Elemental (*):
Summon 1 elemental spirit (air, earth, fire, or water), friendly.
Summon Greater Demon (*):
Summon 1 demon of CR 5, friendly.
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 a cloud of burning acid rain over the battlefield
Animate Objects (*):
Create constructs to smite foes.
Arcane Hand:
Conjure a magical hand that crushes, grapples, slaps, and wards away enemies.
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.
Conjure Elemental (*):
Summon a bound elemental to aid you.
Contact Other Plane:
Risk your sanity in order to question an otherworldly being.
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.
Danse Macabre :
Up to 5 Small or Medium corpses become zombie or skeleton under the caster control.
Dawn :
Creatures in a 30-ft-radius, 40-ft-high cylinder must succeed on a save or take 4d10 radiant damage.
Dominate Person:
Take over the mind of a humanoid.
Dream:
Invade a creature’s dreams to communicate with and possibly terrorize it.
Eldritch Cube (N):
Summon a black, nonreflective, incorporeal cube that deals psychic damage to creatures that touch it.
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.
Geas:
Give a creature a command with an extremely long duration.
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.
Legend Lore:
Magically obtain knowledge about a creature or topic.
Mislead:
Confuse those around you by replacing yourself with a duplicate.
Modify Memory:
Alter a creature’s memory.
Passwall:
Create a hole in certain surfaces for easy passage.
Planar Binding:
Force a creature from another plane of existence to become your servant.
Scrying:
Observe a creature on the same plane of existence as you.
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.
Telepathic Bond:
Create a telepathic link between creatures.
Teleportation Circle (*):
Draw a circle and open a shimmering portal to another location.
Wall of Force (*):
Create a wall of invisible force in the shape of a hemisphere, sphere, or flat surface that is almost invulnerable.
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.
Contingency:
Prepare a spell to trigger under certain conditions.
Create Undead (*):
Raise three or fewer humanoid corpses as ghouls.
Disintegrate:
Use a magical ray to disintegrate a creature or object.
Eyebite:
Use a gaze attack to curse creatures.
Flesh to Stone:
Turn a creature to stone.
Freezing Sphere:
Unleash an arctic blast that deals 8d8 cold damage and freezes water in the area.
Globe of Invulnerability:
Create a sphere protected from outside magic.
Guards and Wards:
Ward an area, making it difficult to traverse for those that you do not permit.
Instant Summons:
Enchant an item so that it can be summoned with a word.
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.
Irresistible Dance (*):
Cripple a creature with the urge to dance.
Magic Jar:
Move your soul into a jar in order to possess another creature.
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.
Programmed Illusion:
Set an illusion that triggers once a specified condition is met.
Soul Cage :
Snatch a soul to regain hp, ask it a question, get advantage to a roll, or see a place it saw in life.
Summon Fiend:
Summon 1 fiendish spirit (demon, devil, or yugoloth), friendly.
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.
Wall of Flesh (N):
Create a wall of squirming bodies, groping arms and tentacles, and moaning, biting mouths.
Wall of Ice:
Create a wall of ice in the shape of a hemisphere, sphere, or flat surface that deals cold damage.
Wormway (N):
Call forth a purple worm that carries you and up to 50 creatures across a vast distance.
Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead.
Arcane Sword (N):
Create a deadly sword-shaped force that attacks at your command.
Delayed Blast Fireball:
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.
Forcecage:
Creatures in the area are trapped in an invisible cube of force.
Inescapable Malady (N):
Infect a creature with an arcane disease.
Magnificent Mansion (*):
Create a magnificent extradimensional dwelling.
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.
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.
Project Image (*):
Create an illusionary duplicate you can sense through.
Reverse Gravity:
Reverse the gravity of a specific area.
Sequester:
Place a willing creature in suspended animation and hide them away.
Sporesight (N):
Create a 50-foot radius cloud of spores that allow you to see everything in the area.
Symbol:
Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures.
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.
Negate magic within a small area.
Antipathy/Sympathy:
Create an attraction or distaste in intelligent creatures.
Control Weather:
Alter the weather in a 5-mile radius.
Demiplane:
Create a doorway to a dimension you create.
Dominate Monster:
Take over the mind of a creature.
Feeblemind:
Crush a creature’s mind.
Heart of Dis (N):
Magically replace your heart with one forged on the second layer of Hell.
Illusory Dragon :
Creatures that see this illusory Huge dragon must succeed on a save or be frightened for 1 min.
Incendiary Cloud:
Create a roiling cloud of fire and ash that immolates all within it.
Maddening Darkness :
Creatures in a 60-ft-radius sphere of darkness must succeed on a save or take 8d8 psychic damage.
Maze:
Banish a creature to a maze contained within its own demiplane.
Mind Blank:
Prevent a creature’s mind from being read.
Power Word Stun:
Stun a creature with a single word.
Sunburst:
A burst of radiant sunlight damages and blinds creatures caught in its area.
Telepathy :
Comunicate via telepathy with a known and willing creature on the same plane of existence.
Travel the astral plane.
Blade of Disaster:
Make two melee spell attacks and deals 4d12 force damage. Critical hit (18-20) deals 12d12. +2 attacks as bonus action.
Foresight:
Grant preternatural awareness to a creature that makes it immune to being surprised and grants it advantage on checks.
Gate:
Create a portal to another plane.
Imprisonment:
Imprison a creature with one of several powerful binding effects.
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.
Prismatic Wall:
Create a wall of potent kaleidoscopic energy that inflicts a number of effects on those that trespass.
Raise Hell (N):
Transform the land around you into a blasted hellscape.
Shapechange:
Take on the form of another creature.
Time Stop:
Stop time and take extra turns.
True Polymorph:
Change a creature into another creature or object, or an object into a creature.
Weird:
Create nightmarish illusions for all creatures in a 30-foot sphere, causing both fright and psychic damage.
Wish:
Duplicate any other spell regardless of requirements, choose from a list of other effects, or create your own—be careful.
Writhing Transformation (N):
Permanently transform your body into a mass of wriggling worms.