D&D 5e Spells Astraud
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Spell NamelvlSpell ComponentsSpell Components Cost gp(F=Focus, c=Consumed)Cast TimeRange
Duration
DescripciónWizardWarlockSorcererRangerPaladinDruidClericBardPageRitualSchoolSave, etc.
9
Animate Dead3V,S,MF1 Minute10
Instantaneous
This spell creates an undead servant. Choose a pile o f bones or a corpse o f a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry o f 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 o f 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 o f 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 control o f the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use o f the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each o f the creatures must come from a different corpse or pile o f bones.
YesNoNoNoNoNoYesNo212NoNecromancyNone - harmless*
31
Bestow Curse3V,S1 AcctionTouch
Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration o f the spell. When you cast this spell, choose the nature o f 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 o f each o f 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.
At Higher Levels. If you cast this spell using a spell slot o f 4th level or higher, the duration is concentration,
up to 10 minutes. If you use a spell slot o f 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 o f 5th level or higher grants a duration that doesn’t require concentration.
YesInvocationNoNoNoNoYesYes218NoNecromancyWis
39
Blink3V,S1 AcctionSelf1 minute
Roll a d20 at the end of each o f your turns for the duration o f the spell. On a roll o f 11 or higher, you vanish from your current plane o f existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you w ere already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet o f 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 than 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 there 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.
YesArchfey PatronYesNoNoNoTrickeryNo219NoTransmutationNone - buff
51
Clairvoyance3V,S,M100
10 minutes
1 Mile
Concentration, up to 10 minutes
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove o f 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. A s 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 o f your fist.
YesGreatOldOneYesNoNoNoYesYes222NoDivinationNone - harmless
79
Counterspell3S
1 reaction, which you take when you see a creature within 60 feet of you casting a spell
60
Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell o f 3rd level or lower, its spell fails and has no effect. If it is casting a spell o f 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.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level o f the spell slot you used.
YesYesYesNoNoNoNoNo228NoAbjurationSpecial
103
Dispel Magic3V,S1 Acction120
Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell o f 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. At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, you automatically end the effects o f a spell on the target if the spell’s level is equal to or less than the level o f the spell slot you used.
YesYesYesNoYes,DevotionYesYes,TrickeryYes234NoAbjurationSpecial
129
Fear3V,S,MF1 Acction
Self (30-foot cone)
Concentration, up to 1 minute
You project a phantasmal image o f 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 o f its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line o f sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
YesYesYesNoNoNoNoYes239NoIllusionWis
132
Feign Death3V,S,MF1 AcctionTouch1 Hour
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.
YesNoNoNoNoYesYesYes240YesNecromancyNone - harmless
141
Fireball3V,S,MF1 Acction150
Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion o f flame. Each creature in a 20-foot-radius sphere centered on that point 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.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
YesFiendYesNoNoNoLightNo241NoEvocationDex
146
Fly3V,S,MF1 AcctionTouch
Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed o f 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, you can target one additional creature for each slot level above 3rd.
YesYesYesNoNoNoNoNo243NoTransmutationNone - buff
153
Gaseous Form3V,S,MF1 AcctionTouch
Concentration, up to 1 hour
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 o f 10 feet. The target can enter and occupy the space o f 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 w as carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
YesYesYesNoNoUnderdarkNoNo244NoTransmutationNone - buff
160
Glyph of Warding3V,S,M200c1 HourTouch
Until dispelled or triggered
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section o f 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 o f 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 instance o f 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 o f 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 w ho 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 o f 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 o f its full duration.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the damage o fan explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell o f up to the same level as the slot you use for the glyph of warding.
YesNoNoNoNoNoYesYes245NoAbjuration(Int)Dex/other
175
Haste3V,S,MF1 Acction30
Concentration, up to 1 minute
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 o f 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.
YesNoYesNoVenganceGrasslandNoNo250NoTransmutationNone - buff
188
Hypnotic Pattern3S,M1 Acction120
Concentration, up to 1 minute
You create a twisting pattern o f 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 w ho 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 o f 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 o f its stupor.
YesYesYesNoNoNoNoYes252NoIllusionWis
201
Leomund's Tiny Hut
3V,S,MF1 Minute
Self (10-foot-radius hemisphere)
8 Hours
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 o f 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 o f 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, o f any color you choose, but it is transparent from the inside.
YesNoNoNoNoNoNoYes255YesEvocationNone - harmless*
206
Lightning Bolt3V,S,MF1 Acction
Self (100-foot line)
Instantaneous
A stroke of lightning forming a line 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.
A t Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
YesNoYesNoNoMountainNoNo255NoEvocationDex
213
Magic Circle3V,S,M100c1 Minute101 Hour
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 o f 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 o f the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
YesYesNoNoYesNoYesNo256NoAbjurationCha
218
Major Image3V,S,MF1 Acction120
Concentration, up to 10 minutes
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 o f 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 o f 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.
At Higher Levels. When you cast this spell using a spell slot o f 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
YesYesYesNoNoNoNoYes258NoIllusion(Int)
242
Nondetection3V,S,M25c1 AcctionTouch8 Hours
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.
YesNoNoYesNoNoKnowledgeYes263NoAbjurationNone - buff
251
Phantom Steed3V,S1 Minute301 Hour
A Large quasi-real, horselike creature appears on the ground in an unoccupied space o f your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any o f the equipment created by the spell vanishes in a puff o f 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 o f 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.
YesNoNoNoNoNoNoNo265YesIllusionNone - harmless
268
Protection from Energy
3V,S1 AcctionTouch
Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type o f your choice: acid, cold,
fire, lightning, or thunder.
YesNoYesYes
Ancients,Vengance
Yes,DesertYesNo270NoAbjurationNone - buff
279
Remove Curse3V,S1 AcctionTouch
Instantaneous
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.
YesYesNoNoYesNoYesNo271NoAbjurationNone - harmless
292
Sending3V,S,MF1 AcctionUnlimited1 Round
You send a short message o f twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores o f at least 1 to understand the meaning o f your message. You can send the message across any distance and even to other planes o f existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
YesGreatOldOneNoNoNoNoYesYes274NoEvocationNone - harmless
304
Sleet Storm3V,S,MF1 Acction150
Concentration, up to 1 minute
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
YesNoYesNoNoYes,ArcticTempestNo276NoConjurationDex
305
Slow3V,S,MF1 Acction120
Concentration, up to 1 minute
You alter time around up to six creatures o f your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time o f 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end o f its turn. On a successful save, the effect ends for it
YesInvocationYesNoNoArcticNoNo277NoTransmutationWis
315
Stinking Cloud3V,S,MF1 Acction90
Concentration, up to 1 minute
You create a 20-foot-radius sphere o f yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start o f its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
YesFiendYesNoNoSwamp,UnderdarkNoYes278NoConjurationCon
335
Tongues3V,MF1 AcctionTouch1 Hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
YesYesYesNoNoNoYesYes283NoDivinationNone - harmless
344
Vampiric Touch3V,S1 AcctionSelf
Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount o f necrotic damage dealt. Until the spell ends, you can make the attack again on each o f your turns as an action.
At Higher Levels. When you cast this spell using a spell slot o f 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
YesYesNoNoNoNoNoNo285NoNecromancym-Spell
352
Water Breathing3V,S,MF1 Acction3024 Hours
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode o f respiration.
YesNoYesYesNoYes,CoastNoNo287YesTransmutationNone - buff
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D&D 5 Spells Astraud