0 Level (Cantrips) Expeditious Retreat: You can take the Dash action
as a bonus at the end of your turn.
Acid Splash: Creature takes 1d6 acid damage on a False Life: Gain 1d4+4 temporary hit points. failed Dex Save. Feather Fall: Objects or creatures fall slowly. Blade Ward: Caster gains resistance to Fog Cloud: 20 ft radius of fog obscures vision. bludgeoning, piercing, and slashing damage. Jump: A target’s jump distance triples. Chill Touch: Ranged spell attack with a ghostly Mage Armor: You touch a willing creature who hand deals 1d8 necrotic damage and cannot regain isn’t wearing armor, and a protective magical force hit points for a turn. surrounds it until the spell ends. The target’s base Dancing Lights: Creates torches or other lights. AC becomes 13 + its Dexterity modifier. Fire Bolt: Throw a bolt of, the target takes 1d10 fire damage if hit. A flammable object hit by this Magic Missile: You create three glowing darts of spell ignites if it isn’t being worn or carried. magical force that each deals 1d4 + 1 force damage Friends: You gain advantage on all Cha checks vs to the target/s. Each dart hits a creature of your creatures who aren’t hostile to you, but they may choice that you can see within range. become hostile when the spell ends. Ray of Sickness: Ranged spell attack causes 2d8 Light: Object shines like a torch. poison damage. On a failed Con save, they also Mage Hand: 5-pound telekinesis. become poisoned. Mending: Makes minor repairs on an object. Shield: Until the start of your next turn, you have a Message: Whispered conversation at distance. +5 bonus to AC, + no damage from magic missile. Minor Illusion: You create a sound or an image of Silent Image: Creates minor illusion of your an object within range that lasts for the duration. design. Poison Spray: Creature must succeed on a Con Sleep: Roll 5d8; the total is how many hit points of save or take 1d12 poison damage. creatures this spell can put into a magical slumber. Prestidigitation: Performs minor tricks. Thunderwave: 15 ft cube of thunder, targets make Ray of Frost: Ray deals 1d8 cold damage, reduces a Con save. If failed, they take 2d8 thunder damage target’s speed by 10 ft. and are pushed back 10ft. If not, halve the damage. Shocking Grasp: Touch delivers 1d8 electricity Witch Bolt: Ranged spell attack deals 1d12 damage and target cannot take reactions until its lightning damage, and each turn after (if you take next turn. no other actions) you can deal another 1d12. True Strike: Next turn, you gain advantage on your first attack. 2nd Level Alter Self: Assume form of a similar creature. 1st Level Blindness/Deafness: Blinds or Deafens a foe who Burning Hands: 3d6 fire damage in 15ft cone. Dex fails a Con save. If they succeed, the spell ends. save halves damage. Blur: Body becomes blurred; attacks have a Charm Person: Makes one person your friend. disadvantage against you. Chromatic Orb: Choose either acid, cold, fire, Cloud of Daggers: Creates a cube 5 feet on each side lightning, poison or thunder, then make a ranged that deals 4d4 slashing damage to anything that enters. spell attack with an orb that deals 3d8 on a hit. Crown of Madness: On a failed Wis save, creature is Color Spray: 15 ft cone of color that blinds all creatures based on a 6d10 roll. (to determine charmed and attacks its comrades at your control. number of hit points affected) Darkness: 15 foot sphere of magical darkness. Comprehend Languages: You understand all Darkvision: Grants a target Darkvision up to 60 ft. spoken and written languages. Detect Thoughts: Allows “listening” to the surface Detect Magic: Detects spells and magic items thoughts of a target. within 60 ft. Enhance Ability: Choose one for the next hour: Disguise Self: Changes your appearance. Bear’s Endurance. The target has advantage Spider Climb: Grants ability to walk on walls and on Constitution checks. It also gains 2d6 ceilings. temporary hit points, which are lost when the Suggestion: Compels subject to follow stated course spell ends. of action. Bull’s Strength. The target has advantage on Web: Webs fill a 20-foot cube. Failed Dex save Str checks, and his or her carrying capacity restricts creatures inside. doubles. Cat’s Grace. The target has advantage on Dex 3rd Level Blink: Roll a d20 at the end of each of your turns, on checks. It also doesn’t take damage from a roll of 11 or higher, you vanish from your current falling 20 feet or less if it isn’t incapacitated. plane of existence and appear in the Ethereal Plane, Eagle’s Splendor. The target has advantage and on your next turn you appear again. on Cha checks. Clairvoyance: Creates a small sensor that you can use Fox’s Cunning. The target has advantage on to spy with. Int checks. Counterspell: Counters 3rd level or lower spell, on a Owl’s Wisdom. The target has advantage on higher level spell, make a spell ability check DC= Wis checks. 10+spell level. Spell is cancelled on a success. When cast at higher level slots, you can target an Daylight: Creates a 60 ft sphere of bright light and additional creature. dispels any darkness. Enlarge/Reduce: Either doubles or halves a Dispel Magic: Cancels magical spells and effects. creature’s size. Fear: Each creature in a 30 ft cone must make a Wis Gust of Wind: Creates a 60 ft long, 10 ft wide gust of save or drop everything and become scared. strong wind. Creatures in it must take a Str saving Fireball: 8d6 damage 20-ft. radius. Half damage on a throw or be pushed 15 ft back. It also takes twice as successful Dex save. long to move in it. Fly: A willing target gains a flying speed of 60 feet Hold Person: Paralyzes one humanoid on failed for the duration. Wisdom save. Gaseous Form: Transforms target into a misty cloud Invisibility: A creature you touch becomes invisible with a fly speed of 10 ft. It has resistance to until the spell ends. nonmagical damage, and advantage on Str, Dex, and Knock: Magically open an object/door. Con saving throws. It can also pass through objects. Levitate: One creature or object of your choice that Haste: A willing target gains a +2 bonus to AC, it has you can see within range rises vertically, up to 20 feet, advantage on Dexterity saving throws, and it gains an and remains suspended there for the duration. Con additional action on each of its turns. save to prevent. Hypnotic Pattern: Creates a 30 ft cube of pretty Mirror Image: Creates 3 illusory duplicates of swirls and colors that on a failed Wis save charms yourself. When a creature targets you, roll a d20 to see creatures and incapacitates them. if it hits a copy. If hit, the copy disappears. Lightning Bolt: Line of electricity 100ft long/5ft Misty Step: teleport up to 30 feet to an unoccupied wide deal 8d6 damage. Dex save halves damage. space that you can see. Magic Circle: Creates a 10 ft wide, 20 ft tall cylinder Phantasmal Force: You craft an illusion that takes that can have certain affects against a type of creature root in the mind of a creature that fails an Int save. of your choice. (See PHB for more details) Scorching Ray: Ranged spell attack shoots 3 rays of Major Image: As silent image, plus sound, smell and fire, each dealing 2d6 fire damage. thermal effects. See Invisibility: Reveals any invisibility. Protection from Energy: Willing creature you touch Shatter: 10 ft sphere of ringing noise that deals 3d8 has resistance to one damage type of your choice. thunder damage on a failed Con save, half if Sleet Storm: Create a 40 ft wide, 20 ft tall cylinder of successful. Objects also take damage. Creatures made freezing rain and sleet that creates difficult terrain. of inorganic material have a disadvantage. When a creature enters it makes a Dex save, on a Wall of Fire: You can make a fire wall up to 60 feet failure it falls prone. long, 20 feet high, and 1 foot thick, or a ringed wall up Slow: 40 ft cube of altered time that affects up to 6 to 20 feet in diameter, 20 feet high, and 1 foot thick. creatures. They have a -2 penalty to AC and Dex save, When a creature comes in contact with it it deals 5d8 and cannot use reactions. They also can only use an fire damage on a failed Dex save. (Half on a success) action or a bonus action, not both. When a spell is cast, roll a d20. On an 11 or higher the spell doesn’t 5th Level Animate Objects: Up to ten non-magical objects go until the next turn. Wis save ends the spell for a come to life at your command. Medium objects count target. as 2, large as 4, and huge as 8 objects. Stinking Cloud: 20 ft sphere of disgusting gas that on Cloudkill: Creates a 20 ft sphere of poisonous gas a failed Con save, makes a creature spend its turn that deals 5d8 poison damage on a failed Con save. vomiting. (Half on a success) Tongues: This spell grants the creature you touch the Cone of Cold: 60 ft cone deals 8d8 cold damage on a ability to understand any spoken language it hears. failed Con save. Damage is halved on a successful Moreover, when the target speaks, any creature that save. knows at least one language and can hear the target Creation: Creates a nonliving object smaller then a 5 understands what it says. ft cube made of vegetable mater or minerals. The rarer Water Breathing: Up to 10 subjects can breathe the materials, the shorter the thing lasts. underwater. Dominate Person: Controls humanoid telepathically. Water Walk: Lets you walk on water for 1 hour. Hold Monster: Paralyzes one creature on a failed Wis 4th Level save. A successful Wis save cancels the spell. Banishment: You attempt to send one creature that Insect Plague: Creates a 20ft sphere of biting locusts you can see within range to another plane of that deal 4d10 piercing damage on a failed Con save existence. The target must succeed on a Charisma on anyone inside or entering. (half on a successful saving throw or be banished. save) Blight: On a failed Con save (half on success) target Seeming: This spell allows you give a new, illusory takes 8d8 necrotic damage. If the target is a plant appearance to any number of creatures that you can creature it has disadvantage, if it’s a plant it dies. see within range. Confusion: On a failed Wis save in a 10 ft sphere, Telekinesis: You gain the ability to move or affected creatures become confused. manipulate creatures or objects by thought. Dimension Door: You teleport yourself from your Teleportation Circle: Creates a 10 ft diameter portal current location to any other spot within range. that remains open for 1 turn and takes you to a new Dominate Beast: Control an animal telepathically. place on the Material Plane. (See PHB for more Greater Invisibility: You or a creature you touch details) becomes invisible until the spell ends. Wall of Stone: Creates a stone wall that can be Ice Storm: Hail deals 4d6 cold and 2d8 bludgeoning shaped. damage in a cylinder 40 ft. across. Dex save halves damage. 6th Level Arcane Gate: Creates two portals 500 ft away from Polymorph: This spell transforms a creature that you each other. can see within range into a new form. An unwilling Chain Lightning: A lightning bolt hits a target, then creature must make a Wis save to avoid the effect. A hits three other targets dealing 10d8 damage. Dex save shapechanger automatically succeeds on this saving halves damage. throw. Disintegrate: Target takes 10d6 +40 force damage if Stoneskin: Target gains resistance to nonmagical it fails a Dex save. If this kills the target, target is bludgeoning, piercing, and slashing damage. disintegrated. Eyebite: Your eyes become inky voids that can make 4. Green. The target takes 10d6 poison creatures up to 60 ft away either fall asleep, panic, or damage on a failed save, or half as much become sick on a failed Wis save. damage on a successful one. Globe of Invulnerability: 10 ft globe blocks all 5th 5. Blue. The target takes 10d6 cold damage on level or lower spells. a failed save, or half as much damage on a Mass Suggestion: As Suggestion, but with up to 12 successful one. targets. 6. Indigo. On a failed save, the target is Move Earth: Reshape an area of 40 feet or less of restrained. It must then make a Constitution earthen terrain for up to 2 hours. saving throw at the end of each of its turns. If that activates when a specific condition occurs. it successfully saves three times, the spell Sunbeam: Creates a 5ft wide, 60 ft long beam of light ends. If it fails its save three times, it from your hand that deals 6d8 radiant damage and permanently turns to stone. blinds affected creatures on a failed Con save. (Halves 7. Violet. On a failed save, the target is on a success and no blindness) Undead and Oozes blinded. It must then make a Wisdom saving have disadvantage. throw at the start of your next turn. A True Seeing: Lets you see all things as they really are. successful save ends the blindness. If it fails that save, the creature is transported to another 7th Level plane of existence of the DM’s choosing and Delayed Blast Fireball: Delayed explosion in a 20 ft is no longer blinded. sphere. Deals 12d6 fire damage, Dex save halves. 8. Special. The target is struck by two rays. Etherealness: You step into the borders of the Roll twice more, rerolling any 8. Ethereal Plane and can see both planes but aren’t Project Image: You create an illusory copy of affected by anything on the Material plane. yourself that lasts for up to a day. Finger of Death: 7d8 + 30 necrotic damage, Con save Reverse Gravity: Reverses gravity in a 50-foot- halves damage. If target is killed this way, it rises as radius, 100- foot high cylinder centered on a point your loyal zombie next turn. within range. Fire Storm: Creates an up to 100ft storm of raining Teleport: Transports you and up to 8 willing creatures fire that deals 7d10 fire damage on a failed Dex save. to where you wish. (half on successful save) Plane Shift: You and up to eight willing creatures 8th Level who link hands in a circle are transported to a Dominate Monster: Controls creature telepathically. different plane of existence. Earthquake: Create a 100 ft radius earthquake that Prismatic Spray: Eight multicolored rays of light creates fissures and destroys most buildings. flash from your hand. Each ray is a different color and Incendiary Cloud: Creates a 20 ft radius of burning has a different power and purpose. Each creature in a smoke that deals 10d8 fire damage on a failed Dex 60-foot cone must make a Dexterity saving throw. For save. each target, roll a d8 to determine which color ray Power Word Stun: Stuns creature with 150 HP or affects it. less. A successful Con save at the end of its turn can 1. Red. The target takes 10d6 fire damage on a end the spell. failed save, or half as much damage on a Sunburst: 60 ft radius of sunlight deals 12d6 radiant successful one. damage and blinds targets for 1 minute. Successful 2. Orange. The target takes 10d6 acid damage Con save halves damage and prevents blindness. on a failed save, or half as much damage on a successful one. 9th Level Gate: Creates a portal to location on a different plane. 3. Yellow. The target takes 10d6 lightning Can only travel through the front portal. damage on a failed save, or half as much Meteor Swarm: Each creature in a 40-foot-radius damage on a successful one. sphere centered on each point you choose takes 20d6 fire damage and 20d6 bludgeoning damage on a failed Dex save, or half as much damage on a successful one. Power Word Kill: If the creature you choose has 100 hit points or fewer, it dies. Time Stop: You act freely for 1d4+1 rounds.
Wish: You may alter reality itself, to the DM’s
discretion. After you cast this, until you finish a long rest, you take 1d10 necrotic damage per level of any spell you cast afterwards. Your strength also goes down to 3 for 2d4 days.