What Are The Best Wizard Spells In DND 5e
Magic in Dungeons and Dragons is an integral part of the game. It permeates the very world of DnD and is expressed in a multitude of ways, from powerful beings with latent supernatural abilities to crafted items and artifacts of power. And the most common way of expressing magic in DnD is through spells. The casting of spells is one of the key ways through which you can get your character to express the magical power that lies inside them. Different character classes, monsters, and even NPCs have their unique way of learning and preparing a spell to use in the game.
Irrespective of their source, all spells generally follow the same principle. When a character unleashes a spell, they release the raw magical power inside them to produce the desired effect. These spells can create a number of desired results, such as creating water, release a fireball, create shields, and many more. There are hundreds of spells one can cast in DND 5e. All these spells are categorized in different ways.
However, not every spell pairs well with the character you have, which is why you must find the best spell that will go along with your character. But how do you know which is the best spell in DnD 5e? If you, too, are plagued by the same question, then this article is for you. In this article, we will be listing the best spells to use in DnD 5e.
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1
DnD 5e Wizard Spell List
- 1.1 DnD 5e Wizard Cantrip Spell List
- 1.2 DnD 5e Wizard Level 1 Spell List
- 1.3 DnD 5e Wizard Level 2 Spell List
- 1.4 DnD 5e Wizard Level 3 Spell List
- 1.5 DnD 5e Wizard Level 4 Spell List
- 1.6 DnD 5e Wizard Level 5 Spell List
- 1.7 DnD 5e Wizard Level 6 Spell List
- 1.8 DnD 5e Wizard Level 7 Spell List
- 1.9 DnD 5e Wizard Level 8 Spell List
- 1.10 DnD 5e Wizard Level 9 Spell List
- 2 Best Wizard Spells List In DnD 5e
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3
The Best DND 5e Spells (Wizard)
- 3.1 1. Contingency (6th Level)
- 3.2 2. Disintegrate (6th Level)
- 3.3 3. Fireball (3rd Level)
- 3.4 4. Find Familiar (1st Level Ritual)
- 3.5 5. Misty Step (2nd Level)
- 3.6 6. Polymorph (4th Level)
- 3.7 7. Prestidigitation (Ritual)
- 3.8 8. Shield (1st Level)
- 3.9 9. Simulacrum (7th Level)
- 3.10 10. Wish (9th Level)
- 4 The Bottom Line
DnD 5e Wizard Spell List
Name | Duration | Range | Damage | Description |
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Acid Splash (1A) | Instant | 60 ft | Acid | The spell hurls bubbles of acid on one or two creatures within range. Creatures must make a DEX save or receive 1d6 acid damage. |
Chill Touch (1A) | 1 Round | 120 ft | Necrotic | The spell creates a ghostly hand and when used to make a ranged attack. Creature must take a 1d8 necrotic damage if hit. |
Control Flames (1A) | Instant | 60 ft | Control | Instantaneously expand the flame 5 ft or extinguish the flame in a cube. |
Create Bonfire (1A) | 1 Minute | 60 ft | Fire | Creates a bonfire within a range. Creatures caught up in the bonfire must make a DEX Save. |
Dancing Lights (1A) | 1 Minute | 120 ft | Utility | The spell creates 4 torch sized flames that hover in the air. |
Fire Bolt (1A) | Instant | 120 ft | Fire | The spell hurls a mote of fire at a creature within range. If hit, the creature must take a 1d10 fire damage. |
Frostbite (1A) | Instant | 60 ft | Cold | Cause a numbing frost making forcing the target to make a CON Save. Failed save causes 1D6 damage. |
Gust (1A) | Instant | 30 ft | Control | Targets must make an STR Save or get pushed 5 feet away from you. Move objects less than 5 pounds. |
Light (1A) | 1 Hour | Touch | Creation | Touching an object that is no longer than 10 feet makes it shine bright light. Hostile creatures need to make a DEX Save to avoid spell. |
Mage Hand (1A) | 1 Minute | 30 ft | Utility | A floating hand appears that can open unlocked doors and chests. The hand can not carry more than 10 pounds. |
Mending (1M) | Instant | Touch | Utility | Repairs a single break or tear in an object as long as it is smaller than 1 foot. |
Message (1A) | 1 Round | 120 ft | Communication | Whisper a message to creature you point towards. Only the targeted creature can hear the whisper. |
Minor Illusion (1A) | 1 Minute | 30 ft | Control | The spell creates an illusion in the form of a sound or an image. |
Mold Earth (1A) | Instant | 30 ft | Control | Choose a portion of dirt and stone that fits in a 5 foot cube and move it around. |
Poison Spray (1A) | Instant | 10 ft | Poison | Project a puff of noxious gas. Creature must succeed on Con Save or take 1d12 poison damage. |
Prestidigitation (1A) | 1 Hour | 10 ft | Utility | The spell is used for practice by novice spell casters and and can be used for harmless sensory effects. |
Ray of Frost (1A) | Instant | 60 ft | Cold | A creature is targeted by a frigid beam of blue and white light. If hit, the creature receives a 1d8 cold damage & has its speed reduced by 10 feet. |
Shape Water (1A) | Instant | 30 ft | Control | Choose a portion of water that fits in a 5 foot cube and move it around. You can even freeze it. |
Shocking Grasp (1A) | Instant | Touch | Lightning | Touch a creature with lightning. The targeted creature receives 1d8 lightning damage. |
Thunderclap (1A) | Instant | 5 ft | Thunder | Create thunderous sound 100 ft away. Every creature within range needs a CON Save or take 1d6 damage. |
True Strike (1A) | 1 Round | 30 ft | Foreknowledge | Create thunderous sound 100 ft away. Every creature within range needs a CON Save or take 1d6 damage. |
Name | Duration | Range | Damage | Description |
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Absorb Elements (1R) | 1 Round | Self | Acid | Spell Captures incoming energy and releases it in the next melee attack. Causes an extra 1d6 Damage. |
Alarm (1M) | 8 Hours | 30 ft | Detection | This spell helps you set an alarm against unwanted intrusion. An alarm rings whenever a creature touches the warded area. |
Burning Hands (1A) | Instant | Self | Fire | Fire shoots from your fingertips. Each creature in a 15 foot cone must make a DEX Save or receive 3d6 fire damage. |
Catapult (1A) | Instant | 60 ft | Bludgeoning | An object flies in straight line for 90 feet before falling. Creature hit with object must make DEX Save or stop moving and take a 3d8 bludgeoning damage. |
Cause Fear (1A) | 1 Minute | 60 ft | Frightened | The target awakens a sens of mortality in a creature. The creature must make a WIS save or become frightened. |
Charm Person (1A) | 1 Hour | 30 ft | Charmed | Charm a humanoid within range. Target needs a WIS Save or get charmed. |
Chromatic Orb (1A) | Instant | 90 ft | Acid | The spell hurls an orb of any type at a creature within range. A range spell attack that hits the creature after gives a 3d8 damage. |
Color Spray (1A) | 1 Round | Self | Blinded | Colored light flashes from your hand. Roll a 6d10 and the total is the number of hit points this spell can affect. Creatures with low hit points are blinded first. |
Comprehend Languages (1A) | 1 Hour | Self | Social | Use this spell to understand any spoken or written language. |
Detect Magic (1A) | 10 Minutes | Self | Detection | Sense magic within 30 ft of you. See a faint aura around any visible creature that bears magic, and you learn its school of magic. |
Disguise Self (1A) | 1 Hour | Self | Shapechanging | Change your armor, clothing & weapons to look different. You can’t change your body type, but can make yourself tall, short, thin, fat etc. |
Distort Value (1M) | 8 Hours | Touch | You cast this spell on an object besides you. You can either double the objects value or half it using this spell. | |
Earth Tremor (1A) | Instant | 10 ft | Bludgeoning | Causes a tremor in range. Creatures in the range must make a DEX Save or take 1d6 bludgeoning damage and knocked prone. |
Expeditious Retreat (1BA) | 10 Minutes | Self | Movement | The spell enables you to move quickly. As a bonus action, you make a dash action after casting this spell. |
False Life (1A) | 1 Hour | Self | Buff | The spell bolsters your necromantic facsimile of life. You temporary gain 1d4 + 4 hit points. |
Feather Fall (1R) | 1 Minute | 60 ft | Exploration | Choose five falling creatures within range and slow their rate of decent to 60 feet per round. A creature that lands before the spell ends receives no falling damage. |
Find Familiar (1H) | Instant | 10 ft | Summoning | By using this spell, you gain a service of a familiar. The familiar has statistics of a form you choose. |
Floating Disk (1A) | 1 Hour | 30 ft | Movement | The spell creates a disk that can hold 500 pounds and remains within 20 feet of you. Adding more than 500 pounds, makes the disk dissapear. |
Fog Cloud (1A) | 1 Hour | 120 ft | Control | Create a 20-foot-radius sphere of fog centered on a point within range. |
Frost Fingers (1A) | Instant | Self | Cold | Your finger tips release freezing cold cones. Creatures in the area must make a CON save or receive 2d8 cold damage. |
Grease (1A) | 1 Minute | 60 ft | Prone | Grease covers the ground and makes it a difficult terrain. Creatures moving in the grease must make a DEX save or fall prone. |
Hideous Laughter (1A) | 1 Minute | 30 ft | Prone | A creature you see within range find everything funny and falls into a fit of laughter. Target must make WIS save or fall prone. |
Ice Knife (1A) | Instant | 60 ft | Piercing | Create a shard of ice to hit a creature. On success, a creature receives 1d10 piercing damage. |
Identify (1M) | Instant | Touch | Detection | Touch an object of your choosing and learn all about its properties and how to use it. |
Illusory Script (1M) | 10 Days | Touch | Communication | Write on a parchment or a paper and text can only be understood by you and the creature you designate. To everyone else, the text seems unintelligible. |
Jim’s Magic Missile (1A) | Instant | 120 ft | Force | The spell creates 3 magical darts, on a hit the creature receives 2d4 force damage. On a critical hit, the creature receives 5d4 force damage. |
Jump (1A) | 1 Minute | Touch | Movement | Target Creatures jump is triples when you touch it. |
Longstrider (1A) | 1 Hour | Touch | Buff | Target Creatures speed increases by 10 feet when you touch it. |
Mage Armor (1A) | 8 Hours | Touch | Buff | Touch a willing creature who is not wearing armor and the creatures base ac becomes 13 + its Dexterity modifier. |
Magic Missile (1A) | Instant | 120 ft | Force | Create 3 magical darts that hit a creature within range. The creature then receives a 1d4 + 1 force damage. |
Protection from Evil and Good (1A) | 10 Minutes | Touch | Buff | You use this spell to protect a willing creature from other types of creatures. |
Ray of Sickness (1A) | Instant | 60 ft | Poison | Sickening green energy lashes out towards creatures. A ranged attack hitting the creature deals 2d8 poison damage. On a failed CON save, the creature gets poisoned as well. |
Shield (1R) | 1 Round | Self | Warding | An invisible barrier protects you from magic missile and gives you +5 bonus to AC. |
Silent Image (1A) | 10 Minutes | 60 ft | Control | The spell creates and image of an object, creature or phenomenon. The image appears at a spot without any other sensory effect. |
Sleep (1A) | 1 Minute | 90 ft | Unconscious | The spell send creatures in range to sleep. Roll 5d8 and that is number of hit points this spell can affect. |
Snare (1M) | 8 Hours | Touch | Restrained | The spell creates a trap that is triggered when a creature enters the spell range. The creature must make a DEX save or fall prone and get restrained. |
Tasha’s Hideous Laughter (1A) | 1 Minute | 30 ft | Prone | When you use this spell, a creature within range needs to make a WIS save or fall prone with laughter. |
Tasha’s Caustic Brew (1A) | 1 Minute | Self | Acid | Acid emanates from you and each creature in line must make a DEX Save or get covered in acid. Creatures covered in acid receive 2d4 acid damage each turn. |
Tenser’s Floating Disk (1A) | 1 Hour | 30 ft | Movement | Create a floating disk with an increased capacity and the disk stays closer to you. |
Thunderwave (1A) | Instant | Self | Thunder | Each creature in a 15 foot radius is hit and needs to make a CON Save or receive a 2d8 thunder damage and pushed 10 feet away. |
Unseen Servant (1A) | 1 Hour | 60 ft | Control | Create an invisible, mindless and shapeless form that can perform simple tasks. |
Witch Bolt (1A) | 1 Minute | 30 ft | Lightning | A beam of blue energy moves towards a creature within range and forms a sustained arc. The spell enables you to make a range attack causing creature 1d12 lightning damage. |
Name | Duration | Range | Damage | Description |
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Acid Arrow (1A) | Instant | 90 ft | Acid | A green arrow burst into a spray of acid when targeting a creature within range. If hit, the creature receives 4d4 acid damage & 2d4. |
Aganazzar’s Scorcher (1A) | Instant | 30 ft | Fire | A line of fire emanates from you. Creatures in line must make a DEX save or receive 3d8 fire damage. |
Alter Self (1A) | 1 Hour | Self | Shapechanging | You change to a different form and can choose one of the following: 1. Aquatic adaptation, 2. Change Appearance, 3. Natural Weapons. |
Arcane Lock (1A) | Until Dispelled | Touch | Utility | Touch a closed door, door, window, chest and it becomes locked for the duration of the spell. |
Arcanist’s Magic Aura (1A) | 24 Hours | Touch | Deception | You place an illusion on a creature that reveals false information about it. The spells allows you to change the creatures aura or change its appearance. |
Blindness/Deafness (1A) | 1 Minute | 30 ft | Blinded | When you use this spell, a creature needs to make a CON save or get blinded or deafened. |
Blur (1A) | 1 Minute | Self | Deception | Your body becomes blur and any creature attacking you has a disadvantage on attack rolls. |
Cloud of Daggers (1A) | 1 Minute | 60 ft | Slashing | Fill 5 cube of air with daggers. Creatures entering or starting their turn in the spells area receive 4d4 slashing damage. |
Continual Flame (1A) | Until Dispelled | Touch | Creation | A flame springs forth from an object you touch. |
Crown of Madness (1A) | 1 Minute | 120 ft | Charmed | A humanoid within range that you can see must make a WIS save or become charmed. |
Darkness (1A) | 10 Minutes | 60 ft | Control | Darkness spreads from a point of your choosing. A creature with darkvision can’t see through this darkness. |
Darkvision (1A) | 8 Hours | Touch | Buff | Touching a willing creature gives it nightvision. Creature can see up to 60 feet ahead. |
Detect Thoughts (1A) | 1 Minute | Self | Detection | You can use this spell to check the thought of a creature. If you dig deeper for detailed thought, the creature needs to make a WIS save. |
Dragon’s Breath (1BA) | 1 Minute | Touch | Acid | Touching a willing creature enables it to spew energy from its mouth. Creatures in the magical energy’s area must make a DEX save or receive 3d6 damage. |
Dust Devil (1A) | 1 Minute | 60 ft | Bludgeoning | Dust devil appear in 5 foot cube of air. Target must make a STR Save or receive 1d8 bludgeoning damage while being pushed back 10 feet. |
Earthbind (1A) | 1 Minute | 300 ft | Control | Yellow strips of magical energy loops around a creature within range. Creature must make STR Save or have its flying speed reduced to 0 feet. |
Enlarge/Reduce (1A) | 1 Minute | 30 ft | Buff | Increase or reduce the size of a creature or object within range. |
Flaming Sphere (1A) | 1 Minute | 60 ft | Fire | A sphere of fire appears in an unoccupied space. Creatures caught in the sphere must make DEX Save or receive 2d6 fire damage. |
Flock of Familiars (1M) | 1 Hour | Touch | Summon 3 familiars that take a form of an animal of your choosing. | |
Gentle Repose (1A) | 10 Days | Touch | Warding | Touch the remains of a corpse |
Gift of Gab (1R) | Instant | Self | Reshape the memories of listeners in range and replace things they heard in the last 6 seconds of their memory. | |
Gust of Wind (1A) | 1 Minute | Self | Control | Targets must make an STR Save or get pushed 15 feet away from you. |
Hold Person (1A) | 1 Minute | 60 ft | Paralyzed | Target must make WIS Save or be paralyzed for the duration of the spell. |
Invisibility (1A) | 1 Hour | Touch | Invisible | Touch a creature to make it invisible. Anything the target is carrying or wearing becomes invisible as well. |
Jim’s Glowing Coin (1A) | 1 Minute | 60 ft | Hurl a coin within range. Creatures within the coins range must make a WIS save or get distracted. | |
Knock (1A) | Instant | 60 ft | Utility | Choose any door, chests, box, padlocks etc. that is locked by a mundane locked and make it unlocked. If an object has multiple locks, you can remove only 1 lock. |
Levitate (1A) | 10 Minutes | 60 ft | Movement | Raise a creature or object 20 feet in the air and leave it suspended for the duration of the spell. |
Locate Object (1A) | 10 Minutes | Self | Detection | Sense the direction and distance of the closest object within 1000 feet of you. |
Magic Mouth (1M) | Until Dispelled | 30 ft | Communication | Implant a message within an object. The message is revealed when trigger conditions are met. The message can not be longer than 25 words. |
Magic Weapon (1BA) | 1 Hour | Touch | Bludgeoning | Touching a non magical weapon gives it +1 bonus on attack rolls and damage rolls. |
Maximilian’s Earthen Grasp (1A) | 1 Minute | 30 ft | Bludgeoning | A hand from soil target s a creature within its range. Creature must make an STR save or receive 2d6 bludgeoning damage. |
Melf’s Acid Arrow (1A) | Instant | 90 ft | Acid | A magical arrow spring into your hand. A creature hit with this arrow receives 2d4 acid damage. |
Mind Spike (1A) | 1 Hour | 60 ft | Psychic | You reach into the mind of a creature within range. The creature must make a WIS save or receive 3d8 psychic damage . |
Mirror Image (1A) | 1 Minute | Self | Deception | The spell creates 3 duplicates of yourself that mimic your action. When attacked, you roll a d20 to decide whether a duplicate is hit. |
Misty Step (1BA) | Instant | Self | Teleportation | Teleport to an unoccupied space 30 feet within range. |
Nathair’s Mischief (1A) | 1 Minute | 60 ft | Charmed | The spell fills a cube with Fey and Draconic magic. Roll on Mischievous Surge table to determine the magical effect produced. |
Nystul’s Magic Aura (1A) | 24 Hours | Touch | Deception | Place a spell on a creature so that divination spells reveal wrong information about it. |
Phantasmal Force (1A) | 1 Minute | 60 ft | Psychic | The spell creates an illusion in the mind of a creature. The creature must make an INT save or face a Phantasmal creature created by you. |
Pyrotechnics (1A) | Instant | 60 ft | Blinded | Choose an area of non-magical flame and extinguish it or use it for fireworks. |
Ray of Enfeeblement (1A) | 1 Minute | 60 ft | Debuff | A Black Beam of enervating from your finger springs towards a creature within range. |
Rime’s Binding Ice (1A) | Instant | Self | Cold | Cold energy emanates from you and targets creatures within range. Creature must make a CON save or receive 3d8 cold damage and are hindered for 1 minute. |
Rope Trick (1A) | 1 Hour | Touch | Utility | Touching a rope makes it rise in the air until it is perpendicular to the ground. Climbing the rope takes you to a extra-dimensional space. |
Scorching Ray (1A) | Instant | 120 ft | Fire | The spell creates 3 rays of fire and hurls them at a creature within range. If the creature is hit, it receives 2d6 fire damage. |
See Invisibility (1A) | 1 Hour | Self | Detection | You this spell to see invisible creatures and objects. You can also see into the Ethereal Plane. |
Shadow Blade (BA) | 1 Minute | Self | Psychic | The spell creates a sword from shadow threads and deals 2d8 psychic damage. |
Shatter (1A) | Instant | 60 ft | Thunder | A sudden loud noise erupts from a point in range of your choosing. Creatures in range must make CON save or receive 3d8 thunder damage. |
Skywrite (1A) | 1 Hour | Sight | Communication | Cause 10 words in the form of a cloud to be a part of the sky. Words disappear when spell ends. |
Snilloc’s Snowball Swarm (1A) | Instant | 90 ft | Cold | Snowball erupts from a point of your choosing. Creatures in range must make a DEX save or receive 3d6 cold damage. |
Spider Climb (1A) | 1 Hour | Touch | Buff | One willing creature can move up or down on vertical surfaces while leaving their hands free. |
Suggestion (1A) | 8 Hours | 30 ft | Control | You suggest a course of activity to a creature and make it see reason. The spell ends if you suggest something harmful or a WIS save is made. |
Tasha’s Mind Whip (1A) | 1 Round | 90 ft | Psychic | Lash out at a creature within range forcing them to make a INT save or receive 3d6 psychic damage. |
Warding Wind (1A) | 10 Minutes | Self | Deafened | A deafening video is created in the area. Wind extinguishes flames and gas and the makes the terrain difficult to pass through. |
Web (1A) | 1 Hour | 60 ft | Restrained | The spell conjures the web and the land a difficult terrain. Creatures starting in the spell range must make a DEX save or remain restrained. |
Name | Duration | Range | Damage | Description |
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Animate Dead (1M) | Instant | 10 ft | Creation | The spell creates an undead servant from bones or a corpse. The stats of the undead servant are with the DM. |
Ashardalon’s Stride (1BA) | 1 Minute | Self | Fire | Flames of a Dragon blast from your feet and give you 20 feet more speed. Creatures next to the flame receive 1d6 fire damage. |
Bestow Curse (1A) | 1 Minute | Touch | Debuff | Touching a creature makes it cursed if it cannot make a WIS save. Check manual for the effects of getting cursed. |
Blink (1A) | 1 Minute | Self | Utility | Roll a D20 at the end of each of your turn and if the number is greater than 11, you are transported to the ethereal plane. |
Catnap (1A) | 10 Minutes | 30 ft | Buff | 3 creatures within range of your choice are presented with a calming gesture that makes them fall unconcious. |
Clairvoyance (10M) | 10 Minutes | 1 mile | Detection | Create an invisible sensor in range and choose whether you want to see or hear through the sensor. |
Counterspell (1R) | Instant | 60 ft | Negation | You interrupt a creature casting a spell. Spell below level 3 are unaffected and spell of level or above need you to make an ability check. |
Dispel Magic (1A) | Instant | 120 ft | Control | Choose any creature or magical effect and remove the spell if it is level 3 or lower. Spells higher than level 3 need an ability check. |
Enemies Abound (1A) | 1 Minute | 120 ft | Control | You get into the mind of a creature and force it to make an INT save. A failed save makes the creature think of everyone as foes. |
Erupting Earth (1A) | Instant | 120 ft | Bludgeoning | A fountain of churned earth erupts on a ground you can see. Targets must make a DEX Save or receive a 3d12 bludgeoning damage. |
Fast Friends (1A) | 1 Hour | 30 ft | Charmed | A creature within range that can see and hearb you needs to make a WIS save or be charmed. |
Fear (1A) | 1 Minute | Self | Frightened | The spell projects an image of the targeted creatures worst nightmare. Creature must make WIS save or be frightened. |
Feign Death (1A) | 1 Hour | Touch | Blinded | Touch a willing creature to put it in a cataleptic state which makes it indistinguishable from death. |
Fireball (1A) | Instant | 150 ft | Fire | A bright streak flashes from your finger tips. Targeted creatures must make a DEX save or receive 8d6 fire damage. |
Flame Arrows (1A) | 1 Hour | Touch | Fire | Use arrows from a quiver to hit a target. If you hit the target, it receives an extra extra 1d6 fire damage. |
Fly (1A) | 10 Minutes | Touch | Movement | Touching a willing creature gives it a flying speed of 60 ft for the duration of the spell. |
Galder’s Tower (10M) | 24 Hours | 30 ft | The spell conjures a tower made of stone, wood and other sturdy materials. | |
Gaseous Form (1A) | 1 Hour | Touch | Buff | You touch a willing creature and transform it into a misty cloud. |
Glyph of Warding (1H) | Until Dispelled or Triggered | Touch | Acid | Inscribe spell glyph or explosive runes when the glyph is triggered by a creature. |
Haste (1A) | 1 Minute | 30 ft | Buff | A willing creature’s speed is doubled & it gains a +2 bonus to AC. It also gains an advantage on DEX saving throws. |
Hypnotic Pattern (1A) | 1 Minute | 120 ft | Charmed | Creating a twisting pattern of colors in the air. Creatures in range must make WIS save or be charmed. |
Incite Greed (1A) | 1 Minute | 30 ft | Charmed | You present a gem used as material component. Creatures within range must make a WIS save or be charmed. |
Intellect Fortress (1A) | 1 Hour | 30 ft | Buff | A willing creature gains resistance to psychic damage, and advantage on Intelligence, Wisdom, and Charisma saving throws. |
Leomund’s Tiny Hut (1M) | 8 Hours | Self | Utility | The spell creates a spherical dome. Creature within range can enter the dome. While the dome is impenetrable to all toher creatures. |
Life Transference (1A) | Instant | 30 ft | Necrotic | Use this spell to sacrifice some of your health to heal another creature. You receive a 4d8 necrotic damage while the creature regains twice the health. |
Lightning Bolt (1A) | Instant | Self | Lightning | A stroke of lightning is formed and each creature in line must make a DEX save or receive 8d6 lightning damage. |
Magic Circle (1M) | 1 Hour | 10 ft | Control | You create a cylinder of magical energy on the ground. The circle affects creatures of a specific type you choose. |
Major Image (1A) | 10 Minutes | 120 ft | Control | You create an image bigger than that created in ‘minor image’. Image cast by major image seems authentic has sounds, smell and temperatures. |
Melf’s Minute Meteors (1A) | 10 Minutes | Self | Fire | You create 6 tiny meteors and can release 1 or 2 of them each turn. Creatures within 5 feet of impact receive 2d6 fire damage. |
Nondetection (1A) | 8 Hours | Touch | Deception | Touch a willing creature to make it hide from magical sensors. |
Phantom Steed (1M) | 1 Hour | 30 ft | Movement | A horse like creature appears in an unoccupied space. The creature has stats of a riding horse except it has a speed of 100 feet. |
Protection from Energy (1A) | 1 Hour | Touch | Buff | Touching a willing creatures gives it resistance to a damage type of your choice. |
Remove Curse (1A) | Instant | Touch | Buff | Touching a cursed creature removes all of its curses. |
Sending (1A) | 1 Round | Unlimited | Communication | The spell sends a short message with a creature. If the target is in a different plane, there is a 5% chance that the message does not arrive. |
Sleet Storm (1A) | 1 Minute | 150 ft | Prone | Freezing rain and sleet fall in a range. Targets entering the spell must make a DEX Save or fall prone. Targets casting a spell inside the spell range must make a CON Save. |
Slow (1A) | 1 Minute | 120 ft | Control | The spell affects 6 creatures within range. Creature need to make a DEX save or receive −2 penalty to AC and Dexterity saving throws. |
Spirit Shroud (1BA) | 1 Minute | Self | Cold | You summon spirits of the dead. Each of your attacks deals an 1d8 extra damage and the damage is either radiant, necrotic, or cold |
Stinking Cloud (1A) | 1 Minute | 90 ft | Control | The spell creates a nauseous gas within range. Creatures within range must make a CON save against poison. |
Summon Fey (1A) | 1 Hour | 90 ft | Summoning | Summon a fey creature in an unoccupied space. The creatures disappears when its hit point reaches 0. |
Summon Lesser Demons (1A) | 1 Hour | 60 ft | Summoning | You summon demons with a total challenge rating of 1. The DM chooses the demons. |
Summon Shadowspawn (1A) | 1 Hour | 90 ft | Summoning | The spell summons a shadowy spirit in an unoccupied space. The undead spirit disappears when it reaches 0 hit points. |
Summon Undead (1A) | 1 Hour | 90 ft | Summoning | The spell summons an undead spirit in an unoccupied space. The undead spirit disappears when it reaches 0 hit points. |
Thunder Step (1A) | Instant | 90 ft | Thunder | You teleport to an unoccupied space followed by a loud thunderous sound. Each creature within 10 ft of the space you left must make a CON save or receive 3d10 thunder damage. |
Tidal Wave (1A) | Instant | 120 ft | Bludgeoning | Create a wave of water and target creatures in a range. Targetted creatures must make a DEX Save or receive 4d8 bludgeoning damage and get knocked prone. |
Tiny Hut (1M) | 8 Hours | Self | Utility | The spell creates a dome of force springs. Creatures within the dome get comfortable and dry space regardless of the weather. |
Tiny Servant (1M) | 8 Hours | Touch | Utility | You touch an object that is not attached to anything and it grows legs and arms. The object can be used for simple commands. |
Tongues (1A) | 1 Hour | Touch | Communication | Touch a creature to enable it to speak a language that it hears. |
Vampiric Touch (1A) | 1 Minute | Self | Necrotic | Touching a creature gives it 3d6 necrotic damage. You recover hit points equal to half of the damage dealt. |
Wall of Sand (1A) | 10 Minutes | 90 ft | Blinded | You conjure up a wall of sand. Every creature caught in the wall’s space is blinded. |
Wall of Water (1A) | 10 Minutes | 60 ft | Control | Create a wall of water either in a line or in a circle. Ranged weapons are at disadvantage when going through the wall. |
Water Breathing (1A) | 24 Hours | 30 ft | Buff | Gives up to 10 willing creatures the ability to breathe under water. |
Name | Duration | Range | Damage | Description |
---|---|---|---|---|
Arcane Eye (1A) | 1 Hour | 30 ft | Detection | Create a magical eye within range that provides normal vision and dark vision. |
Banishment (1A) | 1 Minute | 60 ft | Banishment | Send a creature within range to another plane. Creature must make a CHA save or get banished. |
Black Tentacles (1A) | 1 Minute | 90 ft | Bludgeoning | Tentacles appear from the ground and make the area a difficult terrain. Creatures entering the terrain must make a DEX save or receive 3d6 bludgeoning damage. |
Blight (1A) | Instant | 30 ft | Necrotic | The spell drains moisture and vitality from creatures. Creatures must make CON Save or receive s 8d8 necrotic damage. |
Charm Monster (1A) | 1 Hour | 30 ft | Charmed | You attempt to charm a creature. The creature must make a WIS save or get charmed. |
Confusion (1A) | 1 Minute | 90 ft | Control | Target must make a WIS Save or lose control over their minds. |
Conjure Minor Elementals (1M) | 1 Hour | 90 ft | Summoning | Summon elements within range. Using this spell, you can summon 1/2/4/8 elements with a total challenge rating of 2. |
Control Water (1A) | 10 Minutes | 300 ft | Bludgeoning | Use the spell to control freestanding water. Creatures entering the Vortex must make a STR Save or receive 2d8 bludgeoning damage. |
Dimension Door (1A) | Instant | 500 ft | Teleportation | You can use this spell to teleport from one spot to the other within range. If you travel to a space already occupied, you are your companion receive 4d6 force damage. |
Elemental Bane (1A) | 1 Minute | 90 ft | Acid | Choose a creature withing range and select a damage type it can’t resist. Target must make CON Save or receive extra 2d6 damage every time the selected damage type hits the target. |
Evard’s Black Tentacles (1A) | 1 Minute | 90 ft | Bludgeoning | Tentacles emerge from the ground making the terrain a difficult terrain. Creatures must make a DEX save or receive 3d6 bludgeoning damage and be restrained. |
Fabricate (10M) | Instant | 120 ft | Creation | The spell transforms raw material into products made from the same raw materials. |
Faithful Hound (1A) | 8 Hours | 30 ft | Piercing | The spell conjures a phantom watchdog in an unoccupied space. At the start of each turn, the hound attempts to bite a creature. If hit the 4d8 piercing damage. |
Fire Shield (1A) | 10 Minutes | Self | Fire | Flames wreath from your body and form a warm or cold shield. Creatures attacking you melee receive 2d8 fire damage or cold damage. |
Galder’s Speedy Courier (1A) | 10 Minutes | 10 ft | You conjure a small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. | |
Greater Invisibility (1A) | 1 Minute | Touch | Invisible | You and a creature you touch become invisible until the spell ends. |
Hallucinatory Terrain (10M) | 24 Hours | 300 ft | Control | Make a natural terrain look, sound and smell like some other natural terrain. |
Ice Storm (1A) | Instant | 300 ft | Bludgeoning | Cause hailstone to fall in a range. Creatures must make a DEX Save or receive 2d8 bludgeoning damage and 4d6 cold damage. |
Leomund’s Secret Chest (1A) | Instant | Touch | Utility | You hide a chest and all of its content on the ethereal plane. |
Locate Creature (1A) | 1 Hour | Self | Detection | Sense the direction of a creature if it is 1000 ft or lower away from you. |
Mordenkainen’s Faithful Hound (1A) | 8 Hours | 30 ft | Piercing | The spell conjures a phantom watchdog. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. |
Mordenkainen’s Private Sanctum (10M) | 24 Hours | 120 ft | Control | You make the area within range magically secure. You decide what sort of security this spell can provide. |
Phantasmal Killer (1A) | 1 Minute | 120 ft | Psychic | The spell enter s creatures nightmare and creates illusions. Creatures become frightened and must make a WIS save or receive 4d10 psychic damage. |
Polymorph (1A) | 1 Hour | 60 ft | Control | Transform a creature into a new form as long as the challenge rating is the same or lower than target creature. Unwilling creature must make a WIS Save. |
Private Sanctum (10M) | 24 Hours | 120 ft | Control | The spell makes an area magically secure and has certain properties you can find in the players manual. |
Raulothim’s Psychic Lance (1A) | Instant | 120 ft | Psychic | Unleash a lance of psychic power toward a target. Target must make INT save or receive 7d6 psychic damage and is incapacitated. |
Resilient Sphere (1A) | 1 Minute | 30 ft | Control | A sphere encloses a creature and gets it trapped. An unwilling creature must make a DEX save the outside the sphere. |
Secret Chest (1A) | Instant | Touch | Utility | You hide a chest and all of its content in the ethereal plane. |
Sickening Radiance (1A) | 10 Minutes | 120 ft | Radiant | A dim greenish light spreads and creatures in it must make CON save ore receive 4d10 radiant damage. |
Stone Shape (1A) | Instant | Touch | Control | Touch a medium sized or smaller stone and change its dimensions. |
Stoneskin (1A) | 1 Hour | Touch | Buff | Target creature gets skin as hard as stone and is resistant to nonmagical bludgeoning, piercing, and slashing damage |
Storm Sphere (1A) | 1 Minute | 150 ft | Bludgeoning | Whirling wind spring in to exisance. Creature entering the sphere must make an STR save or receive 2d6 bludgeoning damage. |
Summon Aberration (1A) | 1 Hour | 90 ft | Summoning | You summon a Aberration spirit. The creature disappears when it reaches 0 hit points. |
Summon Construct (1A) | 1 Hour | 90 ft | Summoning | You summon a Construct spirit. The creature disappears when it reaches 0 hit points. |
Summon Elemental (1A) | 1 Hour | 90 ft | Summoning | You summon a Elemental spirit. The creature disappears when it reaches 0 hit points. |
Summon Greater Demon (1A) | 1 Hour | 60 ft | Summoning | You summon demons with a total challenge rating of 5. The DM chooses the demons. |
Vitriolic Sphere (1A) | Instant | 150 ft | Acid | Point at a location within range and and an acid streak explodes. Creatures must make a DEX save or receive 10d4 acid damage and 5d4 acid damage at the end of its next turn |
Wall of Fire (1A) | 1 Minute | 120 ft | Fire | Creates a fire wall, creatures in the wall must make DEX Save or receive 5d8 fire damage. |
Watery Sphere (1A) | 1 Minute | 90 ft | Restrained | Creates a sphere of water. Creatures trapped in sphere must make STR Save or be restrained in the sphere. |
Name | Duration | Range | Damage | Description |
---|---|---|---|---|
Animate Objects (1A) | 1 Minute | 120 ft | Creation | Use this spell to choose up to 10 magical objects you want to animate. The creatures remain animated until the spell ends or they reach 0 hit points. |
Arcane Hand (1A) | 1 Minute | 120 ft | Force | The spell creates a large hand with shimmering force that follows your command. The hand has Strength of 26 (+8) and a Dexterity of 10 (+0). |
Bigby’s Hand (1A) | 1 Minute | 120 ft | Force | The spell creates a large hand with shimmering force that follows your command. The hand has Strength of 26 (+8) and a Dexterity of 10 (+0). |
Cloudkill (1A) | 10 Minutes | 120 ft | Poison | The spell creates a poisonous fog. Creatures in the fog must make a CON save or take a 5d8 poison damage. |
Cone of Cold (1A) | Instant | Self | Cold | A blast of cold air erupt from your hand. Creatures must make a CON save or take a 8d8 cold damage. |
Conjure Elemental (1M) | 1 Hour | 90 ft | Summoning | The spell call forth an elemental servant with a challenge rating of 5 or lower. |
Contact Other Plane (1M) | 1 Minute | Self | Communication | You mentally contact a demi-god from another plane to ask 5 questions. When you cast this spell, you must make a INT save or receive 6d6 psychic damage. |
Control Winds (1A) | 1 Hour | 300 ft | Prone | Control 100 feet cube of air to create a gust, updraft or downdraft. |
Creation (1M) | Special | 30 ft | Creation | This spell uses shadow material to create non-living objects. |
Danse Macabre (1A) | 1 Hour | 60 ft | Control | Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range |
Dawn (1A) | 1 Minute | 60 ft | Radiant | Light of dawn falls on a point of your choosing. Creatures within range must make a CON save or receive 4d10 radiant damage. |
Dominate Person (1A) | 1 Minute | 60 ft | Charmed | You try to charm a person withing range. The target must make a WIS save or become charmed. |
Dream (1M) | 8 Hours | Self | Communication | The spell is used to shape the dream of a creature known to you. You and a willing creature you touch enter a trance state and act as messengers. |
Enervation (1A) | 1 Minute | 60 ft | Necrotic | Inky darkness is released from you and targets a creature. Creature must make a DEX save or receive 2d8 necrotic damage. |
Far Step (1BA) | 1 Minute | Self | Teleportation | You teleport up to 60 feet to an unoccupied space you can see |
Geas (1M) | 30 Days | 60 ft | Charmed | Place a magical command on a creature that can understand you. The creature must make a WIS save or be charmed. The creature receives a 5d10 psychic damage every time it disobeys you. |
Hold Monster (1A) | 1 Minute | 90 ft | Paralyzed | Target must make WIS Save or be paralyzed for the duration of the spell. |
Immolation (1A) | 1 Minute | 90 ft | Fire | Flames wreathe from a creature you can see within range. The creature must make a DEX save or receive 8d6 fire damage. |
Infernal Calling (1M) | 1 Hour | 90 ft | Control | You summon a devil with a challenge rating of 6 or lower. |
Legend Lore (10M) | Instant | Self | Utility | Name a place, person or object and receive a lore tales, stories and secrets. |
Mislead (1A) | 1 Hour | Self | Deception | You become invisible and create a illusion of yourself. You can use the illusion to speak, and behave in a manner of your choosing. |
Modify Memory (1A) | 1 Minute | 30 ft | Charmed | You can reshape the memory of a creature. The creature must make a WIS save or be charmed. |
Passwall (1A) | 1 Hour | 30 ft | Control | A passage appears that does not cause any imbalance to its surroundings. |
Planar Binding (1H) | 24 Hours | 60 ft | Control | The spell is used to bind fey, celestial or fiend to your services. |
Scrying (10M) | 10 Minutes | Self | Detection | The spell enables you to see and hear about creatures in the same plane as you. Creature must make WIS save to avoid detection. |
Seeming (1A) | 8 Hours | 30 ft | Control | The spell changes the appearance of all the creatures within range. If a creature is unwilling, it needs to make a CHA save. |
Skill Empowerment (1A) | 1 Hour | Touch | Buff | You touch one willing creature and give it expertise in one skill of your choice. |
Telekinesis (1A) | 10 Minutes | 60 ft | Control | This spell gives you the ability to move objects or creatures you can see within range. |
Telepathic Bond (1A) | 1 Hour | 30 ft | Communication | Forge a telepathic link among 8 willing creatures. Creatures with intelligence score of 2 or lower aren’t affected by this spell. |
Teleportation Circle (1M) | 1 Round | 10 ft | Teleportation | Using this spell, you can teleport to a place with a permanent Sigil. Temples, guilds and other important places have Sigils placed in their location. |
Transmute Rock (1A) | Until Dispelled | 120 ft | Bludgeoning | Choose an area of rock or mud and convert it from one form to the other. |
Wall of Force (1A) | 10 Minutes | 120 ft | Control | A invisible wall of force springs into existence. Creatures in the walls area fall to one side of the wall (your decision) |
Wall of Light (1A) | 10 Minutes | 120 ft | Radiant | A shimmering wall of light appears. If the wall cuts through your area, you need to make a CON save or receive 4d8 radiant damage, and it is blinded for 1 minute. |
Wall of Stone (1A) | 10 Minutes | 120 ft | Control | This spell creates a wall of non magical stone that is 6 inches thick. The wall can be created in any form and does not need to be vertical. |
Name | Duration | Range | Damage | Description |
---|---|---|---|---|
Arcane Gate (1A) | 10 Minutes | 500 ft | Teleportation | Create 2 teleportation portals. The portals are two-dimensional glowing rings filled with mist. |
Chain Lightning (1A) | Instant | 150 ft | Lightning | You create a bolt of lightning and target a creature within range. The creature must make a DEX save or receive 10d8 lightning damage |
Circle of Death (1A) | Instant | 150 ft | Necrotic | A sphere of negative energy spreads. Each creature caught in the sphere must make a CON save or receive 8d6 necrotic damage. |
Contingency (10M) | 10 Days | Self | Utility | Choose a spell of level 5 or lower and of 1 action that automatically comes into effects when certain circumstances are met. |
Create Undead (1M) | Instant | 10 ft | Control | Choose 3 humanoid corpses and turn them into ghouls. The DM has statistics for a ghoul. (This spell only works at night) |
Disintegrate (1A) | Instant | 60 ft | Force | A creature targeted by this spell must make a DEX save o receive 10d6 + 40 force damage. |
Eyebite (1A) | 1 Minute | Self | Unconscious | A creature within 60ft of you must make a WIS save or be receive one of the following effects: Asleep, Panicked & Sickened. |
Flesh to Stone (1A) | 1 Minute | 60 ft | Petrified | You attempt to turn a creatures flesh into stone. The creature must make a CON save to avoid being restrained. |
Freezing Sphere (1A) | Instant | 300 ft | Cold | Frigid cold energy is released from your hand and explodes in a 60 ft radius. Creatures in range must make a CON save or receive 10d6 cold damage. |
Globe of Invulnerability (1A) | 1 Minute | Self | Negation | An immobile shimmering barrier springs into existence. Spells of level 5 or lower can not affect the people inside this wall. |
Guards and Wards (10M) | 24 Hours | Touch | Control | This spell creates a ward that protects you. You can create a password that when spoken allows creature to be immune to the effects of this spell. |
Instant Summons (1M) | Until Dispelled | Touch | Detection | The spell leaves a an invisible mark on the object with sapphire as its material component. You can crush the sapphire to instantly bring the object to you. |
Investiture of Flame (1A) | 10 Minutes | Self | Fire | Flames surround your body and make you immune to fire damage. You can use the flames to create a line of fire. Creatures must take a 4d8 fire damage on a failed DEX save. |
Investiture of Ice (1A) | 10 Minutes | Self | Cold | Ice surround your body and make you immune to cold damage. You can use the ice to create a cone. Creatures must take a 4d6 cold damage on a failed CON save. |
Investiture of Stone (1A) | 10 Minutes | Self | Prone | Rocks surround your body and make you immune to bludgeoning damage. You can use the stone to create a difficult terrain and get creatures stunned. |
Investiture of Wind (1A) | 10 Minutes | Self | Bludgeoning | Wind whirl around your body. You get a flying speed of 60 feet and You can use the swirling wind to attack creatures. Creatures must take a 2d10 bludgeoning damage on a failed CON save. |
Magic Jar (1M) | Until Dispelled | Self | Control | Your body falls into a catatonic state and the soul leaves your body and enter a container. You can then either return to your body or possess another humanoid. |
Mass Suggestion (1A) | 24 Hours | 60 ft | Control | You suggest a course of activity to 12 creatures and make it see reason. The spell ends if you suggest something harmful or a WIS save is made. |
Move Earth (1A) | 2 Hours | 120 ft | Control | The spell enable you to reshape dirt, clay and sand in any manner of your choosing. |
Otto’s Irresistible Dance (1A) | 1 Minute | 30 ft | Control | A target creature within range starts doing a comic dance using up all of its movements. Target must make a WIS save or gives others an advantage on attack rolls. |
Programmed Illusion (1A) | Until Dispelled | 120 ft | Control | The spell creates an illusion that occurs when specific conditions are met. The illusion can last for up to 5 minutes. |
Soul Cage (S) | 8 Hours | 60 ft | Buff | This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage. |
Summon Fiend (1A) | 1 Hour | 90 ft | Summoning | Summon a feindish spirit. The spirits disappears when it reaches 0 hit points. |
Sunbeam (1A) | 1 Minute | Self | Radiant | A beam of light flashes out, forcing creatures to make a CON save or receive a 6d8 radiant damage and be blinded. |
True Seeing (1A) | 1 Hour | Touch | Detection | This spell gives a willing creature truesight. |
Wall of Ice (1A) | 10 Minutes | 120 ft | Cold | The spell creates a wall of solid ice. If the wall cuts through a creatures space, the creature must make a DEX save or receive 10d6 cold damage. |
Name | Duration | Range | Damage | Description |
---|---|---|---|---|
Create Magen (1H) | Instant | Touch | You place a vial of quick silver on a life sized doll along with ash or dust. You then drip blood on it and touch it with a crystal rod to transform the doll into a magen. | |
Crown of Stars (1A) | 1 Hour | Self | Radiant | 7 motes of light appear and target a creature within range. If hit, a creature receives 4d12 radiant damage. |
Delayed Blast Fireball (1A) | 1 Minute | 150 ft | Fire | A yellow flashlight is released from your finger and condenses on a chosen point. The spell’s base damage is 12d6. The damage increases by 1d6 if the bead does not detonate. |
Draconic Transformation (1BA) | 1 Minute | Self | Force | You transform yourself and have features such as blind sight, breath weapon and wings. |
Dream of the Blue Veil (10M) | 6 Hours | 20 ft | Teleportation | You an 8 willing creatures fall unconscious and dream about another plane. |
Etherealness (1A) | 8 Hours | Self | Buff | This spell enables you to enter the ethereal plane. Once you enter the ethereal plane, only creatures present in the ethereal plane can affect you. |
Finger of Death (1A) | Instant | 60 ft | Necrotic | A creature within range has negative energy coursing through it causing it searing pain. The creature must make a CON save or receive 7d8 + 30 necrotic damage. |
Forcecage (1A) | 1 Hour | 100 ft | Control | This spell creates an invisible prison that can trap creatures in it. Creatures must use a magical spell and make a CHA save to exit the cage. |
Magnificent Mansion (1M) | 24 Hours | 300 ft | Exploration | Conjure a mansion with a single door. The mansion has a clean, warn and fresh feeling. The mansion also has enough food to serve 100 people. |
Mirage Arcane (10M) | 10 Days | Sight | Control | Make a 1 mile square terrain look like some other terrain. |
Mordenkainen’s Magnificent Mansion (1M) | 24 Hours | 300 ft | Exploration | You conjure an extra dimensional mansion. You can create any floor plan and the mansion has enough food to serve 100 people. |
Mordenkainen’s Sword (1A) | 1 Minute | 60 ft | Force | The spell creates a sword-shaped plane of force. You can use this sword to make a melee attack. On a hit, it causes 3d10 force damage. |
Plane Shift (1A) | Instant | Touch | Banishment | You and 8 willing creatures are transported into another plane. |
Power Word Pain (1A) | Instant | 60 ft | Debuff | You speak a power word that causes intense pain to a creature within range. Creatures with hit point below 100 face crippling pain. |
Prismatic Spray (1A) | Instant | Self | Fire | 8 Multi-colored rays are released from your hand with different effects. Creature must make a DEX save to avoid effects. |
Project Image (1A) | 1 Day | 500 miles | Control | You create a illusion of yourself. You can use the senses of the illusion but you either get blinded or deafened to the surroundings. |
Reverse Gravity (1A) | 1 Minute | 100 ft | Control | This spell reverses the gravity in a 50 foot radius. Creatures must make a DEX save to stay on the ground. |
Sequester (1A) | Until Dispelled | Touch | Deception | A willing creature is hidden from magic detection for the duration of this spell. |
Simulacrum (12H) | Until Dispelled | Touch | Deception | You shape an illusory duplicate of a beast or humanoid that is within range. The duplicate is a creature, partially real and formed from ice or snow. |
Symbol (1M) | Until Dispelled or Triggered | Touch | Necrotic | This spell inscribes a harmful glyph on an object. When triggered, it can cause a wide range of effects. Look at the manual for effects. |
Teleport (1A) | Instant | 10 ft | Teleportation | You can use this spell to teleport from one place to another. |
Whirlwind (1A) | 1 Minute | 300 ft | Bludgeoning | Creatures entering the area must make a DEX Save or receive a 10d6 bludgeoning damage. They must also make a STR save to remain restrained. |
Name | Duration | Range | Damage | Description |
---|---|---|---|---|
Abi-Dalzim’s Horrid Wilting (1A) | Instant | 150 ft | Necrotic | You draw moisture from all creatures within range. Creatures must make a CON save or receive 12d8 necrotic damage. |
Antimagic Field (1A) | 1 Hour | Self | Control | An anti magic sphere surrounds you and suppresses all kinds of magic. |
Antipathy/Sympathy (1H) | 10 Days | 60 ft | Frightened | The spell attracts or repels creatures of your choice within a specified range. |
Clone (1H) | Instant | Touch | Utility | The spell grows an inert duplicate of a living creature. The clone is formed inside a vessel and grows after 120 days. |
Control Weather (10M) | 8 Hours | Self | Control | Take control of the weather using this spell. You must be outdoors to cast this spell. |
Demiplane (1A) | 1 Hour | 60 ft | Utility | You create a door on a flat surface that allows medium sized creature to go to the demiplane. |
Dominate Monster (1A) | 1 Hour | 60 ft | Charmed | Using this spell, you attempt to charm a creature. Target creature must make a WIS Save or be charmed. |
Feeblemind (1A) | Instant | 150 ft | Psychic | You blast the mind of the creature. Creature must make INT Save or receive 4d6 psychic damage. |
Illusory Dragon (1A) | 1 Minute | 120 ft | Acid | From thread of shadow material, you create a dragon. Creature must make WIS save or be frightened for a minute. |
Incendiary Cloud (1A) | 1 Minute | 150 ft | Fire | A swirling cloud of smoke and ember spreads around the corners. A creature in the cloud must make a DEX save ore receive 10d8 fire damage. |
Maddening Darkness (1A) | 10 Minutes | 150 ft | Psychic | A darkness spread around the corners. Spell of level 8 or lower can’t see through or remove this darkness. Creature receives 8d8 psychic damage on failed WIS save. |
Maze (1A) | 10 Minutes | 60 ft | Banishment | The spell banishes a creature within range to the labyrinthine demiplane. Target must make DC 20 Intelligence check to escape. |
Mighty Fortress (1M) | Instant | 1 mile | Utility | A fortress or square area erupts from the ground. The fortress can feed 100 people. |
Mind Blank (1A) | 24 Hours | Touch | Buff | Touch a willing creature to make it immune to physic damage, divination spells and charmed effect. |
Power Word Stun (1A) | Instant | 60 ft | Stunned | Speak a word of power that overwhelms the mind of a creature. If the target creature has more than 150 hit points, it is stunned. |
Sunburst (1A) | Instant | 150 ft | Radiant | Sunlight flashes in a 60 foot radius. Creatures in the light must make CON Save or receive 12d6 radiant damage and is blinded for 1 minute |
Telepathy (1A) | 24 Hours | Unlimited | Communication | You create a telepathic link with a willing creature. |
Name | Duration | Range | Damage | Description |
---|---|---|---|---|
Astral Projection (1H) | Special | 10 ft | Teleportation | You and 8 willing creatures project your astral bodies into the astral plane. You become unconscious during this spell |
Blade of Disaster (1BA) | 1 Minute | 60 ft | Force | You can make up 2 melee attacks with this blade causing 4d12 force damage. Critical hit for this weapon is 18 or higher. |
Foresight (1M) | 8 Hours | Touch | Buff | Touching a willing creature gives it foresight. |
Gate (1A) | 1 Minute | 60 ft | Control | The spell conjure a portal linking an unoccupied space you can see within range to an exact location on a different plane of existence. |
Imprisonment (1M) | Until Dispelled | 30 ft | Restrained | The spell creates a magical restraint to a creature you can see within distance. Creature must make a WIS save to avoid this spell next time. |
Invulnerability (1A) | 10 Minutes | Self | Warding | You are immune to all damage while this spell is active. |
Mass Polymorph (1A) | 1 Hour | 120 ft | Control | The spell changes up to 10 creatures into a beast of the casters choice. |
Meteor Swarm (1A) | Instant | 1 mile | Fire | 4 blazing orbs fall to the ground at 4 different points within range. Creature must make a DEX save or receive 20d6 fire damage and 20d6 bludgeoning damage |
Power Word Kill (1A) | Instant | 60 ft | Control | You speak a power word that kills a creature within range and below 100 hit points to die instantly. |
Prismatic Wall (1A) | 10 Minutes | 60 ft | Fire | A shimmering, multicolored plane of light forms a vertical opaque wall. Creatures within range of this wall must make a CON save or get blinded. |
Psychic Scream (1A) | Instant | 90 ft | Psychic | You unleash the power of your mind on creatures forcing them to make a INT save or receive 14d6 psychic damage and stunned. |
Shapechange (1A) | 1 Hour | Self | Shapechanging | You transform into a different creature for the duration of the spell. The new form can be of any creature with a challenge rating equal to your level or lower. |
Time Stop (1A) | Instant | Self | Control | time stops briefly while you take 1d4 + 1 turns during the spell. |
True Polymorph (1A) | 1 Hour | 30 ft | Buff | Transform a creature or object into a new form of creature as long as the challenge rating is the same or lower than target creature. Unwilling creature must make a WIS Save. |
Weird (1A) | 1 Minute | 120 ft | Psychic | You draw the darkest fears of creatures and create these creatures in their mind. Creatures must make WIS save or get frightened. |
Wish (1A) | Instant | Self | Buff | Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. |
Best Wizard Spells List In DnD 5e
There are a number of character classes to choose from in DnD 5e. One such is Wizards, who hold to power to unleash critical spells. Here are some of the wizard spells list in DnD 5e. Each spell comes with its unique perk. So pairing your character with the right spell will undoubtedly give you an edge early on in the game.
- Contingency (6th Level)
- Disintegrate (6th Level)
- Fireball (3rd Level)
- Find Familiar (1st Level, Ritual)
- Misty Step (2nd Level)
- Polymorph (4th Level)
- Prestidigitation (Cantrip)
- Shield (1st Level)
- Simulacrum (7th Level)
- Wish (9th Level)
The Best DND 5e Spells (Wizard)
Here are the best DND 5e spells and everything they can do
1. Contingency (6th Level)
As the name suggests, having this spell will keep your wizard prepared for everything that lies ahead. This spell gives you a contingency plan by allowing your wizard to store a spell up to the 5th level. This stored spell has an action cast time and will cost you two spell slots. This spell lasts for ten days. This spell takes effect when a certain circumstance occurs. Note that this spell can only be used ONCE at a time. Casting this spell twice will cause the first one to lose its effect.
For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
2. Disintegrate (6th Level)
If you need to blast something to Dust, then this spell is for you. This spell has a 75 average force damage and is a great way to destroy objects and blast your way through walls made of magical force or a Force Cage. It is also a great way to clear debris or make a door through a castle wall. This spells works best if you restrain your enemy using another spell before moving on to use Disintegrate.
3. Fireball (3rd Level)
The Fireball is one of the most used damaging spells in DnD 5e and undoubtedly one of the best spells in the game. Throwing a fireball will ignite every flammable object in the area that isn’t being worn on carried. This fireball deals 106 points of damage per caster to all the enemies in that area. Also, this spell has a range of 150 feet, and the explosions it causes magically spreads around corners. Once you cast this spell, there’s nowhere to run or hide when you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
4. Find Familiar (1st Level Ritual)
This underrated spell is exclusive to the Wizard class. Casting this spell allows you to conjure a familiar. When you summon a familiar, you gain complete control of the familiar and can even see and hear everything your familiar does. You can telepathically communicate with your familiar and use an action through their eyes. These familiars are great for scouting open land and can even help you in combat, deliver messages for you, and perform some great combos with you. Also, this familiar can deliver spells for you.
5. Misty Step (2nd Level)
Be it in a game or a movie, teleportation is always amusing. This spell will allow you to teleport when you’re within 30 feet of your enemies. You can use this spell to navigate your way through pits and even escape jail cells. This is a vocal spell which means you can cast it even while holding things with both hands. Using this spell will help you get out of a monster’s grip with great ease.
6. Polymorph (4th Level)
This is one of the most underrated spells in the game. Casting this spell allows you to transform allies into ferocious creatures. If you have an animal in your sights, cast this spell to give him a new form of your choice. Accordingly, the creature’s stats and abilities will transform into the beast of your choice. However, this change can perform only a few actions and CANNOT cast spells, speak, or perform an action that needs hands or mouth.
7. Prestidigitation (Ritual)
Using this spell allows you to create the following magical effects within range.
- Create a harmless effect such as a shower of sparks, puff of wind, or an odd odor.
- Light or snuff out a candle, torch, or a campfire
- Clean/Soil an object no larger than one cubic foot
- Color a small mark or make a symbol appear on an object/surface for one hour
8. Shield (1st Level)
This is one of the most basic spells you’ll need as you progress into the game. This defensive spell raises your AC by +5 when you get hit with an attack roll. Casting this spell will cause an invisible barrier of magical force that will protect you against enemy damage or a magic missile. Until the start of your next turn, you will have a +5 bonus AC. However, this spell will quickly occupy an entire melee slot.
9. Simulacrum (7th Level)
Casting this spell allows you to create a duplicate illusion of a creature that is within your range. This illusionary creature will be partially real and made of snow but can act like a normal creature. Though illusionary, this creature will behalf mentioned above of the original’s hitpoint and will obey your commands. This spell will last until it reaches 0 hit points, at which the illusionary creature melts instantly.
10. Wish (9th Level)
This is a 9th level spell that is generally available only to higher-level Wizards. This spell has countless applications, such as replicating effects, creating resources out of thin air, or manifesting fests. This is the mightiest spell you can acquire in Dnd 5e that will allow you to alter the foundations of reality with anything you desire.
The Bottom Line
We hope our article was able to successfully able to walk you through some of the best Wizard spells in DnD 5e. Wizards are the veritable encyclopedias when to comes to casting spells and magic in DnD 5e. But choosing the right spell to tag along with can be a tough choice, especially when so many spells are available. Therefore, the above-mentioned spells are some of the best wizard spells you can cast in DnD 5e. If a wizard is not the character of your choice, you can also read our article on the best sorcerer, Druid and Bard spells.