List of 1st level spells

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All

These are all spells on this page.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Acid Splash Acid Splash Conjuration Conjuration Sorcerer Sorcerer
Wizard Wizard
Action DEX 18m 2m Damage Types Throw a bubble of acid that damages each creature it hits.
Blade Ward Blade Ward Abjuration Abjuration Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Take only half the damage from Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing attacks.
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Dancing Lights Dancing Lights Evocation Evocation Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 9m Illuminate a 9 m / 30 ft radius.
Eldritch Blast Eldritch Blast Evocation Evocation Warlock Warlock Action Attack roll 18m Damage Types Conjure a beam of crackling energy. Deals 1d10Damage TypesForce damage to a target.
Fire Bolt Fire Bolt Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Hurl a mote of fire.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma icon.png Charisma Checks against a non-hostile creature.
Guidance Guidance Divination Divination Cleric Cleric
Druid Druid
Action Concentration 1.5m The target gains D4 Physical.png +1d4 bonus to Ability checks. Duration: 10 turns
Light Light Evocation Evocation Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Infuse an object with an aura of light.
Mage Hand Mage Hand Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create a spectral hand that can manipulate and interact with objects.

Duration: 10 turns.

This cantrip can only be cast once per short rest.
Minor Illusion Minor Illusion Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m Create an illusion that compels nearby creatures to investigate.
Poison Spray Poison Spray Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action CON 3m Damage Types Project a puff of noxious gas, dealing 1d12Damage TypesPoison to a target.
Produce Flame Produce Flame Conjuration Conjuration Cleric Cleric
Druid Druid
Action 0 A flame in your hand sheds a light in a 9 m / 30 ft radius and deals 1d8Damage TypesFire damage when thrown.
Ray of Frost Ray of Frost Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Reduces the target's Movement Speed by 3 m / 10 ft.
Resistance (Cantrip) Resistance Abjuration Abjuration Cleric Cleric
Druid Druid
Action Concentration 1.5m Make a target more resistant to spell effects and conditions: it receives a D4 Physical.png +1d4 bonus to Saving throws.
Sacred Flame Sacred Flame Evocation Evocation Cleric Cleric Action DEX 18m Damage Types Engulf a target in a flame-like radiance.
Shillelagh Shillelagh Transmutation Transmutation Druid Druid Bonus Action 0 Quarterstaff or Club Required. Your staff or club becomes magical: it deals D8 Physical.png 1d8 + Wisdom ModifierDamage TypesBludgeoning damage, and uses your Spellcasting Ability for Attack rolls.
Shocking Grasp Shocking Grasp Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 1.5m Damage Types The target cannot use Reactions. This spell has Advantage Icon.png Advantage on creatures with metal Armour.
Thaumaturgy Thaumaturgy Transmutation Transmutation Cleric Cleric Action 0 Gain Advantage Icon.png Advantage on Intimidation and Performance Checks.
Thorn Whip Thorn Whip Transmutation Transmutation Druid Druid Action Attack roll 9m Damage Types Pulls the creature 3 m / 10 ft closer to you.
True Strike True Strike Divination Divination Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Gain Advantage Icon.png Advantage on your next Attack roll.
Vicious Mockery Vicious Mockery Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Insult a creature: it has Disadvantage Icon.png Disadvantage on its next Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animal Friendship Animal Friendship Enchantment Enchantment Bard Bard
Druid Druid
Ranger Ranger
Action WIS 18m Convince a beast not to attack you.
Armour of Agathys Armour of Agathys Abjuration Abjuration Warlock Warlock Action 0 Gain HP Icon.png 5 temporary hit points and deal 5Damage TypesCold damage to any creature that hits you with a melee attack.
Arms of Hadar Arms of Hadar Conjuration Conjuration Warlock Warlock Action STR 0 3m Damage Types Prevent targets from using reactions.
Bane (Spell) Bane Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 9m Up to 3 creatures receive a D4 Physical.png -1d4 penalty to Attack rolls and Saving throws.
Bless Bless Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action Concentration 9m Bless up to 3 creatures. They gain a D4 Slashing.png +1d4 bonus to Attack rolls and Saving throws.
Burning Hands Burning Hands Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action DEX 0 5m Damage Types Each flammable target is hit with 3d6Damage TypesFire damage.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Chromatic Orb Chromatic Orb Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Hurl a sphere of energy. It deals 3d8Damage TypesThunder damage, or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison damage and creates a surface.
Colour Spray Colour Spray Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action 0 5m Blinded Blind creatures up to a combined 33 Hit Points.
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 18m Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects.
Compelled Duel Compelled Duel Enchantment Enchantment Paladin Paladin Bonus Action Concentration 9m Force an enemy to attack only you, giving it Disadvantage Icon.png Disadvantage against other targets.
Create or Destroy Water Create or Destroy Water Transmutation Transmutation Cleric Cleric
Druid Druid
Action 9m 4m Choose to call forth rain or destroy a water-based surface.
Cure Wounds Cure Wounds Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Heal a creature you can touch.
Disguise Self Disguise Self Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Ritual 0 Magically change all aspects of your appearance.
Dissonant Whispers Dissonant Whispers Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Frightened Frighten a creature: it will be easier to hit and cannot move.
Divine Favour Divine Favour Evocation Evocation Paladin Paladin Bonus Action Concentration 0 Your prayer empowers you with divine radiance. Your weapons deal an additional 1d4Damage TypesRadiant damage.
Divine Smite Divine Smite Paladin Paladin Action Weapon Range Damage Types Your weapon deals an additional 2d8Damage TypesRadiantDRS damage, increased by 1d8Damage TypesRadiant damage when attacking Fiends or Undead.
Enhance Leap Enhance Leap Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Ritual 1.5m Triple a creature's Jumping distance.
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangled Entangling creatures within.
Expeditious Retreat Expeditious Retreat Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Bonus Action Concentration 0 Gain Dash Dash immediately and as a bonus action on each of your turns until this spell ends.
Faerie Fire Faerie Fire Evocation Evocation Bard Bard
Druid Druid
Action Concentration DEX 18m 6m All targets within the light turn visible, and Attack rolls against them have Advantage Icon.png Advantage.
False Life False Life Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action 0 Bolster yourself with a necromantic facsimile of life to gain HP Icon.png 7 temporary hit points.
Feather Fall Feather Fall Transmutation Transmutation Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Bonus Action Ritual 0 9m You and nearby allies gain Immunity to Falling damage.
Find Familiar Find Familiar Conjuration Conjuration Wizard Wizard Action Ritual 18m Summon a familiar, a fey spirit that takes an animal form of your choosing
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscured Heavily Obscure and Blinded Blind creatures within.
Goodberry Goodberry Transmutation Transmutation Druid Druid
Ranger Ranger
Action 1.5m Conjure four magical berries for yourself or a companion. Creatures who eat a berry regain 1d4hit points.

Each berry counts as one Camp Supplies.

The berries appear in the targeted creature's inventory and disappear after a Long Rest.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Guiding Bolt Guiding Bolt Evocation Evocation Cleric Cleric Action Attack roll 18m Damage Types The next attack roll against this target has Advantage Icon.png Advantage.
Hail of Thorns Hail of Thorns Conjuration Conjuration Ranger Ranger Bonus Action Attack roll 18m 2m Damage Types Shoot a volley of thorns. The thorns deal weapon damage to the target and then explode. The explosion deals an additional 1d10Damage TypesPiercing damage to the target and surrounding creatures. On miss, the thorns still explode. On save, targets still take half damage from the explosion.
Healing Word Healing Word Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Bonus Action 18m Heal a creature you can see.
Hellish Rebuke Hellish Rebuke Evocation Evocation Warlock Warlock Reaction DEX m Damage Types React to your next attacker with flames that deal 2d10Damage TypesFire damage.
Heroism Heroism Enchantment Enchantment Bard Bard
Paladin Paladin
Action Concentration 1.5m Make yourself or a target immune to Frightened Frightened and gain 5 Temporary Hit Points each turn.
Hex Hex Enchantment Enchantment Warlock Warlock Bonus Action Concentration 18m Damage Types Make your attacks deal an additional 1d6Damage TypesNecrotic damage to the target and give it Disadvantage Icon.png Disadvantage on an Ability of your choosing.
Hunter's Mark Hunter's Mark Divination Divination Ranger Ranger Bonus Action Concentration 18m Mark a creature as your quarry to deal an additional 1d6Damage TypesWeapon damage whenever you hit it with a weapon attack.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Inflict Wounds Inflict Wounds Necromancy Necromancy Cleric Cleric Action Attack roll 1.5m Damage Types Putrefy a creature with Damage TypesNecrotic energy filling your hands.
Longstrider Longstrider Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Wizard Wizard
Action Ritual 1.5m Increase a creature's Movement Speed by 3 m / 10 ft.
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier. Prerequisite: The target can't be wearing Armour.
Magic Missile Magic Missile Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 18m Damage Types Create three darts of magical force, each dealing 1d4 + 1Damage TypesForce damage to its target. The darts always hit their target, and can each be targeted individually.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Ray of Sickness Ray of Sickness Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Possibly Poisoned Poisons the target.
Sanctuary Sanctuary Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action 18m You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.
Searing Smite Searing Smite Evocation Evocation Paladin Paladin Action Concentration Attack roll Weapon Range Damage Types Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra 1d6Damage TypesFire damage and marks the target with Searing Smite Searing Smite.
Shield Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.
Speak with Animals Speak with Animals Divination Divination Bard Bard
Druid Druid
Ranger Ranger
Action Ritual 0 Gain the ability to comprehend and communicate with beasts.
Tasha's Hideous Laughter Tasha's Hideous Laughter Enchantment Enchantment Bard Bard
Wizard Wizard
Action Concentration WIS 18m Leave a creature Prone Prone with laughter, without the ability to get up.
Thunderous Smite Thunderous Smite Evocation Evocation Paladin Paladin Action Attack roll STR Weapon Range Damage Types Your weapon rings with thunder as you strike, pushing your target 3 m / 10 ft away and possibly knocking them Prone Prone.
Thunderwave Thunderwave Evocation Evocation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action CON 1.5m 5m Damage Types Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Damage TypesThunder damage.
Witch Bolt Witch Bolt Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Damage Types Link yourself to a target with a bolt of lightning. Deal an additional 1d12Damage TypesLightning each turn by activating it.
Wrathful Smite Wrathful Smite Evocation Evocation Paladin Paladin Action Concentration Attack roll WIS Weapon Range Damage Types Your weapon absorbs your wrath as you strike, possibly Frightened Frightening your target.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Aid Aid Abjuration Abjuration Cleric Cleric
Paladin Paladin
Action 0 9m Bolster your allies with toughness and resolve to heal and increase their Hit Points maximum.
Arcane Lock Arcane Lock Abjuration Abjuration Wizard Wizard Action 1.5m Close a door or container with a magical lock. It can no longer be lockpicked or opened with Knock Knock.
Barkskin Barkskin Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 1.5m Touch a willing creature to toughen its skin and increase its Armour Class Armour Class up to 16.
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 18m Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Blur Blur Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action Concentration 0 Attackers have Disadvantage Icon.png Disadvantage on Attack rolls against you.
Branding Smite Branding Smite Evocation Evocation Paladin Paladin Action Concentration Attack roll CON Weapon Range Damage Types Your weapon gleams with astral radiance as you strike and possibly mark your targets with light, preventing it from turning Invisible Invisible.
  • This spell, unlike other Smite Spells, will work with Ranged weaponry.
Calm Emotions Calm Emotions Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 18m 6m Humanoids can't be Charmed Charmed, Frightened Frightened, or become enraged.
Cloud of Daggers Cloud of Daggers Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Damage Types Conjure a cloud of spinning daggers that attack anyone inside.
Crown of Madness Crown of Madness Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 18m Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscured Heavily Obscures and inflicts Blinded Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Darkvision (spell) Darkvision Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
Detect Thoughts Detect Thoughts Divination Divination Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration Ritual 0 Focus your mind to read the thoughts of certain creatures while talking to them.
Enhance Ability Enhance Ability Transmutation Transmutation Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Action Concentration 1.5m Bestow a magical enchantment upon an ally. They gain Advantage Icon.png Advantage on Ability Checks with a chosen Ability.
Enlarge/Reduce Enlarge/Reduce Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration 9m Make a creature larger or smaller. Either option has a duration of 10 turns. This affects their weapon damage and Strength Checks and Saving throws.
Enthrall Enthrall Enchantment Enchantment Bard Bard
Warlock Warlock
Action 6m Reduce a creature's peripheral vision and make it look at you.
Flame Blade Flame Blade Evocation Evocation Druid Druid Bonus Action 0 Conjure a flaming Scimitar in your hand that deals 3d6Damage TypesFire damage. It sheds a bright light in a 3 m / 10 ft radius and a dim light in a 6 m / 20 ft radius.
Flaming Sphere Flaming Sphere Conjuration Conjuration Druid Druid
Wizard Wizard
Action Concentration 18m 2m Damage Types Summon a Flaming Sphere that deals 2d6Damage TypesFire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere.
Gust of Wind Gust of Wind Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 0 12m Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance Off Balance.
Heat Metal Heat Metal Transmutation Transmutation Bard Bard
Druid Druid
Action Concentration 18m Damage Types Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage Icon.png Disadvantage on Attack rolls and Ability Checks.
Hold Person Hold Person Enchantment Enchantment Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within  Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition.
Invisibility Invisibility Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Touch a creature to turn it Invisible Invisible. Attacks against it have Disadvantage Icon.png Disadvantage. It attacks with Advantage Icon.png Advantage.
Knock Knock Transmutation Transmutation Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Unlock an object that is held shut by a mundane lock.
Lesser Restoration Lesser Restoration Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Cure a creature from Condition Type Icon.pngDiseased, Condition Type Icon.pngPoisoned, Paralysed Paralysis, or Condition Type Icon.pngBlinded.
Magic Weapon Magic Weapon Transmutation Transmutation Paladin Paladin
Wizard Wizard
Action Concentration 1.5m Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls.
Melf's Acid Arrow Melf's Acid Arrow Evocation Evocation Wizard Wizard Action Attack roll 18m Damage Types Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid damage at the end of the target's next turn. If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn.
Mirror Image Mirror Image Illusion Illusion Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.
Misty Step Misty Step Conjuration Conjuration Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Bonus Action 18m Surrounded by silver mist, you teleport to an unoccupied space you can see.
Moonbeam Moonbeam Evocation Evocation Druid Druid Action Concentration 18m 1m Damage Types Call down a beam of light that damages any creatures that enters the beam or starts its turn in the light. You can use an Action to move the beam 18 m / 60 ft.
Pass Without Trace Pass Without Trace Abjuration Abjuration Druid Druid
Ranger Ranger
Action Concentration 0 9m Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks.
Phantasmal Force Phantasmal Force Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered.
Prayer of Healing Prayer of Healing Evocation Evocation Cleric Cleric Action 0 9m Heal all allies you can see within range by 2d8 + Spellcasting Modifierhit points.
Protection from Poison Protection from Poison Abjuration Abjuration Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Action 1.5m Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.
Ray of Enfeeblement Ray of Enfeeblement Necromancy Necromancy Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Weaken a foe: they deal half damage with weapon attacks using Strength.
Scorching Ray Scorching Ray Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Hurl 3 rays of fire. Each ray deals 2d6Damage TypesFire damage.
See Invisibility (Spell) See Invisibility Divination Divination Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 0 Become able to see Invisible Invisible creatures, and possibly reveal them to others.
Shatter Shatter Evocation Evocation Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 3m Damage Types Damages all nearby creatures and objects.
Silence Silence Illusion Illusion Bard Bard
Cleric Cleric
Ranger Ranger
Action Concentration Ritual 18m Create a sound-proof sphere. All within are Silenced Silenced and Immune to Damage TypesThunder damage.
Spike Growth Spike Growth Transmutation Transmutation Druid Druid
Ranger Ranger
Action Concentration 18m Damage Types Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Damage TypesPiercing damage for every 1.5 m / 5 ft it moves. The spikes are Difficult Terrain, halving a creature's Movement Speed.
Spiritual Weapon Spiritual Weapon Evocation Evocation Cleric Cleric Bonus Action 18m Damage Types Summon a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Damage TypesPsychic and Damage TypesPoison damage, and Resistant to all other Damage Types. Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time.
Warding Bond Warding Bond Abjuration Abjuration Cleric Cleric Action 1.5m Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class Armour Class and Saving throws.
Web Web Conjuration Conjuration
Sorcerer Sorcerer
Wizard Wizard
Action Concentration DEX 18m 4m Cover an area in thick, flammable webbing that can Enweb Enweb creatures within. An ally can use its Help action to try and tear away the webs.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animate Dead Animate Dead Necromancy Necromancy Cleric Cleric
Wizard Wizard
Action 3m Animate a corpse to create an undead servant while not in combat.
Beacon of Hope Beacon of Hope Abjuration Abjuration Cleric Cleric Action Concentration 0 9m Your allies will regain the maximum Hit Points possible when healed. They also gain Advantage Icon.png Advantage on Wisdom Saving throws and Death Saving Throws.
Bestow Curse Bestow Curse Necromancy Necromancy Bard Bard
Cleric Cleric
Wizard Wizard
Action Concentration WIS 1.5m Curse a creature with your touch. The curse either bestows Disadvantage Icon.png Disadvantage on Ability checks and Saving throws, Disadvantage Icon.png Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions. The effect of the curse is based on the variant selected, and lasts for 10 turns.
Blinding Smite Blinding Smite Evocation Evocation Paladin Paladin Action Attack roll CON Weapon Range Damage Types Evoke a heavenly flare and possibly Blinded Blind your target
Blink Blink Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action 0 Available only in combat. At the end of your turn, roll a D20.png d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.
Call Lightning Call Lightning Conjuration Conjuration Druid Druid Action Concentration 18m 2m Damage Types Call down lightning to hit all targets within range and its area of effect for 3d10Damage TypesLightning damage. Then for 10 turns, you can call down lightning again without expending a spell slot.
Conjure Barrage Conjure Barrage Conjuration Conjuration Ranger Ranger Action 0 9m Damage Types Channel your weapon's essence into a destructive, widespread volley. Deal Weapon Damage, plus an additional D8 Physical.png 2d8 damage of the same Type to enemies within a cone in front of you. This spell can be cast with either your melee weapon or ranged weapon. On a successful Dexterity Saving throw, targets still take half damage.
Counterspell Counterspell Abjuration Abjuration Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Reaction 18m Try to stop a spell being cast.
Crusader's Mantle Crusader's Mantle Evocation Evocation Paladin Paladin Action Concentration 0 9m Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional 1d4Damage TypesRadiant damage.
Daylight Daylight Evocation Evocation Cleric Cleric
Druid Druid
Paladin Paladin
Ranger Ranger
Sorcerer Sorcerer
Action 18m Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.
Elemental Weapon Elemental Weapon Transmutation Transmutation Paladin Paladin Action Concentration 18m Imbue a weapon with elemental power. It receives a +1 bonus to Attack rolls and Damage Rolls[See Notes], and deals an additional D4 Physical.png 1d4 damage of your choice.
Fear Fear Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 0 9m Targets drop everything and become Fearful Fearful: they have Disadvantage Icon.png Disadvantage on Ability Checks and Attack Rolls.
Feign Death Feign Death Necromancy Necromancy Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action 1.5m Put an ally in a protective coma. They become Resistant to all damage except Damage TypesPsychic. Disease and Poison no longer have any effect. Removed when Helped Helped.
Fireball Fireball Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 18m 4m Damage Types Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6Damage TypesFire damage.
Gaseous Form Gaseous Form Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Glyph of Warding Glyph of Warding Abjuration Abjuration Bard Bard
Cleric Cleric
Wizard Wizard
Action 9m 4m Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger. The glyph will last until triggered, or until a Long Rest.
Grant Flight Grant Flight Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Bestow the ability to Flight Fly upon yourself or an ally.
Haste Haste Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration 9m Target yourself or an ally to become Hastened Hastened. The creature has a +2 bonus to Armour Class Armour Class, Advantage Icon.png Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn.
Hunger of Hadar Hunger of Hadar Conjuration Conjuration Warlock Warlock Action Concentration 18m 6m Damage Types Creatures within this black sphere are Blinded Blinded and take damage at the end of their turn and the start of their turn.
Hypnotic Pattern Hypnotic Pattern Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m 9m Hypnotised Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act.
Lightning Arrow Lightning Arrow Transmutation Transmutation Ranger Ranger Action Attack roll 18m 3m Damage Types After the arrow hits, smaller bolts snake out from the target towards nearby creatures.
Lightning Bolt Lightning Bolt Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 0 30m Damage Types Call forth a blast of lightning that hits all creatures in the line of the eruption.
Mass Healing Word Mass Healing Word Evocation Evocation Cleric Cleric Bonus Action 0 18m Call out words of restoration to heal up to 6 creatures for 1d4 + Spellcasting Modifierhit points.
Plant Growth Plant Growth Transmutation Transmutation Bard Bard
Druid Druid
Ranger Ranger
Action 18m Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered.
  • There is no Saving throw against this effect.
  • Any Damage TypesFire damage will burn away the surface, effectively ending the spell.
Protection from Energy Protection from Energy Abjuration Abjuration Cleric Cleric
Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Touch a creature to grant it Resistance to Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder damage.
Remove Curse Remove Curse Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action 1.5m Touch a creature or object to remove all Curses and Hexes affecting it.
Revivify Revivify Necromancy Necromancy Cleric Cleric
Paladin Paladin
Action 9m 9m Revive a companion. They return to life with 1 Hit point.
Sleet Storm Sleet Storm Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Call forth a storm that douses fire, creates an Ice Ice surface, and forces spellcasters to succeed at a Concentration Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall Prone Prone on a failed Dexterity Saving throw.
Slow Slow Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration WIS 18m Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit.
Speak with Dead Speak with Dead Necromancy Necromancy Bard Bard
Cleric Cleric
Action Ritual 9m Grant a semblance of life to a corpse, allowing it to answer questions.
Spirit Guardians Spirit Guardians Conjuration Conjuration Cleric Cleric Action Concentration 0 3m Call forth spirits to protect you.
Stinking Cloud Stinking Cloud Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Create a cloud of gas so nauseating it prevents creatures from taking actions.
Vampiric Touch Vampiric Touch Necromancy Necromancy Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 1.5m Damage Types Touch an enemy to siphon their life force and regain half as many Hit Points.
Warden of Vitality Warden of Vitality Evocation Evocation Paladin Paladin Action 0 While this aura lasts, you can cast Restore Vitality Restore Vitality as a Bonus action to heal yourself or nearby allies by 2d6hit points.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Banishment Banishment Abjuration Abjuration Cleric Cleric
Paladin Paladin
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration CHA 18m Temporarily Banished Banish your target to another plane of existence.
Blight Blight Necromancy Necromancy Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 9m Damage Types Deals 8d8Damage TypesNecrotic to a target. Plants take maximum damage from this spell, and have Disadvantage Icon.png Disadvantage on the Saving throw against it.
Confusion Confusion Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 6m Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
Conjure Minor Elemental Conjure Minor Elemental Conjuration Conjuration Druid Druid
Wizard Wizard
Action 18m Conjure a minor elemental to fight alongside you.
Conjure Woodland Being Conjure Woodland Being Conjuration Conjuration Druid Druid Action 18m Conjure a Dryad to fight alongside you. She can use Nature's Step Nature's Step, Entangle Entangle enemies, and summon a Wood Woad Wood Woad.
Death Ward Death Ward Abjuration Abjuration Cleric Cleric
Paladin Paladin
Action 1.5m Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.
Dimension Door Dimension Door Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 2m Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium.
Dominate Beast Dominate Beast Enchantment Enchantment Druid Druid
Sorcerer Sorcerer
Action Concentration 18m Make a Beast fight alongside you. Every time the Beast takes damage, it makes a Wisdom Saving throw against your domination.
Evard's Black Tentacles Evard's Black Tentacles Conjuration Conjuration Wizard Wizard Action Concentration STR 18m 6m Damage Types Tentacles sprout from the ground, turning the area into Difficult Terrain Difficult Terrain, attacking and Black Tentacles Smothering creatures within.
Fire Shield Fire Shield Evocation Evocation Wizard Wizard Action 0 Wreathe your body in flames that shed light in a 3 m / 10 ft radius, provide Resistance to Damage TypesFire or Damage TypesCold damage, and retaliate against melee attacks.
Freedom of Movement Freedom of Movement Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Action 1.5m Snap an ally out of any Stunned Stun. Difficult Terrain Difficult Terrain can't slow them down, and they can't be magically Paralysed Paralysed or Restrained Restrained.
Grasping Vine Grasping Vine Conjuration Conjuration Druid Druid Bonus Action 9m Summon a giant vine capable of dragging creatures toward itself. Duration: 10 turns
Greater Invisibility Greater Invisibility Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Turn a creature Invisible. Attacks against it have Disadvantage Icon.png Disadvantage. It attacks with Advantage Icon.png Advantage.
Guardian of Faith Guardian of Faith Conjuration Conjuration Cleric Cleric Action 9m Call forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of Hit Points. Lasts 10 turns. The guardian is stationary. When an enemy is in range, it uses an attack called "Strike of the Guardian". It has a range of 3m and deals 20 Radiant damage. On a DEX save, enemies still take half damage. It has 60 Hit Points.
Ice Storm Ice Storm Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action 18m 6m Damage Types Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Damage TypesBludgeoning and Damage TypesCold damage. It also creates an Ice Ice surface that lasts 2 turns.
Otiluke's Resilient Sphere Otiluke's Resilient Sphere Evocation Evocation Wizard Wizard Action Concentration DEX 9m Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and spell effects.
Phantasmal Killer Phantasmal Killer Illusion Illusion Wizard Wizard Action Concentration WIS 18m Damage Types Haunt a creature with illusions of its greatest fears. It takes 4d10Damage TypesPsychic Damage per turn, cannot move, has Disadvantage Icon.png Disadvantage on Ability Checks and Attack Rolls
Polymorph Polymorph Transmutation Transmutation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Transform a creature into a harmless sheep.
Stoneskin Stoneskin Abjuration Abjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Damage TypesBludgeoning, Damage TypesPiercing, and Damage TypesSlashing damage.
Wall of Fire Wall of Fire Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Damage Types Create a blazing wall of fire, Burning Burning anyone who dares stand too close. Deals Damage TypesFire to anything that moves into or starts it's turn in the area.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Banishing Smite Banishing Smite Abjuration Abjuration Bard Bard Action Concentration Weapon Range Damage Types Possibly Banished Banish your target to another plane of existence.
Cloudkill Cloudkill Conjuration Conjuration Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Damage Types Craft a large cloud that inflicts 5d8Damage TypesPoison damage per turn. You can reposition the cloud every turn.
Cone of Cold Cone of Cold Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 0 9m Damage Types Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.
Conjure Elemental Conjure Elemental Conjuration Conjuration Druid Druid
Wizard Wizard
Action 18m Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.
Contagion Contagion Necromancy Necromancy Cleric Cleric
Druid Druid
Action Attack roll 1.5m Poison a target and possibly afflict them with a disease of your choice. Once infected, the target will roll a Constitution Saving throw each turn. If it accumulates 3 successes, it recovers. If it accumulates 3 failures, it contracts the Disease chosen by the spellcaster.
Destructive Wave Destructive Wave Evocation Evocation Paladin Paladin Action CON 9m Damage Types Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone Prone.
Dispel Evil and Good Dispel Evil and Good Abjuration Abjuration Cleric Cleric Action Concentration 0 Aberrations, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage Icon.png Disadvantage on Attack rolls against you.
Dominate Person Dominate Person Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Dominated Dominate a nearby humanoid. Allies are unaffected.
Flame Strike Flame Strike Evocation Evocation Cleric Cleric Action 18m 3m Damage Types Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels.
Greater Restoration Greater Restoration Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Action 1.5m Touch a creature and negate any Charmed Charm, Petrified Petrification, Stunned Stun, or Condition Type Icon.pngCursed.
Hold Monster Hold Monster Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Paralysed Paralyse a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits.
Insect Plague Insect Plague Conjuration Conjuration Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Action Concentration 18m 6m Damage Types Locusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage Icon.png Disadvantage on Perception Checks.
Mass Cure Wounds Mass Cure Wounds Evocation Evocation Bard Bard
Cleric Cleric
Druid Druid
Action 18m Unleash a soothing hum of energy that heals you and nearby allies.
Planar Binding Planar Binding Abjuration Abjuration Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action Concentration 18m Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
Seeming Seeming Illusion Illusion Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Disguise up to 4 members of your adventuring party.
Telekinesis Telekinesis Transmutation Transmutation Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action Concentration STR 18m Throw a creature or object up to 18 m / 60 ft with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot.
Wall of Stone Wall of Stone Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Raise a wall of non-magical, solid stone. The wall can be created between any two points within range as long as there is a clear path between them. It is made up of Stone Pillars with 30 HP each, immune to Damage TypesPsychic and vulnerable to Damage TypesForce and Damage TypesThunder damage. Pillars block movement and line of sight.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Arcane Gate Arcane Gate Conjuration Conjuration Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action. The game's pathfinding will automatically navigate through a portal if it is the shorter route.
Blade Barrier Blade Barrier Evocation Evocation Cleric Cleric Action Concentration 18m Damage Types Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close.
Chain Lightning Chain Lightning Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 18m Damage Types Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within range.
Circle of Death Circle of Death Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 18m 9m Damage Types Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures.
Create Undead Create Undead Necromancy Necromancy Cleric Cleric
Warlock Warlock
Wizard Wizard
Action 3m Create a corpse as a heinous mummy that fights by your side.
Disintegrate Disintegrate Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action 9m Damage Types Shoot a thin green ray from your finger. If the spell reduces the target to 0 hit points, it disintegrates into a crumbly ash.
Eyebite Eyebite Necromancy Necromancy Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 18m Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.
Flesh to Stone Flesh to Stone Transmutation Transmutation Warlock Warlock
Wizard Wizard
Action Concentration CON 18m Atrophy a foe, Flesh to Stone: Restrained Stage 1 Restraining them until they temporarily turn to stone.
Globe of Invulnerability Globe of Invulnerability Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 3m Create a barrier that makes creatures and objects inside it Immune to all damage.
Harm Harm Necromancy Necromancy Cleric Cleric Action CON 18m Damage Types Reduce a target's maximum Hit Points, but never below 1.
Heal Heal Evocation Evocation Cleric Cleric
Druid Druid
Action 18m Heals a target's wounds and remove Blindness and any Diseases.
Heroes' Feast Heroes' Feast Conjuration Conjuration Cleric Cleric
Druid Druid
Action 0 18m You and everyone around can't be Poisoned, Diseased, or Frightened Frightened. Everyone's maximum Hit Points increases by 12, and they make Wisdom Saving throws with Advantage Icon.png Advantage.
Otiluke's Freezing Sphere Otiluke's Freezing Sphere Evocation Evocation Wizard Wizard Action 1.5m Damage Types Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.
Otto's Irresistible Dance Otto's Irresistible Dance Enchantment Enchantment Bard Bard
Wizard Wizard
Action Concentration 9m Cause a creature to start dancing, making it unable to take Actions or Move. Its attackers have Advantage Icon.png Advantage on Attack rolls.
Planar Ally Planar Ally Conjuration Conjuration Cleric Cleric Action 18m Beseech one of these otherworldly entities for aid. Summon either an Elemental, Celestial, or Fiend to fight for you. Duration: Until Long rest
Sunbeam Sunbeam Evocation Evocation Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration CON m 18m Damage Types A beam of brilliant light sears and Blinded Blinds all creatures in its path.
Wall of Ice Wall of Ice Evocation Evocation Wizard Wizard Action Concentration 18m Damage Types Raise a wall of solid ice that deals 10d6Damage TypesCold damage to anyone standing in its way.
Wall of Thorns Wall of Thorns Conjuration Conjuration Druid Druid Action Concentration 18m Damage Types Create a wall of pliable, twisting thorns surrounded by Entangling Entangling vines.
Wind Walk Wind Walk Transmutation Transmutation Druid Druid Action 9m Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks.

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Armour Class

Armour Class buff spells

These are spells that increase Armour Class Armour Class.
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Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier. Prerequisite: The target can't be wearing Armour.
Shield Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.

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Armour Class debuff spells

These are spells that decrease Armour Class Armour Class.
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Attack roll

Attack roll buff spells

These are spells that increase Attack roll.
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Attack roll debuff spells

These are spells that decrease Attack roll.
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Attack roll advantage

These are spells that give Advantage Icon.png Advantage on Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangled Entangling creatures within.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscured Heavily Obscure and Blinded Blind creatures within.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.

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Attack roll disadvantage

These are spells that give Disadvantage Icon.png Disadvantage on Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangled Entangling creatures within.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscured Heavily Obscure and Blinded Blind creatures within.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.

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Saving throw

Saving throw buff spells

These are spells that increase Saving throw.
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Saving throw debuff spells

These are spells that decrease Saving throw.
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Saving throw advantage

These are spells that give Advantage Icon.png Advantage on Saving throw.
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Saving throw disadvantage

These are spells that give Disadvantage Icon.png Disadvantage on Saving throw.
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Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangled Entangling creatures within.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.

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Ability check

Ability check advantage

These are spells that give Advantage Icon.png Advantage on Ability check.
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Ability check disadvantage

These are spells that give Disadvantage Icon.png Disadvantage on Ability check.
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Condition

Condition protection

These are spells that give protection against some conditions.

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