Spells: Difference between revisions

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(→‎All Spells: added note about Cantrips dealing more damage at full-caster levels 5 and 10)
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==== Cantrips ====
==== Cantrips ====


* '''Cantrips''' are '''Spells''' that do not cost [[Spells#Spell Slots|Spell Slots]] to cast.
* '''Cantrips''' are '''Spells''' that do not cost [[Spells#Spell Slots|Spell Slots]] to cast. They cannot be [[Spells#Upcasting|upcast]], but full casters ({{Class|Bard}}s, {{Class|Cleric}}s, {{Class|Druid}}s, {{Class|Sorcerer}}s, and {{Class|Wizard}}s) gain an additional damage die for most of their damage-dealing cantrips at class level 5, and another at 10.


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Revision as of 16:53, 11 October 2023

See: List of all spells

Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experience, knowledge, or innate ability to create magical Effects, deal damage to enemies, or heal their allies.

All spellcasters are proficient with Spell Attacks. When they make an Attack Roll with a Spell, they roll against the target's Armour Class (or AC):

D20.png d20 + Proficiency Bonus + Spellcasting Ability Modifier

Spells which do not invoke an Attack Roll often require the target to roll a Saving Throw against the spellcaster's spellcasting Difficulty Class (or DC):

8 + Proficiency Bonus + Spellcasting Ability Modifier

Spell Slots

Spell Slots are the spellcasters' Resource used to cast Spells. Once Spell Slots are depleted, they can only be regained through a Long Rest, with the following notable exceptions:

  • Certain classes like Wizard and some Druid subclasses have the ability to regain a small number of Spell Slots once per Long Rest.
  • Wild Magic Barbarians have access to the Bolstering Magic feature, allowing them to recover a few low level spell slots of an ally. Should they multiclass into a spellcasting class they could also do this for themselves.
  • Certain items, such as the Pearl of Power Amulet or Spellcrux Amulet, also allow for the recovery of spell slots, but each can only be used once per Long Rest.
  • The Arcane Cultivation line of Elixirs allow for the user to gain an additional corresponding spell slot. This functionally regains them a spell slot per elixir drank if the user is not at full capacity for that spell slot level.
  • Warlocks, with their Pact Magic spellcasting feature, only need to take a Short Rest to fully regain their Spell Slots.

Spell Slot Levels

A spell's level represents the power of a given spell, as well as its difficulty to be cast. Each Spell Level has a corresponding Spell Slot Level that is required be spent : 4 Level 1 Spell Slots.png Level 1, 3 Level 2 Spell Slots.png Level 2, 2 Level 3 Spell Slots.png Level 3, and so on.

Cantrips Cantrips Icon.png are "level 0" spells. They do not consume any spell slots and are effectively an infinite resource.

Due to their unique mechanics, the spell slots of a Warlock are colored differently, like so: 2 Level 1 Warlock Spell Slots.png

A spell's level occasionally has mechanical impact outside of the spell slot level required for its use: Wizards need to spend more gold to learn a higher level spell, Counterspell is harder to use against a spell of a higher level. A couple of subclass features for Wizards also scale off of the spell slot level used (Arcane Ward, Grim Harvest)

Upcasting

Upcast Icon.pngUpcasting refers to when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, a larger area of effect, allow for more targets, or other effects when upcast, but some spells gain no additional benefit other than the fact they are treated as a higher level spell. Warlock spells are always upcast to their highest known spell level.

Spell Slot Amount

ESL Spell Slots per Spell Level
Ico knownSpells lvl 01.png Ico knownSpells lvl 02.png Ico knownSpells lvl 03.png Ico knownSpells lvl 04.png Ico knownSpells lvl 05.png Ico knownSpells lvl 06.png
1 2 - - - - -
2 3 - - - - -
3 4 2 - - - -
4 4 3 - - - -
5 4 3 2 - - -
6 4 3 3 - - -
7 4 3 3 1 - -
8 4 3 3 2 - -
9 4 3 3 3 1 -
10 4 3 3 3 2 -
11 4 3 3 3 2 1
12 4 3 3 3 2 1

The total amount of spell slots a spellcaster would get is dependent upon their Effective Spellcaster Level (ESL). For full spellcasters (Bards, Clerics, Druids, Sorcerers, and Wizards) this is exactly their class level (A level 5 wizard has an Effective Spellcaster Level of 5); "Half-spellcasters" (Rangers and Paladins), are not considered spellcasters until class level 2, at which point their ESL is their class level halved. "One-third-spellcasters" (Arcane Trickster Rogues and Eldritch Knight Fighters) are all subclasses that can only be taken at class level three, their ESL is their class level divided by three. For the purpose of determining Spell Slot Distribution the ESL is rounded up when no multiclassing of multiple spellcaster classes is involved.

When multiple spellcaster classes are chosen for a character, the character's ESL is instead the ESL of every individual spellcasting class that the character has, each rounded down, and then summed up. As an example, a level 1 cleric/level 3 paladin/level 3 ranger character would have an ESL of 3, because:1 + round_down(1.5) + round_down(1.5) = 1 + 1 + 1 = 3

Because of the differing rounding between non-multiclass and multiclass characters, a peculiar edge case exists when a "partial spellcaster" multiclasses into another "partial spellcaster" class. To illustrate this consider a level 3 paladin that picks up a level of ranger. Both of these classes are "half-spellcasters". A level 3 pure paladin has an ESL of 2, due to the rounding up. But when they multiclass into another "half-spellcasters" class, one may assume this character would lose an ESL by leveling up, as the rule now requires rounding down. However, as mentioned earlier, "partial spellcasters" classes are not considered spellcasters until they get to ESL 1 without rounding. So a level 3 paladin/level 1 ranger still has an ESL of 2. In short, due to how the rule is written, a character will never lose ESL by leveling up, no matter what.

Once the Effective Spellcaster Level is known, one can consult the appended table to find out their character's spell slot distribution.

The number of spell slot for each level across ESL has no clear pattern, but when a spell level opens up does have an identifiable pattern. The maximum spell level a spellcaster has access to is their ESL halved and then rounded up.

Warlocks are unique in this regard. Their spell slots are all of uniform level, matching the highest spell slot available of a normal full spellcaster class until spell level 5, which is the highest level spell slot warlocks can have. They also simply gain a spell slot at class level 1,2, and 11.

Concentration

Main page: Concentration

Concentration Concentration is another type of resource a spellcaster has. Certain spells require the caster to continuously put focus into the spell in order to maintain its effects. Such spells are called Concentration Concentration spells, and this requirement will be clearly labeled with the Concentration Concentration tag in the spell's description. The caster may still do other actions while concentrating, but are at risk of losing said concentration under certain circumstances. If the caster loses Concentration, the spell ends prematurely. A caster can only concentrate on one spell at a time - said spell will be shown on top of/next to the caster's portrait and in the list of conditions the spellcaster has.

Ways a caster can lose Concentration while concentrating includes:

  • Failing a Concentration Constitution Saving Throw. Said Saving Throw occurs every time a concentrating caster takes damage. The DC of this Saving Throw is either 10 or half the number of damage taken, whichever is higher.
  • Being affected by Conditions such as Downed, Sleeping, Rage, etc. If this happens Concentration is dropped without recourse.
  • The caster can also voluntarily end the Concentration effect. Either by casting another Concentration Spell, or by manually ending Concentration.
    • Unlike most actions, the manual ending of concentration can be done at anytime, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait.

Due to the impact of many Concentration Concentration spells, it is very beneficial for a spellcaster to acquire an Advantage Icon.png Advantage or bonuses for their Concentration Constitution Saving Throws, but this is rather difficult to come by:

  • The Resilient (Constitution) Feat Grants a +1 to a character's Constitution score as well as granting Proficiency in all Constitution Saving Throws.
  • Transmuter's Stone(Constitution), a Transmutation School Wizard subclass feature, grants the holder of said stone Proficiency in all Constitution Saving Throws.
  • Arcane Ward, an Abjuration School Wizard subclass feature, reduces all incoming damage. When the damage is reduced to 0, no Concentration Saving Throws take place.
  • Bless and Resistance each grant a 1d4 bonus to all Saving Throws. Both are concentration spells themselves, so the casters of these spells are themselves at risk of dropping these spells when taking damage.
  • Gaseous Form grants Advantage Icon.png Advantage on all Constitution saving throws but also sets the target's Constitution score to 10, and is itself again a concentration spell.
  • Warding Bond grants its target a +1 bonus to all Saving Throws, and persists until long rest and does not require concentration. However it requires the caster of warding bond to take all damage their target does.
  • Several items such as Spidersilk Armour grant Advantage Icon.png Advantage on Constitution saving throws.

Spellcasting Ability and Proficiency

Every class, even non-spellcasters, has an ability specifically designated to represent their ability to cast spells. This ability would be that class's Spellcasting Ability, the Ability Score Modifier of said Spellcasting Ability is directly added to the difficulty for which the spellcaster's targets face when trying to mitigate the effects of most spells from said spellcaster. This added difficulty-to-resist is more simply known as the spellcaster's Spellcasting Ability Modifier.

Non-spellcasters typically only cast spells by using magical items (which include scrolls), regardless, all characters get to add their Proficiency Bonus to their spell's difficulty-to-resist, in a similar fashion to their Spellcasting Ability Modifier.

For more details, see the Saving Throw and Attack Roll pages for a comprehensive explanation of how the Spellcasting Ability Modifier and Proficiency Bonus is applied.

Each class uses a different Ability Score Modifier for spellcasting:

*Non-spellcasters

These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasses (Arcane Trickster Rogues and Eldritch Knight Fighters)

Note: Some spells designate a specific Spellcasting Ability regardless of the class casting them. This is most commonly a result of spells obtained via racial features.

Prepared Spells

Prepared Spells Icon.webp Prepared Spells are Spells that must be prepared beforehand in order to be cast, this can only be done outside of combat. Spellcasters that primarily utilize this type of spells are known as Prepared Spellcasters. This includes:

These spellcasters will need to anticipate which spells would be useful in advance. In exchange, these classes will have access to every class-level-appropriate spell in their Spell List.

Uniquely, Wizards are prepared casters that can only choose a subset of eligible spells to be learnt on leveling up, but are allowed to learn more spells by transcribing scrolls.

The number of Prepared Spells each class can have at a time is equal to (Spellcasting Ability Modifier + Class Level) (Minimum of 1)

For this purpose a Paladin's class level is halved and rounded down.

Known Spells

Known Spells are spells permanently memorized by a spellcaster, meaning these Spells are functionally Always Prepared. Spellcasters that primarily utilizes this type of spells are known as Spontaneous Spellcasters. This includes:

These spellcasters will not need to worry about spell preparation. In exchange, they can only learn a subset of their class's Spell List.

Spontaneous Spellcasters have access to the Replacement Spell feature, which allows them to swap a known spell each time they level up.

Additionally, Spells granted by Races or by certain Subclasses (such as Cleric Domains) are considered "inherent" and are Always Prepared. This happens even if the character in question has a class that is normally a Prepared Spellcaster.

Ritual Spells

When a Ritual_Spell_Icon.png Ritual Spell is cast outside of combat, they do not consume spell slots and are effectively free to cast. They consume spell slots as normal in-combat.

All Spells

Cantrips

  • Cantrips are Spells that do not cost Spell Slots to cast. They cannot be upcast, but full casters (Bards, Clerics, Druids, Sorcerers, and Wizards) gain an additional damage die for most of their damage-dealing cantrips at class level 5, and another at 10.

Level 1 Spells

  • Ico knownSpells lvl 01.png Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.

Level 2 Spells

  • Ico knownSpells lvl 02.png Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.

Level 3 Spells

  • Ico knownSpells lvl 03.png Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.

Level 4 Spells

  • Ico knownSpells lvl 04.png Level 4 Spells are Spells that consume Level 4 Spell Slots when cast.

Level 5 Spells

  • Ico knownSpells lvl 05.png Level 5 Spells are Spells that consume Level 5 Spell Slots when cast.

Level 6 Spells

  • Ico knownSpells lvl 06.png Level 6 Spells are Spells that consume Level 6 Spell Slots when cast.

Level 9 Spells

Special NPC Spells

Special Item Spells

  • These are special spells granted by equipping certain magic items.

Spell Properties Table

Name Casting Time Duration Range / Area Attack / Save Damage / Effect
Cantrips
Acid Splash Acid Splash Action -  18m / 60ft
 2m / 7ft (Radius)
Dexterity saving throw Damage TypesAcid
Blade Ward Blade Ward Action  2 turns  Self - -
Bone Chill Bone Chill Action  1 turn  18m / 60ft Attack roll Damage TypesNecrotic
Dancing Lights Dancing Lights Concentration Action -  18m / 60ft - -
Eldritch Blast Eldritch Blast Action -  18m / 60ft Attack roll Damage TypesForce
Fire Bolt Fire Bolt Action -  18m / 60ft Attack roll Damage TypesFire
Friends Friends Concentration Action  10 turns  9m / 30ft Charisma saving throw -
Guidance Guidance Concentration Action  10 turns  1.5m / 5ft - -
Light Light Action  100 turns  1.5m / 5ft - -
Mage Hand Mage Hand Concentration Action -  18m / 60ft - -
Minor Illusion Minor Illusion Concentration Action -  18m / 60ft - -
Poison Spray Poison Spray Action -  3m / 10ft Constitution saving throw Damage TypesPoison
Produce Flame Produce Flame Action  100 turns  Self - Damage TypesFire
Ray of Frost Ray of Frost Action  1 turn  18m / 60ft Attack roll Damage TypesCold
Resistance Resistance Concentration Action  10 turns  1.5m / 5ft - -
Sacred Flame Sacred Flame Action -  18m / 60ft Dexterity saving throw Damage TypesRadiant
Shillelagh Shillelagh Bonus action  10 turns  Self - Damage TypesBludgeoning
Shocking Grasp Shocking Grasp Action  1 turn  1.5m / 5ft Attack roll Damage TypesLightning
Thaumaturgy Thaumaturgy Action  10 turns  Self - -
Thorn Whip Thorn Whip Action -  9m / 30ft Attack roll Damage TypesPiercing
True Strike True Strike Concentration Action  2 turns  18m / 60ft - -
Vicious Mockery Vicious Mockery Action  1 turn  18m / 60ft Wisdom saving throw Damage TypesPsychic
1st Level Spells
Animal Friendship Animal Friendship Action  10 turns  18m / 60ft - -
Armour of Agathys Armour of Agathys Action  Until Long Rest  Self - Damage TypesCold
Arms of Hadar Arms of Hadar Action  1 turn  Self
 3m / 10ft (Radius)
Strength saving throw Damage TypesNecrotic
Bane (Spell) Bane (Spell) Concentration Action  10 turns  9m / 30ft
 9m / 30ft (Radius)
Charisma saving throw -
Bless Bless Concentration Action  10 turns  9m / 30ft
 9m / 30ft (Radius)
- -
Burning Hands Burning Hands Action -  Self
 5m / 17ft (Cone)
Dexterity saving throw Damage TypesFire
Charm Person Charm Person Action  10 turns  18m / 60ft Wisdom saving throw -
Chromatic Orb Chromatic Orb Action -  18m / 60ft Attack roll -
Colour Spray Colour Spray Action  1 turn  Self
 5m / 15ft (Cone)
- -
Command Command Action  1 turn  18m / 60ft Wisdom saving throw -
Compelled Duel Compelled Duel Concentration Bonus action  3 turns  9m / 30ft Wisdom saving throw -
Create or Destroy Water Create or Destroy Water Action  3 turns  9m / 30ft
 9m / 30ft (Radius)
- -
Cure Wounds Cure Wounds Action -  1.5m / 5ft - -
Disguise Self Disguise Self Action  Until Long Rest  Self - -
Dissonant Whispers Dissonant Whispers Action  2 turns  18m / 60ft Wisdom saving throw Damage TypesPsychic
Divine Favour Divine Favour Concentration Bonus action  3 turns  18m / 60ft - Damage TypesRadiant
Enhance Leap Enhance Leap Action  10 turns  1.5m / 5ft - -
Ensnaring Strike (Melee) Ensnaring Strike (Melee) Concentration Action + Bonus action  10 turns  1.5m / 5ft Attack roll
Strength saving throw
Damage TypesPiercing
Ensnaring Strike (Ranged) Ensnaring Strike (Ranged) Concentration Action + Bonus action  10 turns  18m / 60ft Attack roll
Strength saving throw
Damage TypesPiercing
Entangle Entangle Concentration Action  Until Long Rest  18m / 60ft
 6m / 20ft (Radius)
Strength saving throw -
Expeditious Retreat Expeditious Retreat Concentration Bonus action  Until Long Rest  Self - -
Faerie Fire Faerie Fire Concentration Action  10 turns  18m / 60ft
 6m / 20ft (Radius)
Dexterity saving throw -
False Life False Life Action  Until Long Rest  Self - -
Feather Fall Feather Fall Bonus action  10 turns  Self
 9m / 30ft (Radius)
- -
Find Familiar Find Familiar Action -  18m / 60ft - -
Fog Cloud Fog Cloud Concentration Action -  18m / 60ft
 6m / 20ft (Radius)
- -
Goodberry Goodberry Action -  1.5m / 5ft - -
Guiding Bolt Guiding Bolt Action  2 turns  18m / 60ft Attack roll Damage TypesRadiant
Grease Grease Action  1 turn  18m / 60ft
 5m / 15ft (Radius)
Dexterity saving throw -
Hail of Thorns Hail of Thorns Action + Bonus action -  Weapon Range
 2m / 7ft (Radius)
Attack roll
Dexterity saving throw
Damage TypesPiercing
Healing Word Healing Word Bonus action -  18m / 60ft - -
Hellish Rebuke Hellish Rebuke Reaction -  Self Dexterity saving throw Damage TypesFire
Heroism Heroism Concentration Action  10 turns  1.5m / 5ft - -
Hex Hex Concentration Bonus action -  18m / 60ft - Damage TypesNecrotic
Hunter's Mark Hunter's Mark Concentration Bonus action  Until Long Rest  18m / 60ft - -
Ice Knife Ice Knife Action -  18m / 60ft
 2m / 7ft (Radius)
Attack roll
Dexterity saving throw
Damage TypesCold
Inflict Wounds Inflict Wounds Action -  1.5m / 5ft Attack roll Damage TypesNecrotic
Longstrider Longstrider Action  Until Long Rest  1.5m / 5ft - -
Mage Armour Mage Armour Action  Until Long Rest  1.5m / 5ft - -
Magic Missile Magic Missile Action -  18m / 60ft - Damage TypesForce
Protection from Evil and Good Protection from Evil and Good Concentration Action  Until Long Rest  1.5m / 5ft - -
Ray of Sickness Ray of Sickness Action  2 turns  18m / 60ft Attack roll
Constitution saving throw
Damage TypesPoison
Sanctuary Sanctuary Bonus action  10 turns  18m / 60ft - -
Searing Smite Searing Smite Concentration Action + Bonus action  10 turns  Weapon Range Attack roll
Constitution saving throw
Damage TypesFire
Shield of Faith Shield of Faith Concentration Bonus action  Until Long Rest  18m / 60ft - -
Sleep Sleep Action  2 turns  18m / 60ft
 6m / 20ft (Radius)
- -
Speak with Animals Speak with Animals Action  Until Long Rest  Self - -
Tasha's Hideous Laughter Tasha's Hideous Laughter Action  2 turns  18m / 60ft Wisdom saving throw -
Thunderous Smite Thunderous Smite Action + Bonus action  10 turns  Weapon Range Attack roll
Strength saving throw
Damage TypesThunder
Thunderwave Thunderwave Action -  Self
 5m / 17ft (Cube)
Constitution saving throw Damage TypesThunder
Witch Bolt Witch Bolt Concentration Action  10 turns  18m / 60ft Attack roll Damage TypesLightning
Wrathful Smite Wrathful Smite Concentration Action + Bonus action  2 turns  Weapon Range Attack roll
Wisdom saving throw
Damage TypesPsychic
2nd Level Spells
Aid Aid Action  Until Long Rest  Self
 9m / 30ft (Radius)
- -
Barkskin Barkskin Concentration Action  Until Long Rest  1.5m / 5ft - -
Blindness Blindness Action  10 turns  18m / 60ft Constitution saving throw -
Blur Blur Concentration Action  10 turns  Self - -
Branding Smite Branding Smite Concentration Action + Bonus action  10 turns  Weapon Range Attack roll
Constitution saving throw
Damage TypesRadiant
Calm Emotions Calm Emotions Concentration Action  10 turns  18m / 60ft
 6m / 20ft (Radius)
Charisma saving throw -
Cloud of Daggers Cloud of Daggers Concentration Action  10 turns  18m / 60ft
 2m / 7ft (Radius)
- Damage TypesSlashing
Crown of Madness Crown of Madness Concentration Action  3 turns  18m / 60ft Wisdom saving throw -
Darkness Darkness Concentration Action -  18m / 60ft
 5m / 17ft (Radius)
- -
Darkvision (Spell) Darkvision (Spell) Action  Until Long Rest  1.5m / 5ft - -
Detect Thoughts Detect Thoughts Concentration Action  Until Long Rest  Self Wisdom saving throw -
Enhance Ability Enhance Ability Concentration Action -  1.5m / 5ft - -
Enlarge/Reduce Enlarge/Reduce Concentration Action -  9m / 30ft Constitution saving throw -
Flame Blade Flame Blade Concentration Bonus action -  Self Attack roll Damage TypesFire
Flaming Sphere Flaming Sphere Concentration Action -  18m / 60ft
 2m / 7ft (Radius)
Dexterity saving throw Damage TypesFire
Heat Metal Heat Metal Concentration Action  10 turns  18m / 60ft Constitution saving throw Damage TypesFire
Hold Person Hold Person Concentration Action  10 turns  18m / 60ft Wisdom saving throw -
Invisibility Invisibility Concentration Action  10 turns  1.5m / 5ft - -
Lesser Restoration Lesser Restoration Action -  2m / 5ft - -
Magic Weapon Magic Weapon Concentration Action  Until Long Rest  1.5m / 5ft - -
Melf's Acid Arrow Melf's Acid Arrow Action -  18m / 60ft Attack roll Damage TypesAcid
Mirror Image Mirror Image Action  10 turns  Self - -
Misty Step Misty Step Bonus action -  18m / 60ft - -
Moonbeam Moonbeam Concentration Action  10 turns  18m / 60ft
 1m / 3ft (Radius)
Constitution saving throw Damage TypesRadiant
Pass Without Trace Pass Without Trace Concentration Action  Until Long Rest  Self
 9m / 30ft (Radius)
- -
Phantasmal Force Phantasmal Force Concentration Action  10 turns  18m / 60ft Intelligence saving throw Damage TypesPsychic
Prayer of Healing Prayer of Healing Action -  Self
 9m / 30ft (Radius)
- -
Protection from Poison Protection from Poison Action  Until Long Rest  1.5m / 5ft - -
Ray of Enfeeblement Ray of Enfeeblement Concentration Action  10 turns  18m / 60ft Attack roll -
Scorching Ray Scorching Ray Action -  18m / 60ft Attack roll Damage TypesFire
Shatter Shatter Action -  18m / 60ft
 3m / 10ft (Radius)
Constitution saving throw Damage TypesThunder
Silence Silence Concentration Action  100 turns  18m / 60ft
 6m / 20ft (Radius)
- -
Spike Growth Spike Growth Concentration Action -  18m / 60ft
 6m / 20ft (Radius)
- Damage TypesPiercing
Web Web Concentration Action  1 turn  18m / 60ft Dexterity saving throw -
3rd Level Spells
Animate Dead Animate Dead Action  Until Long Rest  3m / 10ft - -
Beacon of Hope Beacon of Hope Concentration Action  10 turns  Self
 9m / 30ft (Radius)
- -
Bestow Curse Bestow Curse Concentration Action -  1.5m / 5ft Wisdom saving throw -
Call Lightning Call Lightning Concentration Action  10 turns  18m / 60ft
 2m / 7ft (Radius)
Dexterity saving throw Damage TypesLightning
Counterspell Counterspell Reaction -  18m / 60ft - -
Daylight Daylight Action  100 turns  18m / 60ft
 15m / 50ft (Radius)
- -
Fear Fear Concentration Action  3 turns  Self
 9m / 30ft (Cone)
Wisdom saving throw -
Feign Death Feign Death Action  10 turns  1.5m / 5ft - -
Fireball Fireball Action -  18m / 60ft
 6m / 20ft (Radius)
Dexterity saving throw Damage TypesFire
Gaseous Form Gaseous Form Concentration Action  Until Long Rest  1.5m / 5ft - -
Glyph of Warding Glyph of Warding Action  Until Long Rest  9m / 30ft
 4m / 13ft (Radius)
- -
Grant Flight Grant Flight Concentration Action  10 turns  1.5m / 5ft - -
Haste Haste Concentration Action  10 turns  9m / 30ft - -
Hunger of Hadar Hunger of Hadar Concentration Action  10 turns  18m / 60ft
 6m / 20ft (Radius)
Dexterity saving throw Damage TypesCold
Hypnotic Pattern Hypnotic Pattern Concentration Action  2 turns  18m / 60ft
 9m / 30ft (Radius)
Wisdom saving throw -
Mass Healing Word Mass Healing Word Bonus action -  Self
 18m / 60ft (Radius)
- -
Plant Growth Plant Growth Action  10 turns  18m / 60ft
 6m / 20ft (Radius)
- -
Protection from Energy Protection from Energy Concentration Action  Until Long Rest  1.5m / 5ft - -
Remove Curse Remove Curse Action -  1.5m / 5ft - -
Revivify Revivify Action -  9m / 30ft
 9m / 30ft (Radius)
- -
Sleet Storm Sleet Storm Concentration Action  10 turns  18m / 60ft
 9m / 30ft (Radius)
Dexterity saving throw -
Speak with Dead Speak with Dead Action  Until Long Rest  9m / 30ft - -
Spirit Guardians Spirit Guardians Concentration Action  10 turns  Self
 3m / 10ft (Radius)
Wisdom saving throw Damage TypesRadiant
Stinking Cloud Stinking Cloud Concentration Action  10 turns  18m / 60ft
 6m / 20ft (Radius)
Constitution saving throw -
Vampiric Touch Vampiric Touch Concentration Action  10 turns  1.5m / 5ft Attack roll Damage TypesNecrotic
4th Level Spells
Banishment Banishment Concentration Action  2 turns  18m / 60ft Charisma saving throw -
Death Ward Death Ward Action  Until Long Rest  1.5m / 5ft - -
5th Level Spells
Contagion Contagion Action  Until Long Rest  1.5m / 5ft Constitution saving throw Damage TypesPoison
Dispel Evil and Good Dispel Evil and Good Concentration Action  10 turns  Self - -
Dominate Person Dominate Person Concentration Action  10 turns  18m / 60ft Wisdom saving throw -
Flame Strike Flame Strike Action -  18m / 60ft Dexterity saving throw Damage TypesFire, Radiant
Greater Restoration Greater Restoration Action -  1.5m / 5ft - -
Insect Plague Insect Plague Concentration Action  10 turns  18m / 60ft Constitution saving throw Damage TypesPiercing
Mass Cure Wounds Mass Cure Wounds Action -  18m / 60ft - -
Planar Binding Planar Binding Concentration Action  10 turns  18m / 60ft Wisdom saving throw -
Seeming Seeming Action -  18m / 60ft - -
6th Level Spells
Blade Barrier Blade Barrier Concentration Action  1 turn  18m / 60ft Dexterity saving throw Damage TypesSlashing
Create Undead Create Undead Action  Until Long Rest  3m / 10ft - -
Harm Harm Action -  18m / 60ft Constitution saving throw Damage TypesNecrotic
Heal Heal Action -  1.5m / 5ft - -
Heroes' Feast Heroes' Feast Action  Until Long Rest  18m / 60ft - -
Planar Ally Planar Ally Action -  18m / 60ft - -

Trivia

  • Some spells were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Spell Changes.
  • There is an unused image in the game files for a D&D spell named Spell MagicJar.pngMagic Jar. It was likely cut from the game.

External Links