Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Artificer, Bard (Lore), Cleric (Arcana), Druid (Tropical Land), Magus, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Evocation cantrip

Baffle

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

an obtusely written book

You cause a creature to temporarily forget everything they've ever learned. The target must make an Intelligence saving throw. On a failure, it takes 1d4 Psychic damage and the first time it makes a D20 Test before the end of your next turn it takes a penalty equal to its Proficiency Bonus.
Cantrip Upgrade. The damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).

Bard, Bard (Lore), Cleric (Arcana), Magus, Monk (Mystic Arts), Sorcerer, Warlock, Wizard, Wizard (Enchanter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Enchantment cantrip

Bitter Wind

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

The chill of mortality rattles through a creature of your choice within range. The target must succeed on a Constitution saving throw or take 1d8 Cold damage and lose all damage Resistances it has until the start of your next turn, or until it takes damage of a type it normally has Resistance to.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Bard (Lore), Bard (Moon), Cleric, Cleric (Death), Cleric (Nature), Cleric (Strength), Druid, Magus, Magus (Knights Stygian), Warlock Necromancy cantrip

Chill Touch

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Bard (Lore), Cleric (Arcana), Cleric (Death), Druid (Spores), Magus, Monk (Mystic Arts), Sorcerer, Warlock, Wizard, Wizard (Necromancer), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Rogue (Scion of the Three) Necromancy cantrip

Caustic Claw

  • casting time1 action
  • rangeTouch

  • componentsS
  • durationInstantaneous

You attempt to strike a creature within range, causing its vital components to turn caustic and self-destructive. Make a melee spell attack against the target. On a hit, you deal 1d4 Acid damage and the target must expend and roll a Hit Point Dice if it has any. The target takes additional Poison damage equal to the result.
Cantrip Upgrade. The Acid damage increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).

Bard (Lore), Bard (Moon), Cleric (Nature), Druid, Magus, Monk (Mystic Arts), Sorcerer, Warlock Transmutation cantrip

Demiplanar Pitch

  • casting time1 action
  • range90 feet

  • componentsS
  • durationInstantaneous

You thrust your hand into empty space in front of you and punch through to a demiplane housing the contents of a random Bag of Holding somewhere in the multiverse, then launch whatever you can grab at a creature you can see within range. Make a ranged spell attack against the target, dealing 1d8 Bludgeoning, Piercing, or Slashing damage (your choice) on a hit. After you make the attack, the object teleports back to the demiplane it came from.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Bard (Lore), Cleric (Arcana), Magus, Magus (Arcane Order), Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Conjuration cantrip

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Artificer, Bard (Lore), Cleric (Arcana), Druid (Arid Land), Magus, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Evocation cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Artificer, Bard, Bard (Lore), Cleric (Arcana), Magus, Monk (Mystic Arts), Ranger (Swarmkeeper), Sorcerer, Warlock, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Conjuration cantrip

Poison Spray

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Artificer, Bard (Lore), Bard (Moon), Cleric (Arcana), Cleric (Death), Cleric (Nature), Cleric (Strength), Druid, Druid (Land), Magus, Monk (Mystic Arts), Sorcerer, Warlock, Wizard, Wizard (Necromancer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Necromancy cantrip
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Phantasmal Feint

  • casting time1 action
  • range10 feet

  • componentsS, M
  • durationInstantaneous

a toy weapon

You lash out with the toy used in this spell's casting. Make a melee spell attack against one creature of your choice within range. On a hit, you deal 1d6 Psychic damage and the next attack with a weapon or Unarmed Strike against the target before the start of your next turn has Advantage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Bard, Bard (Lore), Cleric (Arcana), Magus, Magus (Shadow Court), Monk (Mystic Arts), Sorcerer, Warlock, Wizard, Wizard (Illusionist), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Illusion cantrip

Ray of Frost

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Artificer, Bard (Lore), Cleric (Arcana), Druid (Polar Land), Druid (Sea), Magus, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Evocation cantrip

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Artificer, Bard (Lore), Cleric (Arcana), Druid (Temperate Land), Magus, Magus (Arcane Order), Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Evocation cantrip

Burning Hands

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

Bard (Lore), Cleric (Light), Druid (Arid Land), Druid (Wildfire), Magus, Monk (Mystic Arts), Monk (Sun Soul), Sorcerer, Warlock (Fiend), Warlock (Genie - Efreeti), Warlock (Vestige - Light Domain), Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Evocation

Color Spray

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a pinch of colorful sand

You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.

Bard, Bard (Lore), Magus, Monk (Mystic Arts), Sorcerer, Sorcerer (Lunar), Wizard, Wizard (Illusionist), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Illusion

Chromatic Orb

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 50+ GP

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.

Bard (Lore), Magus, Monk (Mystic Arts), Paladin (Noble Genies), Sorcerer, Sorcerer (Draconic), Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Evocation

Detect Magic (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Artificer, Bard, Bard (Lore), Cleric, Cleric (Arcana), Cleric (Knowledge), Druid, Magus, Magus (Arcane Order), Monk (Mystic Arts), Paladin, Paladin (Watchers), Ranger, Sorcerer, Sorcerer (Divine Soul), Warlock, Wizard, Wizard (Diviner), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Divination

Ensorcelled Strike

  • casting time1 bonus action
  • rangeSelf

  • componentsS
  • durationInstantaneous

As part of casting this spell, you make an Unarmed Strike or attack with a weapon against a creature. On a hit, you deal damage as normal and the target is ensorcelled until the end of your next turn. While a creature is ensorcelled, it has Disadvantage on saving throws against spells, and spell attacks against it have Advantage. A target is no longer ensorcelled if it fails a saving throw against a spell or is hit by a spell attack.
Using a Higher-Level Spell Slot. If the spell slot is level 2+, the attack deals an additional 1d6 Force damage for each slot level above 1.

Magus 1st Evocation

False Life

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a drop of alcohol

You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Artificer, Artificer (Reanimator), Bard (Lore), Cleric (Death), Cleric (Grave), Magus, Monk (Mystic Arts), Sorcerer, Warlock (Undead), Warlock (Undying), Wizard, Wizard (Necromancer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Necromancy
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Grease

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • duration1 minute

a bit of pork rind or butter

Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Artificer, Bard (Lore), Magus, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Conjuration

Identify (Ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a pearl worth 100+ GP

You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Artificer, Bard, Bard (Lore), Cleric (Forge), Cleric (Knowledge), Druid (Forged), Magus, Magus (Arcane Order), Wizard, Wizard (Diviner), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Divination

Jump

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Artificer, Bard (Lore), Druid, Magus, Monk (Mystic Arts), Ranger, Sorcerer, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of dirt

You touch a creature. The target's Speed increases by 10 feet until the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Artificer, Bard, Bard (Lore), Druid, Magus, Ranger, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Transmutation

Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a piece of cured leather

You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Bard (Lore), Magus, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Abjuration

Provoke

  • casting time1 bonus action
  • range15 feet

  • componentsV
  • durationConcentration, up to 1 minute

A creature within range that doesn't have the Blinded and Deafened conditions is provoked by you for the duration of the spell. While provoked, the creature has Disadvantage on attack rolls against creatures other than you.
In addition, when the provoked creature attacks a creature other than you, you can use your Reaction to make an Unarmed Strike or attack with a weapon against it. On a hit, you deal the attack's normal damage and an additional 1d6 Force damage.
The effect of this spell ends early on a target if it ends its turn more than 60 feet away from you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Magus 1st Enchantment

Spell Aegis

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationConcentration, up to 10 minutes

a turtle shell

You create a magical aegis with 3d8 Hit Points in an unoccupied space within range. When a creature within 10 feet of the aegis takes Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant, or Thunder damage, you can choose for the aegis to take the damage instead. If this damage reduces the aegis to 0 Hit Points, the aegis is destroyed and the spell ends early. While this spell persists, you can use a Bonus Action to move the aegis to another unoccupied space within 60 feet of you.
Using a Higher-Level Spell Slot. The aegis's Hit Points increase by 1d8 for each spell slot level above 1.

Bard (Lore), Magus, Monk (Mystic Arts), Ranger, Sorcerer, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Abjuration

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Artificer (Artillerist), Artificer (Battle Smith), Bard (Lore), Magus, Monk (Mystic Arts), Sorcerer, Sorcerer (Lunar), Warlock (Hexblade), Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Abjuration

Towerfall Tactic

  • casting time1 reaction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a Shield worth 1+ GP

You gain 5 Temporary Hit Points and the creature that made the triggering attack must make a Strength saving throw. On a failure, the creature gains the Prone condition and it cannot right itself to end the condition until after the end of the current turn. These Temporary Hit Points vanish if any remain after 1 minute.
Using a Higher-Level Spell Slot. The Temporary Hit Points increase by 5 for each spell slot level above 1.

Magus 1st Abjuration
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Weapon Aegis

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationConcentration, up to 10 minutes

an iron shaving

You create a magical aegis with 3d8 Hit Points in an unoccupied space within range. When a creature within 10 feet of the aegis takes Bludgeoning, Piercing, Poison, or Slashing damage, you can choose for the aegis to take the damage instead. If this damage reduces the aegis to 0 Hit Points, the aegis is destroyed and the spell ends early. While this spell persists, you can use a Bonus Action to move the aegis to another unoccupied space within 60 feet of you.
Using a Higher-Level Spell Slot. The aegis's hit points increase by 1d8 for each spell slot level above 1.

Bard (Lore), Magus, Monk (Mystic Arts), Paladin, Sorcerer, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Abjuration

Animate Weapon

  • casting time1 bonus action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

a weapon worth 1+ GP

You cause the weapon used in this spell's casting to spring to life, flying of its own accord to harass and harm your enemies for the duration. The weapon animates in an unoccupied space of your choice within range. While it persists, at the start of each of your turns, the animate weapon makes one attack against a target of your choice within 5 feet (if it is a Melee weapon without the Reach property), 10 feet (if it is a Melee weapon with the Reach property), or the weapon's Range (if it is a Ranged weapon or Melee weapon with the Thrown property). The weapon uses your spellcasting ability modifier for the attack and damage rolls instead of using Strength or Dexterity. The animate weapon is a Small Construct with an AC equal to 10 plus your spellcasting ability modifier, 20 Hit Points, and Immunity to Poison and Psychic damage and all conditions.
As a Bonus Action on your later turns, you can cause the animate weapon to fly up to 30 feet. This spell ends early if the animate weapon is reduced to 0 Hit Points.
Using a Higher-Level Spell Slot. The animate weapon's Hit Points increase by 10 for each spell slot level above 2.

Magus 2nd Transmutation

Animate Shield

  • casting time1 bonus action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

a Shield worth 1+ GP

You cause the Shield used in this spell's casting to spring to life, flying of its own accord to defend you and your allies for the duration. The Shield animates in an unoccupied space of your choice within range. While it is animated, the Shield gives each creature of your choice within 5 feet of it a +2 bonus to AC if it is not wielding a Shield. The animate shield is a Small Construct with an AC equal to 12 plus your spellcasting ability modifier, 20 Hit Points, and Immunity to Poison and Psychic damage and all conditions.
As a Bonus Action on your later turns, you can cause the animate shield to fly up to 30 feet. This spell ends early if the animate shield is reduced to 0 Hit Points.
Using a Higher-Level Spell Slot. The animate shield's Hit Points increase by 10 for each spell slot level above 2.

Magus, Magus (Heaven's Guard) 2nd Transmutation

Arcane Invigoration

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You sacrifice your life force to weave a mystic defense. Roll one or two of your unexpended Hit Point Dice, and gain a number of Temporary Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Point Dice you can roll increases by one for each spell slot level above 2.

Magus 2nd Abjuration

Blur

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Artificer, Bard (Lore), Druid (Arid Land), Druid (Desert), Magus, Monk (Mystic Arts), Sorcerer, Warlock (Genie - Marid), Warlock (Hexblade), Wizard, Wizard (Illusionist), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Illusion

Enlarge/Reduce

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of powdered iron

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target's size increases by one category - from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target's size decreases by one category - from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).

Artificer, Bard, Bard (Lore), Druid, Magus, Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Transmutation

Flame Blade

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a sumac leaf

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Bard (Lore), Druid, Magus, Monk (Mystic Arts), Sorcerer 2nd Evocation

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a straight piece of iron

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.

Bard, Bard (Lore), Cleric, Cleric (Order), Druid, Druid (Arctic), Druid (Polar Land), Magus, Monk (Mystic Arts), Paladin (Conquest), Paladin (Redemption), Paladin (Vengeance), Ranger (Winter Walker), Sorcerer, Sorcerer (Divine Soul), Warlock, Wizard, Wizard (Enchanter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Enchantment

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Artificer, Bard (Lore), Cleric (Arcana), Cleric (Forge), Cleric (War), Cleric (Zeal), Magus, Monk (Mystic Arts), Paladin, Paladin (Glory), Ranger, Sorcerer, Warlock (Vestige - War Domain), Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Transmutation

Mirror Image

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Artificer (Armorer), Bard, Bard (Glamour), Bard (Lore), Cleric (Ambition), Cleric (Trickery), Druid (Coast), Druid (Forged), Magus, Magus (Shadow Court), Monk (Mystic Arts), Paladin (Noble Genies), Sorcerer, Warlock, Wizard, Wizard (Illusionist), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Illusion

Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Bard (Lore), Druid (Coast), Druid (Temperate Land), Magus, Magus (Arcane Order), Monk (Mystic Arts), Paladin (Ancients), Paladin (Vengeance), Ranger (Fey Wanderer), Ranger (Horizon Walker), Sorcerer, Warlock, Warlock (Archfey), Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Conjuration

Ray of Enfeeblement

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

Bard (Lore), Cleric (Ambition), Cleric (Death), Cleric (Grave), Magus, Warlock, Wizard, Wizard (Necromancer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Necromancy

Counterspell

  • casting time1 reaction
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.

Bard (Lore), Cleric (Arcana), Magus, Monk (Mystic Arts), Paladin (Redemption), Paladin (Watchers), Sorcerer, Sorcerer (Spellfire), Warlock, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Abjuration

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.

Artificer, Bard, Bard (Lore), Cleric, Cleric (Arcana), Cleric (Knowledge), Cleric (Trickery), Druid, Magus, Magus (Arcane Order), Monk (Mystic Arts), Paladin, Paladin (Devotion), Ranger, Ranger (Fey Wanderer), Sorcerer, Sorcerer (Clockwork), Sorcerer (Clockwork Soul), Sorcerer (Divine Soul), Sorcerer (Lunar), Sorcerer (Spellfire), Warlock, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Abjuration

Fireball

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a ball of bat guano and sulfur

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Artificer (Artillerist), Bard (Lore), Cleric (Light), Cleric (Zeal), Druid (Arid Land), Magus, Monk (Mystic Arts), Sorcerer, Warlock (Fiend), Warlock (Genie - Efreeti), Warlock (Vestige - Light Domain), Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Evocation

Fly

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a feather

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Artificer, Bard (Lore), Magus, Monk (Mystic Arts), Paladin (Noble Genies), Sorcerer, Sorcerer (Draconic), Warlock, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Transmutation

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

Artificer, Bard (Lore), Cleric (Strength), Cleric (Zeal), Druid (Forged), Druid (Grassland), Magus, Magus (Sidereal Cabal), Monk (Mystic Arts), Paladin (Glory), Paladin (Vengeance), Ranger (Horizon Walker), Sorcerer, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Transmutation

Lightning Bolt

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a bit of fur and a crystal rod

A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Artificer (Armorer), Artificer (Reanimator), Bard (Lore), Druid (Mountain), Druid (Sea), Druid (Temperate Land), Magus, Monk (Mystic Arts), Sorcerer, Warlock (Fathomless), Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Evocation

Magic Circle

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.The creature has Disadvantage on attack rolls against targets within the Cylinder.Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.

Bard (Lore), Cleric, Cleric (Arcana), Magus, Paladin, Ranger (Monster Slayer), Sorcerer (Divine Soul), Warlock, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Abjuration

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.

Artificer, Bard (Lore), Cleric, Cleric (Forge), Cleric (Strength), Druid, Druid (Desert), Magus, Monk (Mystic Arts), Paladin (Ancients), Paladin (Glory), Paladin (Vengeance), Ranger, Sorcerer, Sorcerer (Clockwork), Sorcerer (Clockwork Soul), Sorcerer (Divine Soul), Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Abjuration

Phantom Steed (Ritual)

  • casting time1 minute
  • range30 feet

  • componentsV, S
  • duration1 hour

A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.

Bard (Lore), Magus, Ranger (Hollow Warden), Sorcerer (Lunar), Warlock (Undead), Wizard, Wizard (Illusionist), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Illusion

Strike Order

  • casting time1 bonus action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You imbue your voice with supernatural authority and order a creature you can see within range that can hear and understand you to attack. The target must succeed on a Wisdom saving throw or immediately use its Reaction to make an attack against a creature of your choice other than itself within the reach or normal range of an attack it can make. The target makes this save with Advantage if it is Immune to the Charmed condition. The spell fails if the target is unable to take a Reaction or if there is no viable creature for it to attack.
Using a Higher-Level Spell Slot. If you use a spell slot of level 6+, the duration increases to "Concentration, up to 1 minute", and you can use a Bonus Action on each of your subsequent turns for the duration to rebear the spells' effect. When you do, you can target the same creature or a different one within range.

Bard, Magus, Paladin 3rd Enchantment

Slow

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a drop of molasses

You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's Speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.

Bard, Bard (Lore), Cleric (Order), Druid (Arctic), Magus, Magus (Sidereal Cabal), Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Transmutation

Vampiric Touch

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Bard (Lore), Cleric (Ambition), Cleric (Death), Cleric (Grave), Magus, Monk (Mystic Arts), Sorcerer, Sorcerer (Lunar), Warlock, Wizard, Wizard (Necromancer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 3rd Necromancy

Warrior's Way

  • casting time1 bonus action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 10 minutes

You magically channel the martial wisdom of the multiverse's warriors. For the duration, you can attack twice instead of once whenever you take the Attack action on your turn.
Using a Higher-Level Spell Slot. You can attack three times instead of once whenever you take the Attack action on your turn with a level 5+ spell slot.

Magus 3rd Divination

Assess Enemy

  • casting time1 bonus action
  • range60 feet

  • componentsS
  • duration1 minute

You divine the strengths and weaknesses of a creature you can see within range. You immediately learn if the target is Immune, Resistant, or Vulnerable to any damage types, and if so what types. In addition, for the duration you gain the following benefits:
You know if the target is Bloodied.Your attack rolls against the target score a Critical Hit on a roll of 19 or 20 on the d20.When the target attacks you, you can use your Reaction to give the attack Disadvantage.

Magus, Ranger 4th Divination

Banishment

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pentacle

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Artificer (Cartographer), Cleric, Cleric (Knowledge), Magus, Magus (Arcane Order), Monk (Mystic Arts), Paladin, Paladin (Crown), Paladin (Vengeance), Paladin (Watchers), Ranger (Horizon Walker), Ranger (Monster Slayer), Sorcerer, Sorcerer (Divine Soul), Warlock, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Abjuration

Conjure Minor Elementals

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
In addition, the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Druid, Magus, Paladin (Noble Genies), Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Conjuration

Death Ward

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.

Artificer (Alchemist), Artificer (Forge Adept), Artificer (Reanimator), Cleric, Cleric (Ambition), Cleric (Death), Cleric (Grave), Cleric (Life), Magus, Magus (Heaven's Guard), Paladin, Sorcerer (Divine Soul), Sorcerer (Lunar), Warlock (Undead), Warlock (Undying), Warlock (Vestige - Life Domain) 4th Abjuration

Evard's Black Tentacles

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a tentacle

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.
Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends its turn there. A creature makes that save only once per turn.
A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.

Magus, Magus (Knights Stygian), Sorcerer (Aberrant), Sorcerer (Aberrant Mind), Warlock (Fathomless), Warlock (Great Old One), Wizard, Wizard (Conjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Conjuration

Fire Shield

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration10 minutes

a bit of phosphorus or a firefly

Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.

Artificer (Armorer), Artificer (Battle Smith), Artificer (Forge Adept), Cleric (War), Cleric (Zeal), Druid, Druid (Forged), Druid (Wildfire), Magus, Monk (Mystic Arts), Sorcerer, Sorcerer (Spellfire), Warlock (Fiend), Warlock (Genie - Efreeti), Warlock (Vestige - War Domain), Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Evocation

Ice Storm

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a mitten

Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.

Artificer (Artillerist), Cleric (Tempest), Druid, Druid (Arctic), Druid (Polar Land), Druid (Sea), Magus, Monk (Mystic Arts), Paladin (Ancients), Ranger (Winter Walker), Sorcerer, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Evocation

Locate Creature

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.

Artificer (Cartographer), Bard, Cleric, Cleric (Order), Druid, Druid (Swamp), Magus, Paladin, Ranger, Sorcerer (Divine Soul), Wizard, Wizard (Diviner), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Divination

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

diamond dust worth 100+ GP, which the spell consumes

Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.

Artificer, Cleric (Strength), Cleric (War), Druid, Druid (Mountain), Magus, Magus (Heaven's Guard), Monk (Mystic Arts), Paladin (Ancients), Paladin (Conquest), Paladin (Redemption), Ranger, Sorcerer, Wizard, Wizard (Transmuter), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Transmutation

Wall of Fire

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a piece of charcoal

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Artificer (Artillerist), Cleric (Forge), Cleric (Light), Druid, Magus, Monk (Mystic Arts), Sorcerer, Sorcerer (Spellfire), Warlock (Celestial), Warlock (Fiend), Warlock (Vestige - Light Domain), Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Evocation

Contact Other Plane (Ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV
  • duration1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.

Magus, Paladin (Noble Genies), Warlock, Wizard, Wizard (Diviner) 5th Divination

Cloudkill

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.
Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The Sphere moves 10 feet away from you at the start of each of your turns.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

Artificer (Alchemist), Cleric (Death), Druid (Spores), Druid (Underdark), Magus, Paladin (Conquest), Sorcerer, Warlock (Undead), Wizard, Wizard (Conjurer) 5th Conjuration

Conjure Elemental

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.
Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On a failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 5.

Druid, Druid (Coast), Druid (Sea), Magus, Wizard, Wizard (Conjurer) 5th Conjuration

Dispel Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

powdered silver and iron

For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.

Cleric, Cleric (Grave), Magus, Paladin, Sorcerer (Divine Soul) 5th Abjuration

Hold Monster

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.

Bard, Cleric (War), Druid (Sea), Magus, Paladin (Redemption), Paladin (Vengeance), Paladin (Watchers), Ranger (Monster Slayer), Sorcerer, Sorcerer (Lunar), Warlock, Warlock (Vestige - War Domain), Wizard, Wizard (Enchanter) 5th Enchantment

Legend Lore

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each

Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.
The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.
If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.

Bard, Cleric, Cleric (Knowledge), Magus, Paladin (Glory), Sorcerer (Divine Soul), Sorcerer (Draconic), Warlock (Undying), Wizard, Wizard (Diviner) 5th Divination

Planar Binding

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth 1,000+ GP, which the spell consumes

You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).

Bard, Cleric, Cleric (Arcana), Druid, Magus, Sorcerer (Divine Soul), Warlock, Wizard, Wizard (Abjurer) 5th Abjuration

Reflect Magic

  • casting time1 reaction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a polished silver mirror worth 100+ GP, which this spell consumes

Shimmering interconnected hexagons momentarily appear around you, disrupting or redirecting a spell targeting you. The creature casting the spell makes an Intelligence saving throw. On a successful save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If the spell was cast with a spell slot, the slot is expended. On a failed save, you deflect the spell, choosing a new target, targets, or area for it as if you had cast the spell from your space. Once redirected, the spell is resolved as normal.

Bard, Magus, Magus (Arcane Order), Sorcerer, Wizard, Wizard (Abjurer) 5th Abjuration

Teleportation Circle

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare inks worth 50+ GP, which the spell consumes

As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence - a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.

Artificer (Cartographer), Bard, Cleric (Arcana), Magus, Magus (Arcane Order), Ranger (Horizon Walker), Sorcerer, Warlock, Wizard, Wizard (Conjurer) 5th Conjuration

Wall of Force

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a shard of glass

An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.

Artificer (Armorer), Artificer (Artillerist), Artificer (Forge Adept), Magus, Paladin (Redemption), Sorcerer (Clockwork), Sorcerer (Clockwork Soul), Wizard, Wizard (Evoker) 5th Evocation

Blade Barrier

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides Three-Quarters Cover, and its space is Difficult Terrain.
Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends its turn there. A creature makes that save only once per turn.

Cleric, Magus, Sorcerer (Divine Soul) 6th Evocation

Contingency

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • duration10 days

a gem-encrusted statuette of yourself worth 1,500+ GP

Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell - called the contingent spell - as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. 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.
The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.

Cleric (Arcana), Magus, Magus (Arcane Order), Wizard, Wizard (Abjurer) 6th Abjuration

Disintegrate

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a lodestone and dust

You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.
A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.
Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.

Cleric (Arcana), Magus, Sorcerer, Wizard, Wizard (Transmuter) 6th Transmutation

Globe of Invulnerability

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a glass bead

An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.
Using a Higher-Level Spell Slot. The barrier blocks spells of 1 level higher for each spell slot level above 6.

Cleric (Arcana), Magus, Sorcerer, Wizard, Wizard (Abjurer) 6th Abjuration

Guards and Wards

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

a silver rod worth 10+ GP

You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lastsMagic Mouth in two locationsStinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally

Bard, Cleric (Arcana), Magus, Wizard, Wizard (Abjurer) 6th Abjuration

Sunbeam

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a magnifying glass

You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.

Cleric, Cleric (Arcana), Druid, Magus, Magus (Heaven's Guard), Sorcerer, Sorcerer (Divine Soul), Wizard, Wizard (Evoker) 6th Evocation