Spells Book View - 5etools [Link]
html#counterspell_xphb,bookview:true
MAGE HAND PHB'14 ʟ P256 RAY OF FROST PHB'24 P311
Conjuration cantrip Evocation cantrip
Casting Time: 1 action Range: 30 feet Casting Time: 1 action Range: 60 feet
Components: V, S Duration: 1 minute Components: V, S Duration: Instantaneous
A spectral, floating hand appears at a point you choose A frigid beam of blue-white light streaks toward a creature
within range. The hand lasts for the duration or until you within range. Make a ranged spell attack against the target.
dismiss it as an action. The hand vanishes if it is ever more On a hit, it takes 1d8 Cold damage, and its Speed is
than 30 feet away from you or if you cast this spell again. reduced by 10 feet until the start of your next turn.
You can use your action to control the hand. You can use Cantrip Upgrade. The damage increases by 1d8 when you
the hand to manipulate an object, open an unlocked door or reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
container, stow or retrieve an item from an open container, Classes: Artificer, Sorcerer, Wizard
or pour the contents out of a vial. You can move the hand
up to 30 feet each time you use it. DETECT MAGIC PHB'24 P262
The hand can't attack, activate magic items, or carry more 1st-level divination (ritual)
than 10 pounds.
Casting Time: 1 Range: Self (30-foot radius)
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard action Duration: Concentration, up to 10
Components: V, S minutes
PRESTIDIGITATION PHB'24 P307 For the duration, you sense the presence of magical effects
Transmutation cantrip within 30 feet of yourself. If you sense such effects, you
Casting Time: 1 action Range: 10 feet can take the Magic action to see a faint aura around any
Components: V, S Duration: 1 hour 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
You create a magical effect within range. Choose the effect
school of magic.
from the options below. If you cast this spell multiple times,
you can have up to three of its non-instantaneous effects The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch
active at a time. of metal; or a thin sheet of lead.
Sensory Effect. You create an instantaneous, harmless Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger,
sensory effect, such as a shower of sparks, a puff of wind, Sorcerer, Warlock, Wizard
faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a
MAGIC MISSILE PHB'24 P295
torch, or a small campfire. 1st-level evocation
Clean or Soil. You instantaneously clean or soil an object Casting Time: 1 action Range: 120 feet
no larger than 1 cubic foot. Components: V, S Duration: Instantaneous
Minor Sensation. You chill, warm, or flavor up to 1 cubic You create three glowing darts of magical force. Each dart
foot of nonliving material for 1 hour. strikes a creature of your choice that you can see within
range. A dart deals 1d4 + 1 Force damage to its target. The
Magic Mark. You make a color, a small mark, or a symbol
darts all strike simultaneously, and you can direct them to
appear on an object or a surface for 1 hour.
hit one creature or several.
Minor Creation. You create a nonmagical trinket or an
Using a Higher-Level Spell Slot. The spell creates one
illusory image that can fit in your hand. It lasts until the end
more dart for each spell slot level above 1.
of your next turn. A trinket can deal no damage and has no
monetary worth. Classes: Sorcerer, Wizard
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
1 of 6 23.09.2025, 22:41
Spells Book View - 5etools [Link]
SHIELD PHB'24 P316 DETECT THOUGHTS PHB'24 P262
1st-level abjuration 2nd-level divination
Casting Time: 1 reaction, which you take Range: Self Casting Time: 1 action Range: Self
when you are hit by an attack roll or Duration: 1 Components: V, S, M (1 Duration: Concentration, up
targeted by the Magic Missile spell round Copper Piece) to 1 minute
Components: V, S You activate one of the effects below. Until the spell ends,
An imperceptible barrier of magical force protects you. you can activate either effect as a Magic action on your
Until the start of your next turn, you have a +5 bonus to AC, later turns.
including against the triggering attack, and you take no Sense Thoughts. You sense the presence of thoughts
damage from Magic Missile. within 30 feet of yourself that belong to creatures that
Classes: Sorcerer, Wizard know languages or are telepathic. You don't read the
thoughts, but you know that a thinking creature is present.
THUNDERWAVE PHB'24 P334 The spell is blocked by 1 foot of stone, dirt, or wood; 1
inch of metal; or a thin sheet of lead.
1st-level evocation
Read Thoughts. Target one creature you can see within 30
Casting Time: 1 action Range: Self (15-foot cube)
feet of yourself or one creature within 30 feet of yourself
Components: V, S Duration: Instantaneous
that you detected with the Sense Thoughts option. You
You unleash a wave of thunderous energy. Each creature in learn what is most on the target's mind right now. If the
a 15-foot Cube originating from you makes a Constitution target doesn't know any languages and isn't telepathic, you
saving throw. On a failed save, a creature takes 2d8 learn nothing.
Thunder damage and is pushed 10 feet away from you. On As a Magic action on your next turn, you can try to probe
a successful save, a creature takes half as much damage deeper into the target's mind. If you probe deeper, the target
only. makes a Wisdom saving throw. On a failed save, you
In addition, unsecured objects that are entirely within the discern the target's reasoning, emotions, and something
Cube are pushed 10 feet away from you, and a thunderous that looms large in its mind (such as a worry, love, or hate).
boom is audible within 300 feet. On a successful save, the spell ends. Either way, the target
Using a Higher-Level Spell Slot. The damage increases by knows that you are probing into its mind, and until you shift
1d8 for each spell slot level above 1. your attention away from the target's mind, the target can
take an action on its turn to make an Intelligence (Arcana)
Classes: Bard, Druid, Sorcerer, Wizard
check against your spell save DC, ending the spell on a
success.
Classes: Bard, Sorcerer, Wizard
INVISIBILITY PHB'24 P289
2nd-level illusion
Casting Time: 1 action Range: Touch
Components: V, S, M (an eyelash Duration: Concentration,
in gum arabic) up to 1 hour
A creature you touch has the Invisible condition until the
spell ends. The spell ends early immediately after the
target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one
additional creature for each spell slot level above 2.
Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
2 of 6 23.09.2025, 22:41
Spells Book View - 5etools [Link]
MELF'S ACID ARROW PHB'24 P297 ANIMATE DEAD PHB'24 P240
2nd-level evocation 3rd-level necromancy
Casting Time: 1 action Range: 90 feet Casting Time: 1 minute Range: 10 feet
Components: V, S, M (powdered Duration: Components: V, S, M (a drop of blood, a Duration:
rhubarb leaf) Instantaneous piece of flesh, and a pinch of bone dust) Instantaneous
A shimmering green arrow streaks toward a target within Choose a pile of bones or a corpse of a Medium or Small
range and bursts in a spray of acid. Make a ranged spell Humanoid within range. The target becomes an Undead
attack against the target. On a hit, the target takes 4d4 Acid creature: a Skeleton if you chose bones or a Zombie if you
damage and 2d4 Acid damage at the end of its next turn. chose a corpse.
On a miss, the arrow splashes the target with acid for half On each of your turns, you can take a Bonus Action to
as much of the initial damage only. mentally command any creature you made with this spell if
Using a Higher-Level Spell Slot. The damage (both initial the creature is within 60 feet of you (if you control multiple
and later) increases by 1d4 for each spell slot level above creatures, you can command any of them at the same time,
2. issuing the same command to each one). You decide what
Classes: Wizard action the creature will take and where it will move on its
next turn, or you can issue a general command, such as to
M IRROR MAGE I PHB'24 P299
guard a chamber or corridor. If you issue no commands,
the creature takes the Dodge action and moves only to
2nd-level illusion avoid harm. Once given an order, the creature continues to
Casting Time: 1 action Range: Self follow it until its task is complete.
Components: V, S Duration: 1 minute The creature is under your control for 24 hours, after which
Three illusory duplicates of yourself appear in your space. it stops obeying any command you've given it. To maintain
Until the spell ends, the duplicates move with you and control of the creature for another 24 hours, you must cast
mimic your actions, shifting position so it's impossible to this spell on the creature again before the current 24-hour
track which image is real. period ends. This use of the spell reasserts your control
Each time a creature hits you with an attack roll during the over up to four creatures you have animated with this spell
spell's duration, roll a d6 for each of your remaining rather than animating a new creature.
duplicates. If any of the d6s rolls a 3 or higher, one of the Using a Higher-Level Spell Slot. You animate or reassert
duplicates is hit instead of you, and the duplicate is control over two additional Undead creatures for each spell
destroyed. The duplicates otherwise ignore all other slot level above 3. Each of the creatures must come from a
damage and effects. The spell ends when all three different corpse or pile of bones.
duplicates are destroyed. Classes: Cleric, Wizard
A creature is unaffected by this spell if it has the Blinded
condition, Blindsight, or Truesight. COUNTERSPELL PHB'24 P258
Classes: Bard, Sorcerer, Warlock, Wizard 3rd-level abjuration
Casting Time: 1 reaction, which you take Range: 60 feet
when you see a creature within 60 feet of Duration:
yourself casting a spell with Verbal, Instantaneous
Somatic, or Material components
Components: S
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.
Classes: Sorcerer, Warlock, Wizard
3 of 6 23.09.2025, 22:41
Spells Book View - 5etools [Link]
DISPEL MAGIC PHB'24 P264 DIMENSION DOOR PHB'24 P262
3rd-level abjuration 4th-level conjuration
Casting Time: 1 action Range: 120 feet Casting Time: 1 action Range: 500 feet
Components: V, S Duration: Instantaneous Components: V Duration: Instantaneous
Choose one creature, object, or magical effect within range. You teleport to a location within range. You arrive at exactly
Any ongoing spell of level 3 or lower on the target ends. For the spot desired. It can be a place you can see, one you can
each ongoing spell of level 4 or higher on the target, make visualize, or one you can describe by stating distance and
an ability check using your spellcasting ability (DC 10 plus direction, such as "200 feet straight downward" or "300 feet
that spell's level). On a successful check, the spell ends. upward to the northwest at a 45-degree angle."
Using a Higher-Level Spell Slot. You automatically end a You can also teleport one willing creature. The creature
spell on the target if the spell's level is equal to or less than must be within 5 feet of you when you teleport, and it
the level of the spell slot you use. teleports to a space within 5 feet of your destination space.
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, If you, the other creature, or both would arrive in a space
Sorcerer, Warlock, Wizard occupied by a creature or completely filled by one or more
objects, you and any creature traveling with you each take
FIREBALL PHB'24 P274 4d6 Force damage, and the teleportation fails.
3rd-level evocation Classes: Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action Range: 150 feet
Components: V, S, M (a ball of bat Duration: CLOUDKILL PHB'24 P251
guano and sulfur) Instantaneous 5th-level conjuration
A bright streak flashes from you to a point you choose Casting Time: 1 Range: 120 feet
within range and then blossoms with a low roar into a fiery action Duration: Concentration, up to 10
explosion. Each creature in a 20-foot-radius Sphere Components: V, S minutes
centered on that point makes a Dexterity saving throw, You create a 20-foot-radius Sphere of yellow-green fog
taking 8d6 Fire damage on a failed save or half as much centered on a point within range. The fog lasts for the
damage on a successful one. duration or until strong wind (such as the one created by
Flammable objects in the area that aren't being worn or Gust of Wind) disperses it, ending the spell. Its area is
carried start burning. Heavily Obscured.
Using a Higher-Level Spell Slot. The damage increases by Each creature in the Sphere makes a Constitution saving
1d6 for each spell slot level above 3. throw, taking 5d8 Poison damage on a failed save or half as
Classes: Sorcerer, Wizard much damage on a successful one. A creature must also
make this save when the Sphere moves into its space and
BLIGHT PHB'24 P247
when it enters the Sphere or ends its turn there. A creature
makes this save only once per turn.
4th-level necromancy
The Sphere moves 10 feet away from you at the start of
Casting Time: 1 action Range: 30 feet each of your turns.
Components: V, S Duration: Instantaneous
Using a Higher-Level Spell Slot. The damage increases by
A creature that you can see within range makes a 1d8 for each spell slot level above 5.
Constitution saving throw, taking 8d8 Necrotic damage on
Classes: Sorcerer, Wizard
a failed save or half as much damage on a successful one.
A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn't a creature,
such as a tree or shrub. It doesn't make a save; it simply
withers and dies.
Using a Higher-Level Spell Slot. The damage increases by
1d8 for each spell slot level above 4.
Classes: Druid, Sorcerer, Warlock, Wizard
4 of 6 23.09.2025, 22:41
Spells Book View - 5etools [Link]
SCRYING PHB'24 P313 DISINTEGRATE PHB'24 P263
5th-level divination 6th-level transmutation
Casting Time: 10 minutes Range: Self Casting Time: 1 action Range: 60 feet
Components: V, S, M (a focus worth Duration: Components: V, S, M (a lodestone Duration:
1,000+ GP, such as a crystal ball, mirror, Concentration, up and dust) Instantaneous
or water-filled font) to 10 minutes You launch a green ray at a target you can see within range.
You can see and hear a creature you choose that is on the The target can be a creature, a nonmagical object, or a
same plane of existence as you. The target makes a creation of magical force, such as the wall created by Wall
Wisdom saving throw, which is modified (see the tables of Force.
below) by how well you know the target and the sort of A creature targeted by this spell makes a Dexterity saving
physical connection you have to it. The target doesn't know throw. On a failed save, the target takes 10d6 + 40 Force
what it is making the save against, only that it feels uneasy. damage. If this damage reduces it to 0 Hit Points, it and
Save everything nonmagical it is wearing and carrying are
Your Knowledge of the Target Is...
Modifier disintegrated into gray dust. The target can be revived only
Secondhand (heard of the target) +5 by a True Resurrection or a Wish spell.
Firsthand (met the target) +0 This spell automatically disintegrates a Large or smaller
Extensive (know the target well) -5 nonmagical object or a creation of magical force. If such a
target is Huge or larger, this spell disintegrates a 10-foot-
Save
You Have the Target's... Cube portion of it.
Modifier
Picture or other likeness -2 Using a Higher-Level Spell Slot. The damage increases by
3d6 for each spell slot level above 6.
Garment or other possession -4
Body part, lock of hair, or bit of nail -10 Classes: Sorcerer, Wizard
On a successful save, the target isn't affected, and you can't
use this spell on it again for 24 hours.
GLOBE OF
On a failed save, the spell creates an Invisible, intangible INVULNERABILITY PHB'24 P279
sensor within 10 feet of the target. You can see and hear 6th-level abjuration
through the sensor as if you were there. The sensor moves
Casting Time: 1 action Range: Self (10-foot
with the target, remaining within 10 feet of it for the
Components: V, S, M (a emanation)
duration. If something can see the sensor, it appears as a
glass bead) Duration: Concentration, up to
luminous orb about the size of your fist.
1 minute
Instead of targeting a creature, you can target a location
An immobile, shimmering barrier appears in a 10-foot
you have seen. When you do so, the sensor appears at that
Emanation around you and remains for the duration.
location and doesn't move.
Any spell of level 5 or lower cast from outside the barrier
Classes: Bard, Cleric, Druid, Warlock, Wizard
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.
Classes: Sorcerer, Wizard
5 of 6 23.09.2025, 22:41
Spells Book View - 5etools [Link]
FINGER OF DEATH PHB'24 P273 DOMINATE MONSTER PHB'24 P265
7th-level necromancy 8th-level enchantment
Casting Time: 1 action Range: 60 feet Casting Time: 1 Range: 60 feet
Components: V, S Duration: Instantaneous action Duration: Concentration, up to 1
You unleash negative energy toward a creature you can see Components: V, S hour
within range. The target makes a Constitution saving throw, One creature you can see within range must succeed on a
taking 7d8 + 30 Necrotic damage on a failed save or half as Wisdom saving throw or have the Charmed condition for
much damage on a successful one. the duration. The target has Advantage on the save if you
A Humanoid killed by this spell rises at the start of your or your allies are fighting it. Whenever the target takes
next turn as a Zombie that follows your verbal orders. damage, it repeats the save, ending the spell on itself on a
success.
Classes: Sorcerer, Warlock, Wizard
You have a telepathic link with the Charmed target while
PLANE SHIFT PHB'24 P305
the two of you are on the same plane of existence. On your
turn, you can use this link to issue commands to the target
7th-level conjuration (no action required), such as "Attack that creature," "Move
Casting Time: 1 action Range: Touch over there," or "Fetch that object." The target does its best
Components: V, S, M (a forked, metal rod Duration: to obey on its turn. If it completes an order and doesn't
worth 250+ GP and attuned to a plane of Instantaneous receive further direction from you, it acts and moves as it
existence) likes, focusing on protecting itself.
You and up to eight willing creatures who link hands in a You can command the target to take a Reaction but must
circle are transported to a different plane of existence. You take your own Reaction to do so.
can specify a target destination in general terms, such as Using a Higher-Level Spell Slot. Your Concentration can
the City of Brass on the Elemental Plane of Fire or the last longer with a level 9 spell slot (up to 8 hours).
palace of Dispater on the second level of the Nine Hells,
Classes: Bard, Sorcerer, Warlock, Wizard
and you appear in or near that destination, as determined
by the DM.
Alternatively, if you know the sigil sequence of a
POWER WORD STUN PHB'24 P306
teleportation circle on another plane of existence, this spell 8th-level enchantment
can take you to that circle. If the teleportation circle is too Casting Time: 1 action Range: 60 feet
small to hold all the creatures you transported, they appear Components: V Duration: Instantaneous
in the closest unoccupied spaces next to the circle. You overwhelm the mind of one creature you can see within
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard range. If the target has 150 Hit Points or fewer, it has the
Stunned condition. Otherwise, its Speed is 0 until the start
of your next turn.
The Stunned target makes a Constitution saving throw at
the end of each of its turns, ending the condition on itself
on a success.
Classes: Bard, Sorcerer, Warlock, Wizard
POWER WORD KILL PHB'24 P306
9th-level enchantment
Casting Time: 1 action Range: 60 feet
Components: V Duration: Instantaneous
You compel one creature you can see within range to die. If
the target has 100 Hit Points or fewer, it dies. Otherwise, it
takes 12d12 Psychic damage.
Classes: Bard, Sorcerer, Warlock, Wizard
6 of 6 23.09.2025, 22:41