Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG 3, there are certain classes can cast spells to damage enemies, buff companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using scrolls.
All Wizard Spells in Baldurs Gate 3
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Quick Search of All Wizard Spells
|Acid Splash||Cantrip||Conjuration||1 Action||No||Hurl a bubble of acid that deals 1d6 Acid to each creature it hits.|
|Blade Ward||Cantrip||Abjuration||1 Action||No||Gain resistance to Bludgeoning, Piercing, and Slashing damage from weapon attacks.
Inflicts Blade Ward
|Chill Touch||Cantrip||Necromancy||1 Action||No||Assail a creature with the chill of the grave. It takes 1d8 Necrotic and cannot regain hit points. Undead creatures also get disadvantage on attack rolls.
Inflicts Chill Touch
|Fire Bolt||Cantrip||Evocation||1 Action||No||Hurl a mote of fire that deals 1d6 Fire and creates a flammable surface.|
|Friends||Cantrip||Enchantment||1 Action||Yes||Enchant a non-hostile creature to gain advantage on Charisma checks agianst it.|
|Light||Cantrip||Evocation||1 Action||No||Infuse an objet with an aura of light.|
|Mage Hand||Cantrip||Conjuration||1 Action||No||Create a spectral hand that can manipulate and interact with objects.|
|Mending||Cantrip||Transmutation||1 Minute||No||Repair break or tear in an object (broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc).|
|Message||Cantrip||Transmutation||1 Action||No||The caster whispers a message to a creature within 120 ft who will be the only one to hear it. It can reply the same way.|
|Minor Illusion||Cantrip||Illusion||1 Action||No||Create an illusory image that distracts nearby creatures, complelling them to investigate.
You can remain hidden while casting this spell.
|Poison Spray||Cantrip||Conjuration||1 Action||No||Project a puff of noxious gas that deals 1d12 Poison.|
|Prestidigitation||Cantrip||Transmutation||1 Action||No||Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc).|
|Ray of Frost||Cantrip||Evocation||1 Action||No||Call forth a frigid beam of blue-white light. Deals 1d8 Cold and reduces the targe's speed by 3m
Inflicts Ray of Frost
|Shocking Grasp||Cantrip||Evocation||1 Action||No||Lightning springs from your hand. It deal 1d8 Lightning and prevents the target from taking reactions.
Inflicts Shocking Grasp
|True Strike||Cantrip||Divination||1 Action||Yes||Divine a character's defences to give you advantage on attack rolls against it.|
|Alarm||Lvl 1||Abjuration||1 Minute||No||Alert the caster or activate an alarm if a Tiny or larger creature enters a warded 20-ft cube.|
|Burning Hands||Lvl 1||Evocation||1 Action||No||Fire shoots from your outstretched fingers. It ignites anything flammable and deals 3d6 Fire.
On successfull save, targets only take half damage.
|Charm Person||Lvl 1||Enchantment||1 Action||No||Magically charm a humanoid that you can see.
A charmer has advantage on Charisma checks agains the creature.
|Chromatic Orb||Lvl 1||Evocation||1 Action||No||If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl)|
|Color Spray||Lvl 1||Illusion||1 Action||No||Creates a dazzling array of flashing, colored lights that Blinds creatures up to a combined 33 hit points.|
|Comprehend Languages||Lvl 1||Divination||1 Action||No||The caster understands any spoken and written (1 min/page) language. Doesn't decode secret messages.|
|Detect Magic||Lvl 1||Divination||1 Action||Yes||The caster senses the presence of magic in a 30-ft radius and learns its school of magic.|
|Disguise Self||Lvl 1||Illusion||1 Action||No||Magically change all aspects of your appearance.|
|Expeditious Retreat||Lvl 1||Transmutation||1 Bonus Action||Yes||Turn Dash into a bonus action, allowing you to move at and increadible pace.
Inflicts Expeditious Retrat
|False Life||Lvl 1||Necromancy||1 Action||No||Bolster yourself with a necromantic facsimile of life to gain 5 temporary hit points.
Inflicsts False Life
|Feather Fall||Lvl 1||Transmutation||1 Reaction||No||Slow the rate of descent of allied creatures. Grants immunity to Falling damage.
Inflicts Feather Fall
|Find Familiar||Lvl 1||Conjuration||1 Hour||No||Gain the service of a familiar, a fey spirit that takes an animal from you choose.
|Find Familiar: Cat||Lvl 1||Conjuration||1 Hour||No||Summon a familiar with the form and statistics of a cat that can distract your enemies.|
|Find Familiar: Crab||Lvl 1||Conjuration||1 Hour||No||Summon a familiar with the form and statistics of a Crab. Its sharp pincers can slow enemies.|
|Find Familiar: Frog||Lvl 1||Conjuration||1 Hour||No||Summon a familiar with the form and statistics of a frog. Its skin is coverd with dizzying toxins.|
|Find Familiar: Rat||Lvl 1||Conjuration||1 Hour||No||Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease.|
|Find Familiar: Raven||Lvl 1||Conjuration||1 Hour||No||Summon a familiar with the form and statistics of a raven. It can launch precise attacks.|
|Find Familiar: Spider||Lvl 1||Conjuration||1 Hour||No||Summon a familiar with the form and statistics of a spider. Its deadly bite can poisn enemies.|
|Fog Cloud||Lvl 1||Conjuration||1 Action||Yes||Create a cloud of dense frog. Creatures submerged in the fog are Heavily Obscured and Blinded.|
|Grease||Lvl 1||Conjuration||1 Action||No||Cover the ground in grease. It becomes difficult terrain and creatures within can fall Prone.|
|Identify||Lvl 1||Divination||1 Minute||No||The caster obtains properties of a magic item (attunement, charges) or knows if an item or a creature is affected by a spell.|
|Illusory Script||Lvl 1||Illusion||1 Minute||No||Write a secret message that can only be read by a designated target or a creature with truesight.|
|Jump||Lvl 1||Transmutation||1 Action||No||Touch a creature to triple its jumping distance.|
|Longstrider||Lvl 1||Transmutation||1 Action||No||Toucha creature to increase its speed by 3m.|
|Mage Armour||Lvl 1||Abjuration||1 Action||No||Surround a creature in a protective magical force. Its Armour Class increases by 3.
Prerequisite: not wearing armour.
|Magic Missile||Lvl 1||Evocation||1 Action||No||Create three darts of magical force, each dealing 1d4+1 Force to its target|
|Protection from Evil and Good||Lvl 1||Abjuration||1 Action||Yes||Protec a creature against aberrations, celestial, elementals, fey, The Fiends, and undead.
The target can't be Charmed, Frightened, or possessed by them, and when these creatures attacks it, they do so with disadvantage.
|Ray of Sickness||Lvl 1||Necromancy||1 Action||No||Call forth a ray of sickening energy. Deals 2d8 Poison and possibly Poinons the target.
|Shield||Lvl 1||Abjuration||1 Reaction||No||In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.|
|Silent Image||Lvl 1||Illusion||1 Action||Yes||Create the image of an object or a creature (without sound and no larger than a 15-ft cube) and lets it move.|
|Sleep||Lvl 1||Enchantment||1 Action||No||Put creatures up to a combined 24 hit points into a magical slumber.
Sleeping creatures awaken if they take damege.
|Tasha's Hideous Laughter||Lvl 1||Enchantment||1 Action||Yes||Inflict a creature with fits of laughter, leaving it Prone and Incapacitated.
At the end of its turns or when it takes damage, the creature can try to shake off the effect. Prerequisite: the creature needs to have an Intelligence score of 5 or more.
Inflicts Hideous Laughter
|Tenser's Floating Disk||Lvl 1||Conjuration||1 Action||No||Create a floating 3-ft-diameter disk that can support up to 500 pounds and follows the caster.|
|Thunderwave||Lvl 1||Evocation||1 Action||No||Release a wave of thunderous force. It deals 2d8 Thunder and pushes away creatures and objects.|
|Unseen Servant||Lvl 1||Conjuration||1 Action||No||Create an invisible servant who performs simple tasks (bring something back, clean up, maintain a fire, serve at table, etc).|
|Witch Bolt||Lvl 1||Evocation||1 Action||Yes||Call forth a beam of crackling, purple energy. Deals 1d12 Lightning and links you to the target through an arc of lightning.
Each turn, you can activate the arc to automatically deal 1d12 Lightning.
Inflicts Witch Bolt
|Alter Self||Lvl 2||Transmutation||1 Action||Yes||Give a new form depending on the chosen option (Aquatic Adaptation, Change Appearance, or Natural Weapons).|
|Arcane Lock||Lvl 2||Abjuration||1 Action||No||Lock an object (door, window, chest, etc) and the caster can set a password to suppresses the spell for 1 Minute.|
|Blindness - Deafness||Lvl 2||Necromancy||1 Action||No||Magically blind an enemy creature.
A blinded creature can try to shake off the effect at the end of each turn.
|Blur||Lvl 2||Illusion||1 Action||Yes||Your body becomes blurred. Attackers have disadvantage on attack rolls against you.
Doesn't affect creatures that don't rely on sight or that can see through illusions.
|Cloud of Daggers||Lvl 2||Conjuration||1 Action||Yes||Conjure a cloud of spinning daggers that lasts for 10 turns. Anyone inside the whirlwind takes 4d4 Slashing damage each turn.|
|Continual Flame||Lvl 2||Evocation||1 Action||No||Create a flame that produces a light equivalent in brightness to a torch, but does not emit any heat.|
|Crown of Madness||Lvl 2||Enchantment||1 Action||Yes||Instill madness in an enemy, making them attack the creature closest to them, even if it's allied.|
|Darkness||Lvl 2||Evocation||1 Action||Yes||Create a cloud of magical darkness to Heavily Obscure and Blind creatures within. Creatures cannot make ranged attacks into or out of the darkness.|
|Darkvision||Lvl 2||Transmutation||1 Action||No||Grant a creature the ability to see in the dark out to a range of 18m.|
|Detect Thoughts||Lvl 2||Divination||1 Action||Yes||Focus your mind to read the thoughts of certain creatures while talking to them.|
|Enlarge - Reduce||Lvl 2||Transmutation||1 Action||Yes||Make a creature larger or smaller.|
|Flaming Sphere||Lvl 2||Conjuration||1 Action||Yes||Creatures within 5 ft from a 5-ft-diameter sphere must succeed on a Dex. save or take 2d6 fire damage (damage/lvl).|
|Gentle Repose||Lvl 2||Necromancy||1 Action||No||Protect a corpse from decay or to become undead.|
|Gust of Wind||Lvl 2||Evocation||1 Action||Yes||Creatures on a 60-ft-long, 10-ft-wide line must succeed on a Str. save or be pushed 15 ft away.|
|Hold Person||Lvl 2||Enchantment||1 Action||Yes||Paralyze a humanoid creature.
At the end of each of its turns, the creature can try to free itself.
Inflicts Hold Person
|Invisibility||Lvl 2||Illusion||1 Action||Yes||Touch a creature to turn it Invisible.
The spell ends early it the creature attacks or casts a spell.
|Knock||Lvl 2||Transmutation||1 Action||No||Unlock or unbar 1 object (door, chest, padlock, set of manacles, etc) or suppressed the arcane lock spell for 10 Minutes.|
|Levitate||Lvl 2||Transmutation||1 Action||Yes||1 creature or object that weighs up to 500 pounds rises vertically up to 20 ft then remains suspended.|
|Locate Object||Lvl 2||Divination||1 Action||Yes||The caster senses the direction to the location of an object you are familiar with, within a 1000 ft radius.|
|Magic Mouth||Lvl 2||Illusion||1 Minute||No||Creates a magical mouth that will repeat a message of up to 25 words when a trigger condition is met.|
|Magic Weapon||Lvl 2||Transmutation||1 Bonus Action||Yes||Turn a weapon into a +1 magic weapon for attack rolls and damage rolls (+2 or +3 bonus/lvl).|
|Melf's Acid Arrow||Lvl 2||Evocation||1 Action||No||Shoot a green arrow that bursts in a spray of acid. Deals 4d4 Acid immediately and 2d4 Acid at the end of the target's turn.
On successful save, the target only takes half the initial damage.
|Mirror Image||Lvl 2||Illusion||1 Action||No||Creates 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.
Whenever you successfully evade an attack, one of the illusions disappears.
Inflicts Mirror Image
|Misty Step||Lvl 2||Conjuration||1 Bonus Action||No||Surrounded by black mist, you teleport to an unoccupied space you can see.|
|Nystul's Magic Aura||Lvl 2||Illusion||1 Action||No||Reveal false information about a creature or an object that would be the target of a Divination spell.|
|Phantasmal Force||Lvl 2||Illusion||1 Action||Yes||The target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).|
|Ray of Enfeeblement||Lvl 2||Necromancy||1 Action||Yes||A beam of enervating energy springs from your fingers. The target deals half damage with weapon attacks using Strength.|
|Rope Trick||Lvl 2||Transmutation||1 Action||No||Vertically raise a rope that lead to an extradimensional space that can hold 8 Medium creatures.|
|Scorching Ray||Lvl 2||Evocation||1 Action||No||Hurl three rays of Fire. Each ray deals 2d6 Fire.|
|See Invisibility||Lvl 2||Divination||1 Action||No||The caster sees invisible creatures and objects, and into the Ethereal Plane.|
|Shatter||Lvl 2||Evocation||1 Action||No||Generate a painfully intense ringing noise that deals 3d8 Thunder to creates and objects.
On a successful save, creatures only takes half damage. Creatures made of inorganic material such as stone have disadvantage on their saving throw.
|Spider Climb||Lvl 2||Transmutation||1 Action||Yes||The target can move along vertical surfaces while leaving its hands free and gains climbing speed.|
|Suggestion||Lvl 2||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.|
|Web||Lvl 2||Conjuration||1 Action||Yes||Cover an area in thick, flammable webbing that can Enweb creatures within.
An Enwebbed creature or ally can use its action to try and tear away the webs.
|Animate Dead||Lvl 3||Necromancy||1 Minute||No||Create a skeleton from bones or a zombie from a corpse, who is under the caster control (+2 creatures/lvl).|
|Bestow curse||Lvl 3||Necromancy||1 Action||Yes||The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).|
|Blink||Lvl 3||Transmutation||1 Action||No||The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn.|
|Clairvoyance||Lvl 3||Divination||10 Minutes||Yes||Create an invisible sensor in a familiar location within 1 mile, allowing to see or to hear (to choose, can switch).|
|Counterspell||Lvl 3||Abjuration||1 Reaction||No||In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).|
|Dispel Magic||Lvl 3||Abjuration||1 Action||No||End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).|
|Fear||Lvl 3||Illusion||1 Action||Yes||Creatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away.|
|Feign Death||Lvl 3||Necromancy||1 Action||No||The willing target appears dead to all outward inspection.|
|Fireball||Lvl 3||Evocation||1 Action||No||Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).|
|Fly||Lvl 3||Transmutation||1 Action||Yes||The target gets a flying speed of 60 ft (+1 creature/lvl).|
|Gaseous Form||Lvl 3||Transmutation||1 Action||Yes||The target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes.|
|Glyph of Warding||Lvl 3||Abjuration||1 Hour||No||A glyph on an object deals 5d8 damage in a 20-ft radius (damage/lvl) or casts a 3rd level spell (lvl/lvl) when triggered.|
|Haste||Lvl 3||Transmutation||1 Action||Yes||Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.|
|Hypnotic Pattern||Lvl 3||Illusion||1 Action||Yes||Creatures in a 30-ft cube must succeed on a Wis. save or be charmed and incapacitated, with a speed of 0.|
|Leomund's Tiny Hut||Lvl 3||Evocation||1 Minute||No||Create a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster.|
|Lightning Bolt||Lvl 3||Evocation||1 Action||No||Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).|
|Magic Circle||Lvl 3||Abjuration||1 Minute||No||Create a 10-ft-radius, 20-ft-tall cylinder that protect from celestials, elementals, fey, The Fiends, and/or undead (+1 h/lvl).|
|Major Image||Lvl 3||Illusion||1 Action||Yes||Create the image of an animated object or creature, with sounds and smells (without concentration/lvl).|
|Nondetection||Lvl 3||Abjuration||1 Action||No||Protect a creature or an object from any Divination magic or magical scrying.|
|Phantom Steed||Lvl 3||Illusion||1 Minute||No||Create a quasi-real Large horselike creature and everything to mount it.|
|Protection from Energy||Lvl 3||Abjuration||1 Action||Yes||The target gains resistance to one damage type (acid, cold, fire, lightning, or thunder).|
|Remove Curse||Lvl 3||Abjuration||1 Action||No||End all curses affecting one creature or object.|
|Sending||Lvl 3||Evocation||1 Action||No||Send a 25-words message to a creature you are familiar with, regardless of the distance or the plan. It can answer it.|
|Sleet Storm||Lvl 3||Conjuration||1 Action||Yes||Creatures in a 20-ft-radius, 20-ft-tall cylinder (heavily obscured) must succeed on a Dex. save or fall prone.|
|Slow||Lvl 3||Transmutation||1 Action||Yes||Up to 6 targets must succeed on a Wis. save, or have their speed and actions reduced and -2 to CA and Dex. saves.|
|Stinking Cloud||Lvl 3||Conjuration||1 Action||Yes||Creatures in a 20-ft-radius sphere must succeed on a Con. save or spend their action that turn retching and reeling.|
|Tongues||Lvl 3||Divination||1 Action||No||The target understands and speaks any spoken language it hears.|
|Vampiric Touch||Lvl 3||Necromancy||1 Action||Yes||If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of his hp.|
|Water Breathing||Lvl 3||Transmutation||1 Action||No||Up to 10 creatures gets the ability to breathe underwater.|
|Arcane Eye||Lvl 4||Divination||1 Action||Yes||Create an invisible eye with darkvision that sends the caster the mental image of what it sees.|
|Banishment||Lvl 4||Abjuration||1 Action||Yes||The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).|
|Blight||Lvl 4||Necromancy||1 Action||No||The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).|
|Confusion||Lvl 4||Enchantment||1 Action||Yes||Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).|
|Conjure Minor Elementals||Lvl 4||Conjuration||1 Minute||Yes||Summon from 1 elemental of CR 2 to 8 elemental of CR 1/4, friendly (nbr of creatures/lvl).|
|Control Water||Lvl 4||Transmutation||1 Action||Yes||Control the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool).|
|Dimension Door||Lvl 4||Conjuration||1 Action||No||The caster and another creature of the same size are teleported to a maximum of 500 feet.|
|Evard's Black Tentacles||Lvl 4||Conjuration||1 Action||Yes||Creatures in a 20-ft square must succeed on a Dex. save or take 3d6 bludgeoning damage and be restrained.|
|Fabricate||Lvl 4||Transmutation||10 Minutes||No||Convert raw materials into Large or smaller simples objects of the same material.|
|Fire Shield||Lvl 4||Evocation||1 Action||No||The caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft.|
|Greater Invisibility||Lvl 4||Illusion||1 Action||Yes||The target becomes invisible for 1 Minute.|
|Hallucinatory Terrain||Lvl 4||Illusion||10 Minutes||No||Make a natural terrain looks like another type (for example a road becomes a swamp or a crevasse).|
|Ice Storm||Lvl 4||Evocation||1 Action||No||Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.|
|Leomund's Secret Chest||Lvl 4||Conjuration||1 Action||No||Hide a chest (3 x 2 x 2 ft) and its contents in the Ethereal Plane.|
|Locate Creature||Lvl 4||Divination||1 Action||Yes||The caster senses the direction in which a familiar creature is within a 1000-ft radius.|
|Mordenkainen's Faithful Hound||Lvl 4||Conjuration||1 Action||No||Summon an invisible watchdog that barks when a creature approaches and attacks it (4d8 piercing damage).|
|Mordenkainen's Private Sanctum||Lvl 4||Abjuration||10 Minutes||No||Create a secure cube up to 100 ft on each side. The type of protection is to choose (+100 ft on each side/lvl).|
|Otiluke's Resilient Sphere||Lvl 4||Evocation||1 Action||Yes||The Large size or smaller target must succeed on a Dex. save or be enclosed for the spell duration.|
|Phantasmal Killer||Lvl 4||Illusion||1 Action||Yes||The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn.|
|Polymorph||Lvl 4||Transmutation||1 Action||Yes||Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.|
|Stone Shape||Lvl 4||Transmutation||1 Action||No||Give a stone no more than 5 ft in any dimension any shape, or create an opening in it.|
|Stoneskin||Lvl 4||Abjuration||1 Action||Yes||The target gets resistance to nonmagical bludgeoning, piercing, and slashing damage.|
|Wall of Fire||Lvl 4||Evocation||1 Action||Yes||Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl).|
|Animate Objects||Lvl 5||Transmutation||1 Action||Yes||Animate up to 10 non-magic objects and control their actions up to 500 ft (+2 items/lvl).|
|Bigby's Hand||Lvl 5||Evocation||1 Action||Yes||Create a Large hand with a Strength of 26 that can strike (4d8 force damage), push, grapple, or protect (damage/lvl).|
|Cloudkill||Lvl 5||Conjuration||1 Action||Yes||Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl).|
|Cone of Cold||Lvl 5||Evocation||1 Action||No||Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).|
|Conjure Elemental||Lvl 5||Conjuration||1 Minute||Yes||Summon 1 elemental of CR 5, friendly (CR +1/lvl).|
|Contact Other Plane||Lvl 5||Divination||1 Minute||No||Contact an extraplanar entity to ask it 5 questions if an Int. save is successful. Otherwise, 6d6 psychic damage.|
|Creation||Lvl 5||Illusion||1 Minute||No||Create a non-living object made of vegetable matter or mineral and no larger than a 5-ft cube (+5 ft/lvl).|
|Dominate Person||Lvl 5||Enchantment||1 Action||Yes||One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).|
|Dream||Lvl 5||Illusion||1 Minute||No||Shape the dreams of a sleeping creature who can take 3d6 psychic damage if it fails on a Wis. save.|
|Geas||Lvl 5||Enchantment||1 Minute||No||The target must succeed on a Wis. save or be charmed and take 5d10 psychic if it doesn't obey (duration/lvl).|
|Hold Monster||Lvl 5||Enchantment||1 Action||Yes||Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).|
|Legend Lore||Lvl 5||Divination||10 Minutes||No||The caster obtains information about a person, place, or object. The lore consist of tales or stories.|
|Mass Cure Wounds||Lvl 5||Evocation||1 Action||No||Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl).|
|Mislead||Lvl 5||Illusion||1 Action||Yes||The caster becomes invisible and creates a double that moves, acts and speaks. The caster can see and hear through this double.|
|Modify Memory||Lvl 5||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl).|
|Passwall||Lvl 5||Transmutation||1 Action||No||Open a 5-ft wide, 8-ft tall, 20-ft deep passage through stone, wood or plaster.|
|Planar Binding||Lvl 5||Abjuration||1 Hour||No||The target (celestial, elemental, fey, or The Fiend) must succeed on a Cha. save or serve the caster (duration/lvl).|
|Rary's Telepathic Bond||Lvl 5||Divination||1 Action||No||Create a telepathic link between up to 8 people in a 30-ft radius for 1 Hour.|
|Scrying||Lvl 5||Divination||10 Minutes||Yes||Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save).|
|Seeming||Lvl 5||Illusion||1 Action||No||Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling).|
|Telekinesis||Lvl 5||Transmutation||1 Action||Yes||Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.|
|Teleportation Circle||Lvl 5||Conjuration||1 Minute||No||Create a circle that allows anyone to be teleported to another teleportation circle known to the caster.|
|Wall of Force||Lvl 5||Evocation||1 Action||Yes||Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.|
|Wall of Stone||Lvl 5||Evocation||1 Action||Yes||Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged.|
|Arcane Gate||Lvl 6||Conjuration||1 Action||Yes||Create 2 portals (max 500 ft between them) and allow teleport from one to the other.|
|Chain Lightning||Lvl 6||Evocation||1 Action||No||Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl).|
|Circle of Death||Lvl 6||Necromancy||1 Action||No||Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl).|
|Contingency||Lvl 6||Evocation||10 Minutes||No||Condition the activation of a 5th level spell or lower that can target the caster.|
|Create Undead||Lvl 6||Necromancy||1 Minute||No||Up to 3 Medium or Small humanoids corpses become a ghoul who obey the caster for 24 h (nbr and type of creatures/lvl).|
|Disintegrate||Lvl 6||Transmutation||1 Action||No||The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.|
|Drawmij's Instant Summons||Lvl 6||Conjuration||1 Minute||No||Mark a 10 pounds or less object and allow to teleport it into the caster hand, wherever it is, if not held.|
|Eyebite||Lvl 6||Necromancy||1 Action||Yes||The target in a 60-ft radius must succeed on a Wis. save or take on a the following effects: asleep, panicked or sickened.|
|Flesh to Stone||Lvl 6||Transmutation||1 Action||Yes||The target within 60 ft must succeed on a Con. save or be restrained, or petrified after 3 failures.|
|Globe of Invulnerability||Lvl 6||Abjuration||1 Action||Yes||Block 5th level spells or lower within a 10-ft radius (threshold/lvl).|
|Guards and Wards||Lvl 6||Abjuration||10 Minutes||No||Create a ward that protect a 50-ft square. Can set a password to immunize individuals.|
|Magic Jar||Lvl 6||Necromancy||1 Minute||No||The caster projects his soul into an urn and then returns to his body or possesses a humanoid body.|
|Mass Suggestion||Lvl 6||Enchantment||1 Action||No||Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).|
|Move Earth||Lvl 6||Transmutation||1 Action||Yes||Shape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min.|
|Otiluke's Freezing Sphere||Lvl 6||Evocation||1 Action||No||Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 10d6 cold damage (damage/lvl).|
|Otto's Irresistible Dance||Lvl 6||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls).|
|Programmed Illusion||Lvl 6||Illusion||1 Action||No||Create the image of an animated object or creature, with sounds, for 5 min, with a triggering condition.|
|Sunbeam||Lvl 6||Evocation||1 Action||Yes||Creatures on a 5-ft-wide, 60-ft-long line must succeed on a Con. save or take 6d8 radiant damage and be blinded.|
|True Seeing||Lvl 6||Divination||1 Action||No||The target gets truesight, sees magic secret doors and in the Ethereal Plane.|
|Wall of Ice||Lvl 6||Evocation||1 Action||Yes||Create a wall of ice (ten 10-ft panels) that can be damaged and can inflict 5d6 cold damage if passed through (damage/lvl).|
|Delayed Blast Fireball||Lvl 7||Evocation||1 Action||Yes||Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl).|
|Etherealness||Lvl 7||Transmutation||1 Action||No||The caster is projected into the Ethereal Plane (nbr of creatures/lvl).|
|Finger of Death||Lvl 7||Necromancy||1 Action||No||The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.|
|Forcecage||Lvl 7||Evocation||1 Action||No||Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.|
|Mirage Arcane||Lvl 7||Illusion||10 Minutes||No||Transform the appearance (sight, sound, smell and feel) of a 1 mile square.|
|Mordenkainen's Magnificent Mansion||Lvl 7||Conjuration||1 Minute||No||Create an extradimensional mansion with all the comforts that can shelter the caster and other creatures.|
|Mordenkainen's Sword||Lvl 7||Evocation||1 Action||Yes||If the spell attack hits, deals 3d10 force damage. The sword can move.|
|Plane Shift||Lvl 7||Conjuration||1 Action||No||The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).|
|Prismatic Spray||Lvl 7||Evocation||1 Action||No||Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.|
|Project Image||Lvl 7||Illusion||1 Action||Yes||Create a copy of the caster that mimics him, moves and emits sounds. The caster can see and hear through this double.|
|Reverse Gravity||Lvl 7||Transmutation||1 Action||Yes||Invert gravity in a 50-ft-radius, 100-ft-high cylinder.|
|Sequester||Lvl 7||Transmutation||1 Action||No||Protect a willing creature (who becomes invisible and unconscious) or an object from Divination spells.|
|Simulacrum||Lvl 7||Illusion||12 hours||No||Create a duplicate of a beast or humanoid with the same abilities, half of the hp and without equipment.|
|Symbol||Lvl 7||Abjuration||1 Minute||No||Set the trigger and the effect of a glyph on an object (death, discord, fear, hopelessness, insanity, pain, sleep, etc).|
|Teleport||Lvl 7||Conjuration||1 Action||No||The caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity.|
|Antimagic Field||Lvl 8||Abjuration||1 Action||Yes||Create a 10-ft-radius sphere in which spells and magic items no longer work.|
|Antipathy - Sympathy||Lvl 8||Enchantment||1 Hour||No||Attract or repel (Wis. save in order to not be attracted or scared) a kind of creature designated within 60 ft.|
|Clone||Lvl 8||Necromancy||1 Hour||No||Create in 120 days the inert double of a living creature. If the original creature dies, its soul is transferred to the clone.|
|Control Weather||Lvl 8||Transmutation||10 Minutes||Yes||Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force).|
|Demiplane||Lvl 8||Conjuration||1 Action||No||Create a door that leads to a demiplane (30-ft cube). Creatures still in the demiplane at the end of the spell are trapped.|
|Dominate Monster||Lvl 8||Enchantment||1 Action||Yes||The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).|
|Feeblemind||Lvl 8||Enchantment||1 Action||No||The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1.|
|Incendiary Cloud||Lvl 8||Conjuration||1 Action||Yes||Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage.|
|Maze||Lvl 8||Conjuration||1 Action||Yes||Banish a creature into a labyrinthine demiplane. Intelligence check to escape before the end of the spell.|
|Mind Blank||Lvl 8||Abjuration||1 Action||No||The target is immune to psychic damage, reading thoughts, Divination spells, and the charmed condition.|
|Power Word Stun||Lvl 8||Enchantment||1 Action||No||The target (150 hp or fewer) is stunned until it succeeds on a Con. save.|
|Sunburst||Lvl 8||Evocation||1 Action||No||Creatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min.|
|Telepathy||Lvl 8||Evocation||1 Action||No||Communicate via telepathy with a known and willing creature on the same plane of existence.|
|Astral Projection||Lvl 9||Necromancy||1 Hour||No||The caster and up to 8 creatures are projected into the Astral Plane.|
|Foresight||Lvl 9||Divination||1 Minute||No||1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage.|
|Gate||Lvl 9||Conjuration||1 Action||Yes||Create a portal to another plan. Also allows to summon a creature from another plane.|
|Imprisonment||Lvl 9||Abjuration||1 Minute||No||The target within 30 ft must succeed on a Wis. save or be held prisoner. The form is to choose from 6 options.|
|Meteor Swarm||Lvl 9||Evocation||1 Action||No||Creatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage.|
|Power Word Kill||Lvl 9||Enchantment||1 Action||No||The target (100 hp or fewer) dies!|
|Prismatic Wall||Lvl 9||Abjuration||1 Action||No||Create a multi-layered wall that inflicts different effects and damage depending on the layer.|
|Shapechange||Lvl 9||Transmutation||1 Action||Yes||The caster takes the form of a creature he has seen at least once with a CR equal to its level or lower.|
|Time Stop||Lvl 9||Transmutation||1 Action||No||Stop the time during 1d4+1 turns for everyone except for the caster.|
|True Polymorph||Lvl 9||Transmutation||1 Action||Yes||Transform a creature or object into a new form (creature object) of FP/level at most equal to the FP/level of the crea|
|Weird||Lvl 9||Illusion||1 Action||Yes||Creatures in a 30-ft-radius sphere must succeed on a Wis. save or be frightened and take 4d10 psychic damage each turn.|
|Wish||Lvl 9||Conjuration||1 Action||No||Duplicate a 8th level spell or lower without components, or create another effect at the MD discretion.|