TEXT:  
   
  Blade Barrier 
  6 
  100 feet line 
  Concentration, up 
  to 10 minutes 
  V, S 
  1 action 
  90 feet 
  You create a vertical wall of whirling, razor-sharp blades made 
  of magical energy. The wall appears within range and lasts for 
  the duration. You can 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 to creatures behind it, and its space is 
  difficult terrain. When a creature enters the wall’s area for the 
  first time on a turn or starts its turn there, the creature must 
  make a Dexterity saving throw. On a failed save, the creature 
  takes 6d10 slashing damage. On a successful save, the creature 
  takes half as much damage. 
  
   
   
  Burning Hands 
  1 
  15-foot cone 
  Instantaneous 
  V, S 
  1 action 
  Self (15-foot 
  cone) 
  As you hold your hands with thumbs touching and fingers 
  spread, a thin sheet of flames shoots forth from your 
  outstretched fingertips. Each creature in a 15-foot cone must 
  make a Dexterity saving throw. A creature takes 3d6 fire 
  damage on a failed save, or half as much damage on a successful 
  one. The fire ignites any flammable objects in the area that 
  aren’t being worn or carried. At Higher Levels. When you 
  cast this spell using a spell slot of 2nd level or higher, the damage 
  increases by 1d6 for each slot level above 1st. 
  
   
   
  Chain Lightning 
  6 
  target 
  Instantaneous 
  V, S, M 
   (a bit of fur; a piece of amber, glass, or a crystal rod; and 
  three silver pins) 
  1 action 
  150 feet 
  You create a bolt of lightning that arcs toward a target of your 
  choice that you can see within range. Three bolts then leap from 
  that target to as many as three other targets, each of which must 
  be within 30 feet of the first target. A target can be a creature 
  or an object and can be targeted by only one of the bolts. A 
  target must make a Dexterity saving throw. The target takes 
  10d8 lightning damage on a failed save, or half as much damage 
  on a successful one. At Higher Levels. When you cast this spell 
  using a spell slot of 7th level or higher, one additional bolt leaps 
  from the first target to another target for each slot level above 
  6th. 
  
   
   
  Cone of Cold 
  5 
  60-foot cone 
  Instantaneous 
  V, S, M  
  (a small crystal or glass cone) 
  1 action 
  Self (60-foot 
  cone) 
  A blast of cold air erupts from your hands. Each creature in a 
  60-foot cone must make a Constitution saving throw. A 
  creature takes 8d8 cold damage on a failed save, or half as much 
  damage on a successful one. A creature killed by this spell 
  becomes a frozen statue until it thaws. At Higher Levels. 
  When you cast this spell using a spell slot of 6th level or higher, 
  the damage increases by 1d8 for each slot level above 5th. 
  
   
   
  Cure Wounds 
  1 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  A creature you touch regains a number of hit points equal to 1d8 
  + your spellcasting ability modifier. This spell has no effect on 
  undead or constructs. At Higher Levels. When you cast this 
  spell using a spell slot of 2nd level or higher, the healing 
  increases by 1d8 for each slot level above 1st. 
  
   
   
  Dancing Lights 
  0 
  none 
  Concentration, up 
  to 1 minute 
  V, S, M 
   (a bit of phosphorus or wychwood, or a 
  glowworm) 
  1 action 
  120 feet 
  You create up to four torch-sized lights within range, making 
  them appear as torches, lanterns, or glowing orbs that hover in 
  the air for the duration. You can also combine the four lights into 
  one glowing vaguely humanoid form of Medium size. 
  Whichever form you choose, each light sheds dim light in a 10-
  foot radius. As a bonus action on your turn, you can move the 
  lights up to 60 feet to a new spot within range. A light must be 
  within 20 feet of another light created by this spell, and a light 
  winks out if it exceeds the spell’s range. 
  
   
   
  Darkness 
  2 
  15-foot sphere 
  Concentration, up 
  to 10 minutes 
  V, M 
  (bat fur and a drop of pitch or piece of coal) 
  1 action 
  60 feet 
  Magical darkness spreads from a point you choose within range 
  to fill a 15-foot-radius sphere for the duration. The darkness 
  spreads around corners. A creature with darkvision can’t see 
  through this darkness, and nonmagical light can’t illuminate it. If 
  the point you choose is on an object you are holding or one that 
  isn’t being worn or carried, the darkness emanates from the 
  object and moves with it. Completely covering the source of the 
  darkness with an opaque object, such as a bowl or a helm, blocks 
  the darkness. If any of this spell’s area overlaps with an area of 
  light created by a spell of 2nd level or lower, the spell that 
  created the light is dispelled. 
  
   
   
  Delayed Blast Fireball 7 
  point 
  Concentration, up 
  to 1 minute 
  V, S, M 
   (a tiny ball of bat guano and sulfur) 
  1 action 
  150 feet 
  A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen 
  point within range as a glowing bead for the duration. When the spell ends, either because your 
  concentration is broken or because you decide to end it, the bead blossoms with a low roar into 
  an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere 
  centered on that point must make a Dexterity saving throw. A creature takes fire damage 
  equal to the total accumulated damage on a failed save, or half as much damage on a successful 
  one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, 
  the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the 
  creature touching it must make a Dexterity saving throw. On a failed save, the spell ends 
  immediately, causing the bead to erupt in flame. On a successful save, the creature can throw 
  the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead 
  explodes. The fire damages objects in the area and ignites flammable objects that aren’t being 
  worn or carried.  
   
  At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base 
  damage increases by 1d6 for each slot level above 7th. 
  
   
   
  Earthquake 
  8 
  100-foot radius 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a pinch of dirt, a piece of rock, and a lump of clay) 
  1 action 
  500 feet 
  You create a seismic disturbance at a point on the ground that you can see within range. For the 
  duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point 
  and shakes creatures and structures in contact with the ground in that area. The ground in the area 
  becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution 
  saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at 
  the end of each turn you spend concentrating on it, each creature on the ground in the area must make a 
  Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have 
  additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures 
  open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such 
  fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends 
  from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure 
  opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves 
  with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically 
  collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact 
  with the ground in the area when you cast the spell and at the start of each of your turns until the spell 
  ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A 
  creature within half the distance of a structure’s height must make a Dexterity saving throw. On a 
  failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, 
  requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC 
  higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as 
  much damage and doesn’t fall prone or become buried. 
  
   
   
  Fire Bolt 
  0 
  creature/object 
  Instantaneous 
  V, S 
  1 action 
  120 feet 
  You hurl a mote of fire at a creature or 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 
  ignites if it isn’t being worn or carried. This spell’s damage 
  increases by 1d10 when you reach 5th level (2d10), 11th level 
  (3d10), and 17th level (4d10). 
  
   
   
  Fire Storm 
  7 
  point 
  Instantaneous 
  V, S 
  1 action 
  150 feet 
  A storm made up of sheets of roaring flame appears in a 
  location you choose within range. The area of the storm consists 
  of up to ten 10-foot cubes, which you can arrange as you wish. 
  Each cube must have at least one face adjacent to the face of 
  another cube. Each creature in the area must make a 
  Dexterity saving throw. It takes 7d10 fire damage on a failed 
  save, or half as much damage on a successful one. The fire 
  damages objects in the area and ignites flammable objects that 
  aren’t being worn or carried. If you choose, plant life in the 
  area is unaffected by this spell. 
  
   
   
  Fireball 
  3 
  20-foot sphere 
  Instantaneous 
  V, S, M  
  (a tiny ball of bat guano and sulfur) 
  1 action 
  150 feet 
  A bright streak flashes from your pointing finger to a point you 
  choose within range and then blossoms with a low roar into an 
  explosion of flame. Each creature in a 20-foot-radius sphere 
  centered on that point must make a Dexterity saving throw. A 
  target takes 8d6 fire damage on a failed save, or half as much 
  damage on a successful one. The fire spreads around corners. 
  It ignites flammable objects in the area that aren’t being worn or 
  carried.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 1d6 for each slot 
  level above 3rd. 
  
   
   
  Flame Strike 
  5 
  10x40-foot 
  cylinder 
  Instantaneous 
  V, S, M 
  (pinch of 
  sulfur) 
  1 action 
  60 feet 
  A vertical column of divine fire roars down from the heavens 
  in a location you specify. Each creature in a 10-foot-radius, 
  40-foot-high cylinder centered on a point within range must 
  make a Dexterity saving throw. A creature takes 4d6 fire 
  damage and 4d6 radiant damage on a failed save, or half as 
  much damage on a successful one.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  6th level or higher, the fire damage or the radiant damage (your 
  choice) increases by 1d6 for each slot level above 5th. 
  
   
   
  Guiding Bolt 
  1 
  creature 
  1 round 
  V, S 
  1 action 
  120 feet 
  A flash of light streaks toward a creature of your choice within 
  range. Make a ranged spell attack against the target. On a hit, 
  the target takes 4d6 radiant damage, and the next attack roll 
  made against this target before the end of your next turn has 
  advantage, thanks to the mystical dim light glittering on the 
  target until then.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d6 for each slot 
  level above 1st. 
  
   
   
  Heal 
  6 
  creature 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  Choose a creature that you can see within range. A surge of 
  positive energy washes through the creature, causing it to 
  regain 70 hit points. This spell also ends blindness, deafness, and 
  any diseases affecting the target. This spell has no effect on 
  constructs or undead.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  7th level or higher, the amount of healing increases by 10 for 
  each slot level above 6th. 
  
   
   
  Healing Word 
  1 
  creature 
  Instantaneous 
  V 
  1 bonus action 
  60 feet 
  A creature of your choice that you can see within range regains 
  hit points equal to 1d4 + your spellcasting ability modifier. This 
  spell has no effect on undead or constructs.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the healing increases by 1d4 for each slot 
  level above 1st. 
  
   
   
  Ice Storm 
  4 
  20x40-foot 
  cylinder 
  Instantaneous 
  V, S, M  
  (a pinch of dust and a few drops of water) 
  1 action 
  300 feet 
  A hail of rock-hard ice pounds to the ground in a 20-foot-
  radius, 40-foot-high cylinder centered on a point within range. 
  Each creature in the cylinder must make a Dexterity saving 
  throw. A creature takes 2d8 bludgeoning damage and 4d6 cold 
  damage on a failed save, or half as much damage on a successful 
  one. Hailstones turn the storm’s area of effect into difficult 
  terrain until the end of your next turn.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  5th level or higher, the bludgeoning damage increases by 1d8 for 
  each slot level above 4th. 
  
   
   
  Light 
  0 
  creature/object 
  1 hour 
  V, M 
   (a firefly or phosphorescent moss) 
  1 action 
  Touch 
  You touch one object that is no larger than 10 feet in any 
  dimension. Until the spell ends, the object sheds bright light in a 
  20-foot radius and dim light for an additional 20 feet. The light 
  can be colored as you like. Completely covering the object with 
  something opaque blocks the light. The spell ends if you cast it 
  again or dismiss it as an action. If you target an object held or 
  worn by a hostile creature, that creature must succeed on a 
  Dexterity saving throw to avoid the spell. 
  
   
   
  Lightning Bolt 
  3 
  100x5-feet line 
  Instantaneous 
  V, S, M 
   (a bit of fur and a rod of amber, crystal, or glass) 
  1 action 
  Self (100-foot 
  line) 
  A stroke of lightning forming a line 100 feet long and 5 feet wide 
  blasts out from you in a direction you choose. Each creature in 
  the line must make a Dexterity saving throw. A creature takes 
  8d6 lightning damage on a failed save, or half as much damage 
  on a successful one. The lightning ignites flammable objects in the 
  area that aren’t being worn or carried.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 1d6 for each slot 
  level above 3rd. 
  
   
   
  Magic Missile 
  1 
  target 
  Instantaneous 
  V, S 
  1 action 
  120 feet 
  You create three glowing darts of magical force. Each dart hits 
  a creature of your choice that you can see within range. A dart 
  deals 1d4 + 1 force damage to its target. The darts all strike 
  simultaneously, and you can direct them to hit one creature or 
  several.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the spell creates one more dart for each slot 
  level above 1st. 
  
   
   
  Mass Healing Word 
  3 
  six creatures 
  Instantaneous 
  V 
  1 bonus action 
  60 feet 
  As you call out words of restoration, up to six creatures of 
  your choice that you can see within range regain hit points 
  equal to 1d4 + your spellcasting ability modifier. This spell has 
  no effect on undead or constructs.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the healing increases by 1d4 for each slot 
  level above 3rd. 
  
   
   
  Meteor Swarm 
  9 
  40-foot sphere 
  Instantaneous 
  V, S 
  1 action 
  1 mile 
  Blazing orbs of fire plummet to the ground at four different 
  points you can see within range. Each creature in a 40-foot-
  radius sphere centered on each point you choose must make a 
  Dexterity saving throw. The sphere spreads around corners. 
  A creature takes 20d6 fire damage and 20d6 bludgeoning 
  damage on a failed save, or half as much damage on a successful 
  one. A creature in the area of more than one fiery burst is 
  affected only once. The spell damages objects in the area and 
  ignites flammable objects that aren’t being worn or carried. 
  
   
   
  Mordenkainen’s Sword 
  7 
  none 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a miniature platinum sword with a grip and pommel of copper and 
  zinc, worth 250 gp) 
  1 action 
  60 feet 
  You create a sword-shaped plane of force that hovers within 
  range. It lasts for the duration. When the sword appears, you 
  make a melee spell attack against a target of your choice within 
  5 feet of the sword. On a hit, the target takes 3d10 force 
  damage. Until the spell ends, you can use a bonus action on each 
  of your turns to move the sword up to 20 feet to a spot you can 
  see and repeat this attack against the same target or a different 
  one. 
  
   
   
  Prayer of Healing 
  2 
  six creatures 
  Instantaneous 
  V 
  10 minutes 
  30 feet 
  Up to six creatures of your choice that you can see within 
  range each regain hit points equal to 2d8 + your spellcasting 
  ability modifier. This spell has no effect on undead or 
  constructs.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the healing increases by 1d8 for each slot 
  level above 2nd. 
  
   
   
  Ray of Frost 
  0 
  any 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  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. The spell’s damage increases by 
  1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level 
  (4d8). 
  
   
   
  Sacred Flame 
  0 
  creature 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  Flame-like radiance descends on a creature that you can see 
  within range. The target must succeed on a Dexterity saving 
  throw or take 1d8 radiant damage. The target gains no benefit 
  from cover for this saving throw. The spell’s damage increases 
  by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8). 
  
   
   
  Shatter 
  2 
  point 
  Instantaneous 
  V, S, M  
  (a chip of mica) 
  1 action 
  60 feet 
  A sudden loud ringing noise, painfully intense, erupts from a 
  point of your choice within range. Each creature in a 10-foot-
  radius sphere centered on that point must make a Constitution 
  saving throw. A creature takes 3d8 thunder damage on a failed 
  save, or half as much damage on a successful one. A creature 
  made of inorganic material such as stone, crystal, or metal has 
  disadvantage on this saving throw. A nonmagical object that isn’t 
  being worn or carried also takes the damage if it’s in the spell’s 
  area.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage increases by 1d8 for each slot 
  level above 2nd. 
  
   
   
  Shocking Grasp 
  0 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  Lightning springs from your hand to deliver a shock to a 
  creature you try to touch. Make a melee spell attack against the 
  target. You have advantage on the attack roll if the target is 
  wearing armor made of metal. On a hit, the target takes 1d8 
  lightning damage, and it can’t take reactions until the start of its 
  next turn. The spell’s damage increases by 1d8 when you reach 
  5th level (2d8), 11th level (3d8), and 17th level (4d8). 
  
   
   
  Spiritual Weapon 
  2 
  any 
  1 minute 
  V, S 
  1 bonus action 
  60 feet 
  You create a floating, spectral weapon within range that lasts 
  for the duration or until you cast this spell again. When you 
  cast the spell, you can make a melee spell attack against a 
  creature within 5 feet of the weapon. On a hit, the target takes 
  force damage equal to 1d8 + your spellcasting ability modifier. 
  As a bonus action on your turn, you can move the weapon up to 
  20 feet and repeat the attack against a creature within 5 feet of 
  it. The weapon can take whatever form you choose. Clerics of 
  deities who are associated with a particular weapon (as St. 
  Cuthbert is known for his mace and Thor for his hammer) make 
  this spell’s effect resemble that weapon.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage increases by 1d8 for every two 
  slot levels above the 2nd. 
  
   
   
  Sunburst 
  8 
  60-foot radius 
  Instantaneous 
  V, S, M  
  (fire and a piece of sunstone) 
  1 action 
  150 feet 
  Brilliant sunlight flashes in a 60-foot radius centered on a point 
  you choose within range. Each creature in that light must make 
  a Constitution saving throw. On a failed save, a creature takes 
  12d6 radiant damage and is blinded for 1 minute. On a 
  successful save, it takes half as much damage and isn’t blinded by 
  this spell. Undead and oozes have disadvantage on this saving 
  throw. A creature blinded by this spell makes another 
  Constitution saving throw at the end of each of its turns. On a 
  successful save, it is no longer blinded. This spell dispels any 
  darkness in its area that was created by a spell. 
  
   
   
  Thunderwave 
  1 
  15-foot cube 
  Instantaneous 
  V, S 
  1 action 
  Self (15-foot 
  cube) 
  A wave of thunderous force sweeps out from you. Each 
  creature in a 15-foot cube originating from you must make a 
  Constitution saving throw. On a failed save, a creature takes 
  2d8 thunder damage and is pushed 10 feet away from you. On a 
  successful save, the creature takes half as much damage and isn’t 
  pushed. In addition, unsecured objects that are completely 
  within the area of effect are automatically pushed 10 feet away 
  from you by the spell’s effect, and the spell emits a thunderous 
  boom audible out to 300 feet.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d8 for each slot 
  level above 1st. 
  
   
   
  Wall of Fire 
  4 
  60x20x1-feet wall 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a small piece of phosphorus) 
  1 action 
  120 feet 
  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 within its area must 
  make a Dexterity saving throw. On a failed save, a creature 
  takes 5d8 fire damage, or half as much damage on a successful 
  save. 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.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  5th level or higher, the damage increases by 1d8 for each slot 
  level above 4th. 
  
   
   
  Wall of Stone 
  5 
  point 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a small block of granite) 
  1 action 
  120 feet 
  A nonmagical wall of solid stone springs into existence at a point you choose within range. The 
  wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be 
  contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot 
  panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, 
  the creature is pushed to one side of the wall (your choice). If a creature would be surrounded 
  on all sides by the wall (or the wall and another solid surface), that creature can make a 
  Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is 
  no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy 
  the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm 
  foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you 
  can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in 
  length, you must halve the size of each panel to create supports. You can crudely shape the wall to 
  create crenellations, battlements, and so on. The wall is an object made of stone that can be 
  damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. 
  Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the 
  DM’s discretion. If you maintain your concentration on this spell for its whole duration, the 
  wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell 
  ends. 
  
   
   
  Aura of Vitality 
  3 
  30-foot aura 
  Concentration, up 
  to 1 minute 
  V 
  1 action 
  Self (30-foot 
  radius) 
  Healing energy radiates from you in an aura with a 30-foot 
  radius. Until the spell ends, the aura moves with you, centered 
  on you. You can use a bonus action to cause one creature in the 
  aura (including you) to regain 2d6 hit points. 
  
   
   
  Bigby’s Hand 
  5 
  self 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (an eggshell and a snakeskin glove) 
  1 action 
  120 feet 
  You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The 
  hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. 
  The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell 
  ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.  When you cast the spell 
  and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following 
  effects with it. 
  Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for  the hand using 
  your game statistics. On a hit, the target takes 4d8 force damage. 
  Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with 
  the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you 
  have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five 
  times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. 
  Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s 
  Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the 
  hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes 
  bludgeoning damage equal to 2d6 + your spellcasting ability modifier. 
  Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different 
  command. The hand moves to stay between you and the target, providing you with half cover against the target. The 
  target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its 
  Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but 
  that space is difficult terrain for the target. 
   
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist 
  option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. 
  
   
   
  Blinding Smite 
  3 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  The next time you hit a creature with a melee weapon attack 
  during this spell’s duration, your weapon flares with bright light, 
  and the attack deals an extra 3d8 radiant damage to the target. 
  Additionally, the target must succeed on a Constitution saving 
  throw or be blinded until the spell ends. 
  A creature blinded by this spell makes another Constitution 
  saving throw at the end of each of its turns. On a successful 
  save, it is no longer blinded. 
  
   
   
  Branding Smite 
  2 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  The next time you hit a creature with a weapon attack before 
  this spell ends, the weapon gleams with astral radiance as you 
  strike. The attack deals an extra 2d6 radiant damage to the 
  target, which becomes visible if it’s invisible, and the target sheds 
  dim light in a 5-foot radius and can’t become invisible until the 
  spell ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the extra damage increases by 1d6 for each 
  slot level above 2nd. 
  
   
   
  Chromatic Orb 
  1 
  creature 
  Instantaneous 
  V, S, M  
  (a diamond worth at least 50 gp) 
  1 action 
  90 feet 
  You hurl a 4-inch-diameter sphere of energy at a creature that 
  you can see within range. You 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. If the attack hits, the 
  creature takes 3d8 damage of the type you chose. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by 1d8 for each slot 
  level above 1st. 
  
   
   
  Contingency 
  6 
  self 
  10 days 
  V, S, M  
  (a statuetle of yourself carved from ivory and decorated 
  with gems worth at least 1,500 gp) 
  10 minutes 
  Self 
  Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 
  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 circumstance 
  occurs. You describe that circumstance 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 circumstance is met 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. 
  
   
   
  Continual Flame 
  2 
  point 
  Until Dispelled 
  V,S, M  
  (ruby dust worth 50 gp, which 
  the spell consumes) 
  1 action 
  Touch 
  A flame, equivalent in brightness to a torch, springs forth from 
  an object that you touch. The effect looks like a regular flame, 
  but it creates no heat and doesn’t use oxygen. A continual flame 
  can be covered or hidden but not smothered or quenched. 
  
   
   
  Crusader’s Mantle 
  3 
  30-foot aura 
  Concentration, up 
  to 1 minute 
  V 
  1 action 
  Self 
  Holy power radiates from you in an aura with a 30-foot 
  radius, awakening boldness in friendly creatures. Until the spell 
  ends, the aura moves with you, centered on you. While in the 
  aura, each nonhostile creature in the aura (including you) deals 
  an extra 1d4 radiant damage when it hits with a weapon attack. 
  
   
   
  Destructive Wave 
  5 
  30-foot aura 
  Instantaneous 
  V 
  1 action 
  Self (30-foot 
  radius) 
  You strike the ground, creating a burst of divine energy that 
  ripples outward from you. Each creature you choose within 30 
  feet of you must succeed on a Constitution saving throw or take 
  5d6 thunder damage, as well as 5d6 radiant of necrotic damage 
  (your choice), and be knocked prone. A creature that succeeds 
  on its saving throw takes half as much damage and isn't knocked 
  prone. 
  
   
   
  Divine Favor 
  1 
  self 
  Concentration, up 
  to 1 minute 
  V, S 
  1 bonus action 
  Self 
  Your prayer empowers you with divine radiance. Until the 
  spell ends, your weapon attacks deal an extra 1d4 radiant 
  damage on a hit. 
  
   
   
  Divine Word 
  7 
  creatures 
  Instantaneous 
  V 
  1 bonus action 
  30 feet 
  You utter a divine word, imbued with the power that shaped the 
  world at the dawn of creation. Choose any number of creatures 
  you can see within range. Each creature that can hear you 
  must make a Charisma saving throw. On a failed save, a 
  creature suffers an effect based on its current hit points: 
  • 50 hit points or fewer: deafened for 1 minute 
  • 40 hit points or fewer: deafened and blinded for 10 minutes 
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 
  hour 
  • 20 hit points or fewer: killed instantly 
  Regardless of its current hit points, a celestial, an elemental, a 
  fey. or a fiend that fails its save is forced back to its plane of 
  origin (if it isn’t there already) and can’t return to your current 
  plane for 24 hours by any means short of a wish spell. 
  
   
   
  Eldritch Blast 
  0 
  creature 
  Instantaneous 
  V, S 
  1 action 
  120 feet 
  A beam of crackling energy streaks toward a creature within 
  range. Make a ranged spell attack against the target. On a hit, 
  the target takes 1d10 force damage. 
  The spell creates more than one beam when you reach higher 
  levels: two beams at 5th level, three beams at 11th level, and four 
  beams at 17th level. You can direct the beams at the same target 
  or at different ones. Make a separate attack roll for each beam. 
  
   
   
  Faerie Fire 
  1 
  20-foot aura 
  Concentration, up 
  to 1 minute 
  V 
  1 action 
  60 feet 
  Each object in a 20-foot cube within range is outlined in blue, 
  green, or violet light (your choice). Any creature in the area 
  when the spell is cast is also outlined in light if it fails a 
  Dexterity saving throw. For the duration, objects and affected 
  creatures shed dim light in a 10 foot radius. Any attack roll 
  against an affected creature or object  the attacker can see it, 
  and the affected creature or object can’t benefit from being 
  invisible. 
  
   
   
  Fire Shield 
  4 
  10-foot aura 
  10 minutes 
  V, S, M 
   (a bit of phosphorus or a firefly) 
  1 action 
  Self 
  Thin and wispy flames wreathe your body for the duration, 
  shedding bright light in a 10-foot radius and dim light for an 
  additional 10 feet. You can end the spell early by using an action 
  to dismiss it. 
  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, the shield erupts with flame. The attacker 
  takes 2d8 fire damage from a warm shield, or 2d8 cold damage 
  from a cold shield. 
  
   
   
  Flame Blade 
  2 
  self 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (leaf of sumac) 
  1 bonus action 
  Self 
  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 the blade 
  again as a bonus action. 
  You can use your action to make a melee spell attack with the 
  fiery blade. On a hit, the target takes 3d6 fire damage. 
  The flaming blade sheds bright light in a 10.foot radills and dim 
  light for an additional 10 feel. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage increases by 1d6 for every two 
  slot levels above 2nd. 
  
   
   
  Forcecage 
  7 
  20-foot cube 
  1 hour 
  V, S, M 
  (ruby dust 
  worth 1,500gp) 
  1 action 
  100 feet 
  An immobile, invisible, cube-shaped prison composed of magical force springs into existence 
  around an area you choose within range. The prison can be a cage or a solid box, as you 
  choose. 
  A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch 
  diameter bars spaced 1/2 inch apart. 
  A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that 
  prevents any matter from passing through it and blocking any spells cast into or out from the 
  area. 
  When you cast the spell, any creature that is completely inside the cage’s area is trapped. 
  Creatures only partially within the area, or those too large to fit Inside the area, are pushed 
  away from the center of the area until they are completely outside the area. 
  A creature inside the cage can’t leave It by nonmagical means. If the creature tries to use 
  teleportation or interplanar travel to leave the cage, it must first make a Charisma saving 
  throw. On a success, the creature can use that magic to exit the cage. On a failure, the 
  creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into 
  the Ethereal Plane, blocking ethereal travel. 
  This spell can’t be dispelled by dispel magic. 
  
   
   
  Gust of Wind 
  2 
  60x10-foot line 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a legume seed) 
  1 action 
  Self (60-foot line 
  A line of strong wind 60 feet long and 10 feet wide blasts from 
  you in a direction you choose for the spell’s duration. Each 
  creature that starts its turn in the line must succeed on a 
  Strength saving throw or be pushed 15 feet away from you in a 
  direction following the line. 
  Any creature in the line must spend 2 feet of movement for 
  every 1 foot it moves when moving closer to you. 
  The gust disperses gas or vapor, and it extinguishes candles, 
  torches, and similar unprotected flames in the area. It causes 
  protected flames, such as those of lanterns, to dance wildly and 
  has a 50 percent chance to extinguish them. 
  As a bonus action on each of your turns before the spell ends, 
  you can change the direction in which the line blasts from you. 
  
   
   
  Hallow 
  5 
  60-foot radius 
  Until dispelled 
  V, S, M 
  (herbs, oils, and 
  incense worth 
  at least 1,000 
  gp, which the 
  spell consumes) 
  24 hours 
  Touch 
  You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, 
  and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the 
  following effects. 
  First, celestiais, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or 
  possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, 
  frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. 
  Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by 
  the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all 
  creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a 
  creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a 
  Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. 
  Courage. Affected creatures can’t be frightened while in the area. 
  Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot 
  you used to cast this spell, can’t illuminate the area. 
  Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast 
  this spell can’t extinguish the light. 
  Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for 
  bludgeoning, piercing, or slashing. 
  Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for 
  bludgeoning, piercing, or slashing. 
  Everlasting Rest. Dead bodies interred in the area can’t be turned into undead. 
  Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extra dimensional or 
  interplanar means. 
  Fear. Affected creatures are frightened while in the area. 
  Silence. No sound can emanate from within the area, and no sound can reach into it. 
  Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common 
  language. 
  
   
   
  Hellish Rebuke 
  1 
  creature 
  Instantaneous 
  V, S 
  1 reaction, which 
  you take in 
  response to being 
  damaged by a 
  creature within 
  60 feet of you that 
  you can see 
  10 feet 
  You point your finger, and the creature that damaged you is 
  momentarily surrounded by hellish flames. The creature must 
  make a Dexterity saving throw. It takes 2d10 fire damage on a 
  failed save, or half as much damage on a successful one.\n   At 
  Higher Levels. When you cast this spell using a spell slot of 2nd 
  level or higher, the damage increases by 1d10 for each slot level 
  above 1st. 
  
   
   
  Leomund’s Tiny Hut 
  3 
  10-foot radius 
  8 hours 
  V, S, M  
  (a small crystal bead) 
  1 minute 
  Self (10-foot-
  radius 
  hemisphere) 
  A 10-foot-radius immobile dome of force springs into existence around and 
  above you and remains stationary for the duration. The spell ends if you leave 
  its area. 
  Nine creatures of Medium size or smaller can fit inside the dome with you. 
  The spell fails if its area includes a larger creature or more than nine 
  creatures. Creatures and objects within the dome when you cast this spell can 
  move through it freely. All other creatures and objects are barred from 
  passing through it. Spells and other magical effects can’t extend through the 
  dome or be cast through it. The atmosphere inside the space is comfortable and 
  dry, regardless of the weather outside. 
  Until the spell ends, you can command the interior to become dimly lit or 
  dark. The dome is opaque from the outside, of any color you choose, but it is 
  transparent from the inside. 
  
   
   
  Melf’s Acid Arrow 
  2 
  target 
  Instantaneous 
  V, S, M 
  (powdered 
  rhubarb leaf 
  and an adder’s 
  stomach) 
  1 action 
  90 feet 
  A shimmering green arrow streaks toward a target within 
  range and bursts in a spray of acid. Make a ranged spell attack 
  against the target. On a hit, the target takes 4d4 acid damage 
  immediately and 2d4 acid damage aI the end of its next turn. 
  On a miss, the arrow splashes the target with acid for half as 
  much of the initial damage and no damage at the end of its next 
  turn. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage (both initial and later) increases 
  by 1d4 for each slot level above 2nd. 
  
   
   
  Moonbeam 
  2 
  5x40-foot 
  cylinder 
  Concentration, up 
  to 1 minute 
  V, S, M 
  (several seeds 
  of any 
  moonseed plant 
  and a piece of 
  opalescent 
  feldspar) 
  1 action 
  120 feet 
  A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-
  high cylinder centered on a point within range. Until the spell ends, dim 
  light fills the cylinder. 
  When a creature enters the spell’s area for the first time on a turn or 
  starts its turn there, it is engulfed in ghostly flames that cause searing pain, 
  and it must make a Constitution saving throw. It takes 2d10 radiant 
  damage on a failed save, or half as much damage on a successful one. 
  A shapechanger makes its saving throw with disadvantage. If it fails, it 
  also instantly reverts to its original form and can’t assume a different form 
  until it leaves the spell’s light. 
  On each of your turns after you cast this spell, you can use an action to 
  move the beam 60 feet in any direction. 
   
  At Higher Levels. When you cast this spell using a spell slot of 3rd level 
  or higher, the damage increases by 1d10 for each slot level above 2nd. 
  
   
   
  Otiluke’s Freezing Sphere 5 
  60-foot sphere 
  Instanteous 
  V, S, M  
  (a small crystal sphere) 
  1 action 
  300 feet 
  A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, 
  where it explodes in a 60-foot-radius sphere. Each creature within the area must make a 
  Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a 
  successful save, it takes half as much damage. 
  If the globe strikes a body of water or a liquid that is principally water (not including water-
  based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice 
  lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in 
  the ice. A trapped creature can use an action to make a Strength check against your spell save 
  DC to break free. 
  You can refrain from firing the globe after completing the spell, if you wish. A small globe about 
  the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature 
  you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the 
  sling’s normal range). It shatters on impact, with the same effect as the normal casting of the 
  spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t 
  already shattered, it explodes. 
   
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage 
  increases by 1d6 for each slot level above 6th. 
  
   
   
  Otiluke’s Resilient Sphere 
  4 
  creature/object 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) 
  1 action 
  30 feet 
  A sphere of shimmering force encloses a creature or object of Large size or 
  smaller within range. An unwilling creature must make a Dexterity saving 
  throw. On a failed save. the creature is enclosed for the duration. 
  Nothing-not physical objects. energy. or other spell effects-can pass through the 
  barrier. in or out. though a creature in the sphere can breathe there. The 
  sphere is immune to all damage. and a creature or object inside can’t be 
  damaged by attacks or effects originating from outside, nor can a creature 
  inside the sphere damage anything outside it. 
  The sphere is weightless and just large enough to contain the creature or object 
  inside. An enclosed creature can use its action to push against the sphere’s walls 
  and thus roll the sphere at up to half the creature’s speed. Similarly, the globe 
  can be picked up and moved by other creatures. 
  A disintegrate spell targeting the globe destroys it without harming anything 
  inside it. 
  
   
   
  Power Word Heal 
  9 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  A wave of healing energy washes over the creature you touch. 
  The target regains all its hit points. If the creature is charmed, 
  frightened, paralyzed, or stunned, the condition ends. If the 
  creature is prone, it can use its reaction to stand up. This spell 
  has no effect on undead or constructs. 
  
   
   
  Prismatic Spray 
  7 
  60-foot cone 
  Instanataneous 
  V, S 
  1 action 
  Self (60-foot 
  cone) 
  Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different 
  power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each 
  target. roll a d8 to determine which color ray affects it. 
  1. Red. The target takes 10d6 tire damage on a failed save. or half as much damage on a successful one. 
  2. Orange. The target takes 10d6 acid damage on a failed save. or half as much damage on a successful 
  one. 
  3. Yellow. The target takes 10d6 lightning damage on a failed save. or half as much damage on a successful 
  one. 
  4. Green. The target takes 10d6 poison damage on a failed save. or half as much damage on a successful 
  one. 
  5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n   
  6.Indigo. On a failed save. the target is restrained. It must then make a Constitution saving throw at the 
  end of each of its turns. If it successfully saves three times. the spell ends. If it fails its save three times, it 
  permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need 
  to be consecutive; keep track of both until the target collects three of a kind. 
  7. Violet, On a failed save, the target is blinded. lt must then make a Wisdom saving throw at the start of 
  your next turn. A successful save ends the blindness. lf it fails that save, the creature is transported to 
  another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a 
  plane that isn’t its home plane is banished home. while other creatures are usually cast into the Astral or 
  Ethereal planes.) 
  8. Special. The target is struck by two rays. Roll twice more, rerolling any 8. 
  
   
   
  Scorching Ray 
  2 
  creatures 
  Instantaneous 
  V, S 
  1 action   
  120 feet 
  You create three rays of fire and hurl them at targets within 
  range. You can hurl them at one target or several. 
  Make a ranged spell attack for each ray. On a hit, the target 
  takes 2d6 fire damage. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher. you create one additional ray for each slot 
  level above 2nd. 
  
   
   
  Searing Smite 
  1 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  The next time you hit a creature with a melee weapon attack 
  during the spell’s duration, your weapon flares with white-hot 
  intensity, and the attack deals an extra 1d6 tire damage to the 
  target and causes the target to ignite in flames. At the start of 
  each of its turns until the spell ends, the target must make a 
  Constitution saving throw. On a failed save, it takes 1d6 tire 
  damage. On a successful save, the spell ends. If the target or a 
  creature within 5 feet of it uses an action to put out the flames, 
  or if some other effect douses the flames (such as the target being 
  submerged in water), the spell ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the initial extra damage dealt by the attack 
  increases by Id6 for each slot level above 1st. 
  
   
   
  Sending 
  3 
  creature 
  1 round 
  V, S, M  
  (a short piece of fine copper wire) 
  1 action 
  Unlimited 
  You send a short message of twenty-five words or less to a 
  creature with which you are familiar. The creature hears the 
  message in its mind, recognizes you as the sender if it knows 
  you, and can answer in a like manner immediately. The spell 
  enables creatures with Intelligence scores of at least 1 to 
  understand the meaning of your message. 
  You can send the message across any distance and even to other 
  planes of existence, but if the target is on a different plane than 
  you, there is a 5 percent chance that the message doesn’t arrive.  
  
   
   
  Sunbeam 
  6 
  5x60-foot line 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a magnifying glass) 
  1 action 
  Self (60-foot line) 
  A beam of brilliant light flashes out from your hand in a 5-
  foot-wide, 60-foot-long line. Each creature in the line must 
  make a Constitution saving throw. On a failed save, a creature 
  takes 6d8 radiant damage and is blinded until your next turn. 
  On a successful save, it takes half as much damage and isn’t 
  blinded by this spell. Undead and oozes have disadvantage on 
  this saving throw. 
  You can create a new line of radiance as your action on any 
  turn until the spell ends. 
  For the duration, a mote of brilliant radiance shines in your 
  hand. It sheds bright light in a 30-foot radius and dim light for 
  an additional 30 feet. This light is sunlight. 
  
   
   
  Telepathy 
  8 
  willing creature 
  24 hours 
  V, S, M  
  (a pair of linked silver rings) 
  1 action 
  Unlimited 
  You create a telepathic link between yourself and a willing 
  creature with which you are familiar. The creature can be 
  anywhere on the same plane of existence as you. The spell ends 
  if you or the target are no longer on the same plane. 
  Until the spell ends, you and the target can instantaneously 
  share words, images, sounds, and other sensory messages with 
  one another through the link, and the target recognizes you as 
  the creature it is communicating with. The spell enables a 
  creature with an Intelligence score of at least 1 to understand 
  the meaning of your words and lake in the scope of any sensory 
  messages you send lo it. 
  
   
   
  Thunderous Smite 
  1 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  The first time you hit with a melee weapon attack during this 
  spell’s duration, your weapon rings with thunder that is audible 
  within 300 feet of you, and the attack deals an extra 2d6 
  thunder damage to the target. Additionally, if the target is a 
  creature, it must succeed on a Strength saving throw or be 
  pushed 10 feet away from you and knocked prone. 
  
   
   
  Wall of Force 
  5 
  10-foot sphere 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a pinch of powder made by crushing a clear gemstone) 
  1 action 
  120 feet 
  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 sphere 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. It 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 (your choice 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, blocking ethereal travel through the wall. 
   
  
   
   
  Wall of Ice 
  6 
  10-foot sphere 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a small piece of quartz) 
  1 action 
  120 feet 
  You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome 
  or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-
  square panels. Each panel must be contiguous with another pane!. In any form, the wall is 1 foot 
  thick and lasts for the duration. 
  If the wall cuts through a creature’s space when it appears, the creature within its area is pushed 
  to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature 
  takes 10d6 cold damage, or half as much damage on a successful save. 
  The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 
  10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit 
  points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature 
  moving through the sheet of frigid air for the first time on a turn must make a Constitution saving 
  throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a 
  successful one. 
   
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the 
  wall deals when it appears increases by 2d6, and the damage from passing through the sheet of 
  frigid air increases by 1d6, for each slot level above 6th. 
  
   
   
  Wind Wall 
  3 
  50x15x1-foot wall 
  Concentration, up 
  to 1 minute 
  V, S, M 
  1 action 
  120 feet 
  A wall of strong wind rises from the ground at a point you choose within 
  range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. 
  You can shape the wall in any way you choose so long as it makes one 
  continuous path along the ground. The wall lasts for the duration. 
  When the wall appears, each creature within its area must make a Strength 
  saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or 
  half as much damage on a successful one. 
  The strong wind keeps fog, smoke, and other gases at bay. Small or smaller 
  flying creatures or objects can’t pass through the wall. Loose, lightweight 
  materials brought into the wall fly upward. Arrows, bolts, and other ordinary 
  projectiles launched at targets behind the wall are deflected upward and 
  automatically miss. (Boulders hurled by giants or siege engines, and similar 
  projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. 
  
   
   
  Witch Bolt 
  1 
  creature 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a twig from a tree that has been struck by lightning) 
  1 action 
  30 feet 
  A beam of crackling, blue energy lances out toward a creature 
  within range, forming a sustained are of lightning between you 
  and the target. Make a ranged spell attack against that creature. 
  On a hit, the target takes 1d12 lightning damage, and on each of 
  your turns for the duration, you can use your action to deal 1d12 
  lightning damage to the target automatically. The spell ends if 
  you use your action to do anything else. The spell also ends if 
  the target is ever outside the spell’s range or if it has total cover 
  from you. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the initial damage increases by 1d12 for each 
  slot level above 1st. 
  
   
   
  Wrathful Smite 
  1 
  self 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  The next time you hit with a melee weapon attack during this 
  spell’s duration, your attack deals an extra 1d6 psychic damage. 
  Additionally, if the target is a creature, it must make a Wisdom 
  saving throw or be frightened of you until the spell ends. As an 
  action, the creature can make a Wisdom check against your 
  spell save DC to steel its resolve and end this spell. 
  
   
   
   
  Staggering Smite 
  4 
  20-foot sphere 
  Concentration, up 
  to 1 minute 
  V 
  1 bonus action 
  Self 
  You create a 20-foot-radius sphere of yellow, nauseating gas 
  centered on a point within range. The cloud spreads around 
  corners, and its area is heavily obscured. The cloud lingers in 
  the air for the duration. 
  Each creature that is completely within the cloud at the start of 
  its turn must make a Constitution saving throw against paisano 
  On a failed save, the creature spends its action that turn 
  retching and reeling. Creatures that dan’t need to breathe or are 
  immune to poison automatically succeed on this saving throw. 
  A moderate wind (at least 10 miles per hour) disperses the cloud 
  after 4 rounds. A strong wind (at least 20 miles per hour) 
  disperses it after 1 round. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Spellbook/spells/Evocation/Evocation.pdf