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05. Spells
Updated a day agoSpells
Fifth Edition Fantasy adds 176 cantrips and spells, from cantrips up to 6th level (104 of them new in 1.2.0, listed under New in 1.2.0 in each section). Your class, subclass, race and feats decide which ones you know. See the Classes and Races pages for those.
How casting works
| Key | What it does |
|---|---|
| O | Select the next spell in your list |
| Shift+O | Select the previous spell |
| P | Cast the selected spell (ability hotbar slot 1) |
| Shift+P | Cast Reduce when Enlarge/Reduce is selected. Plain P casts Enlarge. |
| H / J | Race ability keys (hotbar slots 4 and 5). A few racial spells are cast with these instead of O/P (see below). |
| L | Character sheet. The Spells tab lists every spell. |
| T | Lock on to the enemy in front of you for targeted spells (press again with nothing in front to clear). |
You can rebind every key under Settings > Keyboard & Mouse, in the Fifth Edition Fantasy section below the vanilla keys.
- The ability hotbar (1.2.2). Slot 1 at the bottom of the screen shows the selected spell with its cooldown. Spells are listed by level and then alphabetically. You can also put any spell on its own hotbar slot: open the inventory, press Abilities and drag it onto a slot. A spell on its own slot is skipped by Next/Previous until you take it off the bar.
- Switching spells on and off. On the character sheet's Spells tab, select a spell you know and click Toggle on/off. Spells that are off show (off) after their name, are skipped when you press O and don't appear in the spell HUD. Click the button again to turn a spell back on. This only affects the O/P list, not spells cast with a race ability key.
- Cantrips are free. They never use a spell slot or Eitr. The only limit is their recast cooldown.
- Leveled spells use spell slots (new in 1.1.0). Each cast uses one slot of the spell's level or higher; a higher slot makes the spell 20% stronger per level. Your slots are shown above the ability hotbar and come back on a long rest (sleep in a bed); Warlock pact slots also come back on a short rest (sit by a fire for 60 seconds). How many slots you get depends on your class and level: see the Fifth Edition Rules page. If you have no suitable slot left, you get a message and the spell isn't cast.
- Prepared and known spells. Clerics, Druids, Paladins, Wizards and Runesmiths choose which of their class spells are prepared; Bards, Sorcerers, Rangers and Warlocks know a set number. Manage the list on the Spells tab of the Adventurer's Log (K). Since 1.2.0 casters also know a set number of class cantrips. Race, subclass, feat and class-feature spells are always ready.
- Race, subclass and feat spells can be cast once per long rest without a slot.
- Rituals. Bards, Clerics, Druids and Wizards can cast Find Familiar and Speak with Animals as a 10-second ritual that uses no slot. Hold Shift while casting to use a slot instead.
- Eitr mode. If the server sets
SpellSystem = Eitr, the pre-1.1.0 rule applies instead: each leveled spell's first cast after you become Rested is free, and after that it costs Eitr (from Eitr food). A few older spells have their own costs (listed below); all the others cost 8 + 7 per spell level:
| Spell level | 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|
| Eitr cost (Eitr mode) | 15 | 22 | 29 | 36 | 43 | 50 |
- Recast cooldowns. Every cantrip and spell has its own cooldown (listed in the tables below). The cooldown starts on every successful cast. With spell slots, leveled spells only keep a short recast delay. If you try to cast too early, a message shows how many seconds are left.
- Nothing to affect means no cost. Most targeted, area and healing spells check for a valid target first. If they find none, you get a message ("Nothing in range to target.", "Already at full health." and so on) and use no slot (or Eitr) and trigger no cooldown. Projectile spells (Fire Bolt, Fireball and the other bolts) and self-buffs always fire, and always cost, even if they miss.
- No casting while wild shaped. A Druid in Wild Shape can't cast any spell. You get the message "You can't cast spells while wild shaped."
- Scaling with level. Numbers marked * grow by 6% per character level above 1. That is x1.30 at level 6 and x1.66 at level 12. It applies to damage, healing and most durations. The numbers on this page are the level 1 values.
- Timed buffs show up as a normal status icon with a timer.
- Casting animations and effects (1.2.0): every spell plays a Valheim casting animation and uses Valheim-style effects: staff bolts, clouds for Fog Cloud, Darkness, Stinking Cloud and Cloudkill, and a dome for Tiny Hut and Globe of Invulnerability. Setting:
CastAnimationsin[FEFHud]. - Target indicators (1.2.0): a ring under the creature a targeted spell would hit, and a ring on the ground where an area spell will land.
TargetIndicatorsin[FEFHud]: Combat (default: only with enemies within 30 m), Always or Off. - Saving throws (1.2.0): spells with a save in the tables make the target roll against your spell save DC instead of an attack roll. Damaging leveled spells deal half damage on a successful save; cantrips deal a quarter (server setting
CantripSaveDamage). - Cantrips known (1.2.0): you know a set number of your class's cantrips; choose them on the Spells tab of the Adventurer's Log (K). See Fifth Edition Rules.
Damage types used on this page
- True damage is untyped damage that ignores resistances.
- Spirit damage mainly hurts undead.
- Slowed means the target moves at 40% of its normal speed for 5 s.
- Paralyzed means the target can't move and is staggered over and over.
Who learns what
A spell is known if any of these grants it, from the character level shown:
Your class's spell list. The level depends on the spell's level and your class:
| Spell level | Bard, Cleric, Druid, Sorcerer, Warlock, Wizard | Runesmith | Paladin, Ranger | Barbarian, Fighter, Monk, Rogue |
|---|---|---|---|---|
| Cantrip | L1 | L1 | - | - |
| 1st | L1 | L1 | L2 | - |
| 2nd | L3 | L5 | L5 | - |
| 3rd | L5 | L9 | L9 | - |
| 4th | L7 | - | - | - |
| 5th | L9 | - | - | - |
| 6th | L11 | - | - | - |
Your race. The level is listed with each spell below.
Your subclass. The level is listed with each spell. A subclass spell is never available before the subclass itself unlocks.
A feat. Feat spells are available from level 1:
- Magic Initiate grants Fire Bolt, Blade Guard and Magic Missile.
- Shadow-Blessed grants Invisibility and Hex.
- Fey-Blessed grants Misty Step.
- Far Caster grants Eldritch Blast.
A few racial spells are cast with a race ability key and don't appear in the O/P list:
| Race | Key | Spell |
|---|---|---|
| Fairy | H | Druidcraft (L1) |
| Fairy | J | Faerie Fire (L3) |
| Duergar | H | Enlarge (L3, Enlarge only) |
| Serpentblood | H | Poison Spray (L1). The race version is described on the Races page. |
If your class also grants one of these spells, it shows up in your O/P list as well.
The character sheet's Spells tab lists every spell. Your known spells are shown in green. Click a spell to see its full description and cooldown, whether you know it, and if not, what level and source would unlock it.
Cantrips
Cantrips use no slot and no Eitr.
| Cantrip | Cooldown | Learned by |
|---|---|---|
| Acid Splash | 4 s | Sorcerer, Wizard, Runesmith |
| Blade Guard | 12 s | Bard, Sorcerer, Warlock, Wizard. Spellblade (L3). Magic Initiate. |
| Chill Touch | 3 s | Sorcerer, Warlock, Wizard |
| Dancing Lights | 5 s | Bard, Sorcerer, Wizard, Runesmith. Drow (L1). |
| Druidcraft | 5 s | Druid. Fairy (L1, key H). |
| Eldritch Blast | 3.5 s | Warlock (as the class ability, no cantrip pick). Far Caster. |
| Fire Bolt | 3 s | Sorcerer, Wizard, Runesmith. High Elf (L1). College of Lore (L3), Spellblade (L3). Magic Initiate. |
| Rime Touch | 3 s | Druid, Sorcerer, Warlock, Wizard, Runesmith |
| Mending | 20 s | Bard, Cleric, Druid, Sorcerer, Wizard, Runesmith |
| Minor Illusion | 2 s | Bard, Sorcerer, Warlock, Wizard. Gnome (L1). Spellthief (L3). |
| Shape Soil | 1.5 s | Druid, Sorcerer, Wizard |
| Poison Spray | 2.5 s | Druid, Sorcerer, Warlock, Wizard, Runesmith. Serpentblood (L1, key H). |
| Prestidigitation | 2 s | Bard, Sorcerer, Warlock, Wizard, Runesmith |
| Produce Flame | 3 s | Druid. First cast: a flame in your hand lights the area like a torch (up to 10 min). Second cast: throw it. |
| Ray of Frost | 3 s | Sorcerer, Wizard, Runesmith |
| Sacred Flame | 3 s | Cleric |
| Shillelagh | 10 s | Druid |
| Shocking Grasp | 3 s | Sorcerer, Wizard, Runesmith |
| Bramble Lash | 3.5 s | Druid, Runesmith |
| Death Knell | 3 s | Cleric, Warlock, Wizard |
| Radiant Burst | 4 s | Cleric |
| Wild Claws | 3 s | Druid (new in 1.2.1) |
- Acid Splash: a projectile (about 28 m) that deals 12* poison to the creature it hits and to every other enemy within 2.5 m of it.
- Blade Guard: halves all incoming damage for 10 s*.
- Chill Touch: a ghostly-hand projectile (about 31 m) that deals 16* true + 6* spirit damage.
- Dancing Lights: a glowing wisp orbits you for 60 s and lights the area around you.
- Druidcraft: works on everything within 10 m of you. Every fire lights (with one log's worth of fuel); cast it again within 20 seconds to put them all out (1.2.8). Picked plants become harvestable again. You're also told the current weather.
- Eldritch Blast: a projectile (about 27 m) that deals 20* blunt damage, with a heavy knockback and stagger.
- Fire Bolt: a projectile (about 33 m) that deals 20* fire damage.
- Rime Touch: hits the creature you're aiming at, up to 18 m away, for 14* frost damage, and slows it. If nothing is there, it costs nothing.
- Mending: fully repairs every item you have equipped. If nothing needs repairing, it costs nothing.
- Minor Illusion: a toggle. Cast once for a cosmetic glow on yourself, and again to turn it off. It has no gameplay effect.
- Shape Soil: raises a small mound (1.75 m radius, about 1 m high) where you're looking, up to 6 m away. Hold Block (right mouse / LB) while casting to dig a pit instead; this works while flying. Crouching also digs. It doesn't work inside a ward's area.
- Poison Spray: a short projectile (about 10 m) that deals 10* poison damage and applies the Poisoned status.
- Prestidigitation: a toggle. Cast once for a cosmetic glow on yourself, and again to turn it off. It has no gameplay effect.
- Produce Flame: a projectile (about 31 m) that deals 18* fire damage.
- Ray of Frost: a projectile (about 27 m) that deals 15* frost damage and slows the target.
- Sacred Flame: radiant flame hits the creature you're aiming at, up to 20 m away, for 10* fire + 5* true + 6* spirit damage.
- Shillelagh: for 60 s*, your weapon hits deal +10* blunt damage.
- Shocking Grasp: touch range (3.5 m). Deals 24* lightning damage, with a small shove and a stagger.
- Bramble Lash: a projectile (about 23 m) that deals 12* pierce damage and yanks the target toward you.
- Death Knell: hits the creature you're aiming at, up to 18 m away. It deals 16* true damage, or 24* if the target is already wounded, plus spirit damage equal to 40% of that.
- Radiant Burst: every enemy within 5 m of you takes 14* fire damage.
- Wild Claws (the SRD stand-in for Primal Savagery): your hands become claws and rake every enemy in a short cone in front of you (3.5 m) for 18* poison + 8* slash damage, with a shove and a stagger.
New in 1.2.0
Damage and healing from these spells scale with your level.
| Cantrip | Save | Learned by | What it does |
|---|---|---|---|
| Guidance | - | Cleric, Druid, Runesmith | You or an ally in front of you adds 1d4 to the next ability check within a minute. |
| Light | - | Bard, Cleric, Sorcerer, Wizard, Runesmith | Your hand sheds bright light around you for 20 minutes. Cast again to put it out. |
| Mage Hand | - | Bard, Sorcerer, Warlock, Wizard, Runesmith | A spectral hand fetches the loose item you're looking at (10 m) and drops it at your feet. |
| Resistance | - | Cleric, Druid, Runesmith | You or an ally in front of you adds 1d4 to the next saving throw within a minute. |
| Spare the Dying | - | Cleric, Runesmith | A downed ally within 6 m stops dying and becomes stable. |
| Thaumaturgy | - | Cleric | Your voice booms and the ground trembles: advantage on Intimidation for a minute, and timid creatures (CR 1/4 or less) within 9 m flee on a failed WIS save. |
| True Strike | - | Bard, Sorcerer, Warlock, Wizard | You glimpse your foe's defenses: your next attack within 30 s has advantage. |
| Vicious Mockery | WIS | Bard | A barrage of cutting words: 1d4 psychic damage on a failed WIS save, and its next attack has disadvantage. |
1st-level spells
| Spell | Eitr (Eitr mode) | Cooldown | Learned by |
|---|---|---|---|
| Bless | 15 | 20 s | Cleric, Paladin |
| Burning Hands | 15 | 6 s | Sorcerer, Wizard. Sun Domain (L1). |
| Charm Person | 25 | 15 s | Bard, Druid, Sorcerer, Warlock, Wizard |
| Cure Wounds | 12 | 6 s | Bard, Cleric, Druid, Paladin, Ranger, Runesmith |
| Expeditious Retreat | 12 | 20 s | Sorcerer, Warlock, Wizard, Runesmith |
| Faerie Fire | 40 | 8 s | Bard, Druid, Runesmith. Fairy (L3, key J), Drow (L3). |
| Feather Fall | 8 | 5 s | Bard, Sorcerer, Wizard, Runesmith |
| Find Familiar | 15 | 10 s | Wizard, Warlock. Summons a spirit raven that follows you and marks the nearest enemies within 40 m on your map every 10 s. Cast again to dismiss it. |
| Goodberry | 10 | 30 s | Druid, Ranger |
| Guiding Bolt | 15 | 6 s | Cleric |
| Healing Word | 15 | 4 s | Bard, Cleric, Druid |
| Hex | 15 | 10 s | Warlock. Shadow-Blessed. |
| Ice Knife | 15 | 6 s | Druid, Sorcerer, Wizard |
| Jump | 8 | 5 s | Druid, Ranger, Sorcerer, Wizard, Runesmith |
| Longstrider | 10 | 10 s | Bard, Druid, Ranger, Wizard, Runesmith |
| Mage Armor | 15 | 10 s | Sorcerer, Wizard. Spellthief (L3). |
| Magic Missile | 15 | 6 s | Sorcerer, Wizard. College of Lore (L3), Spellblade (L3). Magic Initiate. |
| Shield | 15 | 12 s | Sorcerer, Wizard. Spellblade (L3), Spellthief (L3). |
| Speak with Animals | 10 | 20 s | Bard, Druid, Ranger |
| Thunder Strike | 15 | 10 s | Paladin |
| Thunderwave | 15 | 8 s | Bard, Druid, Sorcerer, Wizard. Storm Domain (L1). |
- Bless: for 60 s*, you and every player within 12 m of you deal +15% damage with all hits.
- Burning Hands: a 7 m cone of flame in front of you. Everything in it takes 26* fire damage.
- Charm Person: the creature you're aiming at, up to 15 m away, becomes friendly to players for 60 s*.
- Cure Wounds: heals the player you're facing within 6 m, or yourself if no one is there, for 30* HP. If the target is already at full health, it costs nothing.
- Expeditious Retreat: for 20 s*, you get +40% move speed and all your stamina costs are 30% lower.
- Faerie Fire: outlines every creature within 15 m in front of you (up to 45 degrees to either side) in light for 30 s. Every damage resistance they have drops by one tier, so they take more damage. Outlined creatures can't hide. If nothing is in front of you, it costs nothing.
- Feather Fall: you take no fall damage for 60 s*.
- Goodberry: gives you 4 Goodberries. This amount doesn't scale with level. Eating one heals 20 HP and doesn't use a food slot. The effect has a 10 s cooldown before another one helps. They stack to 10.
- Guiding Bolt: a projectile (about 44 m) that deals 16* fire + 16* spirit damage and outlines the target in light.
- Healing Word: heals the player you're facing within 20 m, or yourself, for 18* HP. If the target is already at full health, it costs nothing.
- Hex: curses the creature you're aiming at, up to 20 m away, for 60 s*. All your hits against it deal +20% damage.
- Ice Knife: a projectile (about 38 m) that deals 16* pierce damage, then bursts for 12* frost damage to every enemy within 3 m of the target.
- Jump: for 60 s*, your jumps go about three times as high and much farther. A boosted jump causes no fall damage, and your stamina costs are 20% lower.
- Longstrider: +10% move speed for 10 minutes*.
- Mage Armor: all incoming damage is reduced by 25% for 5 minutes*.
- Magic Missile: 3 darts of force, rising to 4 at level 5 and 5 at level 9. The darts are aimed at up to 3 enemies within 25 m in front of you, spread across them, and each deals 9* true damage. If no enemy is found, it costs nothing.
- Shield: all incoming damage is reduced by 70% for 8 s. School of Warding wizards get 16 s. Shield replaces Blur while both are active; it doesn't stack with it.
- Speak with Animals: every non-player creature within 12 m becomes friendly to players for 20 s*.
- Thunder Strike: your next weapon hit within 30 s deals +20* blunt damage and hurls the target back with a heavy stagger.
- Thunderwave: every enemy within 5 m of you takes 22* blunt damage and is knocked back hard.
New in 1.2.0
Damage and healing from these spells scale with your level.
| Spell | Save | Learned by | What it does |
|---|---|---|---|
| Alarm | - | Ranger, Wizard | Ward a 12 m circle for 10 minutes: you're alerted when a creature enters it. Ritual. |
| Animal Friendship | WIS | Bard, Druid, Ranger | A beast makes a WIS save or becomes friendly toward you for 24 minutes. |
| Bane | CHA | Bard, Cleric | Up to three creatures within 9 m make a CHA save or subtract 1d4 from their attacks and saves. Concentration, 1 minute. |
| Color Spray | - | Sorcerer, Wizard | A dazzling cone of colors blinds the weakest creatures in front of you for 6 s (6d10 health's worth). |
| Command | WIS | Cleric, Paladin | "Grovel!" On a failed WIS save the creature falls prone and can't act for 6 s. |
| Create or Destroy Water | - | Cleric, Druid | Rain falls around you: you and allies within 10 m stop burning. |
| Detect Magic | - | Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Runesmith | For 10 minutes, magic within 30 m shows itself: treasure chests, magical items and spellcasting creatures are marked. Ritual. |
| Divine Favor | - | Paladin | Your weapon hits deal an extra 1d4 radiant damage. Concentration, 1 minute. |
| Entangle | STR | Druid | Grasping weeds fill a 6 m area: STR save or restrained (repeat each 6 s). Concentration, 1 minute. |
| False Life | - | Sorcerer, Wizard | Bolster yourself with a necromantic facsimile of life: +1d4+4 (x3) max health for an hour. |
| Fog Cloud | - | Druid, Ranger, Sorcerer, Wizard | A 6 m sphere of fog: creatures inside are blinded. Concentration, 1 minute. |
| Grease | DEX | Wizard | Slick grease covers a 3 m area for a minute: DEX save or fall prone. |
| Hellish Rebuke | DEX | Warlock | Hellish flames engulf a creature: 2d10 fire, DEX save for half. Also works as a reaction when something hits you. |
| Heroism | - | Bard, Paladin | You or an ally can't be frightened and regain health equal to twice your casting modifier every 6 s. Concentration, 1 minute. |
| Hideous Laughter | WIS | Bard, Wizard | A creature collapses in fits of laughter: WIS save or prone and helpless (repeat each 6 s). Concentration, 1 minute. |
| Hunter's Mark | - | Ranger | Mark a creature: your weapon hits on it deal an extra 1d6. Concentration, up to an hour. |
| Inflict Wounds | - | Cleric | A necrotic touch: melee spell attack, 3d10 necrotic. |
| Protection from Evil and Good | - | Cleric, Paladin, Warlock, Wizard | Aberrations, celestials, elementals, fey, fiends and undead attack you with disadvantage, and you have advantage on saves against their magic. Concentration, 10 minutes. |
| Sanctuary | - | Cleric | Wards you or an ally for a minute: a creature attacking the warded one must pass a WIS save or its attack falls away. Ends if the warded one attacks. |
| Shield of Faith | - | Cleric, Paladin | A shimmering field gives you or an ally +2 AC. Concentration, 10 minutes. |
| Sleep | - | Bard, Sorcerer, Wizard | Creatures in a 6 m burst fall asleep, weakest first, until the spell's pool of health is used up. Sleepers wake when hurt. Undead and constructs are unaffected. |
2nd-level spells
| Spell | Eitr (Eitr mode) | Cooldown | Learned by |
|---|---|---|---|
| Aid | 22 | 30 s | Cleric, Paladin, Runesmith |
| Blur | 22 | 30 s | Sorcerer, Wizard, Runesmith |
| Enlarge/Reduce | 30 | 3 s | Sorcerer, Wizard, Runesmith. Fairy (L5), Duergar (L3, Enlarge only, key H). |
| Find Steed | 22 | 15 s | Paladin. Summons a saddled, tame spectral Lox you can ride. It vanishes after an hour, or when you cast the spell again. |
| Hold Person | 22 | 15 s | Bard, Cleric, Druid, Sorcerer, Warlock, Wizard |
| Invisibility | 25 | 20 s | Bard, Sorcerer, Warlock, Wizard, Runesmith. Duergar (L5). Spellthief (L7). Shadow-Blessed. |
| Lesser Restoration | 22 | 10 s | Bard, Cleric, Druid, Paladin, Ranger, Runesmith |
| Misty Step | 15 | 5 s | Sorcerer, Warlock, Wizard. Circle of the Land (L3), College of Lore (L6), Way of Dusk (L6), Spellblade (L7). Fey-Blessed. |
| Moonbeam | 22 | 20 s | Druid |
| Pass without Trace | 20 | 20 s | Druid, Ranger. Way of Dusk (L3). |
| Scorching Ray | 22 | 10 s | Sorcerer, Wizard |
| Shatter | 22 | 10 s | Bard, Sorcerer, Warlock, Wizard, Runesmith. Storm Domain (L3). |
| Spiritual Weapon | 22 | 30 s | Cleric |
- Aid: for 10 minutes, you and every player within 15 m of you get +20 max health. It also heals you for 20 HP when you cast it.
- Blur: all incoming damage is reduced by 35% for 30 s*.
- Enlarge/Reduce: P makes you larger (1.35x size) and Shift+P makes you smaller (0.55x size). The change lasts until you cast the spell again, which returns you to normal size for free. For a Fairy, carry weight becomes 1.2x normal while enlarged and 0.5x while reduced (a Fairy's usual carry weight is 0.75x). It doesn't affect flight.
- Hold Person: paralyzes the creature you're aiming at, up to 18 m away, for 6 s*. It doesn't work on bosses. Trying it on one costs nothing.
- Invisibility: for 60 s*, you turn invisible and monsters ignore you. It breaks the moment you damage anything.
- Lesser Restoration: removes afflictions from the player you're facing within 6 m, or from yourself: poison, burning, frost, wet, smoked, tarred, spirit and lightning effects, plus this mod's slow and paralysis. If there's nothing to cure, it costs nothing.
- Misty Step: you teleport 8 m* in the direction you're looking, stopping just short of walls and other obstacles.
- Moonbeam: a 3 m beam of moonlight appears where you're looking, up to 18 m away, for 10 s*. Every second, each enemy inside takes 7* true + 4* spirit damage.
- Pass without Trace: for 60 s* creatures notice you from 30% closer.
- Scorching Ray: fires 3 fire rays in a slight spread, about 43 m each. Each ray deals 16* fire damage.
- Shatter: a thunderous burst where you're looking, up to 20 m away. Every enemy within 4 m of it takes 32* blunt damage and is staggered.
- Spiritual Weapon: for 30 s*, a spectral weapon strikes the nearest enemy within 10 m of you every 2 s, for 10* true + 5* spirit damage.
New in 1.2.0
Damage and healing from these spells scale with your level.
| Spell | Save | Learned by | What it does |
|---|---|---|---|
| Acid Arrow | - | Wizard, Runesmith | A shimmering green arrow: ranged spell attack, 4d4 acid, then 2d4 more acid a moment later. |
| Barkskin | - | Druid, Ranger | Your (or an ally's) skin turns bark-rough: AC can't be lower than 16. Concentration, 1 hour. |
| Blindness/Deafness | CON | Bard, Cleric, Sorcerer, Wizard | A creature makes a CON save or is blinded for a minute (repeat each 6 s). |
| Calm Emotions | CHA | Bard, Cleric | Allies within 6 m stop being frightened or charmed; hostile creatures make a CHA save or lose the will to fight. Concentration, 1 minute. |
| Darkness | - | Sorcerer, Warlock, Wizard | Magical darkness fills a 5 m sphere: creatures inside are blinded unless they see in the dark. Concentration, 1 minute. |
| Darkvision | - | Druid, Ranger, Sorcerer, Wizard, Runesmith | You or an ally can see in the dark for 20 minutes. |
| Enhance Ability | - | Bard, Cleric, Druid, Sorcerer, Runesmith | You or an ally gains advantage on ability checks. Concentration, 1 hour. |
| Flaming Sphere | DEX | Druid, Wizard | A 1.5 m ball of fire rolls after the nearest enemy, burning everything next to it for 2d6 fire (DEX half) every 2 s. Concentration, 1 minute. |
| Gust of Wind | STR | Druid, Sorcerer, Wizard | A 18 m line of strong wind: STR save or be hurled back. |
| Heat Metal | - | Bard, Druid, Runesmith | A creature's metal glows red-hot: 2d8 fire now and every 6 s. On a failed CON save it's weakened. Concentration, 1 minute. |
| Knock | - | Bard, Sorcerer, Wizard, Runesmith | A loud knock, and the locked chest you're looking at (18 m) springs open. |
| Levitate | - | Sorcerer, Wizard, Runesmith | Rise and drift through the air (use your flight key). Concentration, 1 minute. |
| Magic Weapon | - | Paladin, Wizard, Runesmith | Your weapon becomes magical: +1 to attack rolls and 10% more damage. Concentration, 1 hour. |
| Mirror Image | - | Sorcerer, Warlock, Wizard | Three illusory duplicates of you appear for a minute. Attacks that hit you may strike a duplicate instead, destroying it. |
| Prayer of Healing | - | Cleric | You and up to five allies within 10 m regain 2d8 + your casting modifier (x3) health. |
| Protection from Poison | - | Cleric, Druid, Paladin, Ranger, Runesmith | Neutralizes poison on you or an ally, then gives resistance to poison and advantage against being poisoned for an hour. |
| Ray of Enfeeblement | CON | Warlock, Wizard | A black beam: on a failed CON save the creature deals half damage (repeat each 6 s). Concentration, 1 minute. |
| Silence | - | Bard, Cleric, Ranger | No sound can pass a 6 m sphere: creatures inside are deafened and can't cast spells. Concentration, 1 minute. Ritual. |
| Spike Growth | - | Druid, Ranger | The ground in a 6 m circle sprouts hidden thorns: creatures moving in it take 2d4 piercing every second. Concentration, 1 minute. |
| Suggestion | WIS | Bard, Sorcerer, Warlock, Wizard | A reasonable-sounding suggestion: on a failed WIS save the creature wanders off peacefully. Concentration, 8 minutes. |
| Web | DEX | Sorcerer, Wizard, Runesmith | Sticky webbing fills a 4 m area: DEX save or restrained (repeat each 6 s). Fire burns it away. Concentration, 1 minute. |
3rd-level spells
| Spell | Eitr (Eitr mode) | Cooldown | Learned by |
|---|---|---|---|
| Call Lightning | 29 | 30 s | Druid. Circle of the Land (L5). |
| Fireball | 29 | 15 s | Sorcerer, Wizard. Sun Domain (L5), College of Lore (L6). |
| Fly | 29 | 30 s | Sorcerer, Warlock, Wizard, Runesmith |
| Haste | 29 | 30 s | Sorcerer, Wizard, Runesmith |
| Lightning Bolt | 29 | 15 s | Sorcerer, Wizard |
| Mass Healing Word | 29 | 15 s | Bard, Cleric |
| Spirit Guardians | 29 | 30 s | Cleric |
- Call Lightning: for 30 s*, lightning strikes the nearest enemy within 20 m of you every 3 s, for 30* lightning damage.
- Fireball: a projectile (about 54 m). When it hits a creature, it deals 10 fire damage and explodes. Every enemy within 6 m of the explosion takes 45* fire damage.
- Fly: for 60 s*, you can fly with the flight key (F). Heavy armor still keeps you on the ground.
- Haste: for 30 s*, you get +50% move speed and all your stamina costs are 30% lower.
- Lightning Bolt: a 30 m line of lightning in front of you. Everything in it takes 45* lightning damage.
- Mass Healing Word: you and every player within 20 m heal 25* HP. If no one nearby is hurt, it costs nothing.
- Spirit Guardians: for 30 s*, every 2 s, each enemy within 5 m of you takes 8* true + 5* spirit damage and is slowed.
New in 1.2.0
Damage and healing from these spells scale with your level.
| Spell | Save | Learned by | What it does |
|---|---|---|---|
| Animate Dead | - | Cleric, Wizard | Raise a skeleton servant that follows and fights for you for 24 minutes. |
| Beacon of Hope | - | Cleric | You and allies within 10 m get the most out of every heal (+50%) and advantage on WIS and death saves. Concentration, 1 minute. |
| Bestow Curse | WIS | Bard, Cleric, Wizard | Curse a creature you touch (WIS save): your hits on it deal an extra 1d8 necrotic and it hits weaker. Concentration, 1 minute. |
| Blink | - | Sorcerer, Warlock, Wizard, Runesmith | For a minute you flicker in and out of the Ethereal Plane: half of the attacks aimed at you find nothing there. |
| Conjure Animals | - | Druid, Ranger | Pick a beast of CR 2 or lower: 8 of CR 1/4, 4 of CR 1/2, 2 of CR 1 or 1 of CR 2 appear and fight for you. Concentration, up to 1 hour. A 5th-level slot doubles the number. Cast again to dismiss them. |
| Counterspell | - | Sorcerer, Warlock, Wizard | Interrupt a creature casting a spell and strip its magical effects. Also a reaction (Log > Reactions). |
| Create Food and Water | - | Cleric, Paladin, Runesmith | Conjures a hearty meal at your feet (enough for a small party). |
| Daylight | - | Cleric, Druid, Paladin, Ranger, Sorcerer | A sphere of daylight 18 m across blazes at the spot you choose for 10 minutes. |
| Dispel Magic | - | Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Runesmith | End magic on a creature: an enemy loses its magical effects and summons, an ally is freed of conditions and curses. |
| Fear | WIS | Bard, Sorcerer, Warlock, Wizard | A phantasm of dread: creatures in a 9 m cone make a WIS save or flee (repeat each 6 s). Concentration, 1 minute. |
| Hypnotic Pattern | WIS | Bard, Sorcerer, Warlock, Wizard | A twisting pattern of colors: creatures in a 4 m area make a WIS save or stand transfixed for a minute (damage breaks it). Concentration. |
| Plant Growth | - | Bard, Druid, Ranger | Every crop and sapling within 30 m of you grows to full size at once. |
| Protection from Energy | - | Cleric, Druid, Ranger, Sorcerer, Wizard, Runesmith | You or an ally resists one element - the last kind that hurt you (fire if none). Concentration, 1 hour. |
| Remove Curse | - | Cleric, Paladin, Warlock, Wizard | Ends curses, draining and weakening on you or an ally. |
| Revivify | - | Cleric, Paladin, Runesmith | A downed ally stands up with a third of their health. Consumes 300 coins as the diamond it needs. |
| Sleet Storm | DEX | Druid, Sorcerer, Wizard | Freezing sleet in an 8 m circle: creatures inside are slowed and make a DEX save each 6 s or fall prone. Concentration, 1 minute. |
| Slow | WIS | Sorcerer, Wizard | Up to six creatures in a 6 m area make a WIS save or move at half speed and hit weaker (repeat each 6 s). Concentration, 1 minute. |
| Stinking Cloud | CON | Bard, Sorcerer, Wizard | A 4 m cloud of nauseating gas: creatures inside make a CON save each 6 s or spend it retching. Concentration, 1 minute. |
| Tiny Hut | - | Bard, Wizard | A dome of force around you for 10 minutes: shelter from the weather, and you can rest inside - a short rest without a fire, a long rest by sitting for 2 minutes. Ritual. |
| Vampiric Touch | - | Warlock, Wizard | A shadowy touch: melee spell attack, 3d6 necrotic, and you regain half the damage dealt. |
| Water Breathing | - | Druid, Ranger, Sorcerer, Wizard, Runesmith | You and allies within 10 m swim without tiring for 24 minutes. Ritual. |
| Wind Wall | - | Druid, Ranger | A wall of strong wind in a 4 m ring for a minute: arrows and other missiles that enter it are blown away. Concentration. |
4th-level spells
| Spell | Eitr (Eitr mode) | Cooldown | Learned by |
|---|---|---|---|
| Greater Invisibility | 36 | 45 s | Bard, Sorcerer, Wizard |
| Ice Storm | 36 | 20 s | Druid, Sorcerer, Wizard |
| Stoneskin | 36 | 60 s | Druid, Sorcerer, Wizard |
- Greater Invisibility: works like Invisibility, but lasts 30 s* and doesn't break when you attack.
- Ice Storm: hail pounds a 6 m area where you're looking, up to 25 m away. Every enemy in it takes 20* blunt + 30* frost damage and is slowed.
- Stoneskin: for 60 s*, the blunt, slash and pierce damage you take is halved.
New in 1.2.0
Damage and healing from these spells scale with your level.
| Spell | Save | Learned by | What it does |
|---|---|---|---|
| Banishment | CHA | Cleric, Paladin, Sorcerer, Warlock, Wizard | A creature makes a CHA save or vanishes to another plane for a minute. Fiends, elementals, celestials and fey don't come back. Concentration. |
| Black Tentacles | DEX | Wizard | Squirming tentacles fill a 6 m area for a minute: 3d6 bludgeoning every 6 s and DEX save or restrained. Concentration. |
| Blight | CON | Druid, Sorcerer, Warlock, Wizard | Drain the moisture and vitality from a creature: 8d8 necrotic, CON save for half. Plants take the full amount. |
| Conjure Minor Elementals | - | Druid, Wizard | Pick an elemental of CR 2 or lower (mephits, magmin, gargoyle): 4 of CR 1/2 or 1 of CR 2 fight for you. Concentration, up to 1 hour. A 6th-level slot doubles the number. |
| Death Ward | - | Cleric, Paladin | The first time you (or the warded ally) would drop to 0 health within 24 minutes, you drop to 1 instead. |
| Dimension Door | - | Bard, Sorcerer, Warlock, Wizard | Teleport to the spot you're looking at, up to 150 m away. |
| Dominate Beast | WIS | Druid, Sorcerer | A beast makes a WIS save or fights for you for a minute. Concentration. |
| Fire Shield | - | Wizard | Warm flames wreathe you for 10 minutes: creatures that hit you in melee take 2d8 fire, and you resist cold. |
| Freedom of Movement | - | Bard, Cleric, Druid, Ranger, Runesmith | You or an ally can't be restrained, grappled or paralyzed for an hour, and wades through anything. |
| Guardian of Faith | DEX | Cleric | A spectral guardian stands at a spot for 2 minutes: enemies that come near take 20 radiant damage (DEX half), up to 60 in total. |
| Polymorph | WIS | Bard, Druid, Sorcerer, Wizard | A creature makes a WIS save or turns into a harmless little beast for a minute. Concentration. Not bosses or shapechangers. |
| Wall of Fire | DEX | Druid, Sorcerer, Wizard | A 5 m ring of roaring flame for a minute: creatures inside or crossing it take 5d8 fire (DEX half) every 2 s. Concentration. |
5th-level spells
| Spell | Eitr (Eitr mode) | Cooldown | Learned by |
|---|---|---|---|
| Cone of Cold | 43 | 25 s | Sorcerer, Wizard |
| Flame Strike | 43 | 25 s | Cleric |
| Mass Cure Wounds | 43 | 25 s | Bard, Cleric, Druid |
- Cone of Cold: a 12 m cone of freezing air in front of you. Everything in it takes 55* frost damage and is slowed.
- Flame Strike: a column of divine fire where you're looking, up to 25 m away. Every enemy within 4 m of it takes 30* fire + 30* spirit damage and is staggered.
- Mass Cure Wounds: you and every player within 15 m heal 45* HP. If no one nearby is hurt, it costs nothing.
New in 1.2.0
Damage and healing from these spells scale with your level.
| Spell | Save | Learned by | What it does |
|---|---|---|---|
| Cloudkill | CON | Sorcerer, Wizard | A 6 m cloud of yellow-green poison that drifts away from you: 5d8 poison (CON half) every 3 s. Concentration, 1 minute. |
| Conjure Elemental | - | Druid, Wizard | Call an air, earth or fire elemental (CR 5) to fight for you. Concentration, up to 1 hour. If your concentration breaks, the elemental turns hostile for 2 minutes. Cast again to dismiss it safely. |
| Greater Restoration | - | Bard, Cleric, Druid, Runesmith | Removes one level of exhaustion from you or an ally and ends charm, petrification, curses and draining. |
| Hold Monster | WIS | Bard, Sorcerer, Warlock, Wizard | A creature makes a WIS save or is paralyzed (repeat each 6 s). Concentration, 1 minute. Bosses shake it off quickly. |
| Insect Plague | CON | Cleric, Druid, Sorcerer | A swarm of biting locusts in a 6 m sphere: 4d10 piercing (CON half) every 3 s. Concentration, 1 minute. |
| Planar Binding | - | Bard, Cleric, Druid, Wizard | The elemental, fey, fiend or celestial you look at (20 m) makes a Charisma save against your spell DC. On a failure it serves you for a day (10 days from a 6th-level slot). Your own conjured elemental can't resist, and stays when your concentration ends. |
| Raise Dead | - | Bard, Cleric, Paladin | A downed ally - even one out of death saves - rises at full health and loses a level of exhaustion. Consumes 500 coins as the diamond it needs. |
| Telekinesis | STR | Sorcerer, Wizard | Seize a creature with your mind (its STR against your spell DC) and hurl it 10 m: 3d6 bludgeoning. |
| Teleportation Circle | - | Bard, Sorcerer, Wizard | Draw a circle and step through to any tagged portal in the world (you pick). |
| Tree Stride | - | Druid, Ranger | Step into a tree and out of the tree you're looking at, up to 150 m away. |
6th-level spells
| Spell | Eitr (Eitr mode) | Cooldown | Learned by |
|---|---|---|---|
| Chain Lightning | 50 | 30 s | Sorcerer, Wizard |
| Heal | 50 | 30 s | Cleric, Druid |
| Sunbeam | 50 | 30 s | Druid, Sorcerer, Wizard |
- Chain Lightning: lightning strikes the creature you're aiming at, up to 30 m away, then arcs to up to 3 more enemies within 12 m of it. Each one takes 45* lightning damage.
- Heal: heals the player you're facing within 10 m, or yourself, for 100* HP, and removes poison, burning, frost, wet, smoked, tarred, spirit and lightning effects. If the target is at full health with nothing to cure, it costs nothing.
- Sunbeam: a 30 m beam of sunlight in front of you. Everything in it takes 50* fire damage and is slowed.
New in 1.2.0
Damage and healing from these spells scale with your level.
| Spell | Save | Learned by | What it does |
|---|---|---|---|
| Blade Barrier | DEX | Cleric | A whirling ring of razor blades 6 m across: 6d10 slashing (DEX half) to creatures inside every 2 s. Concentration, 1 minute. |
| Circle of Death | CON | Sorcerer, Warlock, Wizard | A sphere of negative energy 24 m across: 8d6 necrotic, CON save for half. |
| Disintegrate | DEX | Sorcerer, Wizard | A thin green ray: on a failed DEX save, 10d6+40 force damage. A creature it kills turns to dust. |
| Find the Path | - | Bard, Cleric, Druid | The way to the nearest Forsaken altar you haven't beaten is marked on your map for 5 minutes. |
| Globe of Invulnerability | - | Sorcerer, Wizard | A shimmering barrier: spells and magic missiles from creatures can't reach you. Concentration, 1 minute. |
| Harm | CON | Cleric | A virulent disease: 14d6 necrotic, CON save for half. |
| Heroes' Feast | - | Cleric, Druid | A magnificent feast: you and allies within 10 m gain 20 max health, can't be poisoned or frightened, and resist poison for 24 minutes. |
| True Seeing | - | Bard, Cleric, Sorcerer, Warlock, Wizard | For 10 minutes you see invisible creatures and notice every hidden cache within 30 m. |
| Wind Walk | - | Druid | You and allies within 10 m turn to mist and wind: fly for 8 minutes. |
| Word of Recall | - | Cleric | You and allies within 5 m are whisked back to your bed (or the world's start). |
Things that change spells
-
Concentration (since 1.0.7): Bless, Hex, Moonbeam, Spirit Guardians, Call Lightning, Fly, Haste, Blur, Greater Invisibility and Stoneskin need concentration, and so do the new spells whose description says so. Only one can be active at a time. Since 1.2.0 taking damage calls for a Constitution saving throw to keep it (Battle Mage helps).
-
Conditions (since 1.0.7, the full 5e list since 1.2.0): Thunderwave, Shatter and Thunder Strike knock enemies Prone on a failed save, Hold Person Paralyzes (attacks against a paralyzed target are critical hits), and many new spells blind, charm, frighten or restrain. See Fifth Edition Rules.
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Dice (since 1.0.7): every hit rolls a d20 behind the scenes. A natural 20 doubles the damage, a natural 1 halves it.
-
Produce Flame (since 1.0.7): the first cast holds a flame in your hand that lights the area like a torch for up to 10 minutes. Cast again to throw it.
-
Spell scrolls (since 1.0.7): anyone can read a scroll to cast its spell once, with no slot, no Eitr and no class needed. There are 38 since 1.2.0. See the Adventuring and Monsters & Magic Items pages.
-
Summoning (1.2.0): Conjure Animals (beasts of CR 2 or lower: eight of CR 1/4, four of CR 1/2, two of CR 1 or one of CR 2; a 5th or 6th-level slot doubles them), Conjure Minor Elementals, Conjure Elemental (one CR 5 elemental that turns hostile for 2 minutes if your concentration breaks) and Planar Binding (bind an elemental, fey, fiend or celestial for a day on a failed CHA save). You pick the creatures from a menu. Summons follow you, fight for you and drop nothing.
-
Feats (see the Feats page):
- Battle Mage: spells cost 20% less Eitr, and you take 15% less damage for 3 s after casting a leveled spell.
- Far Caster: +20% damage from spells and other magic.
- Element-Bound: +25% fire, frost and lightning spell damage.
- Spellshaper: cantrip cooldowns are 30% shorter.
- Fey-Blessed, Magic Initiate and Shadow-Blessed: grant extra spells.
-
Subclasses: School of Evocation and Siegesmith spells deal +25% damage. Draconic Bloodline sorcerers deal +25% fire damage from level 6. School of Warding doubles Shield's duration. Circle of the Land spells cost 30% less Eitr. Chaos Sorcery sorcerers can trigger a random surge when they cast a leveled spell.