Spells are a wonderful part of Dungeons and Dragons, but each one is like a little legal document. These guides aim to make sense of all that arcane verbiage and bring some added magic to your next spellcasting venture.
Abjuration Spells
1st-level
Absorb Elements
Armor of Agathys
Ceremony
Mage Armor
Sanctuary
Shield
Shield of Faith
2nd-level
Aid
Lesser Restoration
Pass Without Trace
3rd-level
Conjuration Spells
cantrips
Create Bonfire
Infestation
Mage Hand
Sword Burst
1st-level
Entangle
Find Familiar
Ice Knife
2nd-level
Cloud of Daggers
Flaming Sphere
Healing Spirit
Misty Step
Web
3rd-level
Call Lightning
Sleet Storm
Spirit Guardians
Divination Spells
cantrips
1st-level
Detect Magic
Hunter’s Mark
Identify
Speak With Animals
2nd-level
Enchantment Spells
cantrips
Friends
Mind Sliver
Vicious Mockery
1st-level
Animal Friendship
Bless
Charm Person
Command
Dissonant Whispers
Hex
Sleep
2nd-level
Crown of Madness
Hold Person
Suggestion
Evocation Spells
cantrips
Booming Blade
Eldritch Blast
Fire Bolt
Frostbite
Green-Flame Blade
Light
Lightning Lure
Shocking Grasp
Thunderclap
Word of Radiance
1st-level
Burning Hands
Chromatic Orb
Cure Wounds
Faerie Fire
Guiding Bolt
Healing Word
Hellish Rebuke
Magic Missile
Sacred Flame
Searing Smite
Thunderous Smite
Thunderwave
Witch Bolt
2nd-level
Darkness
Scorching Ray
Shatter
Spiritual Weapon
3rd-level
Illusion Spells
cantrips
1st-level
2nd-level
Invisibility
Mirror Image
Phantasmal Force
Shadow Blade
Silence
3rd-level
4th-level
Necromancy Spells
cantrips
1st-level
False Life
Inflict Wounds
Ray of Sickness
2nd-level
Blindness/Deafness
Ray of Enfeeblement
3rd-level
Bestow Curse
Speak With Dead
Spirit Shroud
Transmutation Spells
cantrips
Control Flames
Magic Stone
Mending
Mold Earth
Prestidigitation
Primal Savagery
Shape Water
Shillelagh
Thaumaturgy
Thorn Whip
1st-level
2nd-level
Barkskin
Enhance Ability
Heat Metal
Spider Climb
Spike Growth
3rd-level
4th-level
Class Spells