Damage Spells

Save

DC 19

Cantrips
Spell Name
Save Type
Damage
Damage Type
Acid Splash
DEX
4d6 (14)
Acid
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 4d6 acid damage.
Infestation
CON
4d6 (14)
Poison
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 4d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move
Mind Sliver
INT
4d6 (14)
Psychic
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Level 1
Spell Name
Save Type
Damage
Damage Type
Arms of Hadar
STR
2d6 (7)
Necrotic
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
Dissonant Whispers
WIS
3d6 (11)
Psychic
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Level 3
Spell Name
Save Type
Damage
Damage Type
Fireball
DEX
8d6 (28)
Fire
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.
LightningBolt
DEX
8d6 (28)
Lightning
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.
Level 5
Spell Name
Save Type
Damage
Damage Type
Cone of Cold
CON
8d8 (36)
Cold
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.

DC 22

Cantrips
Spell Name
Save Type
Damage
Damage Type
Thunderclap
CON
4d6 (14)
Thunder
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 4d6 thunder damage.
Vicious Mockery
WIS
4d4 (10)
Psychic
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Level 2
Spell Name
Save Type
Damage
Damage Type
Shatter
CON
3d8 (14)
Thunder
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.
Level 3
Spell Name
Save Type
Damage
Damage Type
Fireball
DEX
8d6 (28)
Fire
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.
Spirit Guardians
WIS
3d8 (14)
Radiant
You call forth a glitter rave to protect you. It surrounds you to a distance of 15 feet for the duration.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.
Level 4
Spell Name
Save Type
Damage
Damage Type
Raulothim's Psychic Lance
INT
7d6 (25)
Psychic
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
Level 5
Spell Name
Save Type
Damage
Damage Type
Destructive Wave
CON
10d6 (35)
Thunder + Radiant/Necrotic
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 or 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.
Synaptic Static
INT
8d6 (28)
Psychic
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Level 7
Spell Name
Save Type
Damage
Damage Type
Prismatic Spray
DEX
10d6 (35)
Fire/Acid/Lightning/Poison/Cold
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 fire 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.
  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. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM'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.

Aimed (+15)

Cantrip
Spell Name
Damage
Damage Type
Firebolt
4d10 (22)
Fire
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.
Ray of Frost
4d8 (18)
Cold
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.
Shocking Grasp
4d8 (18)
Lightning
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.
Level 1
Spell Name
Damage
Damage Type
Chaos Bolt
2d8+1d6 (13)
Acid/Fire/Cold/Force/Lightning/Poison/Thunder
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.
d8 Damage type
1 Acid
2 Fire
3 Cold
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
Ice Knife
1d10 (6) + 2d6 (7)
Piercing + Cold
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
Inflict Wounds
3d10 (17)
Necrotic
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

Always Hits

Level 1
Spell Name
Damage
Damage Type
Magic Missile
3 x 1d4 + 1 (4)
Force
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.
Level 2
Spell Name
Damage
Damage Type
Cloud of Daggers
4d4
Slashing
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
Heat Metal
2d8
Fire
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution (DC22) saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Healing Spells

Level 1
Spell Name
Healing
Creatures
Range
Cure Wounds
1d8 + 5 (10)
1
Touch
A creature you touch regains a number of hit points equal to1d8 + 5.This spell has no effect on undead or constructs.
Healing Word
1d4 + 5 (8)
1
60 ft
A creature of your choice that you can see within range regains hit points equal to 1d4 + 5. This spell has no effect on undead or constructs.
Level 3
Spell Name
Healing
Creatures
Range
Mass Healing Word
1d4 + 5 (8)
6
60 ft
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 + 5. This spell has no effect on undead or constructs.
Level 5
Spell Name
Healing
Creatures
Range
Mass Cure Wounds
3d6 + 5 (19)
6
30 ft
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 5. This spell has no effect on undead or constructs.

Crowd Control

Level 1
Spell Name
Save Type
Creatures
Effect
Duration
Arms of Hadar
STR (19)
All in 10ft
No reactions
Targets' next turn
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
Command
WIS (19)
1
Obey
1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Command Words
  • Flee
  • Drop
  • Twerk
  • Spin
  • Lay
  • Betray
  • Stop
  • Strip
  • Cower
  • Sit
  • Unfocus
  • Don't
  • Land
  • Kneel
  • Surrender
  • Disarm
  • Defect
  • Defenestrate
  • Frolic
  • Weep
Dissonant Whispers
WIS (19)
1
Run
Immediate/reaction
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Level 2
Spell Name
Save Type
Creatures
Effect
Duration
Crown of Madness
WIS (19)
1
Charmed
1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Darkness
--
All in 15 ft
Blinded
10 minutes
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.
Hold Person
WIS (19)
1
Paralyzed
1 minute
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Levitate
CON (19)
1
Float
10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Vortex Warp
CON (22)
1
Teleport
Instantaneous
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
Level 3
Spell Name
Save Type
Creatures
Effect
Duration
Hypnotic Pattern
WIS (22)
All in 30 ft
Charmed
1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Slow
WIS (22)
All in 40 ft
Slowed
1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Level 4
Spell Name
Save Type
Creatures
Effect
Duration
Banishment
CHA (22)
1
Banished
1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
Polymorph
WIS (22)
1
Transform
1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Raulothim's Psychic Lance
INT (22)
1
Incapacitated
1 round
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
Level 5
Spell Name
Save Type
Creatures
Effect
Duration
Hold Monster
WIS (19)
1
Paralyzed
1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Wall of Force
WIS (19)
all
Blocked
10 minutes
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).

Buffs

Level 1
Spell Name
Creatures
Effect
Duration
Shield
Self
+5 AC
1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Level 2
Spell Name
Creatures
Effect
Duration
Aid
3
+5 Max HP
8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
Invisibility
1
Invisible
1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
Mirror Image
Self
Duplicates
1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 13. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Level 3
Spell Name
Creatures
Effect
Duration
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Level 6
Spell Name
Creatures
Effect
Duration
Globe of Invulnerability
Self
Invulnerability
1 minute
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

Debuffs

Level 2
Spell Name
Creatures
Effect
Duration
Ray of Enfeeblement
1
Weaken
1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Utility

22 C Thunderclap (Con) Vicious Mockery (Int) 2 Shatter (Con) Fireball (Dex) 3 Spirit Guardians (Wis) 4 Raulothim's Psychic Lance (Int) 5 Destructive Wave (Con) Synaptic Static (Int) Aimed C Firebolt Ray of Frost Shocking Grasp 1 Chaos Bolt Ice Knife Always hits 1 Magic Missle 2 Cloud of Daggers Heat Metal 7 Prismatic Spray ---- Heals 1 Cure Wounds Healing Word 2 Mass Healing Word 5 Mass Cure Wounds ---- Crowd Control Save 19 1 Command (Wis) Dissonant Whispers (Wis) 2 Crown of Madness (Wis) Hold Person (Wis) Levitate (Con) 5 Hold Monster (Wis) 22 2 Levitate (Con) Vortex Warp (Con) 3 Hypnotic Pattern (Wis) Always hits 2 Darkness 4 Banishment (22) Dimension door (1/day) Polymorph ----- Buff 1 Shield 2 Aid Invisibility Mirror Image 3 Blink 4 Greater Invisibility ------ Debuff Save 19 1 Faerie Fire (Dex) 22 3 Hypnotic Pattern (Wis) Slow (Wis) Aimed 2 Ray of Enfeeblement Always Hits Wall of Force Globe of Invulnerability ----- Utility Dancing Lights Message Prestidigitation Detect Magic Misty Step Dispel Magic Glibness