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
Category: DnD 5e Spell Guides
Guides on the spells from DnD 5e. From how to use certain spells to the greatest effect to the rules questions that surround each spell, this covers everything you need to know about each spell in Dungeons and Dragons 5e.
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you)
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Casting Time: 1 action Range: Touch
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
You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being
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
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
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
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint