Cantrips
Divine Spark
Evocation
Channel Divinity: heal an ally 1d8+WIS, or sear an enemy for the same (CON save for half). 2d8 from cleric level 7. Spends a Channel use, not a slot.
Lay On Hands
Abjuration
Bonus action: touch an ally and pour healing from your pool (5 × paladin level per battle). Spends the pool, not a slot.
Fire Breath
Evocation
A 30-ft cone of dragonfire: 16d6, DEX save for half. Recharges on a 5–6 at the dragon's turn start.
Fire Breath
Evocation
A 15-ft cone of dragonfire from a red-scaled throat: 2d8 fire, DEX save for half. Recharges on a 5–6 at your turn start.
Cold Breath
Evocation
A 15-ft cone of glacial frost from a white-scaled throat: 2d8 cold, DEX save for half. Recharges on a 5–6 at your turn start.
Lightning Breath
Evocation
A 15-ft crackling fan of lightning from a blue-scaled throat: 2d8 lightning, DEX save for half. Recharges on a 5–6 at your turn start.
Acid Breath
Evocation
A 15-ft spray of caustic bile from a black-scaled throat: 2d8 acid, DEX save for half. Recharges on a 5–6 at your turn start.
Poison Breath
Evocation
A 15-ft plume of venomous vapor from a green-scaled throat: 2d8 poison, CON save for half. Recharges on a 5–6 at your turn start.
Fire Bolt
Cantrip
Hurl a mote of fire.
Ray of Frost
Cantrip
A frigid beam — 1d8 cold, and the target's speed drops 10ft until the start of your next turn.
Chill Touch
Cantrip
The chill of the grave — 1d10 necrotic, and the target can't regain HP until the start of its next turn.
Sacred Flame
Cantrip
Flame-like radiance: DEX save or 1d8 radiant (no damage on a save). RAW at last.
Thaumaturgy
Cantrip
Your voice booms with infernal thunder: WIS save or the target is SHAKEN; failing by 5+ they drop their weapon in terror. Brave creatures are immune.
Eldritch Blast
Cantrip
A crackling beam of force — 1d10 per beam. A second beam at level 5, a third at 11, a fourth at 17; aim them at one foe or several.
Thorn Whip
Transmutation
A vine-like whip of thorns lashes out (1d6 piercing) and yanks a Large-or-smaller target up to 10ft toward you.
Vicious Mockery
Enchantment
A string of insults laced with subtle enchantment: WIS save or 1d4 psychic — and the target's next attack reels at disadvantage (2d4 from level 5).
Poison Spray
Cantrip
A puff of noxious gas — 1d12 poison at close range.
Produce Flame
Cantrip
A flickering flame in the palm, hurled — 1d8 fire.
Starry Wisp
Cantrip
A mote of starlight loosed at a foe — 1d8 radiant.
Shocking Grasp
Cantrip
Lightning crackles from your hand — 1d8 lightning, and the jolt steals the target's reaction.
Sorcerous Burst
Cantrip
Raw sorcery, barely shaped — 1d8 force (RAW picks among six types with exploding dice; trimmed).
Shillelagh
Cantrip
The cudgel hums with nature's wrath — a 1d8 force strike swung by WIS (modeled as its own spell-weapon).
Acid Splash
Cantrip
A bubble of acid bursts in a 5-ft sphere: DEX save or 1d6 acid (it splashes friend and foe alike).
Mind Sliver
Cantrip
A sliver of cold thought — INT save or 1d6 psychic (the RAW −1d4-next-save rider is unmodeled).
Level 1
Shield
Abjuration
Reaction: when you are hit by an attack, an invisible barrier snaps up — +5 AC until your next turn (including against the triggering attack), and no damage from Magic Missile.
Chromatic Orb
Evocation
Hurl a 3d8 orb of energy — choose acid, cold, fire, lightning, poison, or thunder (ranged spell attack). If two or more of the damage dice match, the orb leaps to another foe within 30ft and strikes again — chaining up to the slot level, each foe once.
Cure Wounds
Abjuration
Touch a creature to restore 2d8 + casting modifier HP; +2d8 per higher slot.
Guiding Bolt
Evocation
A flash of divine light — 4d6 radiant, and the next attack against the target has advantage.
Healing Word
Abjuration
A word of mending at range: 2d4 + casting modifier HP as a BONUS action; +2d4 per higher slot.
Inflict Wounds
Necromancy
Channel rot into a touched creature: CON save or 2d10 necrotic, half on a success; +1d10 per higher slot.
Magic Missile
Evocation
Darts of force that always hit, each dealing 1d4+1 — send them all at one creature or split them across several.
Thunderwave
Evocation
A 15-ft cube of thunder SWEEPS OUT from you (click an adjacent cell to aim): CON save for half; failed saves are hurled 10 ft away. RAW.
Witch Bolt
Evocation
A sustained arc of lightning: 1d12 on the initial hit (+1d12 per higher slot), then each turn spend your action to auto-zap the tethered target for 1d12 more while you concentrate and it stays in range/sight.
Bless
Enchantment
Up to three allies roll +1d4 on attack rolls and saving throws for 1 minute (10 rounds). Concentration.
Bane
Enchantment
Up to three enemies must save (CHA) or roll −1d4 on attack rolls and saving throws for 1 minute. Concentration.
Divine Favor
Transmutation
Bonus action: your weapon hits deal +1d4 radiant for 1 minute.
Searing Smite
Evocation
Bonus action: your next melee hit erupts for +1d6 fire (+1d6 per higher slot).
Shield of Faith
Abjuration
Bonus action: a shimmering field grants an ally +2 AC for 10 minutes. Concentration.
Hex
Enchantment
Bonus action: curse a foe — YOUR hits against them deal +1d6 necrotic. No save. Concentration, up to 1 hour.
Hunter's Mark
Divination
Bonus action: mark your quarry — YOUR hits against them deal +1d6 force. No save. Concentration, up to 1 hour.
Charm Person
Enchantment
A humanoid must save (WIS) or be CHARMED — it cannot attack or target the caster with harmful effects. Elves and half-elves (Fey Ancestry) save at advantage. Lasts 1 minute.
Burning Hands
Evocation
A 15-ft cone of flame from your fingertips: DEX save for half.
Hellish Rebuke
Evocation
Reaction, when a creature you can see damages you: it is wreathed in hellish flames — DEX save for half 2d10 fire.
Mage Armor
Abjuration
An unarmoured caster's base AC becomes 13 + Dex for 8 hours. Kept up before the fight; ends if you don armor.
Ray of Sickness
Necromancy
A sickly green ray: ranged spell attack, 2d8 poison (+1d8 per higher slot; the RAW poisoned-on-save rider is unmodeled).
Command
Enchantment
One word — GROVEL: WIS save or the target throws itself prone until the end of its next turn.
Armor of Agathys
Abjuration
An icy shell: 5 temp HP per slot level — and while it holds, melee attackers take that much cold back.
Sleep
Enchantment
A wave of drowsy magic in a 10-ft sphere: WIS save or fall ASLEEP (helpless — adjacent hits strike true) for up to 3 rounds. Any damage wakes them.
Arms of Hadar
Conjuration
Tendrils of the Dark Hunger erupt from you in a 10-ft burst: STR save or 2d6 necrotic — and a failed save steals the reaction.
Faerie Fire
Evocation
Dancing light outlines everyone in a 20-ft cube: DEX save or GLOW — attacks against the outlined have advantage. Concentration.
Grease
Conjuration
Slick grease coats a 10-ft square, turning it to difficult terrain.
Entangle
Conjuration
Grasping weeds and vines sprout across a 20-ft square of difficult terrain.
Web
Conjuration
Sticky webs fill a 20-ft square of clinging, difficult ground.
Level 2
Melf's Acid Arrow
Evocation
A shimmering green arrow — 4d4 acid, plus 2d4 acid again at the end of the target's next turn.
Scorching Ray
Evocation
Three rays of fire, each its own attack roll for 2d6 (+1 ray per higher slot).
Shatter
Evocation
A painfully intense ringing boom in a 10-ft-radius sphere: CON save for half. Hits friend and foe alike.
Aid
Abjuration
An ally's maximum AND current HP rise by 5 (+5 per slot level above 2) for the battle.
Lesser Restoration
Abjuration
Touch an ally: poison, fear, and hamstrings are cleansed.
Shining Smite
Transmutation
Bonus action: your next melee hit adds +2d6 radiant and the target sheds light — no hiding, no invisibility.
Magic Weapon
Transmutation
Touch a wielder: their weapon becomes magical — +1 to attack and damage for the battle.
Misty Step
Conjuration
Bonus action: vanish in silver mist and reappear in a free space you can see within 30ft. No opportunity attacks.
Invisibility
Illusion
Touch a creature: it cannot be targeted until it attacks or casts. Concentration, up to 1 hour.
Hold Person
Enchantment
A humanoid must save (WIS) or be PARALYZED — no actions, attackers have advantage. Repeats the save at the end of each of its turns. Concentration, 1 minute.
Blur
Illusion
Your body wavers and shimmers: attacks against you have disadvantage for 1 minute. Concentration.
Moonbeam
Evocation
A silver column sears one cell: CON save for half when it falls, and the beam LINGERS — standing in it burns again (+1d10 per higher slot). On later turns your action SWEEPS the beam up to 60 ft. Concentration.
Spiritual Weapon
Evocation
A spectral mace TAKES THE FIELD: it materialises on a cell within 60 ft and swings at a foe in its reach (1d8+WIS force, +1d8 per higher slot). Each later turn a BONUS action floats it up to 20 ft and it swings again. Concentration.
Blindness
Necromancy
The world goes dark for one creature: CON save or BLINDED — its swings falter, and every blade finds it.
Mirror Image
Illusion
Three illusory duplicates dance around you — a blow that would land may shatter an image instead (d6: 3+/4+/5+ by images left).
Darkness
Evocation
Magical darkness floods a 15-ft sphere: attacks into, out of, or within roll at disadvantage — unless the attacker SEES through it (Devil's Sight, Blind Fighting in reach).
Cloud of Daggers
Conjuration
A 5-ft cube of spinning steel: whoever enters or lingers is shredded for 4d4 slashing (+2d4 per higher slot). Concentration.
Flaming Sphere
Conjuration
A rolling ball of fire fills a cell: whoever it rolls onto — or lingers beside it — burns for 2d6 fire (+1d6 per higher slot). Each turn a BONUS action shoves it up to 30 ft. Concentration.
Spike Growth
Transmutation
The ground bristles with hard spikes: difficult terrain that gouges anyone crossing it (2d4 piercing).
Level 3
Counterspell
Abjuration
Reaction: as a foe within 60ft casts a spell, interrupt it. Auto-succeeds if your slot is at least the spell's level; otherwise an ability check (DC 10 + the spell's level). You spend a slot and your reaction.
Fireball
Evocation
A 20ft-radius burst of flame: DEX save for half. Hits friend and foe alike.
Lightning Bolt
Evocation
A 100-ft line of lightning from your fingertips: DEX save for half. Click a cell to aim.
Mass Healing Word
Abjuration
A verse of mending: every wounded ally in earshot regains 2d4 + casting modifier HP, as a bonus action.
Revivify
Necromancy
Touch a fallen ally who DIED this battle: they return with 1 HP.
Fear
Illusion
A 30-ft cone of phantasmal terror: WIS save or be SHAKEN for the caster's concentration. The brave don't flinch.
Vampiric Touch
Necromancy
A shadow-wreathed touch: 3d6 necrotic, and you heal half the damage dealt.
Haste
Transmutation
A willing ally moves at double Speed, gains +2 AC, advantage on DEX saves, and ONE extra attack each turn for 1 minute. Concentration — and when the spell ends, a wave of lethargy: no action or movement for one turn.
Slow
Transmutation
Time thickens in a 20-ft zone: WIS save or SLOWED — dragging steps and sluggish blades — while you concentrate (up to 10 rounds).
Hunger of Hadar
Conjuration
A 20-ft sphere of alien DARKNESS and hungering cold: lightless, treacherous ground that gnaws (2d6 cold) at whoever stands within. Concentration.
Plant Growth
Transmutation
Thick, overgrown vegetation erupts across a wide radius of difficult terrain.
Level 4
Blight
Necromancy
Necrotic energy withers one creature: CON save for half 8d8.
Wall of Fire
Evocation
Paint up to 12 contiguous cells of flame: DEX save for half when it appears. The wall burns for 10 rounds — entering it or ending a turn inside burns again, no save. Concentration.
Death Ward
Abjuration
Touch an ally: the first time they would drop to 0 HP this battle, they stay at 1 instead.
Ice Storm
Evocation
Hail hammers a 20-ft cube: 2d8 bludgeoning + 4d6 cold, DEX save for half. The battered ground becomes difficult terrain until the end of your next turn.
Stoneskin
Transmutation
Touch a creature: its flesh hardens — resistance to bludgeoning, piercing, and slashing. Concentration, up to 1 hour.
Fire Shield
Evocation
A mantle of flame (warm shield): melee attackers take 2d8 fire back. Lasts the battle.
Greater Invisibility
Illusion
The veil that HOLDS: unseen even as you attack, while you concentrate (up to 10 rounds).
Phantasmal Killer
Illusion
Its worst nightmare, given teeth: WIS save or 4d10 psychic and SHAKEN by the phantasm (the RAW recurring terror is trimmed to the first strike).
Level 5
Cone of Cold
Evocation
A 60-ft cone of killing frost from your hands: CON save for half. Click a cell to aim.
Flame Strike
Evocation
A vertical column of divine fire: 4d6 fire + 4d6 radiant in a 10-ft radius, DEX save for half.
Mass Cure Wounds
Abjuration
A wave of healing: every wounded ally within 30ft heals 5d8 + casting modifier.
Hold Monster
Enchantment
Any creature must save (WIS) or be PARALYZED — no actions, attackers have advantage. Repeats the save at the end of each of its turns. Concentration, 1 minute.
Insect Plague
Conjuration
A 20-ft sphere of biting locusts: churning, stinging ground (4d10 piercing) that slows every step through it. Concentration.
Level 6
Chain Lightning
Evocation
A bolt that LEAPS: 10d8 lightning arcing through everyone clustered in a 10-ft burst (DEX half). RAW's one-bolt-three-arcs is modeled as the cluster.
Disintegrate
Transmutation
A thin green ray: DEX save or 12d10 force — nothing on a success, dust on a bad day (RAW's 10d6+40 approximated in dice).
Circle of Death
Necromancy
A sphere of negative energy 30ft across: CON save or 8d6 necrotic (+2d6 per higher slot).
Sunbeam
Evocation
A 60-ft beam of pure daylight: CON save or 6d8 radiant AND BLINDED. Concentration.
Freezing Sphere
Evocation
A frigid globe bursts in a 30-ft sphere: CON save or 10d6 cold.
Blade Barrier
Evocation
Paint up to 12 cells of whirling blades: 6d10 slashing when it rises — and the wall keeps shearing whoever enters or lingers. Concentration.
Harm
Necromancy
A virulent plague in a word: CON save or 14d6 necrotic, half on a success.
Heal
Abjuration
A flood of positive energy knits flesh whole — ~70 HP at range (RAW's flat 70 approximated as 14d8).