The Endlessness
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D&D 5e Spell List: All 340+ SRD Spells

Complete D&D 5e SRD spell list organized by level, with school, casting time, and concentration info. Your go-to spell reference.

D&D 5e Spell List: All 340+ SRD Spells

Spellcasting in D&D 5e is one of the game's most powerful and complex systems. With over 340 spells in the SRD alone, finding the right spell at the right moment can feel like searching for a specific grain of sand on a very magical beach.

This reference organizes every SRD spell by level, with the key info you need at a glance: school of magic, casting time, and whether the spell requires concentration. If you're wondering what "SRD" means and why it matters, our guide to the SRD has you covered.

Bookmark this page. You're going to need it.

How to Read the Tables

Each spell entry includes:

  • Spell Name: The spell's name (obviously)
  • School: The school of magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation)
  • Cast Time: How long the spell takes to cast (1 action, 1 bonus action, 1 reaction, 1 minute, etc.)
  • Conc.: Whether the spell requires concentration. If it does, remember: you can only concentrate on one spell at a time, and taking damage can break your concentration. For more on those rules, check out our concentration rules guide.

A quick note on the schools: they matter more than most new players realize. School of magic determines how a spell interacts with features like Abjuration Wizard's Arcane Ward or a Lore Bard's spell-stealing abilities. It's also useful for identifying spell effects narratively ("You sense abjuration magic on the door" is your DM's way of saying "this door will hurt you").

Cantrips (Level 0)

Cantrips are your bread and butter. No spell slots required, cast them all day long. They scale with character level (not class level), so that Eldritch Blast keeps getting nastier whether you're a Warlock 20 or a Warlock 2/Sorcerer 18 multiclass monstrosity.

| Spell | School | Cast Time | Conc. | |-------|--------|-----------|-------| | Acid Splash | Conjuration | 1 action | No | | Blade Ward | Abjuration | 1 action | No | | Chill Touch | Necromancy | 1 action | No | | Dancing Lights | Evocation | 1 action | Yes | | Druidcraft | Transmutation | 1 action | No | | Eldritch Blast | Evocation | 1 action | No | | Fire Bolt | Evocation | 1 action | No | | Friends | Enchantment | 1 action | Yes | | Guidance | Divination | 1 action | Yes | | Light | Evocation | 1 action | No | | Mage Hand | Conjuration | 1 action | No | | Mending | Transmutation | 1 minute | No | | Message | Transmutation | 1 action | No | | Minor Illusion | Illusion | 1 action | No | | Poison Spray | Conjuration | 1 action | No | | Prestidigitation | Transmutation | 1 action | No | | Produce Flame | Conjuration | 1 action | No | | Ray of Frost | Evocation | 1 action | No | | Resistance | Abjuration | 1 action | Yes | | Sacred Flame | Evocation | 1 action | No | | Shillelagh | Transmutation | 1 bonus action | No | | Shocking Grasp | Evocation | 1 action | No | | Spare the Dying | Necromancy | 1 action | No | | Thaumaturgy | Transmutation | 1 action | No | | Thorn Whip | Transmutation | 1 action | No | | True Strike | Divination | 1 action | Yes | | Vicious Mockery | Enchantment | 1 action | No |

Fun fact: True Strike is widely considered one of the worst cantrips in the game. You spend your entire action to get advantage on one attack next turn. You could have just... attacked twice instead. It's the "let me warm up" of combat cantrips. Every optimizer has written a thesis on why it's bad. We're not going to relitigate that here, but we will note that it exists. Sadly.

1st-Level Spells

This is where real spellcasting begins. First-level spells are the foundation of every caster's toolkit, and some of them (Shield, Healing Word, Magic Missile) remain useful at every level of play.

| Spell | School | Cast Time | Conc. | |-------|--------|-----------|-------| | Alarm | Abjuration | 1 minute | No | | Animal Friendship | Enchantment | 1 action | No | | Bane | Enchantment | 1 action | Yes | | Bless | Enchantment | 1 action | Yes | | Burning Hands | Evocation | 1 action | No | | Charm Person | Enchantment | 1 action | No | | Color Spray | Illusion | 1 action | No | | Command | Enchantment | 1 action | No | | Comprehend Languages | Divination | 1 action | No | | Create or Destroy Water | Transmutation | 1 action | No | | Cure Wounds | Evocation | 1 action | No | | Detect Evil and Good | Divination | 1 action | Yes | | Detect Magic | Divination | 1 action | Yes | | Detect Poison and Disease | Divination | 1 action | Yes | | Disguise Self | Illusion | 1 action | No | | Divine Favor | Evocation | 1 bonus action | Yes | | Entangle | Conjuration | 1 action | Yes | | Expeditious Retreat | Transmutation | 1 bonus action | Yes | | Faerie Fire | Evocation | 1 action | Yes | | False Life | Necromancy | 1 action | No | | Feather Fall | Transmutation | 1 reaction | No | | Find Familiar | Conjuration | 1 hour | No | | Fog Cloud | Conjuration | 1 action | Yes | | Goodberry | Transmutation | 1 action | No | | Grease | Conjuration | 1 action | No | | Guiding Bolt | Evocation | 1 action | No | | Healing Word | Evocation | 1 bonus action | No | | Hellish Rebuke | Evocation | 1 reaction | No | | Heroism | Enchantment | 1 action | Yes | | Hideous Laughter | Enchantment | 1 action | Yes | | Hunter's Mark | Divination | 1 bonus action | Yes | | Identify | Divination | 1 minute | No | | Inflict Wounds | Necromancy | 1 action | No | | Jump | Transmutation | 1 action | No | | Longstrider | Transmutation | 1 action | No | | Mage Armor | Abjuration | 1 action | No | | Magic Missile | Evocation | 1 action | No | | Protection from Evil and Good | Abjuration | 1 action | Yes | | Purify Food and Drink | Transmutation | 1 action | No | | Sanctuary | Abjuration | 1 bonus action | No | | Shield | Abjuration | 1 reaction | No | | Shield of Faith | Abjuration | 1 bonus action | Yes | | Silent Image | Illusion | 1 action | Yes | | Sleep | Enchantment | 1 action | No | | Speak with Animals | Divination | 1 action | No | | Thunderwave | Evocation | 1 action | No | | Unseen Servant | Conjuration | 1 action | No |

Pro tip: Shield and Absorb Elements are the two most important reaction spells in the game. If you're a Wizard or Sorcerer without Shield prepared, you're one lucky goblin arrow away from a very short campaign. Healing Word is also quietly one of the best spells in the game, not because it heals a lot (it doesn't), but because it's a bonus action that can bring an unconscious ally back from zero HP at range. Action economy wins fights.

2nd-Level Spells

Second level is where casters start to seriously differentiate. Hold Person ends encounters. Misty Step gets you out of trouble. Spiritual Weapon gives Clerics something to do with their bonus action for the rest of their career.

| Spell | School | Cast Time | Conc. | |-------|--------|-----------|-------| | Aid | Abjuration | 1 action | No | | Alter Self | Transmutation | 1 action | Yes | | Animal Messenger | Enchantment | 1 action | No | | Arcane Lock | Abjuration | 1 action | No | | Barkskin | Transmutation | 1 action | Yes | | Blindness/Deafness | Necromancy | 1 action | No | | Blur | Illusion | 1 action | Yes | | Calm Emotions | Enchantment | 1 action | Yes | | Continual Flame | Evocation | 1 action | No | | Darkness | Evocation | 1 action | Yes | | Darkvision | Transmutation | 1 action | No | | Detect Thoughts | Divination | 1 action | Yes | | Enhance Ability | Transmutation | 1 action | Yes | | Enlarge/Reduce | Transmutation | 1 action | Yes | | Find Steed | Conjuration | 10 minutes | No | | Find Traps | Divination | 1 action | No | | Flame Blade | Evocation | 1 bonus action | Yes | | Flaming Sphere | Conjuration | 1 action | Yes | | Gentle Repose | Necromancy | 1 action | No | | Gust of Wind | Evocation | 1 action | Yes | | Heat Metal | Transmutation | 1 action | Yes | | Hold Person | Enchantment | 1 action | Yes | | Invisibility | Illusion | 1 action | Yes | | Knock | Transmutation | 1 action | No | | Lesser Restoration | Abjuration | 1 action | No | | Levitate | Transmutation | 1 action | Yes | | Locate Animals or Plants | Divination | 1 action | No | | Locate Object | Divination | 1 action | Yes | | Magic Mouth | Illusion | 1 minute | No | | Magic Weapon | Transmutation | 1 bonus action | Yes | | Mirror Image | Illusion | 1 action | No | | Misty Step | Conjuration | 1 bonus action | No | | Moonbeam | Evocation | 1 action | Yes | | Pass Without Trace | Abjuration | 1 action | Yes | | Prayer of Healing | Evocation | 10 minutes | No | | Protection from Poison | Abjuration | 1 action | No | | Ray of Enfeeblement | Necromancy | 1 action | Yes | | Rope Trick | Transmutation | 1 action | No | | Scorching Ray | Evocation | 1 action | No | | See Invisibility | Divination | 1 action | No | | Shatter | Evocation | 1 action | No | | Silence | Illusion | 1 action | Yes | | Spider Climb | Transmutation | 1 action | Yes | | Spiritual Weapon | Evocation | 1 bonus action | No | | Suggestion | Enchantment | 1 action | Yes | | Warding Bond | Abjuration | 1 action | No | | Web | Conjuration | 1 action | Yes | | Zone of Truth | Enchantment | 1 action | No |

3rd-Level Spells

The power spike. Level 3 spells are where casters go from "useful party member" to "walking war crime." Fireball, Counterspell, Hypnotic Pattern, Revivify. This is the tier that makes martial characters quietly google "is Fighter good in 5e."

| Spell | School | Cast Time | Conc. | |-------|--------|-----------|-------| | Animate Dead | Necromancy | 1 minute | No | | Beacon of Hope | Abjuration | 1 action | Yes | | Bestow Curse | Necromancy | 1 action | Yes | | Call Lightning | Conjuration | 1 action | Yes | | Clairvoyance | Divination | 10 minutes | Yes | | Conjure Animals | Conjuration | 1 action | Yes | | Counterspell | Abjuration | 1 reaction | No | | Create Food and Water | Conjuration | 1 action | No | | Daylight | Evocation | 1 action | No | | Dispel Magic | Abjuration | 1 action | No | | Fear | Illusion | 1 action | Yes | | Fireball | Evocation | 1 action | No | | Fly | Transmutation | 1 action | Yes | | Gaseous Form | Transmutation | 1 action | Yes | | Glyph of Warding | Abjuration | 1 hour | No | | Haste | Transmutation | 1 action | Yes | | Hypnotic Pattern | Illusion | 1 action | Yes | | Lightning Bolt | Evocation | 1 action | No | | Magic Circle | Abjuration | 1 minute | No | | Major Image | Illusion | 1 action | Yes | | Mass Healing Word | Evocation | 1 bonus action | No | | Meld into Stone | Transmutation | 1 action | No | | Nondetection | Abjuration | 1 action | No | | Plant Growth | Transmutation | 1 action | No | | Protection from Energy | Abjuration | 1 action | Yes | | Remove Curse | Abjuration | 1 action | No | | Revivify | Necromancy | 1 action | No | | Sending | Evocation | 1 action | No | | Sleet Storm | Conjuration | 1 action | Yes | | Slow | Transmutation | 1 action | Yes | | Speak with Dead | Necromancy | 1 action | No | | Spirit Guardians | Conjuration | 1 action | Yes | | Stinking Cloud | Conjuration | 1 action | Yes | | Tongues | Divination | 1 action | No | | Vampiric Touch | Necromancy | 1 action | Yes | | Water Breathing | Transmutation | 1 action | No | | Water Walk | Transmutation | 1 action | No | | Wind Wall | Evocation | 1 action | Yes |

Hot take: Fireball is intentionally overpowered for its level. The designers have openly admitted this. It deals 8d6 damage in a 20-foot radius, which is more damage than any other 3rd-level spell has business doing. It's a tradition thing. D&D without an overpowered Fireball wouldn't feel like D&D. Respect the classics.

4th-Level Spells

Fourth level is quietly excellent. Banishment removes a creature from the fight entirely. Polymorph turns your dying Fighter into a Giant Ape with 157 hit points. Dimension Door is the ultimate "nope, I'm leaving" button.

| Spell | School | Cast Time | Conc. | |-------|--------|-----------|-------| | Banishment | Abjuration | 1 action | Yes | | Blight | Necromancy | 1 action | No | | Compulsion | Enchantment | 1 action | Yes | | Confusion | Enchantment | 1 action | Yes | | Conjure Minor Elementals | Conjuration | 1 minute | Yes | | Conjure Woodland Beings | Conjuration | 1 action | Yes | | Control Water | Transmutation | 1 action | Yes | | Death Ward | Abjuration | 1 action | No | | Dimension Door | Conjuration | 1 action | No | | Divination | Divination | 1 action | No | | Dominate Beast | Enchantment | 1 action | Yes | | Fabricate | Transmutation | 10 minutes | No | | Fire Shield | Evocation | 1 action | No | | Freedom of Movement | Abjuration | 1 action | No | | Giant Insect | Transmutation | 1 action | Yes | | Greater Invisibility | Illusion | 1 action | Yes | | Guardian of Faith | Conjuration | 1 action | No | | Hallucinatory Terrain | Illusion | 10 minutes | No | | Ice Storm | Evocation | 1 action | No | | Locate Creature | Divination | 1 action | Yes | | Phantasmal Killer | Illusion | 1 action | Yes | | Polymorph | Transmutation | 1 action | Yes | | Stone Shape | Transmutation | 1 action | No | | Stoneskin | Abjuration | 1 action | Yes | | Wall of Fire | Evocation | 1 action | Yes |

5th-Level Spells

Fifth level is the "okay, we're doing epic stuff now" tier. You can raise the dead, teleport across the continent, or animate objects to form a tiny army of flying daggers. This is where the game shifts from "fantasy adventure" to "fantasy power fantasy."

| Spell | School | Cast Time | Conc. | |-------|--------|-----------|-------| | Animate Objects | Transmutation | 1 action | Yes | | Antilife Shell | Abjuration | 1 action | Yes | | Awaken | Transmutation | 8 hours | No | | Cloudkill | Conjuration | 1 action | Yes | | Commune | Divination | 1 minute | No | | Commune with Nature | Divination | 1 minute | No | | Cone of Cold | Evocation | 1 action | No | | Conjure Elemental | Conjuration | 1 minute | Yes | | Contact Other Plane | Divination | 1 minute | No | | Contagion | Necromancy | 1 action | No | | Creation | Illusion | 1 minute | No | | Dispel Evil and Good | Abjuration | 1 action | Yes | | Dominate Person | Enchantment | 1 action | Yes | | Dream | Illusion | 1 minute | No | | Flame Strike | Evocation | 1 action | No | | Geas | Enchantment | 1 minute | No | | Greater Restoration | Abjuration | 1 action | No | | Hallow | Evocation | 24 hours | No | | Hold Monster | Enchantment | 1 action | Yes | | Insect Plague | Conjuration | 1 action | Yes | | Legend Lore | Divination | 10 minutes | No | | Mass Cure Wounds | Evocation | 1 action | No | | Mislead | Illusion | 1 action | Yes | | Modify Memory | Enchantment | 1 action | Yes | | Passwall | Transmutation | 1 action | No | | Planar Binding | Abjuration | 1 hour | No | | Raise Dead | Necromancy | 1 hour | No | | Reincarnate | Transmutation | 1 hour | No | | Scrying | Divination | 10 minutes | Yes | | Seeming | Illusion | 1 action | No | | Telekinesis | Transmutation | 1 action | Yes | | Teleportation Circle | Conjuration | 1 minute | No | | Tree Stride | Conjuration | 1 action | Yes | | Wall of Force | Evocation | 1 action | Yes | | Wall of Stone | Evocation | 1 action | Yes |

6th-Level Spells

| Spell | School | Cast Time | Conc. | |-------|--------|-----------|-------| | Blade Barrier | Evocation | 1 action | Yes | | Chain Lightning | Evocation | 1 action | No | | Circle of Death | Necromancy | 1 action | No | | Conjure Fey | Conjuration | 1 minute | Yes | | Contingency | Evocation | 10 minutes | No | | Create Undead | Necromancy | 1 minute | No | | Disintegrate | Transmutation | 1 action | No | | Eyebite | Necromancy | 1 action | Yes | | Find the Path | Divination | 1 minute | Yes | | Flesh to Stone | Transmutation | 1 action | Yes | | Globe of Invulnerability | Abjuration | 1 action | Yes | | Guards and Wards | Abjuration | 10 minutes | No | | Harm | Necromancy | 1 action | No | | Heal | Evocation | 1 action | No | | Heroes' Feast | Conjuration | 10 minutes | No | | Magic Jar | Necromancy | 1 minute | No | | Mass Suggestion | Enchantment | 1 action | No | | Move Earth | Transmutation | 1 action | Yes | | Planar Ally | Conjuration | 10 minutes | No | | Sunbeam | Evocation | 1 action | Yes | | Transport via Plants | Conjuration | 1 action | No | | True Seeing | Divination | 1 action | No | | Wall of Ice | Evocation | 1 action | Yes | | Wall of Thorns | Conjuration | 1 action | Yes | | Wind Walk | Transmutation | 1 minute | No | | Word of Recall | Conjuration | 1 action | No |

Notable: Heroes' Feast costs 1,000 gp in materials and takes 10 minutes to cast, but the benefits are outrageous: immunity to poison, immunity to fear, advantage on Wisdom saving throws, and extra HP. If you know a big fight is coming, this is the pre-game meal of champions.

7th-Level Spells

| Spell | School | Cast Time | Conc. | |-------|--------|-----------|-------| | Conjure Celestial | Conjuration | 1 minute | Yes | | Delayed Blast Fireball | Evocation | 1 action | Yes | | Divine Word | Evocation | 1 bonus action | No | | Etherealness | Transmutation | 1 action | No | | Finger of Death | Necromancy | 1 action | No | | Fire Storm | Evocation | 1 action | No | | Forcecage | Evocation | 1 action | No | | Mirage Arcane | Illusion | 10 minutes | No | | Mordenkainen's Sword | Evocation | 1 action | Yes | | Plane Shift | Conjuration | 1 action | No | | Prismatic Spray | Evocation | 1 action | No | | Project Image | Illusion | 1 action | Yes | | Regenerate | Transmutation | 1 minute | No | | Resurrection | Necromancy | 1 hour | No | | Reverse Gravity | Transmutation | 1 action | Yes | | Sequester | Transmutation | 1 action | No | | Simulacrum | Illusion | 12 hours | No | | Symbol | Abjuration | 1 minute | No | | Teleport | Conjuration | 1 action | No |

Notorious: Simulacrum lets you create a duplicate of a creature that has half the original's HP and all of its abilities. Rules-as-written, a Simulacrum of a Wizard can cast Simulacrum to create a Simulacrum of the original Wizard, creating an infinite chain of Wizards. This is called the "Simulacrum chain" and it's one of the most broken things in 5e. Your DM will hate you. Worth it? Debatable.

8th-Level Spells

| Spell | School | Cast Time | Conc. | |-------|--------|-----------|-------| | Animal Shapes | Transmutation | 1 action | Yes | | Antimagic Field | Abjuration | 1 action | Yes | | Antipathy/Sympathy | Enchantment | 1 hour | No | | Clone | Necromancy | 1 hour | No | | Control Weather | Transmutation | 10 minutes | Yes | | Demiplane | Conjuration | 1 action | No | | Dominate Monster | Enchantment | 1 action | Yes | | Earthquake | Evocation | 1 action | Yes | | Feeblemind | Enchantment | 1 action | No | | Glibness | Transmutation | 1 action | No | | Holy Aura | Abjuration | 1 action | Yes | | Incendiary Cloud | Conjuration | 1 action | Yes | | Maze | Conjuration | 1 action | Yes | | Mind Blank | Abjuration | 1 action | No | | Power Word Stun | Enchantment | 1 action | No | | Sunburst | Evocation | 1 action | No | | Telepathy | Evocation | 1 action | No | | Tsunami | Conjuration | 1 minute | Yes |

Sleeper pick: Feeblemind drops a creature's Intelligence and Charisma to 1. No concentration. The save to end it happens once every 30 days. If it lands on a spellcaster, they're done. Completely done. For a month. It's brutal and frankly a little mean, which is why we love it.

9th-Level Spells

The pinnacle. You get one 9th-level slot per day, and these spells are worth it. Wish can do literally anything (with risks). True Polymorph is permanent transformation. Power Word Kill just... kills something. No damage roll, no saving throw. If it has fewer than 100 HP, it dies.

| Spell | School | Cast Time | Conc. | |-------|--------|-----------|-------| | Astral Projection | Necromancy | 1 hour | No | | Foresight | Divination | 1 minute | No | | Gate | Conjuration | 1 action | Yes | | Imprisonment | Abjuration | 1 minute | No | | Mass Heal | Evocation | 1 action | No | | Meteor Swarm | Evocation | 1 action | No | | Power Word Kill | Enchantment | 1 action | No | | Prismatic Wall | Abjuration | 1 action | No | | Shapechange | Transmutation | 1 action | Yes | | Storm of Vengeance | Conjuration | 1 action | Yes | | Time Stop | Transmutation | 1 action | No | | True Polymorph | Transmutation | 1 action | Yes | | True Resurrection | Necromancy | 1 hour | No | | Weird | Illusion | 1 action | Yes | | Wish | Conjuration | 1 action | No |

The big one: Wish. It can duplicate any 8th-level or lower spell with no components, no casting time, nothing. It can also do literally anything else you can describe, but the DM gets to interpret your wording (and they will interpret it in the most monkey's-paw way possible). There's also a 33% chance you can never cast Wish again after using it for something beyond spell duplication. High risk, infinite reward.

Quick Reference: Spells by School

For quick filtering, here's how the SRD spells break down by school:

| School | Approximate Count | Signature Spell | |--------|------------------|-----------------| | Evocation | ~70 | Fireball | | Conjuration | ~55 | Wish | | Transmutation | ~55 | Polymorph | | Abjuration | ~45 | Counterspell | | Enchantment | ~40 | Hold Person | | Necromancy | ~30 | Animate Dead | | Divination | ~30 | Detect Magic | | Illusion | ~25 | Major Image |

Evocation dominates because blowing things up has always been popular. Illusion is underrepresented in raw numbers but overrepresented in creative problem-solving. A clever Illusion caster can solve almost any encounter without rolling initiative, which is both impressive and slightly annoying for the DM who spent two hours prepping that combat.

Using This List in Play

If you're playing with The Endlessness, the AI already knows all of these spells and their full rules text. It tracks your spell slots, prepared spells, and concentration automatically. You don't need to look anything up mid-combat. Just say "I cast Fireball centered on the group of goblins" and the system handles the rest: save DCs, damage rolls, and the satisfying narration of several very surprised goblins.

Check out the full feature list to see how spell management works in practice.

For combat rules that govern when and how you can cast these spells, our 5e combat rules guide covers everything from action economy to bonus action casting restrictions.

A Final Note on Spell Selection

With 340+ options, choosing spells can feel paralyzing. Here's a simple framework:

  1. Always have at least one reliable damage option. Cantrips count.
  2. Always have at least one concentration spell worth concentrating on. Bless, Hold Person, Haste, and Wall of Force are all excellent.
  3. Utility wins campaigns. Detect Magic, Dispel Magic, and Counterspell might not be glamorous, but they solve problems that Fireball can't.
  4. Read the fine print. Many spells have material components with gold costs. Revivify needs 300 gp worth of diamonds. Buy them before you need them, because the dead Paladin can't wait while you shop.

Go prepare your spells. And maybe keep this page open in another tab. You're going to need it.

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