D&D 5e Spells
All 341 D&D spells from 5e (2014) and the 2024 Player's Handbook revision, presented side-by-side. Browse by class, level, or school below — every spell has a dedicated page with full rules text, higher-level scaling, components, and material requirements.
By Class
By Level
By School
All 341 Spells (A→Z)
How D&D 5e spell levels and slots actually work
Spell level in 5e is the cost of a cast, not the caster level. Cantrips (level 0) are free and scale with character level instead of slot upcast. Levels 1 through 5 are the workhorses of tier-1 and tier-2 play. Levels 6 through 9 are tier-3 and tier-4 territory — they cost a precious slot per day, but the effects are campaign-defining (Wish, Time Stop, True Resurrection). A spellcaster prepares from their full class list and casts using the slot column. Upcasting a lower-level spell in a higher-level slot is allowed for any spell with an “At Higher Levels” clause — the spell scales according to that clause, and the slot is spent at the upcast level. The strategic question every caster answers each session is: which slot do I use, and which do I hold for emergencies?
Schools of magic — what each school is built around
The eight schools are functional categories that group spells by what they do, not by who casts them. Abjuration is protective magic (shields, dispels, sanctuary). Conjuration is creation and teleportation (summon X, dimension door). Divination is information (detect, scry, foresight). Enchantment is mind-shaping (charm, dominate, suggestion). Evocation is raw energy and damage (fireball, healing word, lightning bolt). Illusion is false perception (invisibility, minor illusion, mirror image). Necromancy handles life-and-death magic (raise dead, vampiric touch). Transmutation is change (polymorph, fly, enlarge/reduce). Most subclasses are aligned with a school or two — picking a subclass-themed school for an early spell is usually a good signal of build direction.
2014 vs 2024 — what actually changed
The 2024 Player's Handbook revision keeps the spell-level structure intact but rewrites specific spells. Healing Word and Cure Wounds were rebalanced (with new dice and ranges). Conjure Animals lost the “eight wolves” abuse pattern. Counterspell and Silvery Barbs (where it appears) became cleaner. The Doungim catalogue covers both 2014 and 2024 versions side by side where they differ — the spell pages mark the edition explicitly so DMs running mixed groups can compare. If you only run one edition, ignore the other box; if you run a campaign that spans the revision, the side-by-side view saves you a cross-reference every session.