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D&D Spell Slot Calculator

Pick your class and level to instantly see your spell slots, cantrips, and how many spells you know or prepare. Then browse our supported spell catalogue, with quick summaries. Switch between the 2014 and 2024 rules at any time.

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Spell slot calculator

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Wizard level 5, 2024 rules. Calculation updated.
Cantrips known
4
Spells prepared
9
Highest spell
3rd
1st2nd3rd
432

Prepared casters prepare a fixed number of spells, changed on a long rest.

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Browse spells in our supported catalogue
Cantrips · 14
Acid Splash — Range 60 ft. Hurl acid at one creature (or two within 5 ft of each other); Dex save or 1d6 acid.
Chill Touch — Range 120 ft. Ranged spell attack for 1d8 necrotic; target can’t regain HP until your next turn.
Dancing Lights — Range 120 ft. Create up to four torch-bright lights you can move each turn. Concentration.
Fire Bolt — Range 120 ft. Ranged spell attack for 1d10 fire; ignites unattended flammable objects.
Light — Touch an object so it sheds bright light 20 ft + dim 20 ft for 1 hour (Dex save if on an unwilling creature).
Mage Hand — Range 30 ft. A spectral hand manipulates objects up to 10 lb.
Mending — Touch. Repair a single break or tear in an object.
Message — Range 120 ft. Whisper a message to a creature, who can whisper back.
Minor Illusion — Range 30 ft. Create a sound or a static image (5-ft cube). Investigation check to discern.
Poison Spray — Range 10 ft. Con save or the target takes 1d12 poison.
Prestidigitation — Range 10 ft. Minor magic: clean/soil an object, flavor food, light/snuff a flame, a harmless sensory trick.
Ray of Frost — Range 60 ft. Ranged spell attack for 1d8 cold; target’s speed −10 ft until your next turn.
Shocking Grasp — Melee spell attack (advantage vs. metal armor) for 1d8 lightning; target can’t take reactions until its next turn.
True Strike — Range 30 ft. On your next turn you have advantage on your first attack against the target. Concentration.
Level 1 · 28
Alarm — Range 30 ft. Ward a 20-ft cube for 8 hours; you’re alerted when a creature enters. Ritual.
Burning Hands — 15-ft cone; Dex save for half of 3d6 fire.
Charm Person — Range 30 ft. A humanoid, Wis save or charmed by you for 1 hour (advantage if you’re fighting it).
Color Spray — 15-ft cone. Blinds creatures totaling 6d10 HP (lowest first) until your next turn.
Comprehend Languages — Understand any spoken or written language you encounter for 1 hour. Ritual.
Detect Magic — Sense magic within 30 ft for 10 min; an action reveals each aura’s school. Concentration, ritual.
Disguise Self — Change your appearance (and clothing/gear) for 1 hour. Investigation check to see through it.
Expeditious Retreat — Bonus action to Dash now and as a bonus action each turn for 10 min. Concentration.
False Life — Gain 1d4 + 4 temporary hit points for 1 hour.
Feather Fall — Range 60 ft. Reaction; up to 5 falling creatures take no falling damage for 1 min.
Find Familiar — Summon a spirit (in animal form) that scouts and aids you; you can see through its eyes. Ritual.
Fog Cloud — Range 120 ft. A 20-ft-radius sphere of fog heavily obscures the area for 1 hour. Concentration.
Grease — Range 60 ft. A 10-ft square becomes slippery; Dex save or fall prone (others too when entering). 1 min.
Identify — Touch. Learn a magic item’s properties or the spells affecting a creature/object. Ritual.
Illusory Script — Write text only chosen readers can understand; others see indecipherable script. Ritual.
Jump — Touch a creature; its jump distance triples for 1 min.
Longstrider — Touch a creature; its speed increases by 10 ft for 1 hour.
Mage Armor — Touch a willing unarmored creature; its base AC becomes 13 + Dex for 8 hours.
Magic Missile — Range 120 ft. Three darts each automatically hit for 1d4 + 1 force (1 extra dart per higher slot level).
Protection from Evil and Good — Touch. For 10 min a willing creature is warded against aberrations, celestials, elementals, fey, fiends, and undead. Concentration.
Ray of Sickness — Range 60 ft. Ranged spell attack for 2d8 poison; on a hit, target is Poisoned until end of your next turn.
Shield — Reaction; +5 AC until your next turn (including vs. the triggering attack) and no damage from magic missile.
Silent Image — Range 60 ft. Create a moving visual illusion (15-ft cube). Investigation check to discern. Concentration.
Sleep — Range 90 ft. Creatures totaling 5d8 HP (lowest first) within 20 ft of a point fall unconscious.
Tasha’s Hideous Laughter — Range 30 ft. Wis save or a creature collapses in laughter — prone and incapacitated — for 1 min (re-saves, with advantage if it takes damage). Concentration.
Tenser’s Floating Disk — Range 30 ft. A 3-ft disk of force follows you and carries up to 500 lb, hovering 3 ft off the ground, for 1 hour. Ritual.
Thunderwave — 15-ft cube; Con save for half of 2d8 thunder and not pushed (failed targets are pushed 10 ft).
Unseen Servant — Range 60 ft. Create an invisible force that does simple tasks for 1 hour. Ritual.
Level 2 · 32
Acid Arrow — Range 90 ft. Ranged spell attack; hit 4d4 acid + 2d4 next turn; miss = half now, none later.
Alter Self — Self. Change form: aquatic adaptation, a new appearance, or natural weapons. Concentration, 1 hr.
Arcane Lock — Touch. Magically lock an entryway; +10 to DCs to break or pick. You and chosen others bypass it.
Arcanist's Magic Aura — Touch. For 24 hrs, mask a creature/object from divination or give it a false magical aura.
Blindness/Deafness — Range 30 ft. Con save or the target is blinded or deafened (your choice) for 1 min.
Blur — Self. Attackers have disadvantage against you for 1 min (unless they don’t rely on sight). Concentration.
Continual Flame — Touch. A heatless, permanent flame as bright as a torch springs from an object.
Darkness — Range 60 ft. 15-ft radius of magical darkness (blocks darkvision) for 10 min. Concentration.
Darkvision — Touch. A willing creature gains 60-ft darkvision for 8 hours.
Detect Thoughts — Self. Read surface thoughts within 30 ft; probe deeper with a Wis save. Concentration, 1 min.
Enlarge/Reduce — Range 30 ft. Grow or shrink a creature/object; STR advantage/disadvantage, ±1d4 damage. Concentration.
Flaming Sphere — Range 60 ft. A 5-ft fire sphere you move 30 ft/turn; Dex save or 2d6 fire. Concentration, 1 min.
Gentle Repose — Touch. A corpse is protected from decay and can’t become undead for 10 days. Ritual.
Gust of Wind — Self. A 60-ft line of wind pushes creatures 15 ft (Str save) and disperses gas. Concentration, 1 min.
Hold Person — Range 60 ft. Wis save or a humanoid is paralyzed for 1 min (re-saves each turn). Concentration.
Invisibility — Touch. A creature and its gear turn invisible for 1 hr or until it attacks/casts. Concentration.
Knock — Range 60 ft. Loudly unlock one locked, stuck, or barred object.
Levitate — Range 60 ft. A creature/object rises and hovers up to 20 ft for 10 min (Con save to resist). Concentration.
Locate Object — Self. Sense the direction to a familiar object within 1,000 ft. Concentration, 10 min.
Magic Mouth — Range 30 ft. Implant a message in an object that plays when a set trigger occurs. Ritual.
Magic Weapon — Touch. A nonmagical weapon becomes +1 to attack and damage for 1 hr. Concentration.
Mirror Image — Self. Three illusory duplicates (AC 10 + Dex) draw attacks away from you for 1 min.
Misty Step — Bonus action. Teleport up to 30 ft to an unoccupied space you can see.
Phantasmal Force — Range 60 ft. Plant a realistic illusion in a creature's mind; Int save or take 1d6 psychic/round and rationalize it. Concentration, 1 min.
Ray of Enfeeblement — Range 60 ft. Ranged spell attack; target deals only half STR weapon damage. Concentration, 1 min.
Rope Trick — Touch. A rope rises to an extradimensional space holding up to 8 creatures for 1 hr.
Scorching Ray — Range 120 ft. Three rays, each a ranged spell attack for 2d6 fire.
See Invisibility — Self. See invisible creatures/objects and into the Ethereal for 1 hr.
Shatter — Range 60 ft. 10-ft radius; Con save or 3d8 thunder (inorganic creatures have disadvantage).
Spider Climb — Touch. A willing creature can climb walls and ceilings hands-free for 1 hr. Concentration.
Suggestion — Range 30 ft. Wis save or the target pursues a reasonable one-or-two-sentence suggestion. Concentration, 8 hrs.
Web — Range 60 ft. 20-ft cube of difficult, restraining webs (Dex save). Concentration, 1 hr.
Level 3 · 29
Animate Dead — Range 10 ft. Raise a skeleton or zombie from bones/a corpse; command it as a bonus action. Recast within 24 hrs to keep control.
Bestow Curse — Touch. Wis save or cursed (e.g. disadvantage on a stat, or you deal +1d8 necrotic to it). Concentration, 1 min.
Blink — Self. At each turn’s end roll a d20; on 11+ you vanish to the Ethereal Plane and return next turn. 1 min.
Clairvoyance — Range 1 mile. Create an invisible sensor to see or hear a known or obvious location. Concentration, 10 min.
Counterspell — Range 60 ft. Reaction; automatically negate a spell of 3rd level or lower (ability check DC 10 + level for higher).
Dispel Magic — Range 120 ft. End spells of 3rd level or lower on a target; higher needs an ability check (DC 10 + level).
Fear — Self, 30-ft cone. Wis save or drop what you hold and flee, frightened. Concentration, 1 min.
Fireball — Range 150 ft. 20-ft-radius sphere; Dex save for half of 8d6 fire (+1d6 per slot above 3rd).
Fly — Touch. A creature gains a 60-ft flying speed. Concentration, 10 min.
Gaseous Form — Touch. A willing creature becomes a misty cloud (fly 10 ft, resistance to nonmagical damage). Concentration, 1 hr.
Glyph of Warding — Touch. Inscribe a glyph that triggers a stored spell or a 5d8 elemental burst when disturbed. Until dispelled.
Haste — Range 30 ft. A creature gains +2 AC, doubled speed, Dex-save advantage, and an extra limited action. Concentration, 1 min.
Hypnotic Pattern — Range 120 ft. 30-ft cube; Wis save or charmed and incapacitated (speed 0). Concentration, 1 min.
Leomund’s Tiny Hut — Self. A 10-ft dome shelters up to 9 creatures from weather and attacks for 8 hrs. Ritual.
Lightning Bolt — Self, 100-ft line; Dex save for half of 8d6 lightning (+1d6 per slot above 3rd).
Magic Circle — Range 10 ft. A 10-ft cylinder that hampers a chosen creature type from entering or leaving. 1 hr.
Major Image — Range 120 ft. Create a realistic image with sound, smell, and temperature up to a 20-ft cube. Concentration, 10 min.
Nondetection — Touch. Hide a creature, place, or object from divination and scrying for 8 hrs.
Phantom Steed — Range 30 ft. Conjure a horselike steed (100-ft speed) for 1 hr. Ritual.
Protection from Energy — Touch. Grant resistance to one of acid, cold, fire, lightning, or thunder. Concentration, 1 hr.
Remove Curse — Touch. End all curses on a creature, or break a cursed item’s attunement.
Sending — Unlimited range. Send a 25-word message to a familiar creature, which can reply in kind.
Sleet Storm — Range 150 ft. 40-ft-radius of sleet: heavily obscured, difficult terrain, Dex save or fall prone. Concentration, 1 min.
Slow — Range 120 ft. Up to 6 creatures; Wis save or halved speed, −2 AC and Dex saves, one action only. Concentration, 1 min.
Stinking Cloud — Range 90 ft. 20-ft-radius gas; Con save or lose your action retching. Concentration, 1 min.
Summon Fey — Range 90 ft. Summon a fey spirit (Fuming/Mirthful/Tricksy) for 1 hr. Concentration.
Tongues — Touch. A creature can understand any spoken language and be understood by anyone, for 1 hr.
Vampiric Touch — Self. Melee spell attack for 3d6 necrotic; heal half the damage. Repeat each turn. Concentration, 1 min.
Water Breathing — Range 30 ft. Up to 10 creatures can breathe underwater for 24 hrs. Ritual.

Slots vs. spells known — what the numbers mean

  • Spell slots are your daily fuel — how many spells you can cast, and at what level. They refresh on a long rest (Pact Magic on a short rest).
  • Cantrips are free at-will spells that don’t use slots.
  • Spells known / prepared is which spells you have ready — in the 2024 rules every class prepares a fixed number; in 2014, known casters learn a fixed list and prepared casters re-pick modifier + level each long rest.
  • Upcasting — spend a higher slot to cast a lower spell more powerfully, so a big slot is never wasted.

Not sure which spells to take?

The list above is the supported spells for your class and level, with a quick summary on each. Want it decided for you? Describe your character in a sentence and the generator builds the full sheet — an on-theme spell loadout, the right slots, save DC and attack bonus, every number computed by the engine. Multiclassing? Use the multiclass spell slot calculator.

Frequently asked questions

How many spell slots do I have?

Choose your class and level above and the table shows your slots for every spell level. Spell slots are your daily casting fuel — they come back on a long rest (a Warlock’s Pact Magic slots come back on a short rest).

How many spells can I know or prepare?

In the 2024 rules every caster prepares a fixed number of spells from its class table (shown as “Spells prepared”). In the 2014 rules it’s split: known casters (Bard, Sorcerer, Warlock, Ranger) learn a fixed number, while prepared casters (Cleric, Druid, Wizard) prepare their spellcasting modifier + their level. The calculator shows whichever is right for the edition you pick.

Which spells should I pick?

Use the spell list below the calculator — it’s filtered to exactly the spells your class can take at your level, each with a one-line summary so you don’t have to flip through a rulebook. Or describe your character in a sentence and the generator picks an on-theme loadout for you.

What’s the difference between spell slots and spells known?

Spells known/prepared is which spells you have available; spell slots is how many times per day you can cast them (and at what level). You can cast the same prepared spell repeatedly as long as you have slots, and upcast a low-level spell by spending a higher slot.

Does it support the 2024 rules (5.5e)?

Yes — toggle the ruleset at the top. The slot tables are edition-aware; the half-caster start level and rounding follow whichever edition you pick.

Is it free?

Yes — free, no login.

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