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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Accelerando 4th Transmutation Enhancement, Movement, Sound, Time Play a jaunty tune that instills swiftness into up to 6 creatures. Adventurer's Guide
Aid 2nd Abjuration Divine, Enhancement Boost the hit points of allies. Adventurer's Guide
Alarm
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1st Abjuration Arcane, Protection, Scrying, Utility Set a magical warning against intrusion. Adventurer's Guide
Altered Strike Cantrip Transmutation Enhancement, Transformation, Unarmed, Weaponry Briefly transform your weapon or fist into another material and strike with it. Adventurer's Guide
Antilife Shell 5th Abjuration Protection, Technological, Undead Surround yourself with a globe that prevents living creatures from approaching. Adventurer's Guide
Antimagic Field 8th Abjuration Arcane, Negation, Planar, Protection Negate magic within a small area. Adventurer's Guide
Antimagic Zone 9th Abjuration Arcane, Divine, Negation, Planar, Protection Negate magic permanently. Dungeon Delver's Guide
Arcane Hand 5th Evocation Arcane, Attack, Protection Conjure a magical hand that crushes, grapples, slaps, and wards away enemies. Adventurer's Guide
Arcane Lock 2nd Abjuration Arcane, Protection Make a nearly permanent magical lock. Adventurer's Guide
Arcane Muscles Cantrip Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Adventurer's Guide
Aspect of the Moon 3rd Transmutation Enhancement, Nature, Transformation, Unarmed, Weaponry Adopt a number of traits similar to a werewolf. Adventurer's Guide
Awaken 5th Transmutation Beasts, Enhancement, Nature, Plants Impart sentience to a creature or plant. Adventurer's Guide
Awaken Portal 4th Transmutation Arcane, Divine, Protection Impart sentience to a door. Dungeon Delver's Guide
Barkskin 2nd Transmutation Nature, Plants, Protection, Transformation Turn a creature’s skin to bark, increasing its defensiveness. Adventurer's Guide
Battlecry Ballad 3rd Abjuration Enhancement, Sound Transform your bardic inspiration into a rallying cry that enhances the attacks of your allies. Adventurer's Guide
Beacon of Hope 3rd Abjuration Divine, Protection Fill a creature with hope and vitality, improving saving throws and healing. Adventurer's Guide
Beautify Creature 1st Transmutation Arcane, Divine, Enhancement, Utility Grant the target an expertise die to Persuasion and Performance by beautifully grooming it. Gate Pass Gazette
Blade Barrier 6th Evocation Divine, Protection, Weaponry Create an offensive and defensive wall of slashing blades. Adventurer's Guide
Bless 1st Enchantment Divine, Enhancement Bless a number of creatures, improving their attack rolls and saving throws. Adventurer's Guide
Blink 3rd Transmutation Arcane, Planar, Protection Have a 50% chance of vanishing each turn to avoid being harmed. Adventurer's Guide
Blur 2nd Illusion Arcane, Protection, Senses Cloak yourself in distortion, imposing disadvantage on attacks against you. Adventurer's Guide
Burst of Strength 1st Transmutation Enhancement, Movement, Protection Take a level of fatigue in order to break a grapple. Gate Pass Gazette
Calculate Cantrip Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. Adventurer's Guide
Chef's Palate 1st Divination Arcane, Divine, Protection, Utility Learn how to prepare targeted food or drink. Gate Pass Gazette
Circular Breathing Cantrip Transmutation Air, Enhancement, Water Breathe and sing underwater, and regulate your breath to avoid harmful gases. Adventurer's Guide
Death Ward 4th Abjuration Divine, Protection Grant a creature a one-time escape from death. Adventurer's Guide
Dispel Evil and Good 5th Abjuration Divine, Protection Gain protection from otherworldly foes and abilities to combat them. Adventurer's Guide
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Earth Barrier 1st Abjuration Earth, Protection Call forth a pillar of earth or stone to gain three-quarters cover. Adventurer's Guide
Embody Fiendish Spirit
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3rd Conjuration Arcane, Chaos, Enhancement, Evil, Law Invite a planar being into your body to use its knowledge. Gate Pass Gazette
Enhance Ability 2nd Transmutation Enhancement Increase the effectiveness of one ability score for a creature. Adventurer's Guide
Enlarge/Reduce 2nd Transmutation Affliction, Arcane, Enhancement, Transformation Increase or decrease a creature’s size. Adventurer's Guide
Faithful Hound 4th Conjuration Arcane, Protection, Sound Summon a stationary, invisible magical guard dog. Adventurer's Guide
False Life 1st Necromancy Arcane, Enhancement Gain temporary hit points. Adventurer's Guide
Fatigued Bargain 1st Enchantment Compulsion, Enhancement, Psychic Suppress the effects of a creature’s fatigue and grant it an additional action at a cost. Gate Pass Gazette
Feather Fall 1st Transmutation Arcane, Protection Reduce or eliminate damage from falling. Adventurer's Guide
Find Traps 2nd Divination Divine, Protection, Senses, Technological, Utility Know whether traps are present. Adventurer's Guide
Fire Shield 4th Evocation Arcane, Cold, Fire, Protection Gain resistance to and deal fire or cold damage to creatures that hit you. Adventurer's Guide
Flex 2nd Illusion Enhancement, Utility Bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. Adventurer's Guide
Force of Will 2nd Abjuration Protection Reduce the damage dealt by an attack. Adventurer's Guide
Fortified Will 1st Enchantment Affliction, Divine, Protection Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws. Gate Pass Gazette
Freedom of Movement 4th Abjuration Divine, Movement, Protection, Water Free a creature from most constraints on its movement. Adventurer's Guide
Glamour Cantrip Illusion Enhancement, Obscurement, Prismatic Distort light to subtly change your appearance. Gate Pass Gazette
Glibness 8th Transmutation Communication, Enhancement, Obscurement Gain a bonus to Charisma checks and lie even under magical detection. Adventurer's Guide
Globe of Invulnerability 6th Abjuration Negation, Protection Create a sphere protected from outside magic. Adventurer's Guide
Guards and Wards 6th Abjuration Arcane, Protection Ward an area, making it difficult to traverse for those that you do not permit. Adventurer's Guide
Hallow 5th Evocation Divine, Protection Imbue an area with powerful divine protections that help or hinder creatures of your choice. Adventurer's Guide
Harmonic Resonance 1st Abjuration Enhancement, Sound Harmonize with the rhythm of those around you to better help allies. Adventurer's Guide
Haste 3rd Transmutation Enhancement, Time Allow a creature to move and act more quickly. Adventurer's Guide
Heart of Dis 8th Necromancy Enhancement, Evil, Fear, Law, Planar, Protection Magically replace your heart with one forged on the second layer of Hell. Adventurer's Guide