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Spells

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Name Sort ascending Ritual Level Classical Spell School Spell Schools Summary Source
Writhing Transformation
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9th Transmutation Arcane, Evil, Transformation Permanently transform your body into a mass of wriggling worms. Adventurer's Guide
Wormway
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6th Enchantment Movement, Summoning Call forth a purple worm that carries you and up to 50 creatures across a vast distance. Adventurer's Guide
Wish 9th Conjuration Arcane Duplicate any other spell regardless of requirements, choose from a list of other effects, or create your own—be careful. Adventurer's Guide
Wind Up 1st Evocation Enhancement Magically ensure that your next melee attack strikes true. Adventurer's Guide
Whirlwind Kick 3rd Transmutation Movement, Thunder, Unarmed Unleash a spinning kick that strikes creatures in a 60-foot line and carries you across the battlefield. Adventurer's Guide
Weird 9th Illusion Arcane, Attack, Fear Create nightmarish illusions for all creatures in a 30-foot sphere, causing both fright and psychic damage. Adventurer's Guide
Web 2nd Conjuration Arcane, Movement, Obscurement Conjure a 20-foot cube or 5-foot layer of sticky webbing that restrains creatures and is flammable. Adventurer's Guide
Water Walk
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3rd Transmutation Arcane, Divine, Enhancement, Movement, Utility, Water Grant up to 10 willing creatures the ability to walk on liquid surfaces as if they were solid ground for 1 hour. Adventurer's Guide
Water Breathing
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3rd Transmutation Arcane, Divine, Enhancement, Utility, Water Grant up to 10 willing creatures the ability to breathe underwater for 24 hours. Adventurer's Guide
Warrior’s Instincts 5th Divination Enhancement, Protection, Senses Sharpen your senses to anticipate incoming attacks and find weaknesses in the defenses of your foes. Adventurer's Guide
Wall of Stone 5th Evocation Arcane, Divine, Earth, Obscurement, Protection, Terrain, Utility Create a wall, bridge, or ramp of nonmagical stone. Adventurer's Guide
Wall of Ice 6th Evocation Arcane, Attack, Cold, Protection Create a wall of ice in the shape of a hemisphere, sphere, or flat surface that deals cold damage. Adventurer's Guide
Wall of Force 5th Evocation Arcane, Force, Planar, Protection, Utility Create a wall of invisible force in the shape of a hemisphere, sphere, or flat surface that is almost invulnerable. Adventurer's Guide
Wall of Flesh 6th Evocation Chaos, Evil, Protection Create a wall of squirming bodies, groping arms and tentacles, and moaning, biting mouths. Adventurer's Guide
Wall of Fire 4th Evocation Arcane, Attack, Divine, Fire, Protection Create a wall of fire in the shape of a line or circle that both obscures sight and deals fire damage. Adventurer's Guide
Void Maw Cantrip Conjuration Attack, Evil, Shadow Create an orb of hungry shadows To Save A Kingdom
Vampiric Touch 3rd Necromancy Arcane, Attack, Healing, Necrotic Make a touch attack that drains life force and heals your wounds. Adventurer's Guide
Unseen Servant
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1st Conjuration Arcane, Summoning, Utility Use an invisible, mindless, shapeless force to perform simple tasks. Adventurer's Guide
Unholy Star 7th Conjuration Fire, Necrotic Explode a meteor ripped from the sky into 4 fiery chunks that rain down fiery unholy energies. Adventurer's Guide
True Strike Cantrip Divination Arcane, Attack, Enhancement Gain advantage on attacks against a single creature. Adventurer's Guide
True Seeing 6th Divination Arcane, Divine, Senses Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane. Adventurer's Guide
True Polymorph 9th Transmutation Arcane, Shapechanging, Transformation Change a creature into another creature or object, or an object into a creature. Adventurer's Guide
Traveler’s Ward 1st Abjuration Protection, Sound Protect a creature from pickpockets. Adventurer's Guide
Trace Magic Aura 3rd Divination Arcane, Divine, Law, Senses Discover what spells were cast within the last few hours. Gate Pass Gazette
Tongues 3rd Divination Arcane, Communication, Divine Understand any heard language and be understood by others you speak to. Adventurer's Guide
Tiny Hut
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3rd Evocation Arcane, Force, Protection, Utility Create an immobile dome of protective force that shelters the party. Adventurer's Guide
Time Stop 9th Transmutation Arcane, Time Stop time and take extra turns. Adventurer's Guide
Thunderwave 1st Evocation Arcane, Nature, Thunder Unleash a wave of thunderous force that damages creatures and pushes them back. Adventurer's Guide
Thunder Bolt 4th Evocation Arcane, Attack, Nature, Sound, Storm, Thunder Thunder deals damage and deafens. Dungeon Delver's Guide
Teleportation Circle 5th Conjuration Arcane, Teleportation Draw a circle and open a shimmering portal to another location. Adventurer's Guide
Teleport
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7th Conjuration Arcane, Teleportation Teleport one or more creatures instantly across vast distances. Adventurer's Guide
Telepathic Bond
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5th Evocation Arcane, Communication, Telepathy Create a telepathic link between creatures. Adventurer's Guide
Telekinesis 5th Transmutation Arcane, Movement Use the power of thought to move a creature or object. Adventurer's Guide
Symbol 7th Abjuration Arcane, Protection Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. Adventurer's Guide
Sunburst 8th Evocation Arcane, Radiant A burst of radiant sunlight damages and blinds creatures caught in its area. Adventurer's Guide
Sunbeam 6th Evocation Arcane, Radiant A beam of sunlight damages and blinds creatures in its path each turn. Adventurer's Guide
Suggestion 2nd Enchantment Arcane, Compulsion Magically influence a creature, compelling it to follow a simple suggestion. Adventurer's Guide
Storm Kick 5th Transmutation Lightning, Movement, Thunder, Unarmed Travel across the battlefield to deliver a thunderous kick. Adventurer's Guide
Stoneskin 4th Abjuration Arcane, Nature, Protection Make a creature resistant to weapon damage. Adventurer's Guide
Stonesense 3rd Divination Arcane, Divine, Earth, Nature Gain a preternatural understanding of stone. Dungeon Delver's Guide
Stone Shape 4th Transmutation Nature, Transformation Reshape stone into something beneficial, like a weapon or door. Adventurer's Guide
Stone Sentinel 5th Transmutation Arcane, Divine, Law, Transformation Create a walking statue that enforces the law. Gate Pass Gazette
Stinking Cloud 3rd Conjuration Arcane, Poison Make a thick, noxious cloud that leaves foes retching and unable to act. Adventurer's Guide
Sporesight 7th Evocation Nature, Obscurement, Senses Create a 50-foot radius cloud of spores that allow you to see everything in the area. Adventurer's Guide
Spider Climb 2nd Transmutation Arcane, Movement, Utility Give a creature the ability to walk on walls or ceilings, hands free. Adventurer's Guide
Spellbound Oath 6th Enchantment Arcane, Compulsion Bind two creatures in an arcane agreement Gate Pass Gazette
Soulwrought Fists 2nd Transmutation Enhancement, Transformation, Unarmed, Weaponry Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels. Adventurer's Guide
Slow 3rd Transmutation Arcane, Movement, Negation, Time Slow time for 6 creatures, making them sluggish and vulnerable. Adventurer's Guide
Sleet Storm 2nd Conjuration Cold, Nature, Terrain, Weather Conjure a magical storm of freezing rain and sleet that hampers creatures caught in it. Adventurer's Guide
Sleep 1st Enchantment Arcane, Compulsion Cause enemies to fall into a magical slumber. Adventurer's Guide