Skip to main content

Breadcrumb

Spells

Tip: Ctrl-click will select (and deselect) multiple options in a select list.
Show More Options +
Name Sort ascending Ritual Level Classical Spell School Spell Schools Summary Source
Phantasmal Talons 1st Enchantment Psychic, Unarmed Sprout invisible talons of pure will from your fingers. Adventurer's Guide
Nondetection 3rd Abjuration Arcane, Negation, Obscurement, Scrying, Utility Hide a person, place, or thing from divination magic for 8 hours. Adventurer's Guide
Modify Memory 5th Enchantment Communication, Compulsion, Utility Alter a creature’s memory. Adventurer's Guide
Mislead 5th Illusion Arcane, Chaos, Obscurement, Transformation Confuse those around you by replacing yourself with a duplicate. Adventurer's Guide
Minor Illusion Cantrip Illusion Arcane, Chaos Create a small, limited illusion. Adventurer's Guide
Mind Blank 8th Abjuration Arcane, Negation Prevent a creature’s mind from being read. Adventurer's Guide
Metabolic Stasis 6th Transmutation Arcane, Divine, Nature Create a zone of immortality. Dungeon Delver's Guide
Message Cantrip Transmutation Arcane, Communication Send short messages to other creatures. Adventurer's Guide
Mending Cantrip Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Adventurer's Guide
Mass Suggestion 6th Enchantment Arcane, Chaos, Compulsion Convince up to 12 creatures to carry out a simple instruction. Adventurer's Guide
Mass Cure Wounds 5th Evocation Divine, Healing Heal several allies a moderate amount. Adventurer's Guide
Map Marker 3rd Divination Knowledge, Utility Accurately mark your current position on a map depicting your location. Gate Pass Gazette
Magnificent Mansion 7th Conjuration Arcane, Planar Create a magnificent extradimensional dwelling. Adventurer's Guide
Magic Mouth
r
2nd Illusion Arcane, Communication, Sound Enchant an object to repeat a message in certain circumstances. Adventurer's Guide
Magic Map 2nd Divination Arcane, Knowledge, Nature Create a map showing the route you’ve traveled. Dungeon Delver's Guide
Locate Object 2nd Divination Arcane, Knowledge, Utility Know the whereabouts of a specific, nearby object. Adventurer's Guide
Locate Creature 4th Divination Arcane, Beasts, Knowledge, Plants Know the whereabouts of a specific, nearby creature. Adventurer's Guide
Locate Animals or Plants
r
2nd Divination Arcane, Beasts, Knowledge, Nature, Plants, Utility Gain knowledge about the location of flora and fauna. Adventurer's Guide
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. Adventurer's Guide
Lesser Restoration 2nd Abjuration Divine, Good, Healing Remove one affliction from a creature. Adventurer's Guide
Legend Lore 5th Divination Arcane, Communication, Knowledge, Time Magically obtain knowledge about a creature or topic. Adventurer's Guide
Knock 2nd Transmutation Utility Open a locked object. Adventurer's Guide
Irresistible Dance 6th Enchantment Arcane, Compulsion Cripple a creature with the urge to dance. Adventurer's Guide
Invisible Object
r
3rd Illusion Arcane, Obscurement, Shadow Turn an object invisible. Dungeon Delver's Guide
Invisibility 2nd Illusion Arcane, Obscurement, Shadow Render a creature invisible so long as it does not attack or cast spells. Adventurer's Guide
Instant Window 2nd Conjuration Arcane, Utility Create a temporary window. Gate Pass Gazette
Inner Solace 3rd Transmutation Enhancement Target gains 1d8 temporary hit points for each level of exhaustion and strife it suffers. Gate Pass Gazette
Illusory Script 1st Illusion Arcane, Communication Hide a message with illusion. Adventurer's Guide
Identify
r
1st Divination Arcane, Knowledge Divine the nature of an enchanted item. Adventurer's Guide
Hypnotic Pattern 3rd Illusion Arcane, Prismatic Create a beguiling pattern in the air that charms and incapacitates its viewers. Adventurer's Guide
Housekeeping
r
1st Transmutation Arcane, Utility Clean a 10-foot square area of foreign substances. Gate Pass Gazette
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide
Hold Monster 5th Enchantment Affliction, Arcane Paralyze a creature. Adventurer's Guide
Hideous Laughter 1st Enchantment Affliction, Arcane, Compulsion Cripple a creature with humor. Adventurer's Guide
Heroism 1st Enchantment Enhancement Imbue a creature with bravery and vigor. Adventurer's Guide
Heat Metal 2nd Transmutation Affliction, Fire, Nature Make a metallic object too hot to touch. Adventurer's Guide
Healing Word 1st Evocation Divine, Healing Restore a small number of hit points to a creature at range with only a word. Adventurer's Guide
Harmonic Resonance 1st Abjuration Enhancement, Sound Harmonize with the rhythm of those around you to better help allies. Adventurer's Guide
Hallucinatory Terrain 4th Illusion Obscurement, Terrain Cloak natural terrain in an illusion that transforms it. 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
Greater Restoration 5th Abjuration Divine, Healing Restore a creature and remove a powerful debilitating effect. Adventurer's Guide
Greater Invisibility 4th Illusion Arcane, Obscurement, Shadow Turn a creature invisible even while it takes hostile actions. Adventurer's Guide
Glyph of Warding 3rd Abjuration Utility Create a magical trap, storing a spell or burst of harmful energy within a rune. Adventurer's Guide
Glibness 8th Transmutation Communication, Enhancement, Obscurement Gain a bonus to Charisma checks and lie even under magical detection. Adventurer's Guide
Glamour Cantrip Illusion Enhancement, Obscurement, Prismatic Distort light to subtly change your appearance. Gate Pass Gazette
Geas 5th Enchantment Arcane, Compulsion, Divine, Law Give a creature a command with an extremely long duration. Adventurer's Guide
Friends Cantrip Enchantment Arcane Gain an expertise die on a Charisma check. Adventurer's Guide
Freedom of Movement 4th Abjuration Divine, Movement, Protection, Water Free a creature from most constraints on its movement. 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
Foresight 9th Divination Arcane, Senses, Time Grant preternatural awareness to a creature that makes it immune to being surprised and grants it advantage on checks. Adventurer's Guide