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Spells

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Name Ritual Level Sort descending Classical Spell School Spell Schools Summary Source
Acid Arrow 2nd Evocation Acid, Arcane Create a magical arrow that covers a creature or object in acid. Adventurer's Guide
Alter Self 2nd Transmutation Arcane, Movement, Shapechanging, Weaponry Use magic to warp your body. 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
Levitate 2nd Transmutation Air, Arcane, Chaos, Movement Cause one creature or object to float. Adventurer's Guide
Mental Grip 2nd Conjuration Affliction Conjure extensions of your own mental fortitude to keep your foes at bay. Adventurer's Guide
Knock 2nd Transmutation Utility Open a locked object. Adventurer's Guide
Scorching Ray 2nd Evocation Arcane, Attack, Fire Shoot rays of fire damage able to target multiple creatures. Adventurer's Guide
Shattering Barrage 2nd Evocation Air, Terrain Hurl orbs of jagged broken glass at up to 3 creatures. Adventurer's Guide
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
Suggestion 2nd Enchantment Arcane, Compulsion Magically influence a creature, compelling it to follow a simple suggestion. Adventurer's Guide
Darkness 2nd Evocation Arcane, Shadow Shroud an area in magical darkness. Adventurer's Guide
Detect Thoughts 2nd Divination Arcane, Senses, Telepathy Read the minds of nearby thinking creatures. Adventurer's Guide
Lemure Transformation 2nd Transmutation Transformation Melt your body into a humanoid-shaped mass of liquid flesh. 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
Blur 2nd Illusion Arcane, Protection, Senses Cloak yourself in distortion, imposing disadvantage on attacks against you. Adventurer's Guide
Darkvision 2nd Transmutation Arcane, Nature, Senses Grant a creature the ability to see in the dark. Adventurer's Guide
Deadweight 2nd Transmutation Movement, Transformation Greatly increase the weight of an object. Adventurer's Guide
Enlarge/Reduce 2nd Transmutation Affliction, Arcane, Enhancement, Transformation Increase or decrease a creature’s size. Adventurer's Guide
Gust of Wind 2nd Evocation Air, Nature Create a powerful gust of wind that disperses clouds and pushes creatures. Adventurer's Guide
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide
Invigorated Strikes 2nd Transmutation Attack, Enhancement, Unarmed Increase the damage dealt by a creature’s unarmed strikes and natural weapons. Adventurer'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
Misty Step 2nd Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist. Adventurer's Guide
Protection from Energy 2nd Abjuration Arcane, Divine, Protection Grant a creature resistance to one damage type of your choice. Adventurer's Guide
See Invisibility 2nd Divination Arcane, Enhancement, Senses See invisible creatures and objects. Adventurer's Guide
Shatter 2nd Evocation Arcane, Sound, Thunder Create a painful ringing sound that damages all creatures and objects in an 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
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
Instant Window 2nd Conjuration Arcane, Utility Create a temporary window. Gate Pass Gazette
Abstraction 2nd Transmutation Affliction, Prismatic, Transformation Hamper a creature’s reactions by transforming it into a simplistic version of itself. Gate Pass Gazette
Pigment Cloud 2nd Evocation Arcane, Obscurement, Prismatic Create a cloud of colorful pigment, causing affected creatures to leave a trail. Gate Pass Gazette
Chromatic Beam 2nd Evocation Arcane, Prismatic Refract light through a gemstone to produce a ray of the chosen energy type. Gate Pass Gazette
Tongues 3rd Divination Arcane, Communication, Divine Understand any heard language and be understood by others you speak to. Adventurer's Guide
Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. Adventurer's Guide
Darklight 3rd Evocation Utility Create a heatless flame that sheds light only you and creatures you choose are able to see. Adventurer's Guide
Counterspell 3rd Abjuration Arcane, Negation Interrupt another spellcaster as they cast a spell. Adventurer's Guide
Fear 3rd Illusion Arcane, Fear Frighten creatures in a cone-shaped area. 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
Major Image 3rd Illusion Arcane, Chaos Create a large, realistic illusion. Adventurer's Guide
Slow 3rd Transmutation Arcane, Movement, Negation, Time Slow time for 6 creatures, making them sluggish and vulnerable. Adventurer's Guide
Stinking Cloud 3rd Conjuration Arcane, Poison Make a thick, noxious cloud that leaves foes retching and unable to act. 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
Blink 3rd Transmutation Arcane, Planar, Protection Have a 50% chance of vanishing each turn to avoid being harmed. Adventurer's Guide
Clairvoyance 3rd Divination Arcane, Divine, Scrying Create a sensor at a distance, allowing you to see or hear through it. Adventurer's Guide
Crushing Haymaker 3rd Evocation Attack, Thunder, Unarmed, Weaponry Deliver a devastating strike that deals thunder damage and lays your target low. Adventurer's Guide
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Fireball 3rd Evocation Arcane, Fire Engulf an area in a blast of flame that deals 6d6 fire damage. Adventurer's Guide
Fly 3rd Transmutation Arcane, Movement Grant a creature the ability to fly. Adventurer's Guide
Gaseous Form 3rd Transmutation Air, Arcane, Movement Make a creature insubstantial and able to fly. Adventurer's Guide
Haste 3rd Transmutation Enhancement, Time Allow a creature to move and act more quickly. Adventurer's Guide