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Spells

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Name Ritual Level Classical Spell School Sort descending Spell Schools Summary Source
Protection from Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Adventurer's Guide
Lesser Restoration 2nd Abjuration Divine, Good, Healing Remove one affliction from a creature. Adventurer's Guide
Antilife Shell 5th Abjuration Protection, Technological, Undead Surround yourself with a globe that prevents living creatures from approaching. Adventurer's Guide
Force of Will 2nd Abjuration Protection Reduce the damage dealt by an attack. Adventurer's Guide
Protection from Poison 2nd Abjuration Divine, Nature, Negation, Protection Protect a creature from poison, and purge any poisons from their system. Adventurer's Guide
Mage Armor 1st Abjuration Arcane, Protection Magically increase your AC. Adventurer's Guide
Harmonic Resonance 1st Abjuration Enhancement, Sound Harmonize with the rhythm of those around you to better help allies. Adventurer's Guide
Pass Without Trace 2nd Abjuration Nature, Obscurement, Utility Give you and allies a bonus to Stealth checks and prevent tracked pursuit. Adventurer's Guide
Shield 1st Abjuration Arcane, Protection Create a temporary barrier of arcane energy around yourself. Adventurer's Guide
Sanctuary 1st Abjuration Divine, Protection Guard one creature against attacks. Adventurer's Guide
Holy Aura 8th Abjuration Divine, Enhancement, Protection Create a powerful aura that aids allies and hinders outsiders. Adventurer's Guide
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Death Ward 4th Abjuration Divine, Protection Grant a creature a one-time escape from death. Adventurer's Guide
Arcane Lock 2nd Abjuration Arcane, Protection Make a nearly permanent magical lock. Adventurer's Guide
Antimagic Field 8th Abjuration Arcane, Negation, Planar, Protection Negate magic within a small area. 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
Symbol 7th Abjuration Arcane, Protection Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. Adventurer's Guide
Prismatic Wall 9th Abjuration Arcane, Prismatic, Protection Create a wall of potent kaleidoscopic energy that inflicts a number of effects on those that trespass. Adventurer's Guide
Dispel Evil and Good 5th Abjuration Divine, Protection Gain protection from otherworldly foes and abilities to combat them. Adventurer's Guide
Mindshield 4th Abjuration Protection, Psychic Grant resistance to psychic damage and protection from charms and fear. Adventurer's Guide
Alarm
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1st Abjuration Arcane, Protection, Scrying, Utility Set a magical warning against intrusion. Adventurer's Guide
Aid 2nd Abjuration Divine, Enhancement Boost the hit points of allies. Adventurer's Guide
Stoneskin 4th Abjuration Arcane, Nature, Protection Make a creature resistant to weapon damage. Adventurer's Guide
Remove Curse 3rd Abjuration Arcane, Divine, Negation Remove all curses from a creature. Adventurer's Guide
Antimagic Zone 9th Abjuration Arcane, Divine, Negation, Planar, Protection Negate magic permanently. Dungeon Delver's Guide
Earth Barrier 1st Abjuration Earth, Protection Call forth a pillar of earth or stone to gain three-quarters cover. 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
Traveler’s Ward 1st Abjuration Protection, Sound Protect a creature from pickpockets. Adventurer's Guide
Calculated Retribution 1st Abjuration Force, Law, Weaponry Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them. Adventurer's Guide
Planar Binding 5th Abjuration Arcane, Compulsion, Divine, Nature, Planar, Utility Force a creature from another plane of existence to become your servant. Adventurer's Guide
Magic Circle 3rd Abjuration Compulsion, Protection Create a protective cylinder of magic. 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
Greater Restoration 5th Abjuration Divine, Healing Restore a creature and remove a powerful debilitating effect. Adventurer's Guide
Forbiddance
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6th Abjuration Divine, Negation, Teleportation Protect an area against magical travel and damage certain trespassing creatures. 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
Resistance Cantrip Abjuration Nature, Protection Give a creature a bonus against one saving throw. Adventurer's Guide
Imprisonment 9th Abjuration Affliction, Arcane Imprison a creature with one of several powerful binding effects. 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
Poison Skin 3rd Abjuration Nature, Poison, Protection Make a creature brightly colored and poisonous to the touch. Adventurer's Guide
Globe of Invulnerability 6th Abjuration Negation, Protection Create a sphere protected from outside magic. Adventurer's Guide
Shield of Faith 1st Abjuration Divine, Protection Bestow holy protection upon a creature. Adventurer's Guide
Freedom of Movement 4th Abjuration Divine, Movement, Protection, Water Free a creature from most constraints on its movement. Adventurer's Guide
Banishment 4th Abjuration Affliction, Planar Send a creature to another plane. Adventurer's Guide
Warding Bond 2nd Abjuration Divine, Protection Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. Adventurer's Guide
Counterspell 3rd Abjuration Arcane, Negation Interrupt another spellcaster as they cast a spell. Adventurer's Guide
Private Sanctum 4th Abjuration Arcane, Obscurement, Scrying, Utility Secure an area from spying and intrusion. 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
Mind Blank 8th Abjuration Arcane, Negation Prevent a creature’s mind from being read. Adventurer's Guide
Plane Shift 7th Conjuration Arcane, Divine, Nature, Planar, Teleportation, Utility Transport yourself and allies to another plane of existence or banish an enemy there instead. 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