Skip to main content

Breadcrumb

Spells

Tip: Ctrl-click will select (and deselect) multiple options in a select list.
Show More Options +
Name Ritual Sort descending Level Classical Spell School Spell Schools Summary Source
Spiritual Weapon 2nd Evocation Attack, Divine, Force Conjure a floating, incandescent weapon to attack enemies with a bonus action. Adventurer's Guide
Venomous Succor 3rd Evocation Healing, Nature, Poison Deal a small amount of poison damage to restore a creature’s hit points. Adventurer's Guide
Vampiric Touch 3rd Necromancy Arcane, Attack, Healing, Necrotic Make a touch attack that drains life force and heals your wounds. Adventurer's Guide
Speak with Dead 3rd Necromancy Communication, Divine, Knowledge, Utility Call forth memories from a corpse, compelling it to answer questions. 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 Resurrection 9th Necromancy Divine, Healing Return to life a creature that has been dead up to 200 years without any of its remains. 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 Strike Cantrip Divination Arcane, Attack, Enhancement Gain advantage on attacks against a single creature. Adventurer's Guide
Speak with Plants 3rd Transmutation Communication, Nature, Plants, Utility Awaken nearby plants, bestowing intelligence and animation. 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
Thaumaturgy Cantrip Transmutation Divine, Enhancement Manifest a minor magical effect to display divine power. Adventurer's Guide
Teleportation Circle 5th Conjuration Arcane, Teleportation Draw a circle and open a shimmering portal to another location. Adventurer's Guide
Vicious Mockery Cantrip Enchantment Arcane, Attack, Psychic Make an insult that delivers psychic damage and gives disadvantage on a creature’s next attack roll. 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
Telekinesis 5th Transmutation Arcane, Movement Use the power of thought to move a creature or object. Adventurer's Guide
Tearful Sonnet 4th Enchantment Compulsion, Psychic, Sound Quietly play a tragic tune that fills those around you with magical sorrow. 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 of Vengeance 9th Conjuration Acid, Cold, Lightning, Nature, Storm, Thunder, Weather Create a supernatural storm that rages for a minute and produces varying effects in a wide area. 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
Stone Shape 4th Transmutation Nature, Transformation Reshape stone into something beneficial, like a weapon or door. 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
Transport via Plants 6th Conjuration Divine, Nature, Plants, Teleportation Step into one plant and out from another plant on the same plane of existence. Adventurer's Guide
Traveler’s Ward 1st Abjuration Protection, Sound Protect a creature from pickpockets. Adventurer's Guide
Tree Stride 5th Conjuration Divine, Nature, Plants, Teleportation Step into one tree and out from another tree of the same kind within 500 feet. 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
Zone of Truth 2nd Enchantment Communication, Compulsion, Law Create a zone that minimizes spoken deceptions. 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
Spike Growth 2nd Transmutation Nature, Terrain Create damaging difficult terrain by filling an area with sharp thorns and stones. Adventurer's Guide
Word of Recall 6th Conjuration Divine, Teleportation You and up to 5 willing creatures instantly teleport to a previously designated sanctuary. 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 Wall 3rd Evocation Air, Attack, Divine, Protection, Weather Create a 50-foot long wall of upwardly rushing wind that both protects and deals bludgeoning damage. Adventurer's Guide
Wind Walk 6th Transmutation Air, Divine, Movement, Transformation You and up to 10 willing creatures transform into gaseous forms that have a flying speed of 300 feet and resistance to nonmagical weapons. Adventurer's Guide
Wind Up 1st Evocation Enhancement Magically ensure that your next melee attack strikes true. Adventurer's Guide
Tongues 3rd Divination Arcane, Communication, Divine Understand any heard language and be understood by others you speak to. 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
Spirit Guardians 3rd Conjuration Divine, Necrotic, Radiant Spectral spirits surround you, damaging and slowing enemies in the area. 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
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
Wall of Thorns 6th Conjuration Attack, Divine, Nature, Obscurement, Plants, Protection Create a thorny bush in the shape of a line or circle that prevents line of sight and deals damage. 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