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Spells

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Name Ritual Level 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
Angel Paradox 7th Evocation Radiant, Undead Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead. Adventurer's Guide
Arcane Hand 5th Evocation Arcane, Attack, Protection Conjure a magical hand that crushes, grapples, slaps, and wards away enemies. Adventurer's Guide
Arcane Riposte 1st Evocation Arcane, Attack Respond to a melee attack with a damaging blast of elemental magic. Adventurer's Guide
Arcane Sword 7th Evocation Arcane, Attack, Force, Summoning, Weaponry Create a deadly sword-shaped force that attacks at your command. Adventurer's Guide
Blade Barrier 6th Evocation Divine, Protection, Weaponry Create an offensive and defensive wall of slashing blades. Adventurer's Guide
Burning Hands 1st Evocation Arcane, Fire Shoot forth a sheet of flames from your hands, damaging creatures in a cone. Adventurer's Guide
Ceremony
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1st Evocation Divine Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage. Adventurer's Guide
Chain Lightning 6th Evocation Arcane, Lightning Fire a bolt of lightning that arcs to multiple foes. Adventurer's Guide
Chromatic Beam 2nd Evocation Arcane, Prismatic Refract light through a gemstone to produce a ray of the chosen energy type. Gate Pass Gazette
Cone of Cold 5th Evocation Arcane, Attack, Cold Create a blast of frigid air, dealing damage in a cone. Adventurer's Guide
Contingency 6th Evocation Arcane, Time Prepare a spell to trigger under certain conditions. Adventurer's Guide
Continual Flame 2nd Evocation Arcane, Divine, Fire Create a torch-like flame that can’t be extinguished. Adventurer's Guide
Corpse Explosion 1st Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. 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
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Adventurer's Guide
Dancing Lights Cantrip Evocation Arcane, Utility Create up to four floating, magical lights. 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
Darkness 2nd Evocation Arcane, Shadow Shroud an area in magical darkness. Adventurer's Guide
Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. Adventurer's Guide
Delayed Blast Fireball 7th Evocation Arcane, Fire Create a fiery explosion that deals more damage the longer it is held before release. Adventurer's Guide
Divine Favor 1st Evocation Attack, Divine, Radiant, Weaponry Deal bonus radiant damage with your attacks. Adventurer's Guide
Divine Word 7th Evocation Affliction, Divine Hamper and possibly destroy otherworldly foes. Adventurer's Guide
Earthquake 8th Evocation Earth, Terrain Shake the ground to damage creatures and structures. Adventurer's Guide
Faerie Fire 1st Evocation Arcane, Utility Highlight creatures with magical radiance. Adventurer's Guide
Fire Bolt Cantrip Evocation Arcane, Fire Shoot a flame at a creature to deal fire damage. Adventurer's Guide
Fire Shield 4th Evocation Arcane, Cold, Fire, Protection Gain resistance to and deal fire or cold damage to creatures that hit you. Adventurer's Guide
Fire Storm 7th Evocation Divine, Fire, Storm Unleash flames that deal 7d10 fire damage in spaces that you choose. Adventurer's Guide
Fireball 3rd Evocation Arcane, Fire Engulf an area in a blast of flame that deals 6d6 fire damage. Adventurer's Guide
Flame Blade 2nd Evocation Attack, Fire, Weaponry A blade of fire appears in your hand, allowing you to make fire attacks. Adventurer's Guide
Flame Strike 5th Evocation Divine, Fire Call forth divine flames that descend from on high. Adventurer's Guide
Force Punch 1st Evocation Attack, Force, Unarmed Use a blast of magic to punch a creature. Adventurer's Guide
Forcecage 7th Evocation Arcane, Force, Planar, Teleportation Creatures in the area are trapped in an invisible cube of force. Adventurer's Guide
Freezing Sphere 6th Evocation Arcane, Cold, Water Unleash an arctic blast that deals 8d8 cold damage and freezes water in the area. Adventurer's Guide
Grapevine Cantrip Evocation Communication, Plants Send a message in Druidic great distances to appear on a plant or tree known to you. Adventurer's Guide
Guiding Bolt 1st Evocation Attack, Divine, Radiant Attack a creature with a bolt of radiant energy that guides the attack of an ally. 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
Hallow 5th Evocation Divine, Protection Imbue an area with powerful divine protections that help or hinder creatures of your choice. Adventurer's Guide
Heal 6th Evocation Divine, Healing Channel positive energy into a creature, restoring a large number of hit points and removing negative conditions. 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
Ice Storm 4th Evocation Cold, Nature, Storm Batter an area with massive shards of ice. Adventurer's Guide
Leila's Devastating Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. To Save A Kingdom
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. Adventurer's Guide
Lightning Bolt 3rd Evocation Arcane, Lightning, Nature, Storm Shoot lighting through multiple enemies. Adventurer's Guide
Magic Missile 1st Evocation Arcane, Attack, Force Shoot bolts of arcane energy certain to hit one or more creatures. Adventurer's Guide
Mass Cure Wounds 5th Evocation Divine, Healing Heal several allies a moderate amount. Adventurer's Guide
Mass Heal 9th Evocation Divine, Healing Share 700 points of healing between any number of allies. Adventurer's Guide
Mass Healing Word 3rd Evocation Divine, Healing Heal up to 6 allies for a small amount. Adventurer's Guide
Meteor Swarm 9th Evocation Affliction, Arcane, Attack, Fire, Storm Cause fiery spheres to fall from the sky for up to a mile. Adventurer's Guide
Moonbeam 2nd Evocation Nature, Radiant Control a moveable beam of moonlight that harms your foes. Adventurer's Guide