Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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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 |