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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Pigment Cloud 2nd Evocation Arcane, Obscurement, Prismatic Create a cloud of colorful pigment, causing affected creatures to leave a trail. Gate Pass Gazette
Prayer of Healing 2nd Evocation Divine, Good, Healing Heal up to 6 creatures during a short rest. Adventurer's Guide
Prismatic Mess 5th Evocation Arcane, Prismatic Unleash a disorderly burst of colorful energy that deals various types of damage and harmful effects Gate Pass Gazette
Prismatic Spray 7th Evocation Arcane, Prismatic Unleash a kaleidoscopic cone of energy that deals various types of damage and harmful effects. Adventurer's Guide
Ravaging Roots 6th Evocation Arcane, Earth, Nature, Plants Roots smash stone and capture creatures. Dungeon Delver's Guide
Ray of Frost Cantrip Evocation Arcane, Cold, Movement Shoot a ray of cold damage that slows a creature. Adventurer's Guide
Resilient Sphere 4th Evocation Arcane, Protection Create an impenetrable sphere of energy around a creature. Adventurer's Guide
Sacred Flame Cantrip Evocation Attack, Divine, Radiant Use radiant energy to scorch an enemy. Adventurer's Guide
Scorching Ray 2nd Evocation Arcane, Attack, Fire Shoot rays of fire damage able to target multiple creatures. Adventurer's Guide
Sending 3rd Evocation Arcane, Communication, Divine Send a short message to another creature, no matter their location. 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
Shattering Barrage 2nd Evocation Air, Terrain Hurl orbs of jagged broken glass at up to 3 creatures. Adventurer's Guide
Shocking Grasp Cantrip Evocation Affliction, Arcane, Attack, Lightning Deal lightning damage to a creature within reach. Adventurer's Guide
Spiritual Weapon 2nd Evocation Attack, Divine, Force Conjure a floating, incandescent weapon to attack enemies with a bonus action. 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
Sufferer's Pact 3rd Evocation Divine, Force, Healing Deal force damage to a creature in order to grant it temporary hit points. Gate Pass Gazette
Sufferer's Strike 2nd Evocation Affliction, Attack, Divine, Force Deal 2d8 force damage and an additional 1d8 for every level of fatigue and strife you have. Gate Pass Gazette
Sunbeam 6th Evocation Arcane, Radiant A beam of sunlight damages and blinds creatures in its path each turn. Adventurer's Guide
Sunburst 8th Evocation Arcane, Radiant A burst of radiant sunlight damages and blinds creatures caught in its area. Adventurer's Guide
Telepathic Bond
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5th Evocation Arcane, Communication, Telepathy Create a telepathic link between creatures. Adventurer's Guide
Thunder Bolt 4th Evocation Arcane, Attack, Nature, Sound, Storm, Thunder Thunder deals damage and deafens. Dungeon Delver's Guide
Thunderwave 1st Evocation Arcane, Nature, Thunder Unleash a wave of thunderous force that damages creatures and pushes them back. Adventurer's Guide
Tiny Hut
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3rd Evocation Arcane, Force, Protection, Utility Create an immobile dome of protective force that shelters the party. 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
Wall of Fire 4th Evocation Arcane, Attack, Divine, Fire, Protection Create a wall of fire in the shape of a line or circle that both obscures sight and deals fire damage. 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
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 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 Stone 5th Evocation Arcane, Divine, Earth, Obscurement, Protection, Terrain, Utility Create a wall, bridge, or ramp of nonmagical stone. Adventurer's Guide
Wind Up 1st Evocation Enhancement Magically ensure that your next melee attack strikes true. 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