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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Air Wave 1st Conjuration Air, Weaponry Cut through the air with a melee weapon to damage a creature within 30 feet. Adventurer's Guide
Animal Friendship 1st Enchantment Beasts, Compulsion, Nature Befriend an animal. Adventurer's Guide
Arcane Riposte 1st Evocation Arcane, Attack Respond to a melee attack with a damaging blast of elemental magic. Adventurer's Guide
Bane 1st Enchantment Affliction Cause enemies to be distracted from their attacks. Adventurer's Guide
Beautify Creature 1st Transmutation Arcane, Divine, Enhancement, Utility Grant the target an expertise die to Persuasion and Performance by beautifully grooming it. Gate Pass Gazette
Burst of Strength 1st Transmutation Enhancement, Movement, Protection Take a level of fatigue in order to break a grapple. Gate Pass Gazette
Charm Person 1st Enchantment Arcane, Compulsion Force a humanoid to view you as a trusted friend for a short time. Adventurer's Guide
Chef's Palate 1st Divination Arcane, Divine, Protection, Utility Learn how to prepare targeted food or drink. Gate Pass Gazette
Comprehend Languages
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1st Divination Communication, Knowledge Use magic to better interpret languages you do not understand. Adventurer's Guide
Conjoinment 1st Transmutation Arcane, Law, Technological, Utility Bind two objects to move in unison Gate Pass Gazette
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Adventurer's Guide
Detect Magic
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1st Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras. Adventurer's Guide
Disguise Self 1st Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid. Adventurer's Guide
Dramatic Sting 1st Enchantment Fear, Psychic, Sound Frighten a creature by echoing its movements with ominous music and terrifying sound effects. Adventurer's Guide
Faerie Fire 1st Evocation Arcane, Utility Highlight creatures with magical radiance. Adventurer's Guide
Fatigued Bargain 1st Enchantment Compulsion, Enhancement, Psychic Suppress the effects of a creature’s fatigue and grant it an additional action at a cost. Gate Pass Gazette
Feather Fall 1st Transmutation Arcane, Protection Reduce or eliminate damage from falling. Adventurer's Guide
Fey Tongue 1st Divination Communication, Knowledge Better understand the fey tongues and ways of communication. Gate Pass Gazette
Fortified Will 1st Enchantment Affliction, Divine, Protection Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws. Gate Pass Gazette
Gish Gallop 1st Enchantment Communication, Negation Repeat a failed Deception, Intimidation, or Perception check with a different one of those skills. Gate Pass Gazette
Harmonic Resonance 1st Abjuration Enhancement, Sound Harmonize with the rhythm of those around you to better help allies. 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
Heroism 1st Enchantment Enhancement Imbue a creature with bravery and vigor. Adventurer's Guide
Hideous Laughter 1st Enchantment Affliction, Arcane, Compulsion Cripple a creature with humor. Adventurer's Guide
Housekeeping
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1st Transmutation Arcane, Utility Clean a 10-foot square area of foreign substances. Gate Pass Gazette
Identify
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1st Divination Arcane, Knowledge Divine the nature of an enchanted item. Adventurer's Guide
Illusory Script 1st Illusion Arcane, Communication Hide a message with illusion. Adventurer's Guide
Lesser Repair 1st Transmutation Arcane, Technological, Utility Heal hit points equal to 1d8 + your spellcasting ability modifier to a construct or object. Gate Pass Gazette
Nervous Recoil 1st Enchantment Negation, Psychic When a creature succeeds on an attack roll, you cloud its perception, forcing it to either treat the attack roll as a failure or keep its success and suffer damage from cognitive dissonance. Gate Pass Gazette
Phantasmal Talons 1st Enchantment Psychic, Unarmed Sprout invisible talons of pure will from your fingers. Adventurer's Guide
Silent Image 1st Illusion Arcane, Senses Create an illusion that can move but has no other sensory details. Adventurer's Guide
Sleep 1st Enchantment Arcane, Compulsion Cause enemies to fall into a magical slumber. Adventurer's Guide
Speak with Animals
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1st Divination Beasts, Communication, Nature, Utility Gain the ability to talk with animals. 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
Traveler’s Ward 1st Abjuration Protection, Sound Protect a creature from pickpockets. Adventurer's Guide
Unseen Servant
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1st Conjuration Arcane, Summoning, Utility Use an invisible, mindless, shapeless force to perform simple tasks. Adventurer's Guide