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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Alarm
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1st Abjuration Arcane, Protection, Scrying, Utility Set a magical warning against intrusion. Adventurer's Guide
Arcane Riposte 1st Evocation Arcane, Attack Respond to a melee attack with a damaging blast of elemental magic. 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
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
Color Spray 1st Illusion Arcane, Prismatic, Senses Create a flash of brilliant colored light, blinding creatures in front of you. Adventurer's Guide
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
Corpse Explosion 1st Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. 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
Expeditious Retreat 1st Transmutation Arcane, Movement Move much faster than normal. Adventurer's Guide
False Life 1st Necromancy Arcane, Enhancement Gain temporary hit points. Adventurer's Guide
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
Find Familiar
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1st Conjuration Arcane, Summoning Summon a magical creature to aid you. Adventurer's Guide
Floating Disk
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1st Conjuration Arcane, Movement Create a floating platform which can carry up to 500 pounds. Adventurer's Guide
Fog Cloud 1st Conjuration Arcane, Obscurement, Weather Create an area of fog. Adventurer's Guide
Gish Gallop 1st Enchantment Communication, Negation Repeat a failed Deception, Intimidation, or Perception check with a different one of those skills. Gate Pass Gazette
Grease 1st Conjuration Arcane, Earth Coat an area in grease, making it hard to move through. 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
Identify Weapon 1st Divination Arcane, Divine, Knowledge, Law, Weaponry Learn what weapon that was used to inflict a wound. Gate Pass Gazette
Illusory Script 1st Illusion Arcane, Communication Hide a message with illusion. Adventurer's Guide
Jump 1st Transmutation Enhancement, Movement Imbue a creature with astonish leaping abilities. 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
Longstrider 1st Transmutation Movement, Utility Increase a creature’s walking speed. Adventurer's Guide
Mage Armor 1st Abjuration Arcane, Protection Magically increase your AC. 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
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
Protection from Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Adventurer's Guide
Searing Equation 1st Enchantment Affliction, Law, Psychic Whisper an alien equation that injures the minds of creatures and deafens them. Adventurer's Guide
Shield 1st Abjuration Arcane, Protection Create a temporary barrier of arcane energy around yourself. Adventurer's Guide
Silent Image 1st Illusion Arcane, Senses Create an illusion that can move but has no other sensory details. Adventurer's Guide
Skeletal Hands 1st Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Dungeon Delver's Guide
Sleep 1st Enchantment Arcane, Compulsion Cause enemies to fall into a magical slumber. Adventurer's Guide
Stumble 1st Enchantment Affliction, Movement Make a creature stumble in a direction, potentially knocking them prone and dealing damage. Gate Pass Gazette
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
Wind Up 1st Evocation Enhancement Magically ensure that your next melee attack strikes true. Adventurer's Guide