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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Animal Friendship 1st Enchantment Beasts, Compulsion, Nature Befriend an animal. Adventurer's Guide
Animal Messenger
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2nd Enchantment Beasts, Communication, Nature Use a Tiny creature as a magical messenger. Adventurer's Guide
Animal Shapes 8th Transmutation Beasts, Shapechanging, Transformation Work powerful magics to turn allies into sentient beasts. Adventurer's Guide
Antilife Shell 5th Abjuration Protection, Technological, Undead Surround yourself with a globe that prevents living creatures from approaching. Adventurer's Guide
Antipathy/Sympathy 8th Enchantment Compulsion Create an attraction or distaste in intelligent creatures. Adventurer's Guide
Aspect of the Moon 3rd Transmutation Enhancement, Nature, Transformation, Unarmed, Weaponry Adopt a number of traits similar to a werewolf. Adventurer's Guide
Awaken 5th Transmutation Beasts, Enhancement, Nature, Plants Impart sentience to a creature or plant. Adventurer's Guide
Barkskin 2nd Transmutation Nature, Plants, Protection, Transformation Turn a creature’s skin to bark, increasing its defensiveness. 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
Blight 4th Necromancy Arcane, Nature, Necrotic, Plants Attack a creature by drawing the moisture from it, harming most and devastating plants. Adventurer's Guide
Call Lightning 3rd Conjuration Lightning, Nature, Storm, Weather Create a storm cloud and call upon bolts of lightning every round. Adventurer's Guide
Charm Monster 4th Enchantment Arcane, Compulsion Make a creature view you as a trusted friend. Adventurer's Guide
Charm Person 1st Enchantment Arcane, Compulsion Force a humanoid to view you as a trusted friend for a short time. Adventurer's Guide
Cobra's Spit 3rd Conjuration Attack, Poison Spit venom at a creature within 30 feet. Adventurer's Guide
Commune with Nature
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5th Divination Knowledge, Nature Become one with nature to learn about the surrounding land. Adventurer's Guide
Confusion 4th Enchantment Affliction, Chaos, Compulsion Strike confusion into the minds of your enemies, making them act randomly. Adventurer's Guide
Conjure Animals 3rd Conjuration Beasts, Nature, Summoning Summon beasts to your aid. Adventurer's Guide
Conjure Elemental 5th Conjuration Air, Arcane, Earth, Fire, Nature, Summoning, Water Summon a bound elemental to aid you. Adventurer's Guide
Conjure Fey 6th Conjuration Arcane, Nature, Summoning Summon a hag, hound, or redcap. Adventurer's Guide
Conjure Minor Elementals 4th Conjuration Air, Arcane, Earth, Fire, Nature, Summoning, Water Summon one, two, or three elementals. Adventurer's Guide
Conjure Woodland Beings 4th Conjuration Nature Summon up to three blink dogs, satyrs, or sprites. Adventurer's Guide
Contagion 5th Necromancy Affliction, Arcane, Nature Afflict a creature with disease. Adventurer's Guide
Control Water 4th Transmutation Arcane, Divine, Nature, Terrain, Water A body of water moves at your command. Adventurer's Guide
Control Weather 8th Transmutation Arcane, Divine, Nature, Weather Alter the weather in a 5-mile radius. Adventurer's Guide
Corpse Explosion 1st Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Adventurer's Guide
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. 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
Darkvision 2nd Transmutation Arcane, Nature, Senses Grant a creature the ability to see in the dark. Adventurer's Guide
Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. Adventurer's Guide
Deadly Beckoning 4th Enchantment Compulsion, Movement, Psychic Charm a creature into approaching you. Touching them deals 6d10 psychic damage. Gate Pass Gazette
Deadweight 2nd Transmutation Movement, Transformation Greatly increase the weight of an object. 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
Detect Poison and Disease
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1st Divination Divine, Nature, Senses Sense the presence and identify poisons and diseases. Adventurer's Guide
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Dominate Beast 4th Enchantment Beasts, Compulsion, Nature Take over the mind of a beast. Adventurer's Guide
Draining Nova 4th Necromancy Affliction, Healing, Necrotic Heal 1d8 hit points for each level of fatigue you inflict. Gate Pass Gazette
Druidcraft Cantrip Transmutation Nature, Utility Produce a variety of useful minor nature effects. Adventurer's Guide
Earth Barrier 1st Abjuration Earth, Protection Call forth a pillar of earth or stone to gain three-quarters cover. Adventurer's Guide
Earthquake 8th Evocation Earth, Terrain Shake the ground to damage creatures and structures. Adventurer's Guide
Enhance Ability 2nd Transmutation Enhancement Increase the effectiveness of one ability score for a creature. Adventurer's Guide
Entangle 1st Conjuration Nature, Plants, Terrain Fill an area with plants that impede or prevent movement. 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
Fertilize Field 4th Transmutation Divine, Earth, Plants, Utility Alter a square mile of soil for optimal growth of a chosen crop. Gate Pass Gazette
Fey Tongue 1st Divination Communication, Knowledge Better understand the fey tongues and ways of communication. Gate Pass Gazette
Find the Path 6th Divination Divine, Nature, Terrain Know the way to a location of your choice. Adventurer's Guide
Find Traps 2nd Divination Divine, Protection, Senses, Technological, Utility Know whether traps are present. 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
Flame Blade 2nd Evocation Attack, Fire, Weaponry A blade of fire appears in your hand, allowing you to make fire attacks. Adventurer's Guide
Flaming Sphere 2nd Conjuration Arcane, Fire Create and control a 5-foot diameter burning sphere. Adventurer's Guide