Animal Friendship
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1st
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Enchantment
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Beasts, Compulsion, Nature
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Befriend an animal.
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Adventurer's Guide
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Animal Messenger
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r
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2nd
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Enchantment
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Beasts, Communication, Nature
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Use a Tiny creature as a magical messenger.
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Adventurer's Guide
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Animal Shapes
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8th
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Transmutation
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Beasts, Shapechanging, Transformation
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Work powerful magics to turn allies into sentient beasts.
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Adventurer's Guide
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Antilife Shell
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5th
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Abjuration
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Protection, Technological, Undead
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Surround yourself with a globe that prevents living creatures from approaching.
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Adventurer's Guide
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Antipathy/Sympathy
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8th
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Enchantment
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Compulsion
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Create an attraction or distaste in intelligent creatures.
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Adventurer's Guide
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Aspect of the Moon
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3rd
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Transmutation
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Enhancement, Nature, Transformation, Unarmed, Weaponry
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Adopt a number of traits similar to a werewolf.
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Adventurer's Guide
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Awaken
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5th
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Transmutation
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Beasts, Enhancement, Nature, Plants
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Impart sentience to a creature or plant.
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Adventurer's Guide
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Barkskin
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2nd
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Transmutation
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Nature, Plants, Protection, Transformation
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Turn a creature’s skin to bark, increasing its defensiveness.
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Adventurer's Guide
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Beautify Creature
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1st
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Transmutation
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Arcane, Divine, Enhancement, Utility
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Grant the target an expertise die to Persuasion and Performance by beautifully grooming it.
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Gate Pass Gazette
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Blight
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4th
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Necromancy
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Arcane, Nature, Necrotic, Plants
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Attack a creature by drawing the moisture from it, harming most and devastating plants.
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Adventurer's Guide
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Call Lightning
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3rd
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Conjuration
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Lightning, Nature, Storm, Weather
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Create a storm cloud and call upon bolts of lightning every round.
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Adventurer's Guide
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Charm Monster
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4th
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Enchantment
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Arcane, Compulsion
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Make a creature view you as a trusted friend.
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Adventurer's Guide
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Charm Person
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1st
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Enchantment
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Arcane, Compulsion
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Force a humanoid to view you as a trusted friend for a short time.
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Adventurer's Guide
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Cobra's Spit
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3rd
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Conjuration
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Attack, Poison
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Spit venom at a creature within 30 feet.
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Adventurer's Guide
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Commune with Nature
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r
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5th
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Divination
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Knowledge, Nature
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Become one with nature to learn about the surrounding land.
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Adventurer's Guide
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Confusion
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4th
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Enchantment
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Affliction, Chaos, Compulsion
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Strike confusion into the minds of your enemies, making them act randomly.
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Adventurer's Guide
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Conjure Animals
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3rd
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Conjuration
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Beasts, Nature, Summoning
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Summon beasts to your aid.
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Adventurer's Guide
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Conjure Elemental
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5th
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Conjuration
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Air, Arcane, Earth, Fire, Nature, Summoning, Water
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Summon a bound elemental to aid you.
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Adventurer's Guide
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Conjure Fey
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6th
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Conjuration
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Arcane, Nature, Summoning
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Summon a hag, hound, or redcap.
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Adventurer's Guide
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Conjure Minor Elementals
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4th
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Conjuration
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Air, Arcane, Earth, Fire, Nature, Summoning, Water
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Summon one, two, or three elementals.
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Adventurer's Guide
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Conjure Woodland Beings
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4th
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Conjuration
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Nature
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Summon up to three blink dogs, satyrs, or sprites.
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Adventurer's Guide
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Contagion
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5th
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Necromancy
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Affliction, Arcane, Nature
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Afflict a creature with disease.
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Adventurer's Guide
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Control Water
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4th
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Transmutation
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Arcane, Divine, Nature, Terrain, Water
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A body of water moves at your command.
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Adventurer's Guide
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Control Weather
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8th
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Transmutation
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Arcane, Divine, Nature, Weather
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Alter the weather in a 5-mile radius.
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Adventurer's Guide
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Corpse Explosion
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1st
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Evocation
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Poison, Thunder
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Make a corpse explode in a poisonous cloud.
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Adventurer's Guide
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Cure Wounds
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1st
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Evocation
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Divine, Healing, Nature
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Heal hit points equal to 1d8 + your spellcasting ability modifier.
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Adventurer's Guide
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Darklight
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3rd
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Evocation
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Utility
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Create a heatless flame that sheds light only you and creatures you choose are able to see.
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Adventurer's Guide
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Darkvision
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2nd
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Transmutation
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Arcane, Nature, Senses
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Grant a creature the ability to see in the dark.
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Adventurer's Guide
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Daylight
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3rd
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Evocation
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Arcane, Divine, Nature
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Fill an area with magical daylight.
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Adventurer's Guide
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Deadly Beckoning
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4th
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Enchantment
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Compulsion, Movement, Psychic
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Charm a creature into approaching you. Touching them deals 6d10 psychic damage.
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Gate Pass Gazette
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Deadweight
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2nd
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Transmutation
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Movement, Transformation
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Greatly increase the weight of an object.
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Adventurer's Guide
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Detect Magic
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r
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1st
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Divination
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Arcane, Divine, Nature, Senses
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Sense the presence and school of magical auras.
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Adventurer's Guide
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Detect Poison and Disease
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r
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1st
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Divination
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Divine, Nature, Senses
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Sense the presence and identify poisons and diseases.
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Adventurer's Guide
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Dispel Magic
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3rd
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Abjuration
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Arcane, Negation, Protection, Utility
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End ongoing magical effects.
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Adventurer's Guide
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Dominate Beast
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4th
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Enchantment
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Beasts, Compulsion, Nature
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Take over the mind of a beast.
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Adventurer's Guide
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Draining Nova
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4th
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Necromancy
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Affliction, Healing, Necrotic
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Heal 1d8 hit points for each level of fatigue you inflict.
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Gate Pass Gazette
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Druidcraft
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Cantrip
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Transmutation
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Nature, Utility
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Produce a variety of useful minor nature effects.
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Adventurer's Guide
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Earth Barrier
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1st
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Abjuration
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Earth, Protection
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Call forth a pillar of earth or stone to gain three-quarters cover.
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Adventurer's Guide
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Earthquake
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8th
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Evocation
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Earth, Terrain
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Shake the ground to damage creatures and structures.
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Adventurer's Guide
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Enhance Ability
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2nd
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Transmutation
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Enhancement
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Increase the effectiveness of one ability score for a creature.
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Adventurer's Guide
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Entangle
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1st
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Conjuration
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Nature, Plants, Terrain
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Fill an area with plants that impede or prevent movement.
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Adventurer's Guide
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Faerie Fire
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1st
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Evocation
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Arcane, Utility
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Highlight creatures with magical radiance.
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Adventurer's Guide
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Fatigued Bargain
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1st
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Enchantment
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Compulsion, Enhancement, Psychic
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Suppress the effects of a creature’s fatigue and grant it an additional action at a cost.
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Gate Pass Gazette
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Fertilize Field
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4th
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Transmutation
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Divine, Earth, Plants, Utility
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Alter a square mile of soil for optimal growth of a chosen crop.
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Gate Pass Gazette
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Fey Tongue
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1st
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Divination
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Communication, Knowledge
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Better understand the fey tongues and ways of communication.
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Gate Pass Gazette
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Find the Path
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6th
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Divination
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Divine, Nature, Terrain
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Know the way to a location of your choice.
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Adventurer's Guide
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Find Traps
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2nd
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Divination
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Divine, Protection, Senses, Technological, Utility
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Know whether traps are present.
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Adventurer's Guide
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Fire Storm
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7th
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Evocation
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Divine, Fire, Storm
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Unleash flames that deal 7d10 fire damage in spaces that you choose.
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Adventurer's Guide
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Flame Blade
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2nd
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Evocation
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Attack, Fire, Weaponry
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A blade of fire appears in your hand, allowing you to make fire attacks.
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Adventurer's Guide
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Flaming Sphere
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2nd
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Conjuration
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Arcane, Fire
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Create and control a 5-foot diameter burning sphere.
|
Adventurer's Guide
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