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Spells

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Name Ritual Sort ascending Level Classical Spell School Spell Schools Summary Source
Locate Animals or Plants
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2nd Divination Arcane, Beasts, Knowledge, Nature, Plants, Utility Gain knowledge about the location of flora and fauna. Adventurer's Guide
Teleport
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7th Conjuration Arcane, Teleportation Teleport one or more creatures instantly across vast distances. 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
Comprehend Languages
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1st Divination Communication, Knowledge Use magic to better interpret languages you do not understand. 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
Speak with Animals
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1st Divination Beasts, Communication, Nature, Utility Gain the ability to talk with animals. 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
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
Silence
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2nd Illusion Arcane, Divine, Negation, Senses Create a bubble of magical silence. Adventurer's Guide
Identify
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1st Divination Arcane, Knowledge Divine the nature of an enchanted item. Adventurer's Guide
Invisible Object
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3rd Illusion Arcane, Obscurement, Shadow Turn an object invisible. Dungeon Delver's Guide
Housekeeping
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1st Transmutation Arcane, Utility Clean a 10-foot square area of foreign substances. Gate Pass Gazette
Magic Mouth
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2nd Illusion Arcane, Communication, Sound Enchant an object to repeat a message in certain circumstances. Adventurer's Guide
Greater Restoration 5th Abjuration Divine, Healing Restore a creature and remove a powerful debilitating effect. Adventurer's Guide
Magnificent Mansion 7th Conjuration Arcane, Planar Create a magnificent extradimensional dwelling. Adventurer's Guide
Plant Growth 3rd Transmutation Nature, Plants, Terrain Use magic to increase the yield of plants or create difficult terrain. Adventurer's Guide
Project Image 7th Illusion Arcane, Senses Create an illusionary duplicate you can sense through. Adventurer's Guide
Tearful Sonnet 4th Enchantment Compulsion, Psychic, Sound Quietly play a tragic tune that fills those around you with magical sorrow. Adventurer's Guide
Accelerando 4th Transmutation Enhancement, Movement, Sound, Time Play a jaunty tune that instills swiftness into up to 6 creatures. Adventurer's Guide
Altered Strike Cantrip Transmutation Enhancement, Transformation, Unarmed, Weaponry Briefly transform your weapon or fist into another material and strike with it. Adventurer's Guide
Dancing Lights Cantrip Evocation Arcane, Utility Create up to four floating, magical lights. Adventurer's Guide
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. Adventurer's Guide
Mending Cantrip Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Adventurer's Guide
Message Cantrip Transmutation Arcane, Communication Send short messages to other creatures. Adventurer's Guide
Prestidigitation Cantrip Transmutation Arcane, Utility Perform various minor magical tricks. Adventurer's Guide
Air Wave 1st Conjuration Air, Weaponry Cut through the air with a melee weapon to damage a creature within 30 feet. Adventurer's Guide
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Adventurer's Guide
Disguise Self 1st Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid. Adventurer's Guide
Feather Fall 1st Transmutation Arcane, Protection Reduce or eliminate damage from falling. 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
Enhance Ability 2nd Transmutation Enhancement Increase the effectiveness of one ability score for a creature. Adventurer's Guide
Heat Metal 2nd Transmutation Affliction, Fire, Nature Make a metallic object too hot to touch. Adventurer's Guide
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide
Invisibility 2nd Illusion Arcane, Obscurement, Shadow Render a creature invisible so long as it does not attack or cast spells. Adventurer's Guide
Lesser Restoration 2nd Abjuration Divine, Good, Healing Remove one affliction from a creature. Adventurer's Guide
See Invisibility 2nd Divination Arcane, Enhancement, Senses See invisible creatures and objects. 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
Clairvoyance 3rd Divination Arcane, Divine, Scrying Create a sensor at a distance, allowing you to see or hear through it. Adventurer's Guide
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Glyph of Warding 3rd Abjuration Utility Create a magical trap, storing a spell or burst of harmful energy within a rune. Adventurer's Guide
Dimension Door 4th Conjuration Arcane, Teleportation Teleport yourself and one willing creature great distances. Adventurer's Guide
Freedom of Movement 4th Abjuration Divine, Movement, Protection, Water Free a creature from most constraints on its movement. Adventurer's Guide
Greater Invisibility 4th Illusion Arcane, Obscurement, Shadow Turn a creature invisible even while it takes hostile actions. Adventurer's Guide
Resplendent Refraction 4th Transmutation Prismatic, Protection, Radiant Cause a creature’s skin to become reflective, enabling it to shoot beams of fire 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
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
Dementing Touch 5th Enchantment Affliction, Evil Plague a creature’s mind to inflict strife. 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
Glamour Cantrip Illusion Enhancement, Obscurement, Prismatic Distort light to subtly change your appearance. Gate Pass Gazette
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