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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary
Aid 2nd Abjuration Divine, Enhancement Boost the hit points of allies.
Angel Paradox 7th Evocation Radiant, Undead Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead.
Animate Dead 3rd Necromancy Necrotic, Summoning, Undead Create undead to do your bidding.
Antimagic Field 8th Abjuration Arcane, Negation, Planar, Protection Negate magic within a small area.
Arcane Muscles Cantrip Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes.
Astral Projection 9th Necromancy Movement, Planar, Utility Travel the astral plane.
Augury 2nd Divination Communication, Divine, Scrying Consult fate.
Bane 1st Enchantment Affliction Cause enemies to be distracted from their attacks.
Banishment 4th Abjuration Affliction, Planar Send a creature to another plane.
Beacon of Hope 3rd Abjuration Divine, Protection Fill a creature with hope and vitality, improving saving throws and healing.
Bestow Curse 3rd Necromancy Affliction, Arcane, Divine, Necrotic Lay a curse upon a creature, giving it potentially long-lasting penalties.
Blade Barrier 6th Evocation Divine, Protection, Weaponry Create an offensive and defensive wall of slashing blades.
Bless 1st Enchantment Divine, Enhancement Bless a number of creatures, improving their attack rolls and saving throws.
Blindness/Deafness 2nd Necromancy Affliction, Arcane, Divine, Senses Strike a creature blind or deaf.
Blood-Writ Bargain
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3rd Conjuration Evil, Good, Law, Planar, Summoning Create a pact enforced by celestials or fiends.
Calculated Retribution 1st Abjuration Force, Law, Weaponry Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them.
Calm Emotions 2nd Enchantment Divine, Negation Suppress strong and harmful emotions, negating effects or sapping aggression.
Ceremony
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1st Evocation Divine Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage.
Clairvoyance 3rd Divination Arcane, Divine, Scrying Create a sensor at a distance, allowing you to see or hear through it.
Command 1st Enchantment Compulsion, Divine Compel a creature to follow a one-word command.
Commune
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5th Divination Divine, Knowledge, Planar Reach out to beyond the realms material to answer your questions.
Conjure Celestial 7th Conjuration Divine, Good, Summoning Summon an angelic being to your aid.
Contagion 5th Necromancy Affliction, Arcane, Nature Afflict a creature with disease.
Continual Flame 2nd Evocation Arcane, Divine, Fire Create a torch-like flame that can’t be extinguished.
Control Water 4th Transmutation Arcane, Divine, Nature, Terrain, Water A body of water moves at your command.
Control Weather 8th Transmutation Arcane, Divine, Nature, Weather Alter the weather in a 5-mile radius.
Corpse Explosion 1st Evocation Poison, Thunder Make a corpse explode in a poisonous cloud.
Create Food and Water 3rd Conjuration Divine, Utility Conjure food and water to sustain one or more humanoids.
Create or Destroy Water 1st Transmutation Divine, Utility, Water Create or destroy up to 10 gallons of water.
Create Undead 6th Necromancy Arcane, Divine, Undead Raise three or fewer humanoid corpses as ghouls.
Crushing Haymaker 3rd Evocation Attack, Thunder, Unarmed, Weaponry Deliver a devastating strike that deals thunder damage and lays your target low.
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier.
Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight.
Death Ward 4th Abjuration Divine, Protection Grant a creature a one-time escape from death.
Detect Evil and Good 1st Divination Divine, Senses Sense the presence and nature of otherworldly influences.
Detect Magic
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1st Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras.
Detect Poison and Disease
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1st Divination Divine, Nature, Senses Sense the presence and identify poisons and diseases.
Dispel Evil and Good 5th Abjuration Divine, Protection Gain protection from otherworldly foes and abilities to combat them.
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects.
Divination
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4th Divination Communication, Divine, Knowledge Ask a higher power about the future.
Divine Word 7th Evocation Affliction, Divine Hamper and possibly destroy otherworldly foes.
Earthquake 8th Evocation Earth, Terrain Shake the ground to damage creatures and structures.
Enhance Ability 2nd Transmutation Enhancement Increase the effectiveness of one ability score for a creature.
Enrage Architecture 7th Transmutation Earth, Terrain Animate a building and make it lash out at its inhabitants and surroundings.
Etherealness 7th Transmutation Movement, Obscurement, Planar Enter the border of the Ethereal Plane.
Find the Path 6th Divination Divine, Nature, Terrain Know the way to a location of your choice.
Find Traps 2nd Divination Divine, Protection, Senses, Technological, Utility Know whether traps are present.
Fire Storm 7th Evocation Divine, Fire, Storm Unleash flames that deal 7d10 fire damage in spaces that you choose.
Flame Strike 5th Evocation Divine, Fire Call forth divine flames that descend from on high.
Forbiddance
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6th Abjuration Divine, Negation, Teleportation Protect an area against magical travel and damage certain trespassing creatures.