Aid
|
|
2nd
|
Abjuration
|
Divine, Enhancement
|
Boost the hit points of allies.
|
Adventurer's Guide
|
Angel Paradox
|
|
7th
|
Evocation
|
Radiant, Undead
|
Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead.
|
Adventurer's Guide
|
Animate Dead
|
|
3rd
|
Necromancy
|
Necrotic, Summoning, Undead
|
Create undead to do your bidding.
|
Adventurer's Guide
|
Antimagic Field
|
|
8th
|
Abjuration
|
Arcane, Negation, Planar, Protection
|
Negate magic within a small area.
|
Adventurer's Guide
|
Antimagic Zone
|
|
9th
|
Abjuration
|
Arcane, Divine, Negation, Planar, Protection
|
Negate magic permanently.
|
Dungeon Delver's Guide
|
Arcane Mirror
|
|
4th
|
Divination
|
Arcane, Communication, Divine, Scrying, Utility
|
Scry through a distant mirror.
|
Dungeon Delver's Guide
|
Arcane Muscles
|
|
Cantrip
|
Transmutation
|
Arcane, Enhancement, Transformation, Unarmed
|
Bulk your muscles to deliver lethal unarmed strikes.
|
Adventurer's Guide
|
Astral Projection
|
|
9th
|
Necromancy
|
Movement, Planar, Utility
|
Travel the astral plane.
|
Adventurer's Guide
|
Augury
|
|
2nd
|
Divination
|
Communication, Divine, Scrying, Time
|
Consult fate.
|
Adventurer's Guide
|
Awaken Portal
|
|
4th
|
Transmutation
|
Arcane, Divine, Protection
|
Impart sentience to a door.
|
Dungeon Delver's Guide
|
Bane
|
|
1st
|
Enchantment
|
Affliction
|
Cause enemies to be distracted from their attacks.
|
Adventurer's Guide
|
Banishment
|
|
4th
|
Abjuration
|
Affliction, Planar
|
Send a creature to another plane.
|
Adventurer's Guide
|
Beacon of Hope
|
|
3rd
|
Abjuration
|
Divine, Protection
|
Fill a creature with hope and vitality, improving saving throws and healing.
|
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
|
Bestow Curse
|
|
3rd
|
Necromancy
|
Affliction, Arcane, Divine, Necrotic
|
Lay a curse upon a creature, giving it potentially long-lasting penalties.
|
Adventurer's Guide
|
Blade Barrier
|
|
6th
|
Evocation
|
Divine, Protection, Weaponry
|
Create an offensive and defensive wall of slashing blades.
|
Adventurer's Guide
|
Bless
|
|
1st
|
Enchantment
|
Divine, Enhancement
|
Bless a number of creatures, improving their attack rolls and saving throws.
|
Adventurer's Guide
|
Blindness/Deafness
|
|
2nd
|
Necromancy
|
Affliction, Arcane, Divine, Senses
|
Strike a creature blind or deaf.
|
Adventurer's Guide
|
Blood-Writ Bargain
|
r
|
3rd
|
Conjuration
|
Evil, Good, Law, Planar, Summoning
|
Create a pact enforced by celestials or fiends.
|
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
|
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.
|
Adventurer's Guide
|
Calm Emotions
|
|
2nd
|
Enchantment
|
Divine, Negation
|
Suppress strong and harmful emotions, negating effects or sapping aggression.
|
Adventurer's Guide
|
Ceremony
|
r
|
1st
|
Evocation
|
Divine
|
Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage.
|
Adventurer's Guide
|
Chef's Plate
|
|
1st
|
Divination
|
Arcane, Divine, Protection, Utility
|
Learn how to prepare targeted food or drink.
|
Gate Pass Gazette
|
Clairvoyance
|
|
3rd
|
Divination
|
Arcane, Divine, Scrying
|
Create a sensor at a distance, allowing you to see or hear through it.
|
Adventurer's Guide
|
Command
|
|
1st
|
Enchantment
|
Compulsion, Divine
|
Compel a creature to follow a one-word command.
|
Adventurer's Guide
|
Commune
|
r
|
5th
|
Divination
|
Divine, Knowledge, Planar
|
Reach out to beyond the realms material to answer your questions.
|
Adventurer's Guide
|
Conjure Celestial
|
|
7th
|
Conjuration
|
Divine, Good, Summoning
|
Summon an angelic being to your aid.
|
Adventurer's Guide
|
Consume Vigor
|
|
4th
|
Necromancy
|
Healing, Necrotic
|
Deal necrotic damage and potentially reduce your own strife and fatigue.
|
Gate Pass Gazette
|
Contagion
|
|
5th
|
Necromancy
|
Affliction, Arcane, Nature
|
Afflict a creature with disease.
|
Adventurer's Guide
|
Continual Flame
|
|
2nd
|
Evocation
|
Arcane, Divine, Fire
|
Create a torch-like flame that can’t be extinguished.
|
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
|
Create Food and Water
|
|
3rd
|
Conjuration
|
Divine, Utility
|
Conjure food and water to sustain one or more humanoids.
|
Adventurer's Guide
|
Create or Destroy Water
|
|
1st
|
Transmutation
|
Divine, Utility, Water
|
Create or destroy up to 10 gallons of water.
|
Adventurer's Guide
|
Create Undead
|
|
6th
|
Necromancy
|
Arcane, Divine, Undead
|
Raise three or fewer humanoid corpses as ghouls.
|
Adventurer's Guide
|
Crushing Haymaker
|
|
3rd
|
Evocation
|
Attack, Thunder, Unarmed, Weaponry
|
Deliver a devastating strike that deals thunder damage and lays your target low.
|
Adventurer's Guide
|
Cure Wounds
|
|
1st
|
Evocation
|
Divine, Healing, Nature
|
Heal hit points equal to 1d8 + your spellcasting ability modifier.
|
Adventurer's Guide
|
Daylight
|
|
3rd
|
Evocation
|
Arcane, Divine, Nature
|
Fill an area with magical daylight.
|
Adventurer's Guide
|
Death Ward
|
|
4th
|
Abjuration
|
Divine, Protection
|
Grant a creature a one-time escape from death.
|
Adventurer's Guide
|
Detect Evil and Good
|
|
1st
|
Divination
|
Divine, Senses
|
Sense the presence and nature of otherworldly influences.
|
Adventurer's Guide
|
Detect Magic
|
r
|
1st
|
Divination
|
Arcane, Divine, Nature, Senses
|
Sense the presence and school of magical auras.
|
Adventurer's Guide
|
Detect Poison and Disease
|
r
|
1st
|
Divination
|
Divine, Nature, Senses
|
Sense the presence and identify poisons and diseases.
|
Adventurer's Guide
|
Dispel Evil and Good
|
|
5th
|
Abjuration
|
Divine, Protection
|
Gain protection from otherworldly foes and abilities to combat them.
|
Adventurer's Guide
|
Dispel Magic
|
|
3rd
|
Abjuration
|
Arcane, Negation, Protection, Utility
|
End ongoing magical effects.
|
Adventurer's Guide
|
Divination
|
r
|
4th
|
Divination
|
Communication, Divine, Knowledge, Time
|
Ask a higher power about the future.
|
Adventurer's Guide
|
Divine Word
|
|
7th
|
Evocation
|
Affliction, Divine
|
Hamper and possibly destroy otherworldly foes.
|
Adventurer's Guide
|
Draining Nova
|
|
4th
|
Necromancy
|
Affliction, Healing, Necrotic
|
Heal 1d8 hit points for each level of fatigue you inflict.
|
Gate Pass Gazette
|
Earthquake
|
|
8th
|
Evocation
|
Earth, Terrain
|
Shake the ground to damage creatures and structures.
|
Adventurer's Guide
|