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Spells

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Name Ritual Level Classical Spell School Sort descending Spell Schools Summary Source
Dispel Evil and Good 5th Abjuration Divine, Protection Gain protection from otherworldly foes and abilities to combat them. Adventurer's Guide
Shield of Faith 1st Abjuration Divine, Protection Bestow holy protection upon a creature. Adventurer's Guide
Symbol 7th Abjuration Arcane, Protection Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. Adventurer's Guide
Planar Binding 5th Abjuration Arcane, Compulsion, Divine, Nature, Planar, Utility Force a creature from another plane of existence to become your servant. Adventurer's Guide
Sanctuary 1st Abjuration Divine, Protection Guard one creature against attacks. Adventurer's Guide
Warding Bond 2nd Abjuration Divine, Protection Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. Adventurer's Guide
Traveler’s Ward 1st Abjuration Protection, Sound Protect a creature from pickpockets. Adventurer's Guide
Force of Will 2nd Abjuration Protection Reduce the damage dealt by an attack. Adventurer's Guide
Protection from Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Adventurer's Guide
Remove Curse 3rd Abjuration Arcane, Divine, Negation Remove all curses from a creature. Adventurer's Guide
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
Lesser Restoration 2nd Abjuration Divine, Good, Healing Remove one affliction from a creature. Adventurer's Guide
Protection from Energy 2nd Abjuration Arcane, Divine, Protection Grant a creature resistance to one damage type of your choice. Adventurer's Guide
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6th Abjuration Divine, Negation, Teleportation Protect an area against magical travel and damage certain trespassing creatures. 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
Freedom of Movement 4th Abjuration Divine, Movement, Protection, Water Free a creature from most constraints on its movement. Adventurer's Guide
Greater Restoration 5th Abjuration Divine, Healing Restore a creature and remove a powerful debilitating effect. Adventurer's Guide
Death Ward 4th Abjuration Divine, Protection Grant a creature a one-time escape from death. Adventurer's Guide
Aid 2nd Abjuration Divine, Enhancement Boost the hit points of allies. Adventurer's Guide
Holy Aura 8th Abjuration Divine, Enhancement, Protection Create a powerful aura that aids allies and hinders outsiders. Adventurer's Guide
Banishment 4th Abjuration Affliction, Planar Send a creature to another plane. Adventurer's Guide
Antimagic Zone 9th Abjuration Arcane, Divine, Negation, Planar, Protection Negate magic permanently. Dungeon Delver's Guide
Antimagic Field 8th Abjuration Arcane, Negation, Planar, Protection Negate magic within a small area. 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
Pestilence Cantrip Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. Adventurer's Guide
Spirit Guardians 3rd Conjuration Divine, Necrotic, Radiant Spectral spirits surround you, damaging and slowing enemies in the area. Adventurer's Guide
Planar Ally 6th Conjuration Divine, Planar, Summoning Entreat cosmic forces for assistance and summon forth an ally—for a price. Adventurer's Guide
Conjure Celestial 7th Conjuration Divine, Good, Summoning Summon an angelic being to your aid. Adventurer's Guide
Blood-Writ Bargain
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3rd Conjuration Evil, Good, Law, Planar, Summoning Create a pact enforced by celestials or fiends. Adventurer's Guide
Insect Plague 5th Conjuration Beasts, Nature, Summoning Summon a biting, stinging swarm of insects. Adventurer's Guide
Plane Shift 7th Conjuration Arcane, Divine, Nature, Planar, Teleportation, Utility Transport yourself and allies to another plane of existence or banish an enemy there instead. Adventurer's Guide
Word of Recall 6th Conjuration Divine, Teleportation You and up to 5 willing creatures instantly teleport to a previously designated sanctuary. Adventurer's Guide
Mental Grip 2nd Conjuration Affliction Conjure extensions of your own mental fortitude to keep your foes at bay. Adventurer's Guide
Heroes’ Feast 6th Conjuration Enhancement Create a fabulous feast that feeds and bolsters those that eat it. Adventurer's Guide
Reopen Rift 6th Conjuration Arcane, Divine, Law, Teleportation Magically follow creatures that teleported within the last 24 hours. Gate Pass Gazette
Gate 9th Conjuration Arcane, Planar Create a portal to another plane. Adventurer's Guide
Create Food and Water 3rd Conjuration Divine, Utility Conjure food and water to sustain one or more humanoids. Adventurer's Guide
Legend Lore 5th Divination Arcane, Communication, Knowledge, Time Magically obtain knowledge about a creature or topic. Adventurer's Guide
Locate Creature 4th Divination Arcane, Beasts, Knowledge, Plants Know the whereabouts of a specific, nearby creature. Adventurer's Guide
True Seeing 6th Divination Arcane, Divine, Senses Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane. Adventurer's Guide
Eavesdrop 4th Divination Arcane, Divine, Law, Scrying, Senses Create a long-lasting magical sensor that transmits sounds. Gate Pass Gazette
Chef's Plate 1st Divination Arcane, Divine, Protection, Utility Learn how to prepare targeted food or drink. Gate Pass Gazette
Trace Magic Aura 3rd Divination Arcane, Divine, Law, Senses Discover what spells were cast within the last few hours. Gate Pass Gazette
Stonesense 3rd Divination Arcane, Divine, Earth, Nature Gain a preternatural understanding of stone. Dungeon Delver'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
Find the Path 6th Divination Divine, Nature, Terrain Know the way to a location of your choice. Adventurer's Guide
Guidance Cantrip Divination Divine, Knowledge A creature you touch gains an expertise die on an ability check of its choosing. Adventurer's Guide
Augury 2nd Divination Communication, Divine, Scrying, Time Consult fate. Adventurer's Guide
Identify Weapon 1st Divination Arcane, Divine, Knowledge, Law, Weaponry Learn what weapon that was used to inflict a wound. Gate Pass Gazette