Greater Restoration
|
|
5th
|
Abjuration
|
Divine, Healing
|
Restore a creature and remove a powerful debilitating effect.
|
Adventurer's Guide
|
Corpse Explosion
|
|
1st
|
Evocation
|
Poison, Thunder
|
Make a corpse explode in a poisonous cloud.
|
Adventurer's Guide
|
Zone of Truth
|
|
2nd
|
Enchantment
|
Communication, Compulsion, Law
|
Create a zone that minimizes spoken deceptions.
|
Adventurer's Guide
|
Earthquake
|
|
8th
|
Evocation
|
Earth, Terrain
|
Shake the ground to damage creatures and structures.
|
Adventurer's Guide
|
Find the Path
|
|
6th
|
Divination
|
Divine, Nature, Terrain
|
Know the way to a location of your choice.
|
Adventurer's Guide
|
Flame Strike
|
|
5th
|
Evocation
|
Divine, Fire
|
Call forth divine flames that descend from on high.
|
Adventurer's Guide
|
Force of Will
|
|
2nd
|
Abjuration
|
Protection
|
Reduce the damage dealt by an attack.
|
Adventurer's Guide
|
Insect Plague
|
|
5th
|
Conjuration
|
Beasts, Nature, Summoning
|
Summon a biting, stinging swarm of insects.
|
Adventurer's Guide
|
Locate Object
|
|
2nd
|
Divination
|
Arcane, Knowledge, Utility
|
Know the whereabouts of a specific, nearby object.
|
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
|
Protection from Evil and Good
|
|
1st
|
Abjuration
|
Arcane, Divine, Protection
|
Protect a creature from certain creature types.
|
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
|
Remove Curse
|
|
3rd
|
Abjuration
|
Arcane, Divine, Negation
|
Remove all curses from a creature.
|
Adventurer's Guide
|
Arcane Muscles
|
|
Cantrip
|
Transmutation
|
Arcane, Enhancement, Transformation, Unarmed
|
Bulk your muscles to deliver lethal unarmed strikes.
|
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
|
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
|
Spare the Dying
|
|
Cantrip
|
Necromancy
|
Divine, Healing
|
Stabilize a dying creature with a jolt of healing energy.
|
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
|
Cure Wounds
|
|
1st
|
Evocation
|
Divine, Healing, Nature
|
Heal hit points equal to 1d8 + your spellcasting ability modifier.
|
Adventurer's Guide
|
Continual Flame
|
|
2nd
|
Evocation
|
Arcane, Divine, Fire
|
Create a torch-like flame that can’t be extinguished.
|
Adventurer's Guide
|
Enhance Ability
|
|
2nd
|
Transmutation
|
Enhancement
|
Increase the effectiveness of one ability score for a creature.
|
Adventurer's Guide
|
Find Traps
|
|
2nd
|
Divination
|
Divine, Protection, Senses, Technological, Utility
|
Know whether traps are present.
|
Adventurer's Guide
|
Hold Person
|
|
2nd
|
Enchantment
|
Affliction, Arcane
|
Paralyze a humanoid.
|
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
|
Clairvoyance
|
|
3rd
|
Divination
|
Arcane, Divine, Scrying
|
Create a sensor at a distance, allowing you to see or hear through it.
|
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
|
Create Food and Water
|
|
3rd
|
Conjuration
|
Divine, Utility
|
Conjure food and water to sustain one or more humanoids.
|
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
|
Revivify
|
|
3rd
|
Necromancy
|
Divine, Healing
|
Return a creature to life who has been dead for less than a minute.
|
Adventurer's Guide
|
Freedom of Movement
|
|
4th
|
Abjuration
|
Divine, Movement, Protection, Water
|
Free a creature from most constraints on its movement.
|
Adventurer's Guide
|
Locate Creature
|
|
4th
|
Divination
|
Arcane, Beasts, Knowledge, Plants
|
Know the whereabouts of a specific, nearby creature.
|
Adventurer's Guide
|
Stone Shape
|
|
4th
|
Transmutation
|
Nature, Transformation
|
Reshape stone into something beneficial, like a weapon or door.
|
Adventurer's Guide
|
Transfer Exhaustion
|
|
2nd
|
Transmutation
|
Affliction, Divine, Healing
|
Transfer levels of fatigue or strife from a creature to yourself.
|
Gate Pass Gazette
|
Consume Vigor
|
|
4th
|
Necromancy
|
Healing, Necrotic
|
Deal necrotic damage and potentially reduce your own strife and fatigue.
|
Gate Pass Gazette
|
Draining Nova
|
|
4th
|
Necromancy
|
Affliction, Healing, Necrotic
|
Heal 1d8 hit points for each level of fatigue you inflict.
|
Gate Pass Gazette
|
Enervating Light
|
|
4th
|
Necromancy
|
Affliction, Undead
|
Inflict fatigue on a creature to heal undead creatures.
|
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
|
Inner Solace
|
|
3rd
|
Transmutation
|
Enhancement
|
Target gains 1d8 temporary hit points for each level of exhaustion and strife it suffers.
|
Gate Pass Gazette
|
Muddle
|
|
Cantrip
|
Enchantment
|
Affliction, Psychic
|
Inflict a temporary level of strife or fatigue.
|
Gate Pass Gazette
|
Reckless March
|
|
2nd
|
Transmutation
|
Enhancement, Movement
|
Suppress the effects of exhaustion at the cost of suffering more later.
|
Gate Pass Gazette
|
Transmute Exhaustion
|
|
2nd
|
Transmutation
|
Affliction, Divine, Healing
|
Turn a target’s levels of fatigue into strife or vice-versa.
|
Gate Pass Gazette
|
Legend Lore
|
|
5th
|
Divination
|
Arcane, Communication, Knowledge, Time
|
Magically obtain knowledge about a creature or topic.
|
Adventurer's Guide
|
Aid
|
|
2nd
|
Abjuration
|
Divine, Enhancement
|
Boost the hit points of allies.
|
Adventurer's Guide
|
Trace Magic Aura
|
|
3rd
|
Divination
|
Arcane, Divine, Law, Senses
|
Discover what spells were cast within the last few hours.
|
Gate Pass Gazette
|
Conjure Celestial
|
|
7th
|
Conjuration
|
Divine, Good, Summoning
|
Summon an angelic being to your aid.
|
Adventurer's Guide
|
Leila's Devastating Daylight
|
|
3rd
|
Evocation
|
Arcane, Divine, Nature
|
Fill an area with magical daylight.
|
To Save A Kingdom
|
Sufferer's Strike
|
|
2nd
|
Evocation
|
Affliction, Attack, Divine, Force
|
Deal 2d8 force damage and an additional 1d8 for every level of fatigue and strife you have.
|
Gate Pass Gazette
|