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Spells

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Name Sort ascending Ritual Level Classical Spell School Spell Schools Summary Source
Zone of Truth 2nd Enchantment Communication, Compulsion, Law Create a zone that minimizes spoken deceptions. Adventurer's Guide
Wormway
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6th Enchantment Movement, Summoning Call forth a purple worm that carries you and up to 50 creatures across a vast distance. 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
Wind Up 1st Evocation Enhancement Magically ensure that your next melee attack strikes true. 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
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
True Resurrection 9th Necromancy Divine, Healing Return to life a creature that has been dead up to 200 years without any of its remains. Adventurer's Guide
Traveler’s Ward 1st Abjuration Protection, Sound Protect a creature from pickpockets. Adventurer's Guide
Transmute Exhaustion 2nd Transmutation Affliction, Divine, Healing Turn a target’s levels of fatigue into strife or vice-versa. Gate Pass Gazette
Transfer Exhaustion 2nd Transmutation Affliction, Divine, Healing Transfer levels of fatigue or strife from a creature to yourself. 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
Tongues 3rd Divination Arcane, Communication, Divine Understand any heard language and be understood by others you speak to. Adventurer's Guide
Thaumaturgy Cantrip Transmutation Divine, Enhancement Manifest a minor magical effect to display divine power. Adventurer's Guide
Symbol 7th Abjuration Arcane, Protection Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. Adventurer's Guide
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
Storm Kick 5th Transmutation Lightning, Movement, Thunder, Unarmed Travel across the battlefield to deliver a thunderous kick. Adventurer's Guide
Stonesense 3rd Divination Arcane, Divine, Earth, Nature Gain a preternatural understanding of stone. Dungeon Delver's Guide
Stone Shape 4th Transmutation Nature, Transformation Reshape stone into something beneficial, like a weapon or door. Adventurer's Guide
Stone Sentinel 5th Transmutation Arcane, Divine, Law, Transformation Create a walking statue that enforces the law. Gate Pass Gazette
Spiritual Weapon 2nd Evocation Attack, Divine, Force Conjure a floating, incandescent weapon to attack enemies with a bonus action. Adventurer's Guide
Spirit Guardians 3rd Conjuration Divine, Necrotic, Radiant Spectral spirits surround you, damaging and slowing enemies in the area. Adventurer's Guide
Speak with Dead 3rd Necromancy Communication, Divine, Knowledge, Utility Call forth memories from a corpse, compelling it to answer questions. Adventurer's Guide
Spare the Dying Cantrip Necromancy Divine, Healing Stabilize a dying creature with a jolt of healing energy. Adventurer's Guide
Soulwrought Fists 2nd Transmutation Enhancement, Transformation, Unarmed, Weaponry Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels. Adventurer's Guide
Skeletal Hands 1st Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Dungeon Delver's Guide
Silver Shield 3rd Illusion Arcane, Divine, Law Magically conceal the identity of a shield wearer. Gate Pass Gazette
Silence
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2nd Illusion Arcane, Divine, Negation, Senses Create a bubble of magical silence. Adventurer's Guide
Shield of Faith 1st Abjuration Divine, Protection Bestow holy protection upon a creature. Adventurer's Guide
Shattering Barrage 2nd Evocation Air, Terrain Hurl orbs of jagged broken glass at up to 3 creatures. Adventurer's Guide
Sending 3rd Evocation Arcane, Communication, Divine Send a short message to another creature, no matter their location. Adventurer's Guide
Scrying 5th Divination Arcane, Divine, Nature, Scrying Observe a creature on the same plane of existence as you. Adventurer's Guide
Sanctuary 1st Abjuration Divine, Protection Guard one creature against attacks. Adventurer's Guide
Sacred Flame Cantrip Evocation Attack, Divine, Radiant Use radiant energy to scorch an enemy. 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
Resurrection 7th Necromancy Divine, Healing Return a long-dead creature to life. Adventurer's Guide
Reopen Rift 6th Conjuration Arcane, Divine, Law, Teleportation Magically follow creatures that teleported within the last 24 hours. Gate Pass Gazette
Remove Curse 3rd Abjuration Arcane, Divine, Negation Remove all curses from a creature. Adventurer's Guide
Regenerate 7th Transmutation Divine, Healing, Nature Cause a creature to heal itself over time and can regrow lost limbs. Adventurer's Guide
Reckless March 2nd Transmutation Enhancement, Movement Suppress the effects of exhaustion at the cost of suffering more later. Gate Pass Gazette
Raise Dead 5th Necromancy Divine, Healing Return a recently-dead creature to life. Adventurer's Guide
Protection from Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. 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
Prayer of Healing 2nd Evocation Divine, Good, Healing Heal up to 6 creatures during a short rest. 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
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
Planar Ally 6th Conjuration Divine, Planar, Summoning Entreat cosmic forces for assistance and summon forth an ally—for a price. 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
Muddle Cantrip Enchantment Affliction, Psychic Inflict a temporary level of strife or fatigue. Gate Pass Gazette
Metabolic Stasis 6th Transmutation Arcane, Divine, Nature Create a zone of immortality. Dungeon Delver's Guide
Mental Grip 2nd Conjuration Affliction Conjure extensions of your own mental fortitude to keep your foes at bay. Adventurer's Guide