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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary
Acid Splash Cantrip Conjuration Acid, Arcane Conjure a localized bubble of acid that splashes over creatures.
Air Wave 1st Conjuration Air, Weaponry Cut through the air with a melee weapon to damage a creature within 30 feet.
Alarm
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1st Abjuration Arcane, Protection, Scrying, Utility Set a magical warning against intrusion.
Altered Strike Cantrip Transmutation Enhancement, Transformation, Unarmed, Weaponry Briefly transform your weapon or fist into another material and strike with it.
Animate Objects 5th Transmutation Arcane, Transformation, Weaponry Create constructs to smite foes.
Arcane Eye 4th Divination Arcane, Scrying Use a magical eye to invisibly scout.
Arcane Lock 2nd Abjuration Arcane, Protection Make a nearly permanent magical lock.
Arcane Muscles Cantrip Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes.
Blink 3rd Transmutation Arcane, Planar, Protection Have a 50% chance of vanishing each turn to avoid being harmed.
Blur 2nd Illusion Arcane, Protection, Senses Cloak yourself in distortion, imposing disadvantage on attacks against you.
Burning Hands 1st Evocation Arcane, Fire Shoot forth a sheet of flames from your hands, damaging creatures in a cone.
Calculate Cantrip Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation.
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.
Chill Touch Cantrip Necromancy Affliction, Arcane, Attack, Necrotic Attack with the chill of the grave, injuring and preventing healing.
Clairvoyance 3rd Divination Arcane, Divine, Scrying Create a sensor at a distance, allowing you to see or hear through it.
Cobra’s Spit 3rd Conjuration Attack, Poison Spit venom at a creature within 30 feet.
Comprehend Languages
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1st Divination Communication, Knowledge Use magic to better interpret languages you do not understand.
Continual Flame 2nd Evocation Arcane, Divine, Fire Create a torch-like flame that can’t be extinguished.
Create Food and Water 3rd Conjuration Divine, Utility Conjure food and water to sustain one or more humanoids.
Creation 5th Illusion Arcane, Shadow Create from shadow-stuff a physical object no larger than a 5-foot cube.
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.
Dancing Lights Cantrip Evocation Arcane, Utility Create up to four floating, magical lights.
Darkvision 2nd Transmutation Arcane, Nature, Senses Grant a creature the ability to see in the dark.
Deadweight 2nd Transmutation Movement, Transformation Greatly increase the weight of an object.
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.
Dimension Door 4th Conjuration Arcane, Teleportation Teleport yourself and one willing creature great distances.
Disguise Self 1st Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid.
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects.
Eldritch Cube 5th Conjuration Law, Psychic Summon a black, nonreflective, incorporeal cube that deals psychic damage to creatures that touch it.
Enhance Ability 2nd Transmutation Enhancement Increase the effectiveness of one ability score for a creature.
Enlarge/Reduce 2nd Transmutation Affliction, Arcane, Enhancement, Transformation Increase or decrease a creature’s size.
Fabricate 4th Transmutation Arcane, Transformation Magically transform raw materials into finished items.
Feather Fall 1st Transmutation Arcane, Protection Reduce or eliminate damage from falling.
Find Traps 2nd Divination Divine, Protection, Senses, Technological, Utility Know whether traps are present.
Fire Bolt Cantrip Evocation Arcane, Fire Shoot a flame at a creature to deal fire damage.
Fireball 3rd Evocation Arcane, Fire Engulf an area in a blast of flame that deals 6d6 fire damage.
Flame Blade 2nd Evocation Attack, Fire, Weaponry A blade of fire appears in your hand, allowing you to make fire attacks.
Fly 3rd Transmutation Arcane, Movement Grant a creature the ability to fly.
Fog Cloud 1st Conjuration Arcane, Obscurement, Weather Create an area of fog.
Force Punch 1st Evocation Attack, Force, Unarmed Use a blast of magic to punch a creature.
Freedom of Movement 4th Abjuration Divine, Movement, Protection, Water Free a creature from most constraints on its movement.
Gaseous Form 3rd Transmutation Air, Arcane, Movement Make a creature insubstantial and able to fly.
Glyph of Warding 3rd Abjuration Utility Create a magical trap, storing a spell or burst of harmful energy within a rune.
Grease 1st Conjuration Arcane, Earth Coat an area in grease, making it hard to move through.
Greater Invisibility 4th Illusion Arcane, Obscurement, Shadow Turn a creature invisible even while it takes hostile actions.
Greater Restoration 5th Abjuration Divine, Healing Restore a creature and remove a powerful debilitating effect.
Guidance Cantrip Divination Divine, Knowledge A creature you touch gains an expertise die on an ability check of its choosing.
Gust of Wind 2nd Evocation Air, Nature Create a powerful gust of wind that disperses clouds and pushes creatures.