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Spells

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Name Ritual Level Classical Spell School Sort descending Spell Schools Summary Source
Stoneskin 4th Abjuration Arcane, Nature, Protection Make a creature resistant to weapon damage. 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
Alarm
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1st Abjuration Arcane, Protection, Scrying, Utility Set a magical warning against intrusion. Adventurer's Guide
Greater Restoration 5th Abjuration Divine, Healing Restore a creature and remove a powerful debilitating effect. Adventurer's Guide
Resistance Cantrip Abjuration Nature, Protection Give a creature a bonus against one saving throw. Adventurer's Guide
Arcane Lock 2nd Abjuration Arcane, Protection Make a nearly permanent magical lock. Adventurer's Guide
Mindshield 4th Abjuration Protection, Psychic Grant resistance to psychic damage and protection from charms and fear. 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
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Freedom of Movement 4th Abjuration Divine, Movement, Protection, Water Free a creature from most constraints on its movement. 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
Misty Step 2nd Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist. Adventurer's Guide
Acid Splash Cantrip Conjuration Acid, Arcane Conjure a localized bubble of acid that splashes over creatures. Adventurer's Guide
Web 2nd Conjuration Arcane, Movement, Obscurement Conjure a 20-foot cube or 5-foot layer of sticky webbing that restrains creatures and is flammable. Adventurer's Guide
Cobra’s Spit 3rd Conjuration Attack, Poison Spit venom at a creature within 30 feet. Adventurer's Guide
Create Food and Water 3rd Conjuration Divine, Utility Conjure food and water to sustain one or more humanoids. Adventurer's Guide
Eldritch Cube 5th Conjuration Law, Psychic Summon a black, nonreflective, incorporeal cube that deals psychic damage to creatures that touch it. Adventurer's Guide
Grease 1st Conjuration Arcane, Earth Coat an area in grease, making it hard to move through. Adventurer's Guide
Fog Cloud 1st Conjuration Arcane, Obscurement, Weather Create an area of fog. Adventurer's Guide
Dimension Door 4th Conjuration Arcane, Teleportation Teleport yourself and one willing creature great distances. Adventurer's Guide
Teleportation Circle 5th Conjuration Arcane, Teleportation Draw a circle and open a shimmering portal to another location. Adventurer's Guide
Mage Hand Cantrip Conjuration Arcane, Utility Conjure a hand to manipulate small objects. Adventurer's Guide
Air Wave 1st Conjuration Air, Weaponry Cut through the air with a melee weapon to damage a creature within 30 feet. Adventurer's Guide
Produce Flame Cantrip Conjuration Attack, Fire, Nature, Utility Create a fierce flame for utility or attack. Adventurer's Guide
Comprehend Languages
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1st Divination Communication, Knowledge Use magic to better interpret languages you do not understand. Adventurer's Guide
Find Traps 2nd Divination Divine, Protection, Senses, Technological, Utility Know whether traps are present. Adventurer's Guide
See Invisibility 2nd Divination Arcane, Enhancement, Senses See invisible creatures and objects. Adventurer's Guide
Locate Creature 4th Divination Arcane, Beasts, Knowledge, Plants Know the whereabouts of a specific, nearby creature. 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
Clairvoyance 3rd Divination Arcane, Divine, Scrying Create a sensor at a distance, allowing you to see or hear through it. Adventurer's Guide
Identify
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1st Divination Arcane, Knowledge Divine the nature of an enchanted item. Adventurer's Guide
Calculate Cantrip Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. Adventurer's Guide
Detect Magic
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1st Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras. Adventurer's Guide
Detect Poison and Disease
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1st Divination Divine, Nature, Senses Sense the presence and identify poisons and diseases. Adventurer's Guide
Arcane Eye 4th Divination Arcane, Scrying Use a magical eye to invisibly scout. Adventurer's Guide
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide
Searing Equation 1st Enchantment Affliction, Law, Psychic Whisper an alien equation that injures the minds of creatures and deafens them. Adventurer's Guide
Shatter 2nd Evocation Arcane, Sound, Thunder Create a painful ringing sound that damages all creatures and objects in an area. Adventurer's Guide
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Adventurer's Guide
Wall of Stone 5th Evocation Arcane, Divine, Earth, Obscurement, Protection, Terrain, Utility Create a wall, bridge, or ramp of nonmagical stone. Adventurer's Guide
Shocking Grasp Cantrip Evocation Affliction, Arcane, Attack, Lightning Deal lightning damage to a creature within reach. Adventurer's Guide
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. Adventurer's Guide
Fireball 3rd Evocation Arcane, Fire Engulf an area in a blast of flame that deals 6d6 fire damage. Adventurer's Guide
Lightning Bolt 3rd Evocation Arcane, Lightning, Nature, Storm Shoot lighting through multiple enemies. Adventurer's Guide
Wall of Force 5th Evocation Arcane, Force, Planar, Protection, Utility Create a wall of invisible force in the shape of a hemisphere, sphere, or flat surface that is almost invulnerable. Adventurer's Guide
Fire Bolt Cantrip Evocation Arcane, Fire Shoot a flame at a creature to deal fire damage. 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
Dancing Lights Cantrip Evocation Arcane, Utility Create up to four floating, magical lights. Adventurer's Guide
Gust of Wind 2nd Evocation Air, Nature Create a powerful gust of wind that disperses clouds and pushes creatures. Adventurer's Guide