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Spells

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Name Ritual Level Sort descending Classical Spell School Spell Schools Summary Source
Altered Strike Cantrip Transmutation Enhancement, Transformation, Unarmed, Weaponry Briefly transform your weapon or fist into another material and strike with it. Adventurer's Guide
Acid Splash Cantrip Conjuration Acid, Arcane Conjure a localized bubble of acid that splashes over creatures. Adventurer's Guide
Shocking Grasp Cantrip Evocation Affliction, Arcane, Attack, Lightning Deal lightning damage to a creature within reach. Adventurer's Guide
Spare the Dying Cantrip Necromancy Divine, Healing Stabilize a dying creature with a jolt of healing energy. Adventurer's Guide
Resistance Cantrip Abjuration Nature, Protection Give a creature a bonus against one saving throw. Adventurer's Guide
Ray of Frost Cantrip Evocation Arcane, Cold, Movement Shoot a ray of cold damage that slows a creature. Adventurer's Guide
Produce Flame Cantrip Conjuration Attack, Fire, Nature, Utility Create a fierce flame for utility or attack. Adventurer's Guide
Prestidigitation Cantrip Transmutation Arcane, Utility Perform various minor magical tricks. Adventurer's Guide
Message Cantrip Transmutation Arcane, Communication Send short messages to other creatures. Adventurer's Guide
Mending Cantrip Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Adventurer's Guide
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. 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
Fire Bolt Cantrip Evocation Arcane, Fire Shoot a flame at a creature to deal fire damage. Adventurer's Guide
Dancing Lights Cantrip Evocation Arcane, Utility Create up to four floating, magical lights. Adventurer's Guide
Chill Touch Cantrip Necromancy Affliction, Arcane, Attack, Necrotic Attack with the chill of the grave, injuring and preventing healing. Adventurer's Guide
Calculate Cantrip Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. Adventurer's Guide
Arcane Muscles Cantrip Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Adventurer's Guide
Mage Hand Cantrip Conjuration Arcane, Utility Conjure a hand to manipulate small objects. Adventurer's Guide
Fog Cloud 1st Conjuration Arcane, Obscurement, Weather Create an area of fog. Adventurer's Guide
Grease 1st Conjuration Arcane, Earth Coat an area in grease, making it hard to move through. Adventurer's Guide
Force Punch 1st Evocation Attack, Force, Unarmed Use a blast of magic to punch a creature. Adventurer's Guide
Identify
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1st Divination Arcane, Knowledge Divine the nature of an enchanted item. Adventurer's Guide
Jump 1st Transmutation Enhancement, Movement Imbue a creature with astonish leaping abilities. Adventurer's Guide
Longstrider 1st Transmutation Movement, Utility Increase a creature’s walking speed. Adventurer's Guide
Purify Food and Drink
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1st Transmutation Divine, Nature, Negation Cleanse food and drink of poisons and disease. 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
Thunderwave 1st Evocation Arcane, Nature, Thunder Unleash a wave of thunderous force that damages creatures and pushes them back. Adventurer's Guide
Disguise Self 1st Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid. 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
Detect Magic
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1st Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras. Adventurer's Guide
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. 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
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
Burning Hands 1st Evocation Arcane, Fire Shoot forth a sheet of flames from your hands, damaging creatures in a cone. Adventurer's Guide
Alarm
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1st Abjuration Arcane, Protection, Scrying, Utility Set a magical warning against intrusion. 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
Feather Fall 1st Transmutation Arcane, Protection Reduce or eliminate damage from falling. Adventurer's Guide
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide
Invigorated Strikes 2nd Transmutation Attack, Enhancement, Unarmed Increase the damage dealt by a creature’s unarmed strikes and natural weapons. Adventurer's Guide
Invisibility 2nd Illusion Arcane, Obscurement, Shadow Render a creature invisible so long as it does not attack or cast spells. Adventurer's Guide
Lesser Restoration 2nd Abjuration Divine, Good, Healing Remove one affliction from a creature. Adventurer's Guide
Magic Weapon 2nd Transmutation Arcane, Enhancement, Transformation, Weaponry Imbue a weapon with magic, making it more powerful. Adventurer's Guide
Misty Step 2nd Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist. 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
See Invisibility 2nd Divination Arcane, Enhancement, Senses See invisible creatures and objects. 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
Spider Climb 2nd Transmutation Arcane, Movement, Utility Give a creature the ability to walk on walls or ceilings, hands free. 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
Gust of Wind 2nd Evocation Air, Nature Create a powerful gust of wind that disperses clouds and pushes creatures. Adventurer's Guide
Arcane Lock 2nd Abjuration Arcane, Protection Make a nearly permanent magical lock. Adventurer's Guide