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Spells

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Name Ritual Level Sort ascending Classical Spell School Spell Schools Summary Source
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
Wall of Stone 5th Evocation Arcane, Divine, Earth, Obscurement, Protection, Terrain, Utility Create a wall, bridge, or ramp of nonmagical stone. Adventurer's Guide
Teleportation Circle 5th Conjuration Arcane, Teleportation Draw a circle and open a shimmering portal to another location. Adventurer's Guide
Storm Kick 5th Transmutation Lightning, Movement, Thunder, Unarmed Travel across the battlefield to deliver a thunderous kick. Adventurer's Guide
Greater Restoration 5th Abjuration Divine, Healing Restore a creature and remove a powerful debilitating effect. 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
Creation 5th Illusion Arcane, Shadow Create from shadow-stuff a physical object no larger than a 5-foot cube. Adventurer's Guide
Animate Objects 5th Transmutation Arcane, Transformation, Weaponry Create constructs to smite foes. Adventurer's Guide
Stone Shape 4th Transmutation Nature, Transformation Reshape stone into something beneficial, like a weapon or door. Adventurer's Guide
Arcane Eye 4th Divination Arcane, Scrying Use a magical eye to invisibly scout. Adventurer's Guide
Dimension Door 4th Conjuration Arcane, Teleportation Teleport yourself and one willing creature great distances. Adventurer's Guide
Fabricate 4th Transmutation Arcane, Transformation Magically transform raw materials into finished items. Adventurer's Guide
Freedom of Movement 4th Abjuration Divine, Movement, Protection, Water Free a creature from most constraints on its movement. Adventurer's Guide
Greater Invisibility 4th Illusion Arcane, Obscurement, Shadow Turn a creature invisible even while it takes hostile actions. Adventurer's Guide
Locate Creature 4th Divination Arcane, Beasts, Knowledge, Plants Know the whereabouts of a specific, nearby creature. Adventurer's Guide
Stoneskin 4th Abjuration Arcane, Nature, Protection Make a creature resistant to weapon damage. Adventurer's Guide
Mindshield 4th Abjuration Protection, Psychic Grant resistance to psychic damage and protection from charms and fear. Adventurer's Guide
Polymorph 4th Transmutation Affliction, Arcane, Beasts, Nature, Shapechanging, Transformation Temporarily transform a creature into another creature. Adventurer's Guide
Rage of the Meek 4th Transmutation Force, Protection Become a fearsome arcane-empowered warrior. Adventurer's Guide
Wall of Fire 4th Evocation Arcane, Attack, Divine, Fire, Protection Create a wall of fire in the shape of a line or circle that both obscures sight and deals fire damage. Adventurer's Guide
Create Food and Water 3rd Conjuration Divine, Utility Conjure food and water to sustain one or more humanoids. Adventurer's Guide
Fireball 3rd Evocation Arcane, Fire Engulf an area in a blast of flame that deals 6d6 fire damage. Adventurer's Guide
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Water Walk
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3rd Transmutation Arcane, Divine, Enhancement, Movement, Utility, Water Grant up to 10 willing creatures the ability to walk on liquid surfaces as if they were solid ground for 1 hour. 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
Cobra’s Spit 3rd Conjuration Attack, Poison Spit venom at a creature within 30 feet. 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
Blink 3rd Transmutation Arcane, Planar, Protection Have a 50% chance of vanishing each turn to avoid being harmed. Adventurer's Guide
Gaseous Form 3rd Transmutation Air, Arcane, Movement Make a creature insubstantial and able to fly. 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
Haste 3rd Transmutation Enhancement, Time Allow a creature to move and act more quickly. Adventurer's Guide
Lightning Bolt 3rd Evocation Arcane, Lightning, Nature, Storm Shoot lighting through multiple enemies. 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
Water Breathing
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3rd Transmutation Arcane, Divine, Enhancement, Utility, Water Grant up to 10 willing creatures the ability to breathe underwater for 24 hours. Adventurer's Guide
Fly 3rd Transmutation Arcane, Movement Grant a creature the ability to fly. 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
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide
Heat Metal 2nd Transmutation Affliction, Fire, Nature Make a metallic object too hot to touch. Adventurer's Guide
Arcane Lock 2nd Abjuration Arcane, Protection Make a nearly permanent magical lock. Adventurer's Guide
Blur 2nd Illusion Arcane, Protection, Senses Cloak yourself in distortion, imposing disadvantage on attacks against you. Adventurer's Guide
Continual Flame 2nd Evocation Arcane, Divine, Fire Create a torch-like flame that can’t be extinguished. Adventurer's Guide