Name Sort ascending | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
---|---|---|---|---|---|---|
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 | |
Water Walk |
r
|
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 |
Water Breathing |
r
|
3rd | Transmutation | Arcane, Divine, Enhancement, Utility, Water | Grant up to 10 willing creatures the ability to breathe underwater for 24 hours. | 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 | |
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 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 | |
Thunderwave | 1st | Evocation | Arcane, Nature, Thunder | Unleash a wave of thunderous force that damages creatures and pushes them back. | 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 | |
Stoneskin | 4th | Abjuration | Arcane, Nature, Protection | Make a creature resistant to weapon damage. | Adventurer's Guide | |
Stone Shape | 4th | Transmutation | Nature, Transformation | Reshape stone into something beneficial, like a weapon or door. | 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 | |
Spare the Dying | Cantrip | Necromancy | Divine, Healing | Stabilize a dying creature with a jolt of healing energy. | Adventurer's Guide | |
Shocking Grasp | Cantrip | Evocation | Affliction, Arcane, Attack, Lightning | Deal lightning damage to a creature within reach. | 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 | |
See Invisibility | 2nd | Divination | Arcane, Enhancement, Senses | See invisible creatures and objects. | 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 | |
Revivify | 3rd | Necromancy | Divine, Healing | Return a creature to life who has been dead for less than a minute. | 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 | |
Rage of the Meek | 4th | Transmutation | Force, Protection | Become a fearsome arcane-empowered warrior. | Adventurer's Guide | |
Purify Food and Drink |
r
|
1st | Transmutation | Divine, Nature, Negation | Cleanse food and drink of poisons and disease. | 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 | |
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 | |
Polymorph | 4th | Transmutation | Affliction, Arcane, Beasts, Nature, Shapechanging, Transformation | Temporarily transform a creature into another creature. | Adventurer's Guide | |
Misty Step | 2nd | Conjuration | Arcane, Chaos, Movement, Teleportation | Teleport short distances in a puff of shimmering mist. | Adventurer's Guide | |
Mindshield | 4th | Abjuration | Protection, Psychic | Grant resistance to psychic damage and protection from charms and fear. | 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 | |
Magic Weapon | 2nd | Transmutation | Arcane, Enhancement, Transformation, Weaponry | Imbue a weapon with magic, making it more powerful. | Adventurer's Guide | |
Mage Hand | Cantrip | Conjuration | Arcane, Utility | Conjure a hand to manipulate small objects. | Adventurer's Guide | |
Longstrider | 1st | Transmutation | Movement, Utility | Increase a creature’s walking speed. | Adventurer's Guide | |
Locate Creature | 4th | Divination | Arcane, Beasts, Knowledge, Plants | Know the whereabouts of a specific, nearby creature. | Adventurer's Guide | |
Lightning Bolt | 3rd | Evocation | Arcane, Lightning, Nature, Storm | Shoot lighting through multiple enemies. | Adventurer's Guide | |
Light | Cantrip | Evocation | Arcane, Utility | Enchant one object to emit light. | Adventurer's Guide | |
Lesser Restoration | 2nd | Abjuration | Divine, Good, Healing | Remove one affliction from a creature. | Adventurer's Guide | |
Jump | 1st | Transmutation | Enhancement, Movement | Imbue a creature with astonish leaping abilities. | 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 | |
Invigorated Strikes | 2nd | Transmutation | Attack, Enhancement, Unarmed | Increase the damage dealt by a creature’s unarmed strikes and natural weapons. | Adventurer's Guide | |
Identify |
r
|
1st | Divination | Arcane, Knowledge | Divine the nature of an enchanted item. | 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 | |
Haste | 3rd | Transmutation | Enhancement, Time | Allow a creature to move and act more quickly. | 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 | |
Guidance | Cantrip | Divination | Divine, Knowledge | A creature you touch gains an expertise die on an ability check of its choosing. | Adventurer's Guide | |
Greater Restoration | 5th | Abjuration | Divine, Healing | Restore a creature and remove a powerful debilitating effect. | Adventurer's Guide | |
Greater Invisibility | 4th | Illusion | Arcane, Obscurement, Shadow | Turn a creature invisible even while it takes hostile actions. | Adventurer's Guide | |
Grease | 1st | Conjuration | Arcane, Earth | Coat an area in grease, making it hard to move through. | 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 |