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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Aid 2nd Abjuration Divine, Enhancement Boost the hit points of allies. Adventurer's Guide
Altered Strike Cantrip Transmutation Enhancement, Transformation, Unarmed, Weaponry Briefly transform your weapon or fist into another material and strike with it. Adventurer's Guide
Arcane Muscles Cantrip Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Adventurer's Guide
Banishment 4th Abjuration Affliction, Planar Send a creature to another plane. Adventurer's Guide
Beautify Creature 1st Transmutation Arcane, Divine, Enhancement, Utility Grant the target an expertise die to Persuasion and Performance by beautifully grooming it. Gate Pass Gazette
Bless 1st Enchantment Divine, Enhancement Bless a number of creatures, improving their attack rolls and saving throws. Adventurer's Guide
Blood-Writ Bargain
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3rd Conjuration Evil, Good, Law, Planar, Summoning Create a pact enforced by celestials or fiends. Adventurer's Guide
Burst of Strength 1st Transmutation Enhancement, Movement, Protection Take a level of fatigue in order to break a grapple. Gate Pass Gazette
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
Ceremony
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1st Evocation Divine Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage. Adventurer's Guide
Command 1st Enchantment Compulsion, Divine Compel a creature to follow a one-word command. Adventurer's Guide
Create Food and Water 3rd Conjuration Divine, Utility Conjure food and water to sustain one or more humanoids. Adventurer's Guide
Create or Destroy Water 1st Transmutation Divine, Utility, Water Create or destroy up to 10 gallons of water. 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
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Adventurer's Guide
Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. Adventurer's Guide
Deadweight 2nd Transmutation Movement, Transformation Greatly increase the weight of an object. Adventurer's Guide
Death Ward 4th Abjuration Divine, Protection Grant a creature a one-time escape from death. Adventurer's Guide
Detect Evil and Good 1st Divination Divine, Senses Sense the presence and nature of otherworldly influences. 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
Dispel Evil and Good 5th Abjuration Divine, Protection Gain protection from otherworldly foes and abilities to combat them. Adventurer's Guide
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Divine Favor 1st Evocation Attack, Divine, Radiant, Weaponry Deal bonus radiant damage with your attacks. Adventurer's Guide
Eavesdrop 4th Divination Arcane, Divine, Law, Scrying, Senses Create a long-lasting magical sensor that transmits sounds. Gate Pass Gazette
Fatigued Bargain 1st Enchantment Compulsion, Enhancement, Psychic Suppress the effects of a creature’s fatigue and grant it an additional action at a cost. Gate Pass Gazette
Find Steed 2nd Conjuration Beasts, Divine, Summoning Summon a spirit that takes the form of a mount. Adventurer's Guide
Force of Will 2nd Abjuration Protection Reduce the damage dealt by an attack. Adventurer's Guide
Fortified Will 1st Enchantment Affliction, Divine, Protection Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws. Gate Pass Gazette
Geas 5th Enchantment Arcane, Compulsion, Divine, Law Give a creature a command with an extremely long duration. 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
Heroism 1st Enchantment Enhancement Imbue a creature with bravery and vigor. Adventurer's Guide
Identify Weapon 1st Divination Arcane, Divine, Knowledge, Law, Weaponry Learn what weapon that was used to inflict a wound. Gate Pass Gazette
Inner Solace 3rd Transmutation Enhancement Target gains 1d8 temporary hit points for each level of exhaustion and strife it suffers. Gate Pass Gazette
Leila's Devastating Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. To Save A Kingdom
Lesser Restoration 2nd Abjuration Divine, Good, Healing Remove one affliction from a creature. Adventurer's Guide
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. Adventurer's Guide
Locate Creature 4th Divination Arcane, Beasts, Knowledge, Plants Know the whereabouts of a specific, nearby creature. Adventurer's Guide
Locate Object 2nd Divination Arcane, Knowledge, Utility Know the whereabouts of a specific, nearby object. Adventurer's Guide
Magic Circle 3rd Abjuration Compulsion, Protection Create a protective cylinder of magic. Adventurer's Guide
Magic Weapon 2nd Transmutation Arcane, Enhancement, Transformation, Weaponry Imbue a weapon with magic, making it more powerful. Adventurer's Guide
Mending Cantrip Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Adventurer's Guide
Mental Grip 2nd Conjuration Affliction Conjure extensions of your own mental fortitude to keep your foes at bay. Adventurer's Guide
Message Cantrip Transmutation Arcane, Communication Send short messages to other creatures. Adventurer's Guide
Protection from Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Adventurer's Guide
Protection from Poison 2nd Abjuration Divine, Nature, Negation, Protection Protect a creature from poison, and purge any poisons from their system. 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
Raise Dead 5th Necromancy Divine, Healing Return a recently-dead creature to life. Adventurer's Guide
Reckless March 2nd Transmutation Enhancement, Movement Suppress the effects of exhaustion at the cost of suffering more later. Gate Pass Gazette
Remove Curse 3rd Abjuration Arcane, Divine, Negation Remove all curses from a creature. Adventurer's Guide