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Spells

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Name Ritual Sort ascending Level Classical Spell School Spell Schools Summary Source
Blood-Writ Bargain
r
3rd Conjuration Evil, Good, Law, Planar, Summoning Create a pact enforced by celestials or fiends. 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
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
Detect Poison and Disease
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1st Divination Divine, Nature, Senses Sense the presence and identify poisons and diseases. 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
Magic Weapon 2nd Transmutation Arcane, Enhancement, Transformation, Weaponry Imbue a weapon with magic, making it more powerful. Adventurer's Guide
Silver Shield 3rd Illusion Arcane, Divine, Law Magically conceal the identity of a shield wearer. Gate Pass Gazette
Eavesdrop 4th Divination Arcane, Divine, Law, Scrying, Senses Create a long-lasting magical sensor that transmits sounds. Gate Pass Gazette
Reopen Rift 6th Conjuration Arcane, Divine, Law, Teleportation Magically follow creatures that teleported within the last 24 hours. Gate Pass Gazette
Identify Weapon 1st Divination Arcane, Divine, Knowledge, Law, Weaponry Learn what weapon that was used to inflict a wound. Gate Pass Gazette
Locate Creature 4th Divination Arcane, Beasts, Knowledge, Plants Know the whereabouts of a specific, nearby creature. 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
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Create Food and Water 3rd Conjuration Divine, Utility Conjure food and water to sustain one or more humanoids. 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
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
Lesser Restoration 2nd Abjuration Divine, Good, Healing Remove one affliction from a creature. Adventurer's Guide
Deadweight 2nd Transmutation Movement, Transformation Greatly increase the weight of an object. Adventurer's Guide
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Adventurer's Guide
Stone Sentinel 5th Transmutation Arcane, Divine, Law, Transformation Create a walking statue that enforces the law. Gate Pass Gazette
Resistance Cantrip Abjuration Nature, Protection Give a creature a bonus against one saving throw. Adventurer's Guide
Stonesense 3rd Divination Arcane, Divine, Earth, Nature Gain a preternatural understanding of stone. Dungeon Delver's Guide
Burst of Strength 1st Transmutation Enhancement, Movement, Protection Take a level of fatigue in order to break a grapple. 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
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
Inner Solace 3rd Transmutation Enhancement Target gains 1d8 temporary hit points for each level of exhaustion and strife it suffers. Gate Pass Gazette
Reckless March 2nd Transmutation Enhancement, Movement Suppress the effects of exhaustion at the cost of suffering more later. Gate Pass Gazette
Sufferer's Pact 3rd Evocation Divine, Force, Healing Deal force damage to a creature in order to grant it temporary hit points. Gate Pass Gazette
Transmute Exhaustion 2nd Transmutation Affliction, Divine, Healing Turn a target’s levels of fatigue into strife or vice-versa. Gate Pass Gazette
Transfer Exhaustion 2nd Transmutation Affliction, Divine, Healing Transfer levels of fatigue or strife from a creature to yourself. Gate Pass Gazette
Sufferer's Strike 2nd Evocation Affliction, Attack, Divine, Force Deal 2d8 force damage and an additional 1d8 for every level of fatigue and strife you have. Gate Pass Gazette
Leila's Devastating Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. To Save A Kingdom
Trace Magic Aura 3rd Divination Arcane, Divine, Law, Senses Discover what spells were cast within the last few hours. Gate Pass Gazette
Spellbound Oath 6th Enchantment Arcane, Compulsion Bind two creatures in an arcane agreement Gate Pass Gazette
Aid 2nd Abjuration Divine, Enhancement Boost the hit points of allies. Adventurer's Guide
Divine Favor 1st Evocation Attack, Divine, Radiant, Weaponry Deal bonus radiant damage with your attacks. Adventurer's Guide
Thaumaturgy Cantrip Transmutation Divine, Enhancement Manifest a minor magical effect to display divine power. Adventurer's Guide
Shield of Faith 1st Abjuration Divine, Protection Bestow holy protection upon a creature. 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
Raise Dead 5th Necromancy Divine, Healing Return a recently-dead creature to life. Adventurer's Guide
Magic Circle 3rd Abjuration Compulsion, Protection Create a protective cylinder of magic. Adventurer's Guide
Mental Grip 2nd Conjuration Affliction Conjure extensions of your own mental fortitude to keep your foes at bay. Adventurer's Guide
Geas 5th Enchantment Arcane, Compulsion, Divine, Law Give a creature a command with an extremely long duration. Adventurer's Guide
Dispel Evil and Good 5th Abjuration Divine, Protection Gain protection from otherworldly foes and abilities to combat them. Adventurer's Guide
Wind Up 1st Evocation Enhancement Magically ensure that your next melee attack strikes true. Adventurer's Guide
Find Steed 2nd Conjuration Beasts, Divine, Summoning Summon a spirit that takes the form of a mount. Adventurer's Guide
Create or Destroy Water 1st Transmutation Divine, Utility, Water Create or destroy up to 10 gallons of water. Adventurer's Guide
Death Ward 4th Abjuration Divine, Protection Grant a creature a one-time escape from death. Adventurer's Guide
Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. Adventurer's Guide
Command 1st Enchantment Compulsion, Divine Compel a creature to follow a one-word command. Adventurer's Guide