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Spells

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Name Ritual Level Classical Spell School Sort ascending Spell Schools Summary Source
Levitate 2nd Transmutation Air, Arcane, Chaos, Movement Cause one creature or object to float. Adventurer's Guide
Haste 3rd Transmutation Enhancement, Time Allow a creature to move and act more quickly. Adventurer's Guide
Move Earth 6th Transmutation Earth, Nature, Terrain, Utility Bend the earth to create permanent changes to the terrain. Adventurer's Guide
Reverse Gravity 7th Transmutation Arcane Reverse the gravity of a specific area. Adventurer's Guide
Lemure Transformation 2nd Transmutation Transformation Melt your body into a humanoid-shaped mass of liquid flesh. Adventurer's Guide
Gaseous Form 3rd Transmutation Air, Arcane, Movement Make a creature insubstantial and able to fly. Adventurer's Guide
Fly 3rd Transmutation Arcane, Movement Grant a creature the ability to fly. 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
Whirlwind Kick 3rd Transmutation Movement, Thunder, Unarmed Unleash a spinning kick that strikes creatures in a 60-foot line and carries you across the battlefield. Adventurer's Guide
Polymorph 4th Transmutation Affliction, Arcane, Beasts, Nature, Shapechanging, Transformation Temporarily transform a creature into another creature. Adventurer's Guide
Animate Objects 5th Transmutation Arcane, Transformation, Weaponry Create constructs to smite foes. Adventurer's Guide
Blink 3rd Transmutation Arcane, Planar, Protection Have a 50% chance of vanishing each turn to avoid being harmed. Adventurer's Guide
Time Stop 9th Transmutation Arcane, Time Stop time and take extra turns. 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
Storm Kick 5th Transmutation Lightning, Movement, Thunder, Unarmed Travel across the battlefield to deliver a thunderous kick. Adventurer's Guide
Telekinesis 5th Transmutation Arcane, Movement Use the power of thought to move a creature or object. 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
Soulwrought Fists 2nd Transmutation Enhancement, Transformation, Unarmed, Weaponry Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels. Adventurer's Guide
Arcane Muscles Cantrip Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Adventurer's Guide
Slow 3rd Transmutation Arcane, Movement, Negation, Time Slow time for 6 creatures, making them sluggish and vulnerable. Adventurer's Guide
Knock 2nd Transmutation Utility Open a locked object. 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
Abstraction 2nd Transmutation Affliction, Prismatic, Transformation Hamper a creature’s reactions by transforming it into a simplistic version of itself. Gate Pass Gazette
Mending Cantrip Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Adventurer's Guide
Message Cantrip Transmutation Arcane, Communication Send short messages to other creatures. Adventurer's Guide
Prestidigitation Cantrip Transmutation Arcane, Utility Perform various minor magical tricks. Adventurer's Guide
Animate Painting 6th Transmutation Planar, Prismatic, Transformation, Utility Create an extraplanar space from an existing painting Gate Pass Gazette
Resplendent Refraction 4th Transmutation Prismatic, Protection, Radiant Cause a creature’s skin to become reflective, enabling it to shoot beams of fire Gate Pass Gazette
Burst of Strength 1st Transmutation Enhancement, Movement, Protection Take a level of fatigue in order to break a grapple. Gate Pass Gazette
Deadweight 2nd Transmutation Movement, Transformation Greatly increase the weight of an object. Adventurer's Guide
Darkvision 2nd Transmutation Arcane, Nature, Senses Grant a creature the ability to see in the dark. Adventurer's Guide
Jump 1st Transmutation Enhancement, Movement Imbue a creature with astonish leaping abilities. Adventurer's Guide
Alter Self 2nd Transmutation Arcane, Movement, Shapechanging, Weaponry Use magic to warp your body. Adventurer's Guide
Enlarge/Reduce 2nd Transmutation Affliction, Arcane, Enhancement, Transformation Increase or decrease a creature’s size. Adventurer's Guide
Feather Fall 1st Transmutation Arcane, Protection Reduce or eliminate damage from falling. 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
Etherealness 7th Transmutation Movement, Obscurement, Planar Enter the border of the Ethereal Plane. Adventurer's Guide
Enrage Architecture 7th Transmutation Earth, Terrain Animate a building and make it lash out at its inhabitants and surroundings. Adventurer's Guide
Disintegrate 6th Transmutation Arcane, Attack, Transformation Use a magical ray to disintegrate a creature or object. Adventurer's Guide
Expeditious Retreat 1st Transmutation Arcane, Movement Move much faster than normal. 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
Circle of Death 6th Necromancy Necrotic Suck the life force from an area, dealing necrotic damage in a large sphere. Adventurer's Guide
Inescapable Malady 7th Necromancy Affliction Infect a creature with an arcane disease. Adventurer's Guide
Blight 4th Necromancy Arcane, Nature, Necrotic, Plants Attack a creature by drawing the moisture from it, harming most and devastating plants. Adventurer's Guide
Enervating Light 4th Necromancy Affliction, Undead Inflict fatigue on a creature to heal undead creatures. Gate Pass Gazette
Draining Nova 4th Necromancy Affliction, Healing, Necrotic Heal 1d8 hit points for each level of fatigue you inflict. Gate Pass Gazette
Blindness/Deafness 2nd Necromancy Affliction, Arcane, Divine, Senses Strike a creature blind or deaf. Adventurer's Guide
False Life 1st Necromancy Arcane, Enhancement Gain temporary hit points. Adventurer's Guide
Eyebite 6th Necromancy Affliction, Arcane, Fear Use a gaze attack to curse creatures. Adventurer's Guide
Finger of Death 7th Necromancy Arcane, Necrotic, Undead Wrack a creature with negative energy that deals 7d8+30 necrotic damage. Adventurer's Guide