Name Sort ascending | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Wormway |
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6th | Enchantment | Movement, Summoning | Call forth a purple worm that carries you and up to 50 creatures across a vast distance. | Adventurer's Guide |
Wish | 9th | Conjuration | Arcane | Duplicate any other spell regardless of requirements, choose from a list of other effects, or create your own—be careful. | Adventurer's Guide | |
Wind Up | 1st | Evocation | Enhancement | Magically ensure that your next melee attack strikes true. | 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 | |
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 |
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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 |
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 |
Warrior’s Instincts | 5th | Divination | Enhancement, Protection, Senses | Sharpen your senses to anticipate incoming attacks and find weaknesses in the defenses of your foes. | 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 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 | |
Void Maw | Cantrip | Conjuration | Attack, Evil, Shadow | Create an orb of hungry shadows | To Save A Kingdom | |
Unholy Star | 7th | Conjuration | Fire, Necrotic | Explode a meteor ripped from the sky into 4 fiery chunks that rain down fiery unholy energies. | Adventurer's Guide | |
True Strike | Cantrip | Divination | Arcane, Attack, Enhancement | Gain advantage on attacks against a single creature. | Adventurer's Guide | |
True Seeing | 6th | Divination | Arcane, Divine, Senses | Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane. | Adventurer's Guide | |
Tongues | 3rd | Divination | Arcane, Communication, Divine | Understand any heard language and be understood by others you speak to. | Adventurer's Guide | |
Time Stop | 9th | Transmutation | Arcane, Time | Stop time and take extra turns. | 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 | |
Thunder Bolt | 4th | Evocation | Arcane, Attack, Nature, Sound, Storm, Thunder | Thunder deals damage and deafens. | Dungeon Delver's Guide | |
Teleportation Circle | 5th | Conjuration | Arcane, Teleportation | Draw a circle and open a shimmering portal to another location. | Adventurer's Guide | |
Teleport |
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7th | Conjuration | Arcane, Teleportation | Teleport one or more creatures instantly across vast distances. | Adventurer's Guide |
Telekinesis | 5th | Transmutation | Arcane, Movement | Use the power of thought to move a creature or object. | Adventurer's Guide | |
Sunburst | 8th | Evocation | Arcane, Radiant | A burst of radiant sunlight damages and blinds creatures caught in its area. | Adventurer's Guide | |
Sunbeam | 6th | Evocation | Arcane, Radiant | A beam of sunlight damages and blinds creatures in its path each turn. | Adventurer's Guide | |
Suggestion | 2nd | Enchantment | Arcane, Compulsion | Magically influence a creature, compelling it to follow a simple suggestion. | 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 | |
Stonesense | 3rd | Divination | Arcane, Divine, Earth, Nature | Gain a preternatural understanding of stone. | Dungeon Delver's Guide | |
Stinking Cloud | 3rd | Conjuration | Arcane, Poison | Make a thick, noxious cloud that leaves foes retching and unable to act. | Adventurer's Guide | |
Sporesight | 7th | Evocation | Nature, Obscurement, Senses | Create a 50-foot radius cloud of spores that allow you to see everything in the 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 | |
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 | |
Slow | 3rd | Transmutation | Arcane, Movement, Negation, Time | Slow time for 6 creatures, making them sluggish and vulnerable. | Adventurer's Guide | |
Sleet Storm | 2nd | Conjuration | Cold, Nature, Terrain, Weather | Conjure a magical storm of freezing rain and sleet that hampers creatures caught in it. | Adventurer's Guide | |
Sleep | 1st | Enchantment | Arcane, Compulsion | Cause enemies to fall into a magical slumber. | Adventurer's Guide | |
Skeletal Hands | 1st | Necromancy | Arcane, Divine, Necrotic | Skeletal hands grab at targets. | Dungeon Delver's Guide | |
Silent Image | 1st | Illusion | Arcane, Senses | Create an illusion that can move but has no other sensory details. | Adventurer's Guide | |
Shocking Grasp | Cantrip | Evocation | Affliction, Arcane, Attack, Lightning | Deal lightning damage to a creature within reach. | Adventurer's Guide | |
Shield | 1st | Abjuration | Arcane, Protection | Create a temporary barrier of arcane energy around yourself. | Adventurer's Guide | |
Shattering Barrage | 2nd | Evocation | Air, Terrain | Hurl orbs of jagged broken glass at up to 3 creatures. | 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 | |
Seeming | 5th | Illusion | Arcane, Obscurement, Utility | Craft an illusory appearance for as many creatures as you choose. | Adventurer's Guide | |
See Invisibility | 2nd | Divination | Arcane, Enhancement, Senses | See invisible creatures and objects. | Adventurer's Guide | |
Scorching Ray | 2nd | Evocation | Arcane, Attack, Fire | Shoot rays of fire damage able to target multiple creatures. | Adventurer's Guide | |
Reverse Gravity | 7th | Transmutation | Arcane | Reverse the gravity of a specific area. | Adventurer's Guide | |
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 | |
Ray of Frost | Cantrip | Evocation | Arcane, Cold, Movement | Shoot a ray of cold damage that slows a creature. | Adventurer's Guide | |
Ravaging Roots | 6th | Evocation | Arcane, Earth, Nature, Plants | Roots smash stone and capture creatures. | Dungeon Delver's Guide | |
Protection from Energy | 2nd | Abjuration | Arcane, Divine, Protection | Grant a creature resistance to one damage type of your choice. | Adventurer's Guide | |
Prismatic Spray | 7th | Evocation | Arcane, Prismatic | Unleash a kaleidoscopic cone of energy that deals various types of damage and harmful effects. | Adventurer's Guide | |
Prismatic Mess | 5th | Evocation | Arcane, Prismatic | Unleash a disorderly burst of colorful energy that deals various types of damage and harmful effects | Gate Pass Gazette |