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Spells

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Name Ritual Level Classical Spell School Sort descending Spell Schools Summary Source
Banishment 4th Abjuration Affliction, Planar Send a creature to another plane. Adventurer's Guide
Counterspell 3rd Abjuration Arcane, Negation Interrupt another spellcaster as they cast a spell. Adventurer's Guide
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
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
Imprisonment 9th Abjuration Affliction, Arcane Imprison a creature with one of several powerful binding effects. Adventurer's Guide
Remove Curse 3rd Abjuration Arcane, Divine, Negation Remove all curses from a creature. Adventurer's Guide
Protection from Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Adventurer's Guide
Magic Circle 3rd Abjuration Compulsion, Protection Create a protective cylinder of magic. Adventurer's Guide
Poison Skin 3rd Abjuration Nature, Poison, Protection Make a creature brightly colored and poisonous to the touch. Adventurer's Guide
Conjure Fey 6th Conjuration Arcane, Nature, Summoning Summon a hag, hound, or redcap. 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
Demiplane 8th Conjuration Arcane, Planar Create a doorway to a dimension you create. Adventurer's Guide
Void Maw Cantrip Conjuration Attack, Evil, Shadow Create an orb of hungry shadows To Save A Kingdom
Gate from Beyond 3rd Conjuration Arcane, Teleportation Create a short-range portal for multiple creatures in exchange for suffering strife. Gate Pass Gazette
Conjure Aberration 6th Conjuration Arcane, Divine, Planar, Summoning Conjure a hideous being. Dungeon Delver's Guide
Convenient Retrieval Cantrip Conjuration Arcane, Utility Instantly retrieve an item from a container. Gate Pass Gazette
Eldritch Cube 5th Conjuration Law, Psychic Summon a black, nonreflective, incorporeal cube that deals psychic damage to creatures that touch it. Adventurer's Guide
Dimension Door 4th Conjuration Arcane, Teleportation Teleport yourself and one willing creature great distances. Adventurer's Guide
Misty Step 2nd Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist. Adventurer's Guide
Infernal Weapon 6th Conjuration Attack, Cold, Evil, Fire Summon a weapon from Hell. Adventurer's Guide
Air Wave 1st Conjuration Air, Weaponry Cut through the air with a melee weapon to damage a creature within 30 feet. Adventurer's Guide
Mage Hand Cantrip Conjuration Arcane, Utility Conjure a hand to manipulate small objects. Adventurer's Guide
Pestilence Cantrip Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. Adventurer's Guide
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
Plane Shift 7th Conjuration Arcane, Divine, Nature, Planar, Teleportation, Utility Transport yourself and allies to another plane of existence or banish an enemy there instead. Adventurer's Guide
Mental Grip 2nd Conjuration Affliction Conjure extensions of your own mental fortitude to keep your foes at bay. Adventurer's Guide
Unseen Servant
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1st Conjuration Arcane, Summoning, Utility Use an invisible, mindless, shapeless force to perform simple tasks. Adventurer's Guide
Planar Ally 6th Conjuration Divine, Planar, Summoning Entreat cosmic forces for assistance and summon forth an ally—for a price. Adventurer's Guide
Tongues 3rd Divination Arcane, Communication, Divine Understand any heard language and be understood by others you speak to. Adventurer's Guide
Divination
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4th Divination Communication, Divine, Knowledge, Time Ask a higher power about the future. Adventurer's Guide
Foresight 9th Divination Arcane, Senses, Time Grant preternatural awareness to a creature that makes it immune to being surprised and grants it advantage on checks. Adventurer's Guide
Commune
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5th Divination Divine, Knowledge, Planar Reach out to beyond the realms material to answer your questions. Adventurer's Guide
Commune with Nature
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5th Divination Knowledge, Nature Become one with nature to learn about the surrounding land. Adventurer's Guide
Contact Other Plane
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5th Divination Arcane, Knowledge, Planar Risk your sanity in order to question an otherworldly being. Adventurer's Guide
Magic Map 2nd Divination Arcane, Knowledge, Nature Create a map showing the route you’ve traveled. Dungeon Delver's Guide
Arcane Mirror 4th Divination Arcane, Communication, Divine, Scrying, Utility Scry through a distant mirror. Dungeon Delver's Guide
Comprehend Languages
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1st Divination Communication, Knowledge Use magic to better interpret languages you do not understand. Adventurer's Guide
Calculate Cantrip Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. Adventurer's Guide
True Strike Cantrip Divination Arcane, Attack, Enhancement Gain advantage on attacks against a single creature. Adventurer's Guide
Scrying 5th Divination Arcane, Divine, Nature, Scrying Observe a creature on the same plane of existence as you. 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
Power Word Kill 9th Enchantment Arcane, Attack Slay a creature with a single word. Adventurer's Guide
Muddle Cantrip Enchantment Affliction, Psychic Inflict a temporary level of strife or fatigue. Gate Pass Gazette
Dementing Touch 5th Enchantment Affliction, Evil Plague a creature’s mind to inflict strife. Gate Pass Gazette
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. 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
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
Hex 1st Enchantment Affliction Lay a mild curse which weakens one ability score. Other
Suggestion 2nd Enchantment Arcane, Compulsion Magically influence a creature, compelling it to follow a simple suggestion. Adventurer's Guide
Dominate Monster 8th Enchantment Arcane, Compulsion Take over the mind of a creature. Adventurer's Guide