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Spells

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Name Ritual Sort ascending Level Classical Spell School Spell Schools Summary Source
Divination
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4th Divination Communication, Divine, Knowledge, Time Ask a higher power about the future. 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
Commune
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5th Divination Divine, Knowledge, Planar Reach out to beyond the realms material to answer your questions. 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
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
Unseen Servant
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1st Conjuration Arcane, Summoning, Utility Use an invisible, mindless, shapeless force to perform simple tasks. Adventurer'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
Writhing Transformation
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9th Transmutation Arcane, Evil, Transformation Permanently transform your body into a mass of wriggling worms. Adventurer's Guide
Invisible Object
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3rd Illusion Arcane, Obscurement, Shadow Turn an object invisible. Dungeon Delver's Guide
Arcane Mirror 4th Divination Arcane, Communication, Divine, Scrying, Utility Scry through a distant mirror. Dungeon Delver'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
Protection from Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Adventurer's Guide
Raise Hell 9th Transmutation Evil, Law, Terrain Transform the land around you into a blasted hellscape. 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
Remove Curse 3rd Abjuration Arcane, Divine, Negation Remove all curses from a creature. Adventurer's Guide
Calculate Cantrip Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. 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
Dancing Lights Cantrip Evocation Arcane, Utility Create up to four floating, magical lights. Adventurer's Guide
Mage Hand Cantrip Conjuration Arcane, Utility Conjure a hand to manipulate small objects. Adventurer's Guide
Prestidigitation Cantrip Transmutation Arcane, Utility Perform various minor magical tricks. 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
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
Force Punch 1st Evocation Attack, Force, Unarmed Use a blast of magic to punch a creature. 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
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. 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
Invisibility 2nd Illusion Arcane, Obscurement, Shadow Render a creature invisible so long as it does not attack or cast spells. Adventurer's Guide
Misty Step 2nd Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist. 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
Spider Climb 2nd Transmutation Arcane, Movement, Utility Give a creature the ability to walk on walls or ceilings, hands free. 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
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Fly 3rd Transmutation Arcane, Movement Grant a creature the ability to fly. Adventurer's Guide
Gaseous Form 3rd Transmutation Air, Arcane, Movement Make a creature insubstantial and able to fly. Adventurer's Guide
Glamour Cantrip Illusion Enhancement, Obscurement, Prismatic Distort light to subtly change your appearance. Gate Pass Gazette
Conjure Fey 6th Conjuration Arcane, Nature, Summoning Summon a hag, hound, or redcap. 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
Void Maw Cantrip Conjuration Attack, Evil, Shadow Create an orb of hungry shadows To Save A Kingdom
Transfer Exhaustion 2nd Transmutation Affliction, Divine, Healing Transfer levels of fatigue or strife from a creature to yourself. 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
Muddle Cantrip Enchantment Affliction, Psychic Inflict a temporary level of strife or fatigue. Gate Pass Gazette
Gate from Beyond 3rd Conjuration Arcane, Teleportation Create a short-range portal for multiple creatures in exchange for suffering strife. Gate Pass Gazette
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
Dementing Touch 5th Enchantment Affliction, Evil Plague a creature’s mind to inflict strife. Gate Pass Gazette
Consume Vigor 4th Necromancy Healing, Necrotic Deal necrotic damage and potentially reduce your own strife and fatigue. 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
Animate Painting 6th Transmutation Planar, Prismatic, Transformation, Utility Create an extraplanar space from an existing painting Gate Pass Gazette
Conjure Aberration 6th Conjuration Arcane, Divine, Planar, Summoning Conjure a hideous being. Dungeon Delver's Guide