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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Ravaging Roots 6th Evocation Arcane, Earth, Nature, Plants Roots smash stone and capture creatures. Dungeon Delver's Guide
Reckless March 2nd Transmutation Enhancement, Movement Suppress the effects of exhaustion at the cost of suffering more later. Gate Pass Gazette
Regenerate 7th Transmutation Divine, Healing, Nature Cause a creature to heal itself over time and can regrow lost limbs. Adventurer's Guide
Reincarnate 5th Transmutation Healing, Nature, Transformation Create a new body for a recently dead humanoid. Adventurer's Guide
Resistance Cantrip Abjuration Nature, Protection Give a creature a bonus against one saving throw. Adventurer's Guide
Scrying 5th Divination Arcane, Divine, Nature, Scrying Observe a creature on the same plane of existence as you. Adventurer's Guide
Seed Bomb 2nd Conjuration Nature, Weaponry Conjure 4 seeds and imbue them with a variety of explosive effects. Adventurer's Guide
Shapechange 9th Transmutation Arcane, Nature, Shapechanging Take on the form of another creature. Adventurer's Guide
Shillelagh Cantrip Transmutation Nature, Transformation, Weaponry Imbue your staff or club with magical essence. Adventurer's Guide
Sleeplessness
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3rd Enchantment Compulsion, Nature Grant a creature supernatural vigor that keeps it awake. Gate Pass Gazette
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
Speak with Animals
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1st Divination Beasts, Communication, Nature, Utility Gain the ability to talk with animals. Adventurer's Guide
Speak with Plants 3rd Transmutation Communication, Nature, Plants, Utility Awaken nearby plants, bestowing intelligence and animation. Adventurer's Guide
Spike Growth 2nd Transmutation Nature, Terrain Create damaging difficult terrain by filling an area with sharp thorns and stones. 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
Stone Shape 4th Transmutation Nature, Transformation Reshape stone into something beneficial, like a weapon or door. Adventurer's Guide
Stonesense 3rd Divination Arcane, Divine, Earth, Nature Gain a preternatural understanding of stone. Dungeon Delver's Guide
Stoneskin 4th Abjuration Arcane, Nature, Protection Make a creature resistant to weapon damage. Adventurer's Guide
Storm Kick 5th Transmutation Lightning, Movement, Thunder, Unarmed Travel across the battlefield to deliver a thunderous kick. Adventurer's Guide
Storm of Vengeance 9th Conjuration Acid, Cold, Lightning, Nature, Storm, Thunder, Weather Create a supernatural storm that rages for a minute and produces varying effects in a wide area. Adventurer's Guide
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
Sunbeam 6th Evocation Arcane, Radiant A beam of sunlight damages and blinds creatures in its path each turn. Adventurer's Guide
Sunburst 8th Evocation Arcane, Radiant A burst of radiant sunlight damages and blinds creatures caught in its area. Adventurer's Guide
Thunder Bolt 4th Evocation Arcane, Attack, Nature, Sound, Storm, Thunder Thunder deals damage and deafens. Dungeon Delver's Guide
Thunderwave 1st Evocation Arcane, Nature, Thunder Unleash a wave of thunderous force that damages creatures and pushes them back. Adventurer's Guide
Transfer Exhaustion 2nd Transmutation Affliction, Divine, Healing Transfer levels of fatigue or strife from a creature to yourself. 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
Transport via Plants 6th Conjuration Divine, Nature, Plants, Teleportation Step into one plant and out from another plant on the same plane of existence. Adventurer's Guide
Tree Stride 5th Conjuration Divine, Nature, Plants, Teleportation Step into one tree and out from another tree of the same kind within 500 feet. Adventurer's Guide
True Resurrection 9th Necromancy Divine, Healing Return to life a creature that has been dead up to 200 years without any of its remains. Adventurer's Guide
Venomous Succor 3rd Evocation Healing, Nature, Poison Deal a small amount of poison damage to restore a creature’s hit points. 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
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 Thorns 6th Conjuration Attack, Divine, Nature, Obscurement, Plants, Protection Create a thorny bush in the shape of a line or circle that prevents line of sight and deals damage. 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
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
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
Wind Walk 6th Transmutation Air, Divine, Movement, Transformation You and up to 10 willing creatures transform into gaseous forms that have a flying speed of 300 feet and resistance to nonmagical weapons. Adventurer's Guide
Wind Wall 3rd Evocation Air, Attack, Divine, Protection, Weather Create a 50-foot long wall of upwardly rushing wind that both protects and deals bludgeoning damage. 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