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Spells

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Name Ritual Sort ascending Level Classical Spell School Spell Schools Summary Source
Air Wave 1st Conjuration Air, Weaponry Cut through the air with a melee weapon to damage a creature within 30 feet. Adventurer's Guide
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Adventurer's Guide
Disguise Self 1st Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid. Adventurer's Guide
Feather Fall 1st Transmutation Arcane, Protection Reduce or eliminate damage from falling. 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
Enhance Ability 2nd Transmutation Enhancement Increase the effectiveness of one ability score for a creature. Adventurer's Guide
Heat Metal 2nd Transmutation Affliction, Fire, Nature Make a metallic object too hot to touch. Adventurer's Guide
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. 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
Lesser Restoration 2nd Abjuration Divine, Good, Healing Remove one affliction from a creature. Adventurer's Guide
See Invisibility 2nd Divination Arcane, Enhancement, Senses See invisible creatures and objects. 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
Clairvoyance 3rd Divination Arcane, Divine, Scrying Create a sensor at a distance, allowing you to see or hear through it. Adventurer's Guide
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Glyph of Warding 3rd Abjuration Utility Create a magical trap, storing a spell or burst of harmful energy within a rune. Adventurer's Guide
Dimension Door 4th Conjuration Arcane, Teleportation Teleport yourself and one willing creature great distances. Adventurer's Guide
Freedom of Movement 4th Abjuration Divine, Movement, Protection, Water Free a creature from most constraints on its movement. Adventurer's Guide
Greater Invisibility 4th Illusion Arcane, Obscurement, Shadow Turn a creature invisible even while it takes hostile actions. Adventurer's Guide
Locate Creature 4th Divination Arcane, Beasts, Knowledge, Plants Know the whereabouts of a specific, nearby creature. 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
Greater Restoration 5th Abjuration Divine, Healing Restore a creature and remove a powerful debilitating effect. Adventurer's Guide
Teleportation Circle 5th Conjuration Arcane, Teleportation Draw a circle and open a shimmering portal to another location. Adventurer's Guide
Convenient Retrieval Cantrip Conjuration Arcane, Utility Instantly retrieve an item from a container. Gate Pass Gazette
Beautify Creature 1st Transmutation Arcane, Divine, Enhancement, Utility Grant the target an expertise die to Persuasion and Performance by beautifully grooming it. Gate Pass Gazette
Chef's Plate 1st Divination Arcane, Divine, Protection, Utility Learn how to prepare targeted food or drink. Gate Pass Gazette
Instant Window 2nd Conjuration Arcane, Utility Create a temporary window. Gate Pass Gazette
Map Marker 3rd Divination Knowledge, Utility Accurately mark your current position on a map depicting your location. Gate Pass Gazette
Awaken Portal 4th Transmutation Arcane, Divine, Protection Impart sentience to a door. Dungeon Delver's Guide
Arcane Mirror 4th Divination Arcane, Communication, Divine, Scrying, Utility Scry through a distant mirror. Dungeon Delver's Guide
Magic Map 2nd Divination Arcane, Knowledge, Nature Create a map showing the route you’ve traveled. Dungeon Delver's Guide
Thunder Bolt 4th Evocation Arcane, Attack, Nature, Sound, Storm, Thunder Thunder deals damage and deafens. Dungeon Delver's Guide
Metabolic Stasis 6th Transmutation Arcane, Divine, Nature Create a zone of immortality. Dungeon Delver's Guide
Escape 5th Conjuration Arcane, Teleportation Escape to the surface. Dungeon Delver's Guide
Forcecage 7th Evocation Arcane, Force, Planar, Teleportation Creatures in the area are trapped in an invisible cube of force. Adventurer's Guide
True Polymorph 9th Transmutation Arcane, Shapechanging, Transformation Change a creature into another creature or object, or an object into a creature. 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
Pigment Cloud 2nd Evocation Arcane, Obscurement, Prismatic Create a cloud of colorful pigment, causing affected creatures to leave a trail. Gate Pass Gazette
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
Chromatic Beam 2nd Evocation Arcane, Prismatic Refract light through a gemstone to produce a ray of the chosen energy type. Gate Pass Gazette
Glamour Cantrip Illusion Enhancement, Obscurement, Prismatic Distort light to subtly change your appearance. Gate Pass Gazette
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
Dementing Touch 5th Enchantment Affliction, Evil Plague a creature’s mind to inflict strife. Gate Pass Gazette
Fatigued Bargain 1st Enchantment Compulsion, Enhancement, Psychic Suppress the effects of a creature’s fatigue and grant it an additional action at a cost. Gate Pass Gazette
Fortified Will 1st Enchantment Affliction, Divine, Protection Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws. Gate Pass Gazette
Inner Solace 3rd Transmutation Enhancement Target gains 1d8 temporary hit points for each level of exhaustion and strife it suffers. Gate Pass Gazette
Reckless March 2nd Transmutation Enhancement, Movement Suppress the effects of exhaustion at the cost of suffering more later. 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