Skip to main content

Breadcrumb

Spells

Tip: Ctrl-click will select (and deselect) multiple options in a select list.
Show More Options +
Name Ritual Level Sort descending Classical Spell School Spell Schools Summary Source
Hallow 5th Evocation Divine, Protection Imbue an area with powerful divine protections that help or hinder creatures of your choice. Adventurer's Guide
Mass Cure Wounds 5th Evocation Divine, Healing Heal several allies a moderate amount. Adventurer's Guide
Scrying 5th Divination Arcane, Divine, Nature, Scrying Observe a creature on the same plane of existence as you. Adventurer's Guide
Raise Dead 5th Necromancy Divine, Healing Return a recently-dead creature to life. Adventurer's Guide
Planar Binding 5th Abjuration Arcane, Compulsion, Divine, Nature, Planar, Utility Force a creature from another plane of existence to become your servant. Adventurer's Guide
Flame Strike 5th Evocation Divine, Fire Call forth divine flames that descend from on high. Adventurer's Guide
Insect Plague 5th Conjuration Beasts, Nature, Summoning Summon a biting, stinging swarm of insects. Adventurer's Guide
Greater Restoration 5th Abjuration Divine, Healing Restore a creature and remove a powerful debilitating effect. Adventurer's Guide
Storm Kick 5th Transmutation Lightning, Movement, Thunder, Unarmed Travel across the battlefield to deliver a thunderous kick. Adventurer's Guide
Stone Sentinel 5th Transmutation Arcane, Divine, Law, Transformation Create a walking statue that enforces the law. Gate Pass Gazette
Legend Lore 5th Divination Arcane, Communication, Knowledge, Time Magically obtain knowledge about a creature or topic. Adventurer's Guide
Create Undead 6th Necromancy Arcane, Divine, Undead Raise three or fewer humanoid corpses as ghouls. Adventurer's Guide
Forbiddance
r
6th Abjuration Divine, Negation, Teleportation Protect an area against magical travel and damage certain trespassing creatures. Adventurer's Guide
Harm 6th Necromancy Attack, Divine Wither a creature, dealing damage and reducing its maximum health. Adventurer's Guide
Heroes’ Feast 6th Conjuration Enhancement Create a fabulous feast that feeds and bolsters those that eat it. Adventurer's Guide
Heal 6th Evocation Divine, Healing Channel positive energy into a creature, restoring a large number of hit points and removing negative conditions. 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
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
Blade Barrier 6th Evocation Divine, Protection, Weaponry Create an offensive and defensive wall of slashing blades. Adventurer's Guide
Find the Path 6th Divination Divine, Nature, Terrain Know the way to a location of your choice. Adventurer's Guide
Wormway
r
6th Enchantment Movement, Summoning Call forth a purple worm that carries you and up to 50 creatures across a vast distance. Adventurer's Guide
Word of Recall 6th Conjuration Divine, Teleportation You and up to 5 willing creatures instantly teleport to a previously designated sanctuary. Adventurer's Guide
Reopen Rift 6th Conjuration Arcane, Divine, Law, Teleportation Magically follow creatures that teleported within the last 24 hours. Gate Pass Gazette
Metabolic Stasis 6th Transmutation Arcane, Divine, Nature Create a zone of immortality. Dungeon Delver's Guide
Fire Storm 7th Evocation Divine, Fire, Storm Unleash flames that deal 7d10 fire damage in spaces that you choose. Adventurer's Guide
Angel Paradox 7th Evocation Radiant, Undead Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead. Adventurer's Guide
Etherealness 7th Transmutation Movement, Obscurement, Planar Enter the border of the Ethereal Plane. Adventurer's Guide
Enrage Architecture 7th Transmutation Earth, Terrain Animate a building and make it lash out at its inhabitants and surroundings. Adventurer's Guide
Divine Word 7th Evocation Affliction, Divine Hamper and possibly destroy otherworldly foes. Adventurer's Guide
Resurrection 7th Necromancy Divine, Healing Return a long-dead creature to life. Adventurer's Guide
Regenerate 7th Transmutation Divine, Healing, Nature Cause a creature to heal itself over time and can regrow lost limbs. Adventurer's Guide
Symbol 7th Abjuration Arcane, Protection Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. 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
Conjure Celestial 7th Conjuration Divine, Good, Summoning Summon an angelic being to your aid. Adventurer's Guide
Holy Aura 8th Abjuration Divine, Enhancement, Protection Create a powerful aura that aids allies and hinders outsiders. Adventurer's Guide
Antimagic Field 8th Abjuration Arcane, Negation, Planar, Protection Negate magic within a small area. Adventurer's Guide
Control Weather 8th Transmutation Arcane, Divine, Nature, Weather Alter the weather in a 5-mile radius. Adventurer's Guide
Earthquake 8th Evocation Earth, Terrain Shake the ground to damage creatures and structures. Adventurer's Guide
Gate 9th Conjuration Arcane, Planar Create a portal to another plane. Adventurer's Guide
Mass Heal 9th Evocation Divine, Healing Share 700 points of healing between any number of allies. Adventurer's Guide
Astral Projection 9th Necromancy Movement, Planar, Utility Travel the astral plane. Adventurer's Guide
Antimagic Zone 9th Abjuration Arcane, Divine, Negation, Planar, Protection Negate magic permanently. Dungeon Delver'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