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Spells

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Name Ritual Sort ascending Level Classical Spell School Spell Schools Summary Source
Resurrection 7th Necromancy Divine, Healing Return a long-dead creature to life. Adventurer's Guide
Shattering Barrage 2nd Evocation Air, Terrain Hurl orbs of jagged broken glass at up to 3 creatures. Adventurer's Guide
Scrying 5th Divination Arcane, Divine, Nature, Scrying Observe a creature on the same plane of existence as you. Adventurer's Guide
Sending 3rd Evocation Arcane, Communication, Divine Send a short message to another creature, no matter their location. 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
Raise Dead 5th Necromancy Divine, Healing Return a recently-dead creature to life. Adventurer's Guide
Sanctuary 1st Abjuration Divine, Protection Guard one creature against attacks. 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
Planar Ally 6th Conjuration Divine, Planar, Summoning Entreat cosmic forces for assistance and summon forth an ally—for a price. Adventurer's Guide
Spiritual Weapon 2nd Evocation Attack, Divine, Force Conjure a floating, incandescent weapon to attack enemies with a bonus action. Adventurer's Guide
Spirit Guardians 3rd Conjuration Divine, Necrotic, Radiant Spectral spirits surround you, damaging and slowing enemies in the area. Adventurer's Guide
Shield of Faith 1st Abjuration Divine, Protection Bestow holy protection upon a creature. Adventurer's Guide
Speak with Dead 3rd Necromancy Communication, Divine, Knowledge, Utility Call forth memories from a corpse, compelling it to answer questions. Adventurer's Guide
Soulwrought Fists 2nd Transmutation Enhancement, Transformation, Unarmed, Weaponry Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels. Adventurer's Guide
Sacred Flame Cantrip Evocation Attack, Divine, Radiant Use radiant energy to scorch an enemy. Adventurer's Guide
Thaumaturgy Cantrip Transmutation Divine, Enhancement Manifest a minor magical effect to display divine power. 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
Symbol 7th Abjuration Arcane, Protection Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. Adventurer's Guide
Wind Up 1st Evocation Enhancement Magically ensure that your next melee attack strikes true. Adventurer's Guide
Warding Bond 2nd Abjuration Divine, Protection Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. Adventurer's Guide
Traveler’s Ward 1st Abjuration Protection, Sound Protect a creature from pickpockets. Adventurer's Guide
Prayer of Healing 2nd Evocation Divine, Good, Healing Heal up to 6 creatures during a short rest. Adventurer's Guide
Astral Projection 9th Necromancy Movement, Planar, Utility Travel the astral plane. Adventurer's Guide
Blade Barrier 6th Evocation Divine, Protection, Weaponry Create an offensive and defensive wall of slashing blades. Adventurer's Guide
Control Weather 8th Transmutation Arcane, Divine, Nature, Weather Alter the weather in a 5-mile radius. Adventurer's Guide
Corpse Explosion 1st Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Adventurer's Guide
Detect Evil and Good 1st Divination Divine, Senses Sense the presence and nature of otherworldly influences. Adventurer's Guide
Earthquake 8th Evocation Earth, Terrain Shake the ground to damage creatures and structures. Adventurer's Guide
Find the Path 6th Divination Divine, Nature, Terrain Know the way to a location of your choice. Adventurer's Guide
Flame Strike 5th Evocation Divine, Fire Call forth divine flames that descend from on high. Adventurer's Guide
Force of Will 2nd Abjuration Protection Reduce the damage dealt by an attack. Adventurer's Guide
Insect Plague 5th Conjuration Beasts, Nature, Summoning Summon a biting, stinging swarm of insects. Adventurer's Guide
Locate Object 2nd Divination Arcane, Knowledge, Utility Know the whereabouts of a specific, nearby object. 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
Protection from Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. 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
Remove Curse 3rd Abjuration Arcane, Divine, Negation Remove all curses from a creature. Adventurer's Guide
Arcane Muscles Cantrip Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Adventurer's Guide
Guidance Cantrip Divination Divine, Knowledge A creature you touch gains an expertise die on an ability check of its choosing. Adventurer's Guide
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. Adventurer's Guide
Mending Cantrip Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Adventurer's Guide
Spare the Dying Cantrip Necromancy Divine, Healing Stabilize a dying creature with a jolt of healing energy. 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
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Adventurer's Guide
Continual Flame 2nd Evocation Arcane, Divine, Fire Create a torch-like flame that can’t be extinguished. Adventurer's Guide
Enhance Ability 2nd Transmutation Enhancement Increase the effectiveness of one ability score for a creature. Adventurer's Guide
Find Traps 2nd Divination Divine, Protection, Senses, Technological, Utility Know whether traps are present. Adventurer's Guide
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide
Lesser Restoration 2nd Abjuration Divine, Good, Healing Remove one affliction from a creature. Adventurer's Guide
Protection from Energy 2nd Abjuration Arcane, Divine, Protection Grant a creature resistance to one damage type of your choice. Adventurer's Guide