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Spells

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Name Ritual Level Sort descending Classical Spell School Spell Schools Summary Source
Inner Solace 3rd Transmutation Enhancement Target gains 1d8 temporary hit points for each level of exhaustion and strife it suffers. Gate Pass Gazette
Stonesense 3rd Divination Arcane, Divine, Earth, Nature Gain a preternatural understanding of stone. Dungeon Delver's Guide
Remove Curse 3rd Abjuration Arcane, Divine, Negation Remove all curses from a creature. Adventurer's Guide
Silver Shield 3rd Illusion Arcane, Divine, Law Magically conceal the identity of a shield wearer. Gate Pass Gazette
Revivify 3rd Necromancy Divine, Healing Return a creature to life who has been dead for less than a minute. Adventurer's Guide
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Create Food and Water 3rd Conjuration Divine, Utility Conjure food and water to sustain one or more humanoids. 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
Eavesdrop 4th Divination Arcane, Divine, Law, Scrying, Senses Create a long-lasting magical sensor that transmits sounds. Gate Pass Gazette
Locate Creature 4th Divination Arcane, Beasts, Knowledge, Plants Know the whereabouts of a specific, nearby creature. Adventurer's Guide
Death Ward 4th Abjuration Divine, Protection Grant a creature a one-time escape from death. Adventurer's Guide
Banishment 4th Abjuration Affliction, Planar Send a creature to another plane. Adventurer's Guide
Stone Sentinel 5th Transmutation Arcane, Divine, Law, Transformation Create a walking statue that enforces the law. Gate Pass Gazette
Geas 5th Enchantment Arcane, Compulsion, Divine, Law Give a creature a command with an extremely long duration. Adventurer's Guide
Dispel Evil and Good 5th Abjuration Divine, Protection Gain protection from otherworldly foes and abilities to combat them. Adventurer's Guide
Raise Dead 5th Necromancy Divine, Healing Return a recently-dead creature to life. Adventurer's Guide
Reopen Rift 6th Conjuration Arcane, Divine, Law, Teleportation Magically follow creatures that teleported within the last 24 hours. Gate Pass Gazette
Spellbound Oath 6th Enchantment Arcane, Compulsion Bind two creatures in an arcane agreement Gate Pass Gazette