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Spells

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Name Ritual Level Classical Spell School Sort descending Spell Schools Summary Source
Dominate Beast 4th Enchantment Beasts, Compulsion, Nature Take over the mind of a beast. Adventurer's Guide
Dominate Person 5th Enchantment Compulsion Take over the mind of a humanoid. Adventurer's Guide
Hold Monster 5th Enchantment Affliction, Arcane Paralyze a creature. Adventurer's Guide
Friends Cantrip Enchantment Arcane Gain an expertise die on a Charisma check. Adventurer's Guide
Mass Suggestion 6th Enchantment Arcane, Chaos, Compulsion Convince up to 12 creatures to carry out a simple instruction. Adventurer's Guide
Power Word Stun 8th Enchantment Affliction, Arcane Stun a creature with a single word. Adventurer's Guide
Sleep 1st Enchantment Arcane, Compulsion Cause enemies to fall into a magical slumber. Adventurer's Guide
Suggestion 2nd Enchantment Arcane, Compulsion Magically influence a creature, compelling it to follow a simple suggestion. Adventurer's Guide
Confusion 4th Enchantment Affliction, Chaos, Compulsion Strike confusion into the minds of your enemies, making them act randomly. 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
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide
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
Muddle Cantrip Enchantment Affliction, Psychic Inflict a temporary level of strife or fatigue. Gate Pass Gazette
Arcane Riposte 1st Evocation Arcane, Attack Respond to a melee attack with a damaging blast of elemental magic. Adventurer's Guide
Fire Storm 7th Evocation Divine, Fire, Storm Unleash flames that deal 7d10 fire damage in spaces that you choose. Adventurer's Guide
Acid Arrow 2nd Evocation Acid, Arcane Create a magical arrow that covers a creature or object in acid. Adventurer's Guide
Cone of Cold 5th Evocation Arcane, Attack, Cold Create a blast of frigid air, dealing damage in a cone. Adventurer's Guide
Delayed Blast Fireball 7th Evocation Arcane, Fire Create a fiery explosion that deals more damage the longer it is held before release. Adventurer's Guide
Chain Lightning 6th Evocation Arcane, Lightning Fire a bolt of lightning that arcs to multiple foes. Adventurer's Guide
Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. Adventurer's Guide
Darklight 3rd Evocation Utility Create a heatless flame that sheds light only you and creatures you choose are able to see. Adventurer's Guide
Magic Missile 1st Evocation Arcane, Attack, Force Shoot bolts of arcane energy certain to hit one or more creatures. Adventurer's Guide
Scorching Ray 2nd Evocation Arcane, Attack, Fire Shoot rays of fire damage able to target multiple creatures. Adventurer's Guide
Shattering Barrage 2nd Evocation Air, Terrain Hurl orbs of jagged broken glass at up to 3 creatures. Adventurer's Guide
Prismatic Spray 7th Evocation Arcane, Prismatic Unleash a kaleidoscopic cone of energy that deals various types of damage and harmful effects. 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
Sunburst 8th Evocation Arcane, Radiant A burst of radiant sunlight damages and blinds creatures caught in its area. Adventurer's Guide
Wind Up 1st Evocation Enhancement Magically ensure that your next melee attack strikes true. Adventurer's Guide
Corpse Explosion 1st Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Adventurer's Guide
Darkness 2nd Evocation Arcane, Shadow Shroud an area in magical darkness. Adventurer's Guide
Earthquake 8th Evocation Earth, Terrain Shake the ground to damage creatures and structures. Adventurer's Guide
Ice Storm 4th Evocation Cold, Nature, Storm Batter an area with massive shards of ice. Adventurer's Guide
Meteor Swarm 9th Evocation Affliction, Arcane, Attack, Fire, Storm Cause fiery spheres to fall from the sky for up to a mile. Adventurer's Guide
Sunbeam 6th Evocation Arcane, Radiant A beam of sunlight damages and blinds creatures in its path each turn. Adventurer's Guide
Dancing Lights Cantrip Evocation Arcane, Utility Create up to four floating, magical lights. Adventurer's Guide
Fire Bolt Cantrip Evocation Arcane, Fire Shoot a flame at a creature to deal fire damage. Adventurer's Guide
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. Adventurer's Guide
Ray of Frost Cantrip Evocation Arcane, Cold, Movement Shoot a ray of cold damage that slows a creature. Adventurer's Guide
Burning Hands 1st Evocation Arcane, Fire Shoot forth a sheet of flames from your hands, damaging creatures in a cone. Adventurer's Guide
Force Punch 1st Evocation Attack, Force, Unarmed Use a blast of magic to punch a creature. 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
Gust of Wind 2nd Evocation Air, Nature Create a powerful gust of wind that disperses clouds and pushes creatures. 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
Crushing Haymaker 3rd Evocation Attack, Thunder, Unarmed, Weaponry Deliver a devastating strike that deals thunder damage and lays your target low. Adventurer's Guide
Fireball 3rd Evocation Arcane, Fire Engulf an area in a blast of flame that deals 6d6 fire damage. Adventurer's Guide
Lightning Bolt 3rd Evocation Arcane, Lightning, Nature, Storm Shoot lighting through multiple enemies. 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
Ravaging Roots 6th Evocation Arcane, Earth, Nature, Plants Roots smash stone and capture creatures. Dungeon Delver's Guide