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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Dominate Monster 8th Enchantment Arcane, Compulsion Take over the mind of a creature. Adventurer's Guide
Dominate Person 5th Enchantment Compulsion Take over the mind of a humanoid. Adventurer's Guide
Draining Nova 4th Necromancy Affliction, Healing, Necrotic Heal 1d8 hit points for each level of fatigue you inflict. Gate Pass Gazette
Earthquake 8th Evocation Earth, Terrain Shake the ground to damage creatures and structures. Adventurer's Guide
Enervating Light 4th Necromancy Affliction, Undead Inflict fatigue on a creature to heal undead creatures. Gate Pass Gazette
Enlarge/Reduce 2nd Transmutation Affliction, Arcane, Enhancement, Transformation Increase or decrease a creature’s size. 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
Etherealness 7th Transmutation Movement, Obscurement, Planar Enter the border of the Ethereal Plane. Adventurer's Guide
Expeditious Retreat 1st Transmutation Arcane, Movement Move much faster than normal. Adventurer's Guide
Eyebite 6th Necromancy Affliction, Arcane, Fear Use a gaze attack to curse creatures. Adventurer's Guide
False Life 1st Necromancy Arcane, Enhancement Gain temporary hit points. Adventurer's Guide
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
Fear 3rd Illusion Arcane, Fear Frighten creatures in a cone-shaped area. Adventurer's Guide
Feather Fall 1st Transmutation Arcane, Protection Reduce or eliminate damage from falling. Adventurer's Guide
Fey Tongue 1st Divination Communication, Knowledge Better understand the fey tongues and ways of communication. Gate Pass Gazette
Finger of Death 7th Necromancy Arcane, Necrotic, Undead Wrack a creature with negative energy that deals 7d8+30 necrotic damage. Adventurer's Guide
Fire Bolt Cantrip Evocation Arcane, Fire Shoot a flame at a creature to deal fire damage. 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
Fireball 3rd Evocation Arcane, Fire Engulf an area in a blast of flame that deals 6d6 fire damage. Adventurer's Guide
Flex 2nd Illusion Enhancement, Utility Bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. Adventurer's Guide
Fly 3rd Transmutation Arcane, Movement Grant a creature the ability to fly. Adventurer's Guide
Fog Cloud 1st Conjuration Arcane, Obscurement, Weather Create an area of fog. Adventurer's Guide
Force Punch 1st Evocation Attack, Force, Unarmed Use a blast of magic to punch a creature. Adventurer's Guide
Friends Cantrip Enchantment Arcane Gain an expertise die on a Charisma check. Adventurer's Guide
Gaseous Form 3rd Transmutation Air, Arcane, Movement Make a creature insubstantial and able to fly. Adventurer's Guide
Gate 9th Conjuration Arcane, Planar Create a portal to another plane. Adventurer's Guide
Gate from Beyond 3rd Conjuration Arcane, Teleportation Create a short-range portal for multiple creatures in exchange for suffering strife. Gate Pass Gazette
Glamour Cantrip Illusion Enhancement, Obscurement, Prismatic Distort light to subtly change your appearance. Gate Pass Gazette
Globe of Invulnerability 6th Abjuration Negation, Protection Create a sphere protected from outside magic. Adventurer's Guide
Grease 1st Conjuration Arcane, Earth Coat an area in grease, making it hard to move through. Adventurer's Guide
Greater Invisibility 4th Illusion Arcane, Obscurement, Shadow Turn a creature invisible even while it takes hostile actions. 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
Haste 3rd Transmutation Enhancement, Time Allow a creature to move and act more quickly. Adventurer's Guide
Hold Monster 5th Enchantment Affliction, Arcane Paralyze a creature. Adventurer's Guide
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide
Hypnotic Pattern 3rd Illusion Arcane, Prismatic Create a beguiling pattern in the air that charms and incapacitates its viewers. Adventurer's Guide
Ice Storm 4th Evocation Cold, Nature, Storm Batter an area with massive shards of ice. Adventurer's Guide
Incendiary Cloud 8th Conjuration Arcane, Fire Create a roiling cloud of fire and ash that immolates all within it. Adventurer's Guide
Inescapable Malady 7th Necromancy Affliction Infect a creature with an arcane disease. Adventurer's Guide
Insect Plague 5th Conjuration Beasts, Nature, Summoning Summon a biting, stinging swarm of insects. Adventurer's Guide
Instant Window 2nd Conjuration Arcane, Utility Create a temporary window. Gate Pass Gazette
Invigorated Strikes 2nd Transmutation Attack, Enhancement, Unarmed Increase the damage dealt by a creature’s unarmed strikes and natural weapons. 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
Invisible Object
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3rd Illusion Arcane, Obscurement, Shadow Turn an object invisible. Dungeon Delver's Guide
Jump 1st Transmutation Enhancement, Movement Imbue a creature with astonish leaping abilities. Adventurer's Guide
Knock 2nd Transmutation Utility Open a locked object. Adventurer's Guide
Leila's Devastating Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. To Save A Kingdom
Lemure Transformation 2nd Transmutation Transformation Melt your body into a humanoid-shaped mass of liquid flesh. Adventurer's Guide
Levitate 2nd Transmutation Air, Arcane, Chaos, Movement Cause one creature or object to float. Adventurer's Guide
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. Adventurer's Guide