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Spells

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Name Ritual Level Sort ascending Classical Spell School Spell Schools Summary Source
Banishment 4th Abjuration Affliction, Planar Send a creature to another plane. Adventurer's Guide
Blight 4th Necromancy Arcane, Nature, Necrotic, Plants Attack a creature by drawing the moisture from it, harming most and devastating plants. Adventurer's Guide
Charm Monster 4th Enchantment Arcane, Compulsion Make a creature view you as a trusted friend. Adventurer's Guide
Dominate Beast 4th Enchantment Beasts, Compulsion, Nature Take over the mind of a beast. Adventurer's Guide
Confusion 4th Enchantment Affliction, Chaos, Compulsion Strike confusion into the minds of your enemies, making them act randomly. Adventurer's Guide
Ice Storm 4th Evocation Cold, Nature, Storm Batter an area with massive shards of ice. Adventurer's Guide
Dimension Door 4th Conjuration Arcane, Teleportation Teleport yourself and one willing creature great distances. Adventurer's Guide
Greater Invisibility 4th Illusion Arcane, Obscurement, Shadow Turn a creature invisible even while it takes hostile actions. Adventurer's Guide
Stoneskin 4th Abjuration Arcane, Nature, Protection Make a creature resistant to weapon damage. Adventurer's Guide
Mindshield 4th Abjuration Protection, Psychic Grant resistance to psychic damage and protection from charms and fear. Adventurer's Guide
Polymorph 4th Transmutation Affliction, Arcane, Beasts, Nature, Shapechanging, Transformation Temporarily transform a creature into another creature. 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
Thunder Bolt 4th Evocation Arcane, Attack, Nature, Sound, Storm, Thunder Thunder deals damage and deafens. Dungeon Delver's Guide
Resplendent Refraction 4th Transmutation Prismatic, Protection, Radiant Cause a creature’s skin to become reflective, enabling it to shoot beams of fire Gate Pass Gazette
Draining Nova 4th Necromancy Affliction, Healing, Necrotic Heal 1d8 hit points for each level of fatigue you inflict. Gate Pass Gazette
Enervating Light 4th Necromancy Affliction, Undead Inflict fatigue on a creature to heal undead creatures. Gate Pass Gazette
Tongues 3rd Divination Arcane, Communication, Divine Understand any heard language and be understood by others you speak to. 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
Counterspell 3rd Abjuration Arcane, Negation Interrupt another spellcaster as they cast a spell. Adventurer's Guide
Fear 3rd Illusion Arcane, Fear Frighten creatures in a cone-shaped area. 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
Major Image 3rd Illusion Arcane, Chaos Create a large, realistic illusion. Adventurer's Guide
Slow 3rd Transmutation Arcane, Movement, Negation, Time Slow time for 6 creatures, making them sluggish and vulnerable. Adventurer's Guide
Stinking Cloud 3rd Conjuration Arcane, Poison Make a thick, noxious cloud that leaves foes retching and unable to act. Adventurer's Guide
Whirlwind Kick 3rd Transmutation Movement, Thunder, Unarmed Unleash a spinning kick that strikes creatures in a 60-foot line and carries you across the battlefield. Adventurer's Guide
Blink 3rd Transmutation Arcane, Planar, Protection Have a 50% chance of vanishing each turn to avoid being harmed. Adventurer's Guide
Clairvoyance 3rd Divination Arcane, Divine, Scrying Create a sensor at a distance, allowing you to see or hear through it. 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
Dispel Magic 3rd Abjuration Arcane, Negation, Protection, Utility End ongoing magical effects. Adventurer's Guide
Fireball 3rd Evocation Arcane, Fire Engulf an area in a blast of flame that deals 6d6 fire damage. Adventurer's Guide
Fly 3rd Transmutation Arcane, Movement Grant a creature the ability to fly. Adventurer's Guide
Gaseous Form 3rd Transmutation Air, Arcane, Movement Make a creature insubstantial and able to fly. Adventurer's Guide
Haste 3rd Transmutation Enhancement, Time Allow a creature to move and act more quickly. Adventurer's Guide
Lightning Bolt 3rd Evocation Arcane, Lightning, Nature, Storm Shoot lighting through multiple enemies. Adventurer's Guide
Water Breathing
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3rd Transmutation Arcane, Divine, Enhancement, Utility, Water Grant up to 10 willing creatures the ability to breathe underwater for 24 hours. Adventurer's Guide
Stonesense 3rd Divination Arcane, Divine, Earth, Nature Gain a preternatural understanding of stone. Dungeon Delver's Guide
Invisible Object
r
3rd Illusion Arcane, Obscurement, Shadow Turn an object invisible. Dungeon Delver's Guide
Water Walk
r
3rd Transmutation Arcane, Divine, Enhancement, Movement, Utility, Water Grant up to 10 willing creatures the ability to walk on liquid surfaces as if they were solid ground for 1 hour. 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
Leila's Devastating Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. To Save A Kingdom
Blindness/Deafness 2nd Necromancy Affliction, Arcane, Divine, Senses Strike a creature blind or deaf. Adventurer's Guide
Acid Arrow 2nd Evocation Acid, Arcane Create a magical arrow that covers a creature or object in acid. Adventurer's Guide
Alter Self 2nd Transmutation Arcane, Movement, Shapechanging, Weaponry Use magic to warp your body. 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
Levitate 2nd Transmutation Air, Arcane, Chaos, Movement Cause one creature or object to float. Adventurer's Guide
Mental Grip 2nd Conjuration Affliction Conjure extensions of your own mental fortitude to keep your foes at bay. Adventurer's Guide
Knock 2nd Transmutation Utility Open a locked object. 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