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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Light Cantrip Evocation Arcane, Utility Enchant one object to emit light. Adventurer's Guide
Lightning Bolt 3rd Evocation Arcane, Lightning, Nature, Storm Shoot lighting through multiple enemies. Adventurer's Guide
Mage Armor 1st Abjuration Arcane, Protection Magically increase your AC. Adventurer's Guide
Mage Hand Cantrip Conjuration Arcane, Utility Conjure a hand to manipulate small objects. 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
Major Image 3rd Illusion Arcane, Chaos Create a large, realistic illusion. Adventurer's Guide
Mass Suggestion 6th Enchantment Arcane, Chaos, Compulsion Convince up to 12 creatures to carry out a simple instruction. Adventurer's Guide
Mending Cantrip Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Adventurer's Guide
Mental Grip 2nd Conjuration Affliction Conjure extensions of your own mental fortitude to keep your foes at bay. Adventurer's Guide
Message Cantrip Transmutation Arcane, Communication Send short messages to other creatures. 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
Mindshield 4th Abjuration Protection, Psychic Grant resistance to psychic damage and protection from charms and fear. Adventurer's Guide
Minor Illusion Cantrip Illusion Arcane, Chaos Create a small, limited illusion. Adventurer's Guide
Misty Step 2nd Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist. Adventurer's Guide
Move Earth 6th Transmutation Earth, Nature, Terrain, Utility Bend the earth to create permanent changes to the terrain. Adventurer's Guide
Muddle Cantrip Enchantment Affliction, Psychic Inflict a temporary level of strife or fatigue. Gate Pass Gazette
Pestilence Cantrip Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. Adventurer's Guide
Pigment Cloud 2nd Evocation Arcane, Obscurement, Prismatic Create a cloud of colorful pigment, causing affected creatures to leave a trail. Gate Pass Gazette
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
Polymorph 4th Transmutation Affliction, Arcane, Beasts, Nature, Shapechanging, Transformation Temporarily transform a creature into another creature. Adventurer's Guide
Power Word Kill 9th Enchantment Arcane, Attack Slay a creature with a single word. Adventurer's Guide
Power Word Stun 8th Enchantment Affliction, Arcane Stun a creature with a single word. Adventurer's Guide
Prestidigitation Cantrip Transmutation Arcane, Utility Perform various minor magical tricks. Adventurer's Guide
Prismatic Mess 5th Evocation Arcane, Prismatic Unleash a disorderly burst of colorful energy that deals various types of damage and harmful effects Gate Pass Gazette
Prismatic Spray 7th Evocation Arcane, Prismatic Unleash a kaleidoscopic cone of energy that deals various types of damage and harmful effects. 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
Ravaging Roots 6th Evocation Arcane, Earth, Nature, Plants Roots smash stone and capture creatures. Dungeon Delver's Guide
Ray of Frost Cantrip Evocation Arcane, Cold, Movement Shoot a ray of cold damage that slows a creature. Adventurer'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
Reverse Gravity 7th Transmutation Arcane Reverse the gravity of a specific area. Adventurer's Guide
Scorching Ray 2nd Evocation Arcane, Attack, Fire Shoot rays of fire damage able to target multiple creatures. Adventurer's Guide
See Invisibility 2nd Divination Arcane, Enhancement, Senses See invisible creatures and objects. Adventurer's Guide
Seeming 5th Illusion Arcane, Obscurement, Utility Craft an illusory appearance for as many creatures as you choose. 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
Shattering Barrage 2nd Evocation Air, Terrain Hurl orbs of jagged broken glass at up to 3 creatures. Adventurer's Guide
Shield 1st Abjuration Arcane, Protection Create a temporary barrier of arcane energy around yourself. Adventurer's Guide
Shocking Grasp Cantrip Evocation Affliction, Arcane, Attack, Lightning Deal lightning damage to a creature within reach. Adventurer's Guide
Silent Image 1st Illusion Arcane, Senses Create an illusion that can move but has no other sensory details. Adventurer's Guide
Skeletal Hands 1st Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Dungeon Delver's Guide
Sleep 1st Enchantment Arcane, Compulsion Cause enemies to fall into a magical slumber. Adventurer's Guide
Sleet Storm 2nd Conjuration Cold, Nature, Terrain, Weather Conjure a magical storm of freezing rain and sleet that hampers creatures caught in it. Adventurer's Guide
Slow 3rd Transmutation Arcane, Movement, Negation, Time Slow time for 6 creatures, making them sluggish and vulnerable. 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
Spider Climb 2nd Transmutation Arcane, Movement, Utility Give a creature the ability to walk on walls or ceilings, hands free. 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
Stinking Cloud 3rd Conjuration Arcane, Poison Make a thick, noxious cloud that leaves foes retching and unable to act. Adventurer's Guide
Stonesense 3rd Divination Arcane, Divine, Earth, Nature Gain a preternatural understanding of stone. Dungeon Delver's Guide
Stoneskin 4th Abjuration Arcane, Nature, Protection Make a creature resistant to weapon damage. Adventurer's Guide
Storm Kick 5th Transmutation Lightning, Movement, Thunder, Unarmed Travel across the battlefield to deliver a thunderous kick. Adventurer's Guide
Suggestion 2nd Enchantment Arcane, Compulsion Magically influence a creature, compelling it to follow a simple suggestion. Adventurer's Guide