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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Sunbeam 6th Evocation Arcane, Radiant A beam of sunlight damages and blinds creatures in its path each turn. Adventurer's Guide
Sunburst 8th Evocation Arcane, Radiant A burst of radiant sunlight damages and blinds creatures caught in its area. Adventurer's Guide
Telekinesis 5th Transmutation Arcane, Movement Use the power of thought to move a creature or object. Adventurer's Guide
Teleport
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7th Conjuration Arcane, Teleportation Teleport one or more creatures instantly across vast distances. Adventurer's Guide
Teleportation Circle 5th Conjuration Arcane, Teleportation Draw a circle and open a shimmering portal to another location. Adventurer's Guide
Thunder Bolt 4th Evocation Arcane, Attack, Nature, Sound, Storm, Thunder Thunder deals damage and deafens. Dungeon Delver's Guide
Thunderwave 1st Evocation Arcane, Nature, Thunder Unleash a wave of thunderous force that damages creatures and pushes them back. Adventurer's Guide
Time Stop 9th Transmutation Arcane, Time Stop time and take extra turns. Adventurer's Guide
Tongues 3rd Divination Arcane, Communication, Divine Understand any heard language and be understood by others you speak to. Adventurer's Guide
True Seeing 6th Divination Arcane, Divine, Senses Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane. Adventurer's Guide
True Strike Cantrip Divination Arcane, Attack, Enhancement Gain advantage on attacks against a single creature. Adventurer's Guide
Unholy Star 7th Conjuration Fire, Necrotic Explode a meteor ripped from the sky into 4 fiery chunks that rain down fiery unholy energies. Adventurer's Guide
Void Maw Cantrip Conjuration Attack, Evil, Shadow Create an orb of hungry shadows To Save A Kingdom
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
Warrior’s Instincts 5th Divination Enhancement, Protection, Senses Sharpen your senses to anticipate incoming attacks and find weaknesses in the defenses of your foes. 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
Water Walk
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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
Web 2nd Conjuration Arcane, Movement, Obscurement Conjure a 20-foot cube or 5-foot layer of sticky webbing that restrains creatures and is flammable. 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
Wind Up 1st Evocation Enhancement Magically ensure that your next melee attack strikes true. Adventurer's Guide
Wish 9th Conjuration Arcane Duplicate any other spell regardless of requirements, choose from a list of other effects, or create your own—be careful. 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