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Spells

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Name Ritual Level Classical Spell School Sort ascending Spell Schools Summary Source
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
Control Water 4th Transmutation Arcane, Divine, Nature, Terrain, Water A body of water moves at your command. Adventurer's Guide
Writhing Transformation
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9th Transmutation Arcane, Evil, Transformation Permanently transform your body into a mass of wriggling worms. Adventurer's Guide
Flesh to Stone 6th Transmutation Arcane, Earth, Transformation Turn a creature to stone. Adventurer's Guide
Etherealness 7th Transmutation Movement, Obscurement, Planar Enter the border of the Ethereal Plane. 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
Expeditious Retreat 1st Transmutation Arcane, Movement Move much faster than normal. Adventurer's Guide
Animate Dead 3rd Necromancy Necrotic, Summoning, Undead Create undead to do your bidding. Adventurer's Guide
Clone 8th Necromancy Arcane Create a duplicate of a creature that awakens upon the original’s death. Adventurer's Guide
Circle of Death 6th Necromancy Necrotic Suck the life force from an area, dealing necrotic damage in a large sphere. Adventurer's Guide
Astral Projection 9th Necromancy Movement, Planar, Utility Travel the astral plane. Adventurer's Guide
Vampiric Touch 3rd Necromancy Arcane, Attack, Healing, Necrotic Make a touch attack that drains life force and heals your wounds. Adventurer's Guide
Draining Nova 4th Necromancy Affliction, Healing, Necrotic Heal 1d8 hit points for each level of fatigue you inflict. Gate Pass Gazette
Create Undead 6th Necromancy Arcane, Divine, Undead Raise three or fewer humanoid corpses as ghouls. Adventurer's Guide
Ray of Enfeeblement 2nd Necromancy Arcane, Necrotic Shoot a ray of necrotic damage that weakens a creature. 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
Bestow Curse 3rd Necromancy Affliction, Arcane, Divine, Necrotic Lay a curse upon a creature, giving it potentially long-lasting penalties. Adventurer's Guide
Magic Jar 6th Necromancy Arcane, Compulsion, Evil Move your soul into a jar in order to possess another creature. Adventurer's Guide
Blindness/Deafness 2nd Necromancy Affliction, Arcane, Divine, Senses Strike a creature blind or deaf. Adventurer's Guide
Enervating Light 4th Necromancy Affliction, Undead Inflict fatigue on a creature to heal undead creatures. Gate Pass Gazette
Gentle Repose
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2nd Necromancy Arcane, Divine Prevent a corpse from decaying or being raised as undead. 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
Chill Touch Cantrip Necromancy Affliction, Arcane, Attack, Necrotic Attack with the chill of the grave, injuring and preventing healing. Adventurer's Guide
Inescapable Malady 7th Necromancy Affliction Infect a creature with an arcane disease. Adventurer's Guide
Finger of Death 7th Necromancy Arcane, Necrotic, Undead Wrack a creature with negative energy that deals 7d8+30 necrotic damage. Adventurer's Guide
Skeletal Hands 1st Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Dungeon Delver's Guide
Heart of Dis 8th Necromancy Enhancement, Evil, Fear, Law, Planar, Protection Magically replace your heart with one forged on the second layer of Hell. Adventurer's Guide
Phantasmal Killer 4th Illusion Arcane, Fear, Psychic Manifest a creature’s fears, causing it to take damage and become frightened. Adventurer's Guide
Arcanist’s Magic Aura 2nd Illusion Arcane, Obscurement, Scrying Disguise the true magical nature of an object or creature. Adventurer's Guide
Weird 9th Illusion Arcane, Attack, Fear Create nightmarish illusions for all creatures in a 30-foot sphere, causing both fright and psychic damage. Adventurer's Guide
Phantom Steed
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3rd Illusion Arcane, Movement, Summoning, Utility Conjure an ephemeral creature to use as a mount. Adventurer's Guide
Color Spray 1st Illusion Arcane, Prismatic, Senses Create a flash of brilliant colored light, blinding creatures in front of you. Adventurer's Guide
Blur 2nd Illusion Arcane, Protection, Senses Cloak yourself in distortion, imposing disadvantage on attacks against you. Adventurer's Guide
Dream 5th Illusion Affliction, Communication Invade a creature’s dreams to communicate with and possibly terrorize it. Adventurer's Guide
Invisible Object
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3rd Illusion Arcane, Obscurement, Shadow Turn an object invisible. Dungeon Delver's Guide
Hypnotic Pattern 3rd Illusion Arcane, Prismatic Create a beguiling pattern in the air that charms and incapacitates its viewers. 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
Hallucinatory Terrain 4th Illusion Obscurement, Terrain Cloak natural terrain in an illusion that transforms it. Adventurer's Guide
Simulacrum 7th Illusion Arcane, Transformation Create a copy of a creature Adventurer's Guide
Silent Image 1st Illusion Arcane, Senses Create an illusion that can move but has no other sensory details. Adventurer's Guide
Seeming 5th Illusion Arcane, Obscurement, Utility Craft an illusory appearance for as many creatures as you choose. Adventurer's Guide
Disguise Self 1st Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid. Adventurer's Guide
Silver Shield 3rd Illusion Arcane, Divine, Law Magically conceal the identity of a shield wearer. Gate Pass Gazette
Magic Mouth
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2nd Illusion Arcane, Communication, Sound Enchant an object to repeat a message in certain circumstances. Adventurer's Guide
Programmed Illusion 6th Illusion Arcane, Senses Set an illusion that triggers once a specified condition is met. Adventurer's Guide
Fear 3rd Illusion Arcane, Fear Frighten creatures in a cone-shaped area. Adventurer's Guide
Greater Invisibility 4th Illusion Arcane, Obscurement, Shadow Turn a creature invisible even while it takes hostile actions. Adventurer's Guide
Creation 5th Illusion Arcane, Shadow Create from shadow-stuff a physical object no larger than a 5-foot cube. Adventurer's Guide
Major Image 3rd Illusion Arcane, Chaos Create a large, realistic illusion. Adventurer's Guide