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Spells

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Name Ritual Sort ascending Level Classical Spell School Spell Schools Summary Source
Ray of Frost Cantrip Evocation Arcane, Cold, Movement Shoot a ray of cold damage that slows a creature. Adventurer's Guide
Burning Hands 1st Evocation Arcane, Fire Shoot forth a sheet of flames from your hands, damaging creatures in a cone. Adventurer's Guide
Disguise Self 1st Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid. Adventurer's Guide
Feather Fall 1st Transmutation Arcane, Protection Reduce or eliminate damage from falling. Adventurer's Guide
Fog Cloud 1st Conjuration Arcane, Obscurement, Weather Create an area of fog. Adventurer's Guide
Grease 1st Conjuration Arcane, Earth Coat an area in grease, making it hard to move through. Adventurer's Guide
Jump 1st Transmutation Enhancement, Movement Imbue a creature with astonish leaping abilities. Adventurer's Guide
Longstrider 1st Transmutation Movement, Utility Increase a creature’s walking speed. Adventurer's Guide
Searing Equation 1st Enchantment Affliction, Law, Psychic Whisper an alien equation that injures the minds of creatures and deafens them. Adventurer's Guide
Thunderwave 1st Evocation Arcane, Nature, Thunder Unleash a wave of thunderous force that damages creatures and pushes them back. Adventurer's Guide
Arcane Lock 2nd Abjuration Arcane, Protection Make a nearly permanent magical lock. Adventurer's Guide
Blur 2nd Illusion Arcane, Protection, Senses Cloak yourself in distortion, imposing disadvantage on attacks against you. Adventurer's Guide
Continual Flame 2nd Evocation Arcane, Divine, Fire Create a torch-like flame that can’t be extinguished. Adventurer's Guide
Darkvision 2nd Transmutation Arcane, Nature, Senses Grant a creature the ability to see in the dark. Adventurer's Guide
Deadweight 2nd Transmutation Movement, Transformation Greatly increase the weight of an object. Adventurer's Guide
Enhance Ability 2nd Transmutation Enhancement Increase the effectiveness of one ability score for a creature. Adventurer's Guide
Enlarge/Reduce 2nd Transmutation Affliction, Arcane, Enhancement, Transformation Increase or decrease a creature’s size. 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
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. 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
Magic Weapon 2nd Transmutation Arcane, Enhancement, Transformation, Weaponry Imbue a weapon with magic, making it more powerful. Adventurer's Guide
Misty Step 2nd Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist. 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
See Invisibility 2nd Divination Arcane, Enhancement, Senses See invisible creatures and objects. 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
Spider Climb 2nd Transmutation Arcane, Movement, Utility Give a creature the ability to walk on walls or ceilings, hands free. 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
Blink 3rd Transmutation Arcane, Planar, Protection Have a 50% chance of vanishing each turn to avoid being harmed. Adventurer's Guide
True Polymorph 9th Transmutation Arcane, Shapechanging, Transformation Change a creature into another creature or object, or an object into a creature. Adventurer's Guide
Map Marker 3rd Divination Knowledge, Utility Accurately mark your current position on a map depicting your location. Gate Pass Gazette
Stonesense 3rd Divination Arcane, Divine, Earth, Nature Gain a preternatural understanding of stone. Dungeon Delver's Guide
Antimagic Zone 9th Abjuration Arcane, Divine, Negation, Planar, Protection Negate magic permanently. Dungeon Delver's Guide
Awaken Portal 4th Transmutation Arcane, Divine, Protection Impart sentience to a door. Dungeon Delver's Guide
Arcane Mirror 4th Divination Arcane, Communication, Divine, Scrying, Utility Scry through a distant mirror. Dungeon Delver's Guide
Magic Map 2nd Divination Arcane, Knowledge, Nature Create a map showing the route you’ve traveled. Dungeon Delver's Guide
Shocking Grasp Cantrip Evocation Affliction, Arcane, Attack, Lightning Deal lightning damage to a creature within reach. Adventurer's Guide
Conjure Aberration 6th Conjuration Arcane, Divine, Planar, Summoning Conjure a hideous being. Dungeon Delver's Guide
Thunder Bolt 4th Evocation Arcane, Attack, Nature, Sound, Storm, Thunder Thunder deals damage and deafens. Dungeon Delver's Guide
Metabolic Stasis 6th Transmutation Arcane, Divine, Nature Create a zone of immortality. Dungeon Delver's Guide
Skeletal Hands 1st Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Dungeon Delver's Guide
Escape 5th Conjuration Arcane, Teleportation Escape to the surface. Dungeon Delver's Guide
Resilient Sphere 4th Evocation Arcane, Protection Create an impenetrable sphere of energy around a creature. Adventurer's Guide
Forcecage 7th Evocation Arcane, Force, Planar, Teleportation Creatures in the area are trapped in an invisible cube of force. Adventurer's Guide
Wall of Force 5th Evocation Arcane, Force, Planar, Protection, Utility Create a wall of invisible force in the shape of a hemisphere, sphere, or flat surface that is almost invulnerable. Adventurer's Guide
Trace Magic Aura 3rd Divination Arcane, Divine, Law, Senses Discover what spells were cast within the last few hours. Gate Pass Gazette
Legend Lore 5th Divination Arcane, Communication, Knowledge, Time Magically obtain knowledge about a creature or topic. Adventurer's Guide
Conjure Elemental 5th Conjuration Air, Arcane, Earth, Fire, Nature, Summoning, Water Summon a bound elemental to aid you. Adventurer's Guide
Conjure Minor Elementals 4th Conjuration Air, Arcane, Earth, Fire, Nature, Summoning, Water Summon one, two, or three elementals. Adventurer's Guide
Spellbound Oath 6th Enchantment Arcane, Compulsion Bind two creatures in an arcane agreement Gate Pass Gazette
Dancing Feet 5th Enchantment Affliction, Arcane, Compulsion Force creatures to dance Gate Pass Gazette