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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Mage Hand Cantrip Conjuration Arcane, Utility Conjure a hand to manipulate small objects. Adventurer's Guide
Magic Circle 3rd Abjuration Compulsion, Protection Create a protective cylinder of magic. 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
Magic Map 2nd Divination Arcane, Knowledge, Nature Create a map showing the route you’ve traveled. Dungeon Delver's Guide
Magic Missile 1st Evocation Arcane, Attack, Force Shoot bolts of arcane energy certain to hit one or more creatures. Adventurer's Guide
Magic Mouth
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2nd Illusion Arcane, Communication, Sound Enchant an object to repeat a message in certain circumstances. Adventurer's Guide
Magic Weapon 2nd Transmutation Arcane, Enhancement, Transformation, Weaponry Imbue a weapon with magic, making it more powerful. Adventurer's Guide
Magnificent Mansion 7th Conjuration Arcane, Planar Create a magnificent extradimensional dwelling. Adventurer's Guide
Major Image 3rd Illusion Arcane, Chaos Create a large, realistic illusion. Adventurer's Guide
Map Marker 3rd Divination Knowledge, Utility Accurately mark your current position on a map depicting your location. Gate Pass Gazette
Mass Suggestion 6th Enchantment Arcane, Chaos, Compulsion Convince up to 12 creatures to carry out a simple instruction. Adventurer's Guide
Maze 8th Conjuration Arcane, Chaos, Compulsion, Planar Banish a creature to a maze contained within its own demiplane. 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
Metabolic Stasis 6th Transmutation Arcane, Divine, Nature Create a zone of immortality. Dungeon Delver'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
Mind Blank 8th Abjuration Arcane, Negation Prevent a creature’s mind from being read. 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
Mirage Arcane 7th Illusion Arcane, Chaos, Nature, Obscurement, Terrain, Transformation Transform an area of terrain with a convincing, immersive illusion. Adventurer's Guide
Mirror Image 2nd Illusion Arcane, Chaos, Obscurement Transform an area of terrain with a convincing, immersive illusion. Adventurer's Guide
Mislead 5th Illusion Arcane, Chaos, Obscurement, Transformation Confuse those around you by replacing yourself with a duplicate. Adventurer's Guide
Misty Step 2nd Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist. Adventurer's Guide
Modify Memory 5th Enchantment Communication, Compulsion, Utility Alter a creature’s memory. 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
Nondetection 3rd Abjuration Arcane, Negation, Obscurement, Scrying, Utility Hide a person, place, or thing from divination magic for 8 hours. Adventurer's Guide
Passwall 5th Transmutation Arcane, Terrain, Utility Create a hole in certain surfaces for easy passage. Adventurer's Guide
Pestilence Cantrip Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. 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
Phantom Steed
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3rd Illusion Arcane, Movement, Summoning, Utility Conjure an ephemeral creature to use as a mount. Adventurer's Guide
Planar Binding 5th Abjuration Arcane, Compulsion, Divine, Nature, Planar, Utility Force a creature from another plane of existence to become your servant. Adventurer's Guide
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
Poison Skin 3rd Abjuration Nature, Poison, Protection Make a creature brightly colored and poisonous to the touch. 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 Spray 7th Evocation Arcane, Prismatic Unleash a kaleidoscopic cone of energy that deals various types of damage and harmful effects. Adventurer's Guide
Prismatic Wall 9th Abjuration Arcane, Prismatic, Protection Create a wall of potent kaleidoscopic energy that inflicts a number of effects on those that trespass. Adventurer's Guide
Private Sanctum 4th Abjuration Arcane, Obscurement, Scrying, Utility Secure an area from spying and intrusion. Adventurer's Guide
Programmed Illusion 6th Illusion Arcane, Senses Set an illusion that triggers once a specified condition is met. Adventurer's Guide
Project Image 7th Illusion Arcane, Senses Create an illusionary duplicate you can sense through. 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
Protection from Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. Adventurer's Guide
Rage of the Meek 4th Transmutation Force, Protection Become a fearsome arcane-empowered warrior. Adventurer's Guide
Raise Hell 9th Transmutation Evil, Law, Terrain Transform the land around you into a blasted hellscape. Adventurer's Guide
Ray of Enfeeblement 2nd Necromancy Arcane, Necrotic Shoot a ray of necrotic damage that weakens a creature. Adventurer's Guide
Ray of Frost Cantrip Evocation Arcane, Cold, Movement Shoot a ray of cold damage that slows a creature. Adventurer's Guide