Mage Hand
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Cantrip
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Conjuration
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Arcane, Utility
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Conjure a hand to manipulate small objects.
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Adventurer's Guide
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Magic Circle
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3rd
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Abjuration
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Compulsion, Protection
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Create a protective cylinder of magic.
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Adventurer's Guide
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Magic Jar
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6th
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Necromancy
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Arcane, Compulsion, Evil
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Move your soul into a jar in order to possess another creature.
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Adventurer's Guide
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Magic Map
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2nd
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Divination
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Arcane, Knowledge, Nature
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Create a map showing the route you’ve traveled.
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Dungeon Delver's Guide
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Magic Missile
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1st
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Evocation
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Arcane, Attack, Force
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Shoot bolts of arcane energy certain to hit one or more creatures.
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Adventurer's Guide
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Magic Mouth
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r
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2nd
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Illusion
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Arcane, Communication, Sound
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Enchant an object to repeat a message in certain circumstances.
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Adventurer's Guide
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Magic Weapon
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2nd
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Transmutation
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Arcane, Enhancement, Transformation, Weaponry
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Imbue a weapon with magic, making it more powerful.
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Adventurer's Guide
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Magnificent Mansion
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7th
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Conjuration
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Arcane, Planar
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Create a magnificent extradimensional dwelling.
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Adventurer's Guide
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Major Image
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3rd
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Illusion
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Arcane, Chaos
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Create a large, realistic illusion.
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Adventurer's Guide
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Map Marker
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3rd
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Divination
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Knowledge, Utility
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Accurately mark your current position on a map depicting your location.
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Gate Pass Gazette
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Mass Suggestion
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6th
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Enchantment
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Arcane, Chaos, Compulsion
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Convince up to 12 creatures to carry out a simple instruction.
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Adventurer's Guide
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Maze
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8th
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Conjuration
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Arcane, Chaos, Compulsion, Planar
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Banish a creature to a maze contained within its own demiplane.
|
Adventurer's Guide
|
Mending
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Cantrip
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Transmutation
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Arcane, Transformation, Utility
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Perform simple repairs on an object.
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Adventurer's Guide
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Mental Grip
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2nd
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Conjuration
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Affliction
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Conjure extensions of your own mental fortitude to keep your foes at bay.
|
Adventurer's Guide
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Message
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Cantrip
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Transmutation
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Arcane, Communication
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Send short messages to other creatures.
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Adventurer's Guide
|
Metabolic Stasis
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6th
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Transmutation
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Arcane, Divine, Nature
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Create a zone of immortality.
|
Dungeon Delver's Guide
|
Meteor Swarm
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9th
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Evocation
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Affliction, Arcane, Attack, Fire, Storm
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Cause fiery spheres to fall from the sky for up to a mile.
|
Adventurer's Guide
|
Mind Blank
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8th
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Abjuration
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Arcane, Negation
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Prevent a creature’s mind from being read.
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Adventurer's Guide
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Mindshield
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4th
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Abjuration
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Protection, Psychic
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Grant resistance to psychic damage and protection from charms and fear.
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Adventurer's Guide
|
Minor Illusion
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Cantrip
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Illusion
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Arcane, Chaos
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Create a small, limited illusion.
|
Adventurer's Guide
|
Mirage Arcane
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7th
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Illusion
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Arcane, Chaos, Nature, Obscurement, Terrain, Transformation
|
Transform an area of terrain with a convincing, immersive illusion.
|
Adventurer's Guide
|
Mirror Image
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2nd
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Illusion
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Arcane, Chaos, Obscurement
|
Transform an area of terrain with a convincing, immersive illusion.
|
Adventurer's Guide
|
Mislead
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5th
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Illusion
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Arcane, Chaos, Obscurement, Transformation
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Confuse those around you by replacing yourself with a duplicate.
|
Adventurer's Guide
|
Misty Step
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2nd
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Conjuration
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Arcane, Chaos, Movement, Teleportation
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Teleport short distances in a puff of shimmering mist.
|
Adventurer's Guide
|
Modify Memory
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5th
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Enchantment
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Communication, Compulsion, Utility
|
Alter a creature’s memory.
|
Adventurer's Guide
|
Move Earth
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6th
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Transmutation
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Earth, Nature, Terrain, Utility
|
Bend the earth to create permanent changes to the terrain.
|
Adventurer's Guide
|
Muddle
|
|
Cantrip
|
Enchantment
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Affliction, Psychic
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Inflict a temporary level of strife or fatigue.
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Gate Pass Gazette
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Nondetection
|
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3rd
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Abjuration
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Arcane, Negation, Obscurement, Scrying, Utility
|
Hide a person, place, or thing from divination magic for 8 hours.
|
Adventurer's Guide
|
Passwall
|
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5th
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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
|
r
|
3rd
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Illusion
|
Arcane, Movement, Summoning, Utility
|
Conjure an ephemeral creature to use as a mount.
|
Adventurer's Guide
|
Planar Binding
|
|
5th
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Abjuration
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Arcane, Compulsion, Divine, Nature, Planar, Utility
|
Force a creature from another plane of existence to become your servant.
|
Adventurer's Guide
|
Plane Shift
|
|
7th
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Conjuration
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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
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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
|