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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Remove Curse 3rd Abjuration Arcane, Divine, Negation Remove all curses from a creature. Adventurer's Guide
Reopen Rift 6th Conjuration Arcane, Divine, Law, Teleportation Magically follow creatures that teleported within the last 24 hours. Gate Pass Gazette
Resilient Sphere 4th Evocation Arcane, Protection Create an impenetrable sphere of energy around a creature. Adventurer's Guide
Reverse Gravity 7th Transmutation Arcane Reverse the gravity of a specific area. Adventurer's Guide
Rope Trick 2nd Transmutation Arcane, Planar, Utility Create a pocket dimension at the end of a suspended rope. Adventurer's Guide
Scorching Ray 2nd Evocation Arcane, Attack, Fire Shoot rays of fire damage able to target multiple creatures. Adventurer's Guide
Scrying 5th Divination Arcane, Divine, Nature, Scrying Observe a creature on the same plane of existence as you. 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
Secret Chest 4th Conjuration Arcane, Planar, Utility Hide a storage chest in the Ethereal Plane and recall it at will. Adventurer's Guide
See Invisibility 2nd Divination Arcane, Enhancement, Senses See invisible creatures and objects. Adventurer's Guide
Seed Bomb 2nd Conjuration Nature, Weaponry Conjure 4 seeds and imbue them with a variety of explosive effects. Adventurer's Guide
Seeming 5th Illusion Arcane, Obscurement, Utility Craft an illusory appearance for as many creatures as you choose. Adventurer's Guide
Sending 3rd Evocation Arcane, Communication, Divine Send a short message to another creature, no matter their location. Adventurer's Guide
Sequester 7th Transmutation Arcane, Obscurement, Utility Place a willing creature in suspended animation and hide them away. Adventurer's Guide
Shapechange 9th Transmutation Arcane, Nature, Shapechanging Take on the form of another creature. 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
Shattering Barrage 2nd Evocation Air, Terrain Hurl orbs of jagged broken glass at up to 3 creatures. Adventurer's Guide
Shield 1st Abjuration Arcane, Protection Create a temporary barrier of arcane energy around yourself. Adventurer's Guide
Shocking Grasp Cantrip Evocation Affliction, Arcane, Attack, Lightning Deal lightning damage to a creature within reach. Adventurer's Guide
Silent Image 1st Illusion Arcane, Senses Create an illusion that can move but has no other sensory details. Adventurer's Guide
Silver Shield 3rd Illusion Arcane, Divine, Law Magically conceal the identity of a shield wearer. Gate Pass Gazette
Simulacrum 7th Illusion Arcane, Transformation Create a copy of a creature Adventurer's Guide
Skeletal Hands 1st Necromancy Arcane, Divine, Necrotic Skeletal hands grab at targets. Dungeon Delver's Guide
Sleep 1st Enchantment Arcane, Compulsion Cause enemies to fall into a magical slumber. Adventurer's Guide
Sleet Storm 2nd Conjuration Cold, Nature, Terrain, Weather Conjure a magical storm of freezing rain and sleet that hampers creatures caught in it. Adventurer's Guide
Slow 3rd Transmutation Arcane, Movement, Negation, Time Slow time for 6 creatures, making them sluggish and vulnerable. Adventurer's Guide
Soulwrought Fists 2nd Transmutation Enhancement, Transformation, Unarmed, Weaponry Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels. Adventurer's Guide
Spellbound Oath 6th Enchantment Arcane, Compulsion Bind two creatures in an arcane agreement Gate Pass Gazette
Spider Climb 2nd Transmutation Arcane, Movement, Utility Give a creature the ability to walk on walls or ceilings, hands free. Adventurer's Guide
Sporesight 7th Evocation Nature, Obscurement, Senses Create a 50-foot radius cloud of spores that allow you to see everything in the area. Adventurer's Guide
Stinking Cloud 3rd Conjuration Arcane, Poison Make a thick, noxious cloud that leaves foes retching and unable to act. Adventurer's Guide
Stone Sentinel 5th Transmutation Arcane, Divine, Law, Transformation Create a walking statue that enforces the law. Gate Pass Gazette
Stone Shape 4th Transmutation Nature, Transformation Reshape stone into something beneficial, like a weapon or door. Adventurer's Guide
Stonesense 3rd Divination Arcane, Divine, Earth, Nature Gain a preternatural understanding of stone. Dungeon Delver's Guide
Stoneskin 4th Abjuration Arcane, Nature, Protection Make a creature resistant to weapon damage. Adventurer's Guide
Storm Kick 5th Transmutation Lightning, Movement, Thunder, Unarmed Travel across the battlefield to deliver a thunderous kick. Adventurer's Guide
Suggestion 2nd Enchantment Arcane, Compulsion Magically influence a creature, compelling it to follow a simple suggestion. Adventurer's Guide
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
Symbol 7th Abjuration Arcane, Protection Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. Adventurer's Guide
Telekinesis 5th Transmutation Arcane, Movement Use the power of thought to move a creature or object. Adventurer's Guide
Telepathic Bond
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5th Evocation Arcane, Communication, Telepathy Create a telepathic link between creatures. 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
Tiny Hut
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3rd Evocation Arcane, Force, Protection, Utility Create an immobile dome of protective force that shelters the party. Adventurer's Guide
Tongues 3rd Divination Arcane, Communication, Divine Understand any heard language and be understood by others you speak to. 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