|
Accelerando
|
|
4th
|
Transmutation
|
Enhancement, Movement, Sound, Time
|
Play a jaunty tune that instills swiftness into up to 6 creatures.
|
Adventurer's Guide
|
|
Aid
|
|
2nd
|
Abjuration
|
Divine, Enhancement
|
Boost the hit points of allies.
|
Adventurer's Guide
|
|
Alarm
|
r
|
1st
|
Abjuration
|
Arcane, Protection, Scrying, Utility
|
Set a magical warning against intrusion.
|
Adventurer's Guide
|
|
Altered Strike
|
|
Cantrip
|
Transmutation
|
Enhancement, Transformation, Unarmed, Weaponry
|
Briefly transform your weapon or fist into another material and strike with it.
|
Adventurer's Guide
|
|
Antilife Shell
|
|
5th
|
Abjuration
|
Protection, Technological, Undead
|
Surround yourself with a globe that prevents living creatures from approaching.
|
Adventurer's Guide
|
|
Antimagic Field
|
|
8th
|
Abjuration
|
Arcane, Negation, Planar, Protection
|
Negate magic within a small area.
|
Adventurer's Guide
|
|
Antimagic Zone
|
|
9th
|
Abjuration
|
Arcane, Divine, Negation, Planar, Protection
|
Negate magic permanently.
|
Dungeon Delver's Guide
|
|
Arcane Hand
|
|
5th
|
Evocation
|
Arcane, Attack, Protection
|
Conjure a magical hand that crushes, grapples, slaps, and wards away enemies.
|
Adventurer's Guide
|
|
Arcane Lock
|
|
2nd
|
Abjuration
|
Arcane, Protection
|
Make a nearly permanent magical lock.
|
Adventurer's Guide
|
|
Arcane Muscles
|
|
Cantrip
|
Transmutation
|
Arcane, Enhancement, Transformation, Unarmed
|
Bulk your muscles to deliver lethal unarmed strikes.
|
Adventurer's Guide
|
|
Aspect of the Moon
|
|
3rd
|
Transmutation
|
Enhancement, Nature, Transformation, Unarmed, Weaponry
|
Adopt a number of traits similar to a werewolf.
|
Adventurer's Guide
|
|
Awaken
|
|
5th
|
Transmutation
|
Beasts, Enhancement, Nature, Plants
|
Impart sentience to a creature or plant.
|
Adventurer's Guide
|
|
Awaken Portal
|
|
4th
|
Transmutation
|
Arcane, Divine, Protection
|
Impart sentience to a door.
|
Dungeon Delver's Guide
|
|
Barkskin
|
|
2nd
|
Transmutation
|
Nature, Plants, Protection, Transformation
|
Turn a creature’s skin to bark, increasing its defensiveness.
|
Adventurer's Guide
|
|
Battlecry Ballad
|
|
3rd
|
Abjuration
|
Enhancement, Sound
|
Transform your bardic inspiration into a rallying cry that enhances the attacks of your allies.
|
Adventurer's Guide
|
|
Beacon of Hope
|
|
3rd
|
Abjuration
|
Divine, Protection
|
Fill a creature with hope and vitality, improving saving throws and healing.
|
Adventurer's Guide
|
|
Beautify Creature
|
|
1st
|
Transmutation
|
Arcane, Divine, Enhancement, Utility
|
Grant the target an expertise die to Persuasion and Performance by beautifully grooming it.
|
Gate Pass Gazette
|
|
Blade Barrier
|
|
6th
|
Evocation
|
Divine, Protection, Weaponry
|
Create an offensive and defensive wall of slashing blades.
|
Adventurer's Guide
|
|
Bless
|
|
1st
|
Enchantment
|
Divine, Enhancement
|
Bless a number of creatures, improving their attack rolls and saving throws.
|
Adventurer's Guide
|
|
Blink
|
|
3rd
|
Transmutation
|
Arcane, Planar, Protection
|
Have a 50% chance of vanishing each turn to avoid being harmed.
|
Adventurer's Guide
|
|
Blur
|
|
2nd
|
Illusion
|
Arcane, Protection, Senses
|
Cloak yourself in distortion, imposing disadvantage on attacks against you.
|
Adventurer's Guide
|
|
Burst of Strength
|
|
1st
|
Transmutation
|
Enhancement, Movement, Protection
|
Take a level of fatigue in order to break a grapple.
|
Gate Pass Gazette
|
|
Calculate
|
|
Cantrip
|
Divination
|
Enhancement, Law, Technological
|
Instantly know the answer to any mathematical equation.
|
Adventurer's Guide
|
|
Chef's Palate
|
|
1st
|
Divination
|
Arcane, Divine, Protection, Utility
|
Learn how to prepare targeted food or drink.
|
Gate Pass Gazette
|
|
Circular Breathing
|
|
Cantrip
|
Transmutation
|
Air, Enhancement, Water
|
Breathe and sing underwater, and regulate your breath to avoid harmful gases.
|
Adventurer's Guide
|
|
Death Ward
|
|
4th
|
Abjuration
|
Divine, Protection
|
Grant a creature a one-time escape from death.
|
Adventurer's Guide
|
|
Dispel Evil and Good
|
|
5th
|
Abjuration
|
Divine, Protection
|
Gain protection from otherworldly foes and abilities to combat them.
|
Adventurer's Guide
|
|
Dispel Magic
|
|
3rd
|
Abjuration
|
Arcane, Negation, Protection, Utility
|
End ongoing magical effects.
|
Adventurer's Guide
|
|
Earth Barrier
|
|
1st
|
Abjuration
|
Earth, Protection
|
Call forth a pillar of earth or stone to gain three-quarters cover.
|
Adventurer's Guide
|
|
Embody Fiendish Spirit
|
r
|
3rd
|
Conjuration
|
Arcane, Chaos, Enhancement, Evil, Law
|
Invite a planar being into your body to use its knowledge.
|
Gate Pass Gazette
|
|
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
|
|
Faithful Hound
|
|
4th
|
Conjuration
|
Arcane, Protection, Sound
|
Summon a stationary, invisible magical guard dog.
|
Adventurer's Guide
|
|
False Life
|
|
1st
|
Necromancy
|
Arcane, Enhancement
|
Gain temporary hit points.
|
Adventurer's Guide
|
|
Fatigued Bargain
|
|
1st
|
Enchantment
|
Compulsion, Enhancement, Psychic
|
Suppress the effects of a creature’s fatigue and grant it an additional action at a cost.
|
Gate Pass Gazette
|
|
Feather Fall
|
|
1st
|
Transmutation
|
Arcane, Protection
|
Reduce or eliminate damage from falling.
|
Adventurer's Guide
|
|
Find Traps
|
|
2nd
|
Divination
|
Divine, Protection, Senses, Technological, Utility
|
Know whether traps are present.
|
Adventurer's Guide
|
|
Fire Shield
|
|
4th
|
Evocation
|
Arcane, Cold, Fire, Protection
|
Gain resistance to and deal fire or cold damage to creatures that hit you.
|
Adventurer's Guide
|
|
Flex
|
|
2nd
|
Illusion
|
Enhancement, Utility
|
Bestow a glamor upon a creature that highlights its physique to show a stunning idealized form.
|
Adventurer's Guide
|
|
Force of Will
|
|
2nd
|
Abjuration
|
Protection
|
Reduce the damage dealt by an attack.
|
Adventurer's Guide
|
|
Fortified Will
|
|
1st
|
Enchantment
|
Affliction, Divine, Protection
|
Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws.
|
Gate Pass Gazette
|
|
Freedom of Movement
|
|
4th
|
Abjuration
|
Divine, Movement, Protection, Water
|
Free a creature from most constraints on its movement.
|
Adventurer's Guide
|
|
Glamour
|
|
Cantrip
|
Illusion
|
Enhancement, Obscurement, Prismatic
|
Distort light to subtly change your appearance.
|
Gate Pass Gazette
|
|
Glibness
|
|
8th
|
Transmutation
|
Communication, Enhancement, Obscurement
|
Gain a bonus to Charisma checks and lie even under magical detection.
|
Adventurer's Guide
|
|
Globe of Invulnerability
|
|
6th
|
Abjuration
|
Negation, Protection
|
Create a sphere protected from outside magic.
|
Adventurer's Guide
|
|
Guards and Wards
|
|
6th
|
Abjuration
|
Arcane, Protection
|
Ward an area, making it difficult to traverse for those that you do not permit.
|
Adventurer's Guide
|
|
Hallow
|
|
5th
|
Evocation
|
Divine, Protection
|
Imbue an area with powerful divine protections that help or hinder creatures of your choice.
|
Adventurer's Guide
|
|
Harmonic Resonance
|
|
1st
|
Abjuration
|
Enhancement, Sound
|
Harmonize with the rhythm of those around you to better help allies.
|
Adventurer's Guide
|
|
Haste
|
|
3rd
|
Transmutation
|
Enhancement, Time
|
Allow a creature to move and act more quickly.
|
Adventurer'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
|