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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Calculate Cantrip Divination Enhancement, Law, Technological Instantly know the answer to any mathematical equation. Adventurer's Guide
Calculated Retribution 1st Abjuration Force, Law, Weaponry Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them. Adventurer's Guide
Call Lightning 3rd Conjuration Lightning, Nature, Storm, Weather Create a storm cloud and call upon bolts of lightning every round. Adventurer's Guide
Calm Emotions 2nd Enchantment Divine, Negation Suppress strong and harmful emotions, negating effects or sapping aggression. Adventurer's Guide
Ceremony
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1st Evocation Divine Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage. Adventurer's Guide
Chain Lightning 6th Evocation Arcane, Lightning Fire a bolt of lightning that arcs to multiple foes. Adventurer's Guide
Charm Monster 4th Enchantment Arcane, Compulsion Make a creature view you as a trusted friend. Adventurer's Guide
Charm Person 1st Enchantment Arcane, Compulsion Force a humanoid to view you as a trusted friend for a short time. Adventurer's Guide
Chef's Plate 1st Divination Arcane, Divine, Protection, Utility Learn how to prepare targeted food or drink. Gate Pass Gazette
Chill Touch Cantrip Necromancy Affliction, Arcane, Attack, Necrotic Attack with the chill of the grave, injuring and preventing healing. Adventurer's Guide
Chromatic Beam 2nd Evocation Arcane, Prismatic Refract light through a gemstone to produce a ray of the chosen energy type. Gate Pass Gazette
Circle of Death 6th Necromancy Necrotic Suck the life force from an area, dealing necrotic damage in a large sphere. Adventurer's Guide
Circular Breathing Cantrip Transmutation Air, Enhancement, Water Breathe and sing underwater, and regulate your breath to avoid harmful gases. Adventurer's Guide
Clairvoyance 3rd Divination Arcane, Divine, Scrying Create a sensor at a distance, allowing you to see or hear through it. Adventurer's Guide
Clone 8th Necromancy Arcane Create a duplicate of a creature that awakens upon the original’s death. Adventurer's Guide
Cloudkill 5th Conjuration Arcane, Obscurement, Poison Create a cloud of poisonous fog that obscures the area and damages creatures. Adventurer's Guide
Cobra’s Spit 3rd Conjuration Attack, Poison Spit venom at a creature within 30 feet. Adventurer's Guide
Color Spray 1st Illusion Arcane, Prismatic, Senses Create a flash of brilliant colored light, blinding creatures in front of you. Adventurer's Guide
Command 1st Enchantment Compulsion, Divine Compel a creature to follow a one-word command. Adventurer's Guide
Commune
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5th Divination Divine, Knowledge, Planar Reach out to beyond the realms material to answer your questions. Adventurer's Guide
Commune with Nature
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5th Divination Knowledge, Nature Become one with nature to learn about the surrounding land. Adventurer's Guide
Comprehend Languages
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1st Divination Communication, Knowledge Use magic to better interpret languages you do not understand. Adventurer's Guide
Cone of Cold 5th Evocation Arcane, Attack, Cold Create a blast of frigid air, dealing damage in a cone. Adventurer's Guide
Confusion 4th Enchantment Affliction, Chaos, Compulsion Strike confusion into the minds of your enemies, making them act randomly. Adventurer's Guide
Conjure Aberration 6th Conjuration Arcane, Divine, Planar, Summoning Conjure a hideous being. Dungeon Delver's Guide
Conjure Animals 3rd Conjuration Beasts, Nature, Summoning Summon beasts to your aid. Adventurer's Guide
Conjure Celestial 7th Conjuration Divine, Good, Summoning Summon an angelic being to your aid. 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 Fey 6th Conjuration Arcane, Nature, Summoning Summon a hag, hound, or redcap. Adventurer's Guide
Conjure Minor Elementals 4th Conjuration Air, Arcane, Earth, Fire, Nature, Summoning, Water Summon one, two, or three elementals. Adventurer's Guide
Conjure Woodland Beings 4th Conjuration Nature Summon up to three blink dogs, satyrs, or sprites. Adventurer's Guide
Consume Vigor 4th Necromancy Healing, Necrotic Deal necrotic damage and potentially reduce your own strife and fatigue. Gate Pass Gazette
Contact Other Plane
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5th Divination Arcane, Knowledge, Planar Risk your sanity in order to question an otherworldly being. Adventurer's Guide
Contagion 5th Necromancy Affliction, Arcane, Nature Afflict a creature with disease. Adventurer's Guide
Contingency 6th Evocation Arcane, Time Prepare a spell to trigger under certain conditions. Adventurer's Guide
Continual Flame 2nd Evocation Arcane, Divine, Fire Create a torch-like flame that can’t be extinguished. Adventurer's Guide
Control Water 4th Transmutation Arcane, Divine, Nature, Terrain, Water A body of water moves at your command. Adventurer's Guide
Control Weather 8th Transmutation Arcane, Divine, Nature, Weather Alter the weather in a 5-mile radius. Adventurer's Guide
Convenient Retrieval Cantrip Conjuration Arcane, Utility Instantly retrieve an item from a container. Gate Pass Gazette
Corpse Explosion 1st Evocation Poison, Thunder Make a corpse explode in a poisonous cloud. Adventurer's Guide
Counterspell 3rd Abjuration Arcane, Negation Interrupt another spellcaster as they cast a spell. Adventurer's Guide
Create Food and Water 3rd Conjuration Divine, Utility Conjure food and water to sustain one or more humanoids. Adventurer's Guide
Create or Destroy Water 1st Transmutation Divine, Utility, Water Create or destroy up to 10 gallons of water. Adventurer's Guide
Create Undead 6th Necromancy Arcane, Divine, Undead Raise three or fewer humanoid corpses as ghouls. Adventurer's Guide
Creation 5th Illusion Arcane, Shadow Create from shadow-stuff a physical object no larger than a 5-foot cube. Adventurer's Guide
Crushing Haymaker 3rd Evocation Attack, Thunder, Unarmed, Weaponry Deliver a devastating strike that deals thunder damage and lays your target low. Adventurer's Guide
Cure Wounds 1st Evocation Divine, Healing, Nature Heal hit points equal to 1d8 + your spellcasting ability modifier. Adventurer's Guide
Dancing Feet 5th Enchantment Affliction, Arcane, Compulsion Force creatures to dance Gate Pass Gazette
Dancing Lights Cantrip Evocation Arcane, Utility Create up to four floating, magical lights. Adventurer's Guide
Darklight 3rd Evocation Utility Create a heatless flame that sheds light only you and creatures you choose are able to see. Adventurer's Guide