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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Darkness 2nd Evocation Arcane, Shadow Shroud an area in magical darkness. Adventurer's Guide
Darkvision 2nd Transmutation Arcane, Nature, Senses Grant a creature the ability to see in the dark. Adventurer's Guide
Daylight 3rd Evocation Arcane, Divine, Nature Fill an area with magical daylight. Adventurer's Guide
Deadweight 2nd Transmutation Movement, Transformation Greatly increase the weight of an object. Adventurer's Guide
Death Ward 4th Abjuration Divine, Protection Grant a creature a one-time escape from death. Adventurer's Guide
Delayed Blast Fireball 7th Evocation Arcane, Fire Create a fiery explosion that deals more damage the longer it is held before release. Adventurer's Guide
Dementing Touch 5th Enchantment Affliction, Evil Plague a creature’s mind to inflict strife. Gate Pass Gazette
Demiplane 8th Conjuration Arcane, Planar Create a doorway to a dimension you create. Adventurer's Guide
Detect Evil and Good 1st Divination Divine, Senses Sense the presence and nature of otherworldly influences. Adventurer's Guide
Detect Magic
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1st Divination Arcane, Divine, Nature, Senses Sense the presence and school of magical auras. Adventurer's Guide
Detect Poison and Disease
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1st Divination Divine, Nature, Senses Sense the presence and identify poisons and diseases. Adventurer's Guide
Detect Thoughts 2nd Divination Arcane, Senses, Telepathy Read the minds of nearby thinking creatures. Adventurer's Guide
Dimension Door 4th Conjuration Arcane, Teleportation Teleport yourself and one willing creature great distances. Adventurer's Guide
Disguise Self 1st Illusion Arcane, Obscurement Create an illusion that makes you appear like another humanoid. Adventurer's Guide
Disintegrate 6th Transmutation Arcane, Attack, Transformation Use a magical ray to disintegrate a creature or object. 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
Divination
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4th Divination Communication, Divine, Knowledge, Time Ask a higher power about the future. Adventurer's Guide
Divine Favor 1st Evocation Attack, Divine, Radiant, Weaponry Deal bonus radiant damage with your attacks. Adventurer's Guide
Divine Word 7th Evocation Affliction, Divine Hamper and possibly destroy otherworldly foes. Adventurer's Guide
Dominate Beast 4th Enchantment Beasts, Compulsion, Nature Take over the mind of a beast. Adventurer's Guide
Dominate Monster 8th Enchantment Arcane, Compulsion Take over the mind of a creature. Adventurer's Guide
Dominate Person 5th Enchantment Compulsion Take over the mind of a humanoid. Adventurer's Guide
Draining Nova 4th Necromancy Affliction, Healing, Necrotic Heal 1d8 hit points for each level of fatigue you inflict. Gate Pass Gazette
Dramatic Sting 1st Enchantment Fear, Psychic, Sound Frighten a creature by echoing its movements with ominous music and terrifying sound effects. Adventurer's Guide
Dream 5th Illusion Affliction, Communication Invade a creature’s dreams to communicate with and possibly terrorize it. Adventurer's Guide
Druidcraft Cantrip Transmutation Nature, Utility Produce a variety of useful minor nature 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
Earthquake 8th Evocation Earth, Terrain Shake the ground to damage creatures and structures. Adventurer's Guide
Eavesdrop 4th Divination Arcane, Divine, Law, Scrying, Senses Create a long-lasting magical sensor that transmits sounds. Gate Pass Gazette
Eldritch Cube 5th Conjuration Law, Psychic Summon a black, nonreflective, incorporeal cube that deals psychic damage to creatures that touch it. Adventurer's Guide
Enervating Light 4th Necromancy Affliction, Undead Inflict fatigue on a creature to heal undead creatures. 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
Enrage Architecture 7th Transmutation Earth, Terrain Animate a building and make it lash out at its inhabitants and surroundings. Adventurer's Guide
Entangle 1st Conjuration Nature, Plants, Terrain Fill an area with plants that impede or prevent movement. Adventurer's Guide
Enthrall 2nd Enchantment Compulsion Monopolize a creature’s attention. Adventurer's Guide
Escape 5th Conjuration Arcane, Teleportation Escape to the surface. Dungeon Delver's Guide
Etherealness 7th Transmutation Movement, Obscurement, Planar Enter the border of the Ethereal Plane. Adventurer's Guide
Expeditious Retreat 1st Transmutation Arcane, Movement Move much faster than normal. Adventurer's Guide
Eyebite 6th Necromancy Affliction, Arcane, Fear Use a gaze attack to curse creatures. Adventurer's Guide
Fabricate 4th Transmutation Arcane, Transformation Magically transform raw materials into finished items. Adventurer's Guide
Faerie Fire 1st Evocation Arcane, Utility Highlight creatures with magical radiance. 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
Fear 3rd Illusion Arcane, Fear Frighten creatures in a cone-shaped area. Adventurer's Guide
Feather Fall 1st Transmutation Arcane, Protection Reduce or eliminate damage from falling. Adventurer's Guide
Feeblemind 8th Enchantment Affliction, Arcane, Psychic Crush a creature’s mind. Adventurer's Guide
Fertilize Field 4th Transmutation Divine, Earth, Plants, Utility Alter a square mile of soil for optimal growth of a chosen crop. Gate Pass Gazette