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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Locate Object 2nd Divination Arcane, Knowledge, Utility Know the whereabouts of a specific, nearby object. Adventurer's Guide
Longstrider 1st Transmutation Movement, Utility Increase a creature’s walking speed. Adventurer's Guide
Mage Armor 1st Abjuration Arcane, Protection Magically increase your AC. Adventurer's Guide
Mage Hand Cantrip Conjuration Arcane, Utility Conjure a hand to manipulate small objects. Adventurer's Guide
Magic Circle 3rd Abjuration Compulsion, Protection Create a protective cylinder of magic. Adventurer's Guide
Magic Jar 6th Necromancy Arcane, Compulsion, Evil Move your soul into a jar in order to possess another creature. Adventurer's Guide
Magic Map 2nd Divination Arcane, Knowledge, Nature Create a map showing the route you’ve traveled. Dungeon Delver's Guide
Magic Missile 1st Evocation Arcane, Attack, Force Shoot bolts of arcane energy certain to hit one or more creatures. Adventurer's Guide
Magic Mouth
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2nd Illusion Arcane, Communication, Sound Enchant an object to repeat a message in certain circumstances. Adventurer's Guide
Magic Weapon 2nd Transmutation Arcane, Enhancement, Transformation, Weaponry Imbue a weapon with magic, making it more powerful. Adventurer's Guide
Magnificent Mansion 7th Conjuration Arcane, Planar Create a magnificent extradimensional dwelling. Adventurer's Guide
Major Image 3rd Illusion Arcane, Chaos Create a large, realistic illusion. Adventurer's Guide
Map Marker 3rd Divination Knowledge, Utility Accurately mark your current position on a map depicting your location. Gate Pass Gazette
Mass Cure Wounds 5th Evocation Divine, Healing Heal several allies a moderate amount. Adventurer's Guide
Mass Heal 9th Evocation Divine, Healing Share 700 points of healing between any number of allies. Adventurer's Guide
Mass Healing Word 3rd Evocation Divine, Healing Heal up to 6 allies for a small amount. Adventurer's Guide
Mass Suggestion 6th Enchantment Arcane, Chaos, Compulsion Convince up to 12 creatures to carry out a simple instruction. Adventurer's Guide
Maze 8th Conjuration Arcane, Chaos, Compulsion, Planar Banish a creature to a maze contained within its own demiplane. Adventurer's Guide
Meld Into Stone 3rd Transmutation Nature, Obscurement, Shapechanging, Transformation You are enveloped by any stone surface large enough to contain you. Adventurer's Guide
Mending Cantrip Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. Adventurer's Guide
Mental Grip 2nd Conjuration Affliction Conjure extensions of your own mental fortitude to keep your foes at bay. Adventurer's Guide
Message Cantrip Transmutation Arcane, Communication Send short messages to other creatures. Adventurer's Guide
Metabolic Stasis 6th Transmutation Arcane, Divine, Nature Create a zone of immortality. Dungeon Delver's Guide
Meteor Swarm 9th Evocation Affliction, Arcane, Attack, Fire, Storm Cause fiery spheres to fall from the sky for up to a mile. Adventurer's Guide
Mind Blank 8th Abjuration Arcane, Negation Prevent a creature’s mind from being read. Adventurer's Guide
Mindshield 4th Abjuration Protection, Psychic Grant resistance to psychic damage and protection from charms and fear. Adventurer's Guide
Minor Illusion Cantrip Illusion Arcane, Chaos Create a small, limited illusion. Adventurer's Guide
Mirage Arcane 7th Illusion Arcane, Chaos, Nature, Obscurement, Terrain, Transformation Transform an area of terrain with a convincing, immersive illusion. Adventurer's Guide
Mirror Image 2nd Illusion Arcane, Chaos, Obscurement Create copies of yourself to avoid being hit. Adventurer's Guide
Mislead 5th Illusion Arcane, Chaos, Obscurement, Transformation Confuse those around you by replacing yourself with a duplicate. Adventurer's Guide
Misty Step 2nd Conjuration Arcane, Chaos, Movement, Teleportation Teleport short distances in a puff of shimmering mist. Adventurer's Guide
Modify Memory 5th Enchantment Communication, Compulsion, Utility Alter a creature’s memory. Adventurer's Guide
Moonbeam 2nd Evocation Nature, Radiant Control a moveable beam of moonlight that harms your foes. Adventurer's Guide
Move Earth 6th Transmutation Earth, Nature, Terrain, Utility Bend the earth to create permanent changes to the terrain. Adventurer's Guide
Muddle Cantrip Enchantment Affliction, Psychic Inflict a temporary level of strife or fatigue. Gate Pass Gazette
Nervous Recoil 1st Enchantment Negation, Psychic When a creature succeeds on an attack roll, you cloud its perception, forcing it to either treat the attack roll as a failure or keep its success and suffer damage from cognitive dissonance. Gate Pass Gazette
Nondetection 3rd Abjuration Arcane, Negation, Obscurement, Scrying, Utility Hide a person, place, or thing from divination magic for 8 hours. Adventurer's Guide
Object of Fascination 2nd Enchantment Compulsion Enchant a valuable item to distract or lure a now fixated creature. Gate Pass Gazette
Pass Without Trace 2nd Abjuration Nature, Obscurement, Utility Give you and allies a bonus to Stealth checks and prevent tracked pursuit. Adventurer's Guide
Passwall 5th 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
Phantasmal Talons 1st Enchantment Psychic, Unarmed Sprout invisible talons of pure will from your fingers. Adventurer's Guide
Phantom Steed
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3rd Illusion Arcane, Movement, Summoning, Utility Conjure an ephemeral creature to use as a mount. Adventurer's Guide
Pigment Cloud 2nd Evocation Arcane, Obscurement, Prismatic Create a cloud of colorful pigment, causing affected creatures to leave a trail. Gate Pass Gazette
Planar Ally 6th Conjuration Divine, Planar, Summoning Entreat cosmic forces for assistance and summon forth an ally—for a price. Adventurer's Guide
Planar Binding 5th Abjuration Arcane, Compulsion, Divine, Nature, Planar, Utility Force a creature from another plane of existence to become your servant. Adventurer's Guide
Plane Shift 7th Conjuration Arcane, Divine, Nature, Planar, Teleportation, Utility Transport yourself and allies to another plane of existence or banish an enemy there instead. Adventurer's Guide
Plant Growth 3rd Transmutation Nature, Plants, Terrain Use magic to increase the yield of plants or create difficult terrain. Adventurer's Guide
Poison Skin 3rd Abjuration Nature, Poison, Protection Make a creature brightly colored and poisonous to the touch. Adventurer's Guide