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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Shillelagh Cantrip Transmutation Nature, Transformation, Weaponry Imbue your staff or club with magical essence. Adventurer's Guide
Shocking Grasp Cantrip Evocation Affliction, Arcane, Attack, Lightning Deal lightning damage to a creature within reach. Adventurer's Guide
Silence
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2nd Illusion Arcane, Divine, Negation, Senses Create a bubble of magical silence. 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
Sleeplessness
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3rd Enchantment Compulsion, Nature Grant a creature supernatural vigor that keeps it awake. Gate Pass Gazette
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
Spare the Dying Cantrip Necromancy Divine, Healing Stabilize a dying creature with a jolt of healing energy. Adventurer's Guide
Speak with Animals
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1st Divination Beasts, Communication, Nature, Utility Gain the ability to talk with animals. Adventurer's Guide
Speak with Dead 3rd Necromancy Communication, Divine, Knowledge, Utility Call forth memories from a corpse, compelling it to answer questions. Adventurer's Guide
Speak with Plants 3rd Transmutation Communication, Nature, Plants, Utility Awaken nearby plants, bestowing intelligence and animation. 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
Spike Growth 2nd Transmutation Nature, Terrain Create damaging difficult terrain by filling an area with sharp thorns and stones. Adventurer's Guide
Spirit Guardians 3rd Conjuration Divine, Necrotic, Radiant Spectral spirits surround you, damaging and slowing enemies in the area. Adventurer's Guide
Spiritual Weapon 2nd Evocation Attack, Divine, Force Conjure a floating, incandescent weapon to attack enemies with a bonus action. 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
Storm of Vengeance 9th Conjuration Acid, Cold, Lightning, Nature, Storm, Thunder, Weather Create a supernatural storm that rages for a minute and produces varying effects in a wide area. Adventurer's Guide
Stumble 1st Enchantment Affliction, Movement Make a creature stumble in a direction, potentially knocking them prone and dealing damage. Gate Pass Gazette
Subliminal Messenger 2nd Enchantment Communication, Compulsion Implant a message in the subconscious of a creature that it recites when certain conditions are met. Gate Pass Gazette
Sufferer's Pact 3rd Evocation Divine, Force, Healing Deal force damage to a creature in order to grant it temporary hit points. Gate Pass Gazette
Sufferer's Strike 2nd Evocation Affliction, Attack, Divine, Force Deal 2d8 force damage and an additional 1d8 for every level of fatigue and strife you have. Gate Pass Gazette
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
Tearful Sonnet 4th Enchantment Compulsion, Psychic, Sound Quietly play a tragic tune that fills those around you with magical sorrow. 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
Thaumaturgy Cantrip Transmutation Divine, Enhancement Manifest a minor magical effect to display divine power. 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
Transfer Exhaustion 2nd Transmutation Affliction, Divine, Healing Transfer levels of fatigue or strife from a creature to yourself. Gate Pass Gazette