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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
See Invisibility 2nd Divination Arcane, Enhancement, Senses See invisible creatures and objects. Adventurer's Guide
Seed Bomb 2nd Conjuration Nature, Weaponry Conjure 4 seeds and imbue them with a variety of explosive effects. Adventurer's Guide
Seeming 5th Illusion Arcane, Obscurement, Utility Craft an illusory appearance for as many creatures as you choose. Adventurer's Guide
Sending 3rd Evocation Arcane, Communication, Divine Send a short message to another creature, no matter their location. Adventurer's Guide
Sequester 7th Transmutation Arcane, Obscurement, Utility Place a willing creature in suspended animation and hide them away. Adventurer's Guide
Shapechange 9th Transmutation Arcane, Nature, Shapechanging Take on the form of another creature. Adventurer's Guide
Shatter 2nd Evocation Arcane, Sound, Thunder Create a painful ringing sound that damages all creatures and objects in an area. Adventurer's Guide
Shattering Barrage 2nd Evocation Air, Terrain Hurl orbs of jagged broken glass at up to 3 creatures. Adventurer's Guide
Shield 1st Abjuration Arcane, Protection Create a temporary barrier of arcane energy around yourself. Adventurer's Guide
Shield of Faith 1st Abjuration Divine, Protection Bestow holy protection upon a creature. Adventurer's Guide
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
Skeleton Crew
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2nd Conjuration Arcane, Summoning, Technological, Utility Summon invisible forces to pilot a vehicle. Gate Pass Gazette
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
Steady Hands Cantrip Transmutation Enhancement, Technological, Utility Gain precise control over your fine movements. Gate Pass Gazette
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