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Spells

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Name Ritual Level Sort descending Classical Spell School Spell Schools Summary Source
Entangle 1st Conjuration Nature, Plants, Terrain Fill an area with plants that impede or prevent movement. 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
Magic Missile 1st Evocation Arcane, Attack, Force Shoot bolts of arcane energy certain to hit one or more creatures. Adventurer's Guide
Calm Emotions 2nd Enchantment Divine, Negation Suppress strong and harmful emotions, negating effects or sapping aggression. Adventurer's Guide
Flame Blade 2nd Evocation Attack, Fire, Weaponry A blade of fire appears in your hand, allowing you to make fire attacks. Adventurer's Guide
Zone of Truth 2nd Enchantment Communication, Compulsion, Law Create a zone that minimizes spoken deceptions. Adventurer's Guide
Blindness/Deafness 2nd Necromancy Affliction, Arcane, Divine, Senses Strike a creature blind or deaf. Adventurer's Guide
Arcanist’s Magic Aura 2nd Illusion Arcane, Obscurement, Scrying Disguise the true magical nature of an object or creature. Adventurer's Guide
Aid 2nd Abjuration Divine, Enhancement Boost the hit points of allies. Adventurer's Guide
Warding Bond 2nd Abjuration Divine, Protection Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. Adventurer's Guide
Deadweight 2nd Transmutation Movement, Transformation Greatly increase the weight of an object. Adventurer's Guide
Arcane Lock 2nd Abjuration Arcane, Protection Make a nearly permanent magical lock. Adventurer's Guide
Levitate 2nd Transmutation Air, Arcane, Chaos, Movement Cause one creature or object to float. Adventurer's Guide
Flex 2nd Illusion Enhancement, Utility Bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. Adventurer's Guide
Flaming Sphere 2nd Conjuration Arcane, Fire Create and control a 5-foot diameter burning sphere. Adventurer's Guide
Suggestion 2nd Enchantment Arcane, Compulsion Magically influence a creature, compelling it to follow a simple suggestion. Adventurer's Guide
Blur 2nd Illusion Arcane, Protection, Senses Cloak yourself in distortion, imposing disadvantage on attacks against you. 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
Barkskin 2nd Transmutation Nature, Plants, Protection, Transformation Turn a creature’s skin to bark, increasing its defensiveness. 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
Spider Climb 2nd Transmutation Arcane, Movement, Utility Give a creature the ability to walk on walls or ceilings, hands free. Adventurer's Guide
Animal Messenger
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2nd Enchantment Beasts, Communication, Nature Use a Tiny creature as a magical messenger. 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
Invisibility 2nd Illusion Arcane, Obscurement, Shadow Render a creature invisible so long as it does not attack or cast spells. 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
Force of Will 2nd Abjuration Protection Reduce the damage dealt by an attack. Adventurer's Guide
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
Enlarge/Reduce 2nd Transmutation Affliction, Arcane, Enhancement, Transformation Increase or decrease a creature’s size. Adventurer's Guide
Scorching Ray 2nd Evocation Arcane, Attack, Fire Shoot rays of fire damage able to target multiple creatures. Adventurer's Guide
Rope Trick 2nd Transmutation Arcane, Planar, Utility Create a pocket dimension at the end of a suspended rope. Adventurer's Guide
Find Steed 2nd Conjuration Beasts, Divine, Summoning Summon a spirit that takes the form of a mount. Adventurer's Guide
Ray of Enfeeblement 2nd Necromancy Arcane, Necrotic Shoot a ray of necrotic damage that weakens a creature. Adventurer's Guide
Lesser Restoration 2nd Abjuration Divine, Good, Healing Remove one affliction from a creature. Adventurer's Guide
Detect Thoughts 2nd Divination Arcane, Senses, Telepathy Read the minds of nearby thinking creatures. Adventurer's Guide
Protection from Poison 2nd Abjuration Divine, Nature, Negation, Protection Protect a creature from poison, and purge any poisons from their system. Adventurer's Guide
Protection from Energy 2nd Abjuration Arcane, Divine, Protection Grant a creature resistance to one damage type of your choice. Adventurer's Guide
Augury 2nd Divination Communication, Divine, Scrying, Time Consult fate. Adventurer's Guide
Locate Animals or Plants
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2nd Divination Arcane, Beasts, Knowledge, Nature, Plants, Utility Gain knowledge about the location of flora and fauna. Adventurer's Guide
Hold Person 2nd Enchantment Affliction, Arcane Paralyze a humanoid. Adventurer's Guide
Prayer of Healing 2nd Evocation Divine, Good, Healing Heal up to 6 creatures during a short rest. Adventurer's Guide
Gust of Wind 2nd Evocation Air, Nature Create a powerful gust of wind that disperses clouds and pushes creatures. Adventurer's Guide
Darkvision 2nd Transmutation Arcane, Nature, Senses Grant a creature the ability to see in the dark. Adventurer's Guide
Alter Self 2nd Transmutation Arcane, Movement, Shapechanging, Weaponry Use magic to warp your body. Adventurer's Guide
Gentle Repose
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2nd Necromancy Arcane, Divine Prevent a corpse from decaying or being raised as undead. Adventurer's Guide
Pass Without Trace 2nd Abjuration Nature, Obscurement, Utility Give you and allies a bonus to Stealth checks and prevent tracked pursuit. Adventurer's Guide
Enthrall 2nd Enchantment Compulsion Monopolize a creature’s attention. Adventurer's Guide
Continual Flame 2nd Evocation Arcane, Divine, Fire Create a torch-like flame that can’t be extinguished. Adventurer's Guide
Enhance Ability 2nd Transmutation Enhancement Increase the effectiveness of one ability score for a creature. Adventurer's Guide
Magic Weapon 2nd Transmutation Arcane, Enhancement, Transformation, Weaponry Imbue a weapon with magic, making it more powerful. Adventurer's Guide