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Spells

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Name Ritual Sort ascending Level Classical Spell School Spell Schools Summary Source
Sacred Flame Cantrip Evocation Attack, Divine, Radiant Use radiant energy to scorch an enemy. Adventurer's Guide
Rope Trick 2nd Transmutation Arcane, Planar, Utility Create a pocket dimension at the end of a suspended rope. Adventurer's Guide
Revivify 3rd Necromancy Divine, Healing Return a creature to life who has been dead for less than a minute. Adventurer's Guide
Reverse Gravity 7th Transmutation Arcane Reverse the gravity of a specific area. Adventurer's Guide
Resurrection 7th Necromancy Divine, Healing Return a long-dead creature to life. Adventurer's Guide
Resistance Cantrip Abjuration Nature, Protection Give a creature a bonus against one saving throw. Adventurer's Guide
Resilient Sphere 4th Evocation Arcane, Protection Create an impenetrable sphere of energy around a creature. Adventurer's Guide
Remove Curse 3rd Abjuration Arcane, Divine, Negation Remove all curses from a creature. Adventurer's Guide
Regenerate 7th Transmutation Divine, Healing, Nature Cause a creature to heal itself over time and can regrow lost limbs. Adventurer's Guide
Ray of Frost Cantrip Evocation Arcane, Cold, Movement Shoot a ray of cold damage that slows a creature. Adventurer's Guide
Ray of Enfeeblement 2nd Necromancy Arcane, Necrotic Shoot a ray of necrotic damage that weakens a creature. Adventurer's Guide
Raise Hell 9th Transmutation Evil, Law, Terrain Transform the land around you into a blasted hellscape. Adventurer's Guide
Raise Dead 5th Necromancy Divine, Healing Return a recently-dead creature to life. Adventurer's Guide
Rage of the Meek 4th Transmutation Force, Protection Become a fearsome arcane-empowered warrior. 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 Evil and Good 1st Abjuration Arcane, Divine, Protection Protect a creature from certain creature types. 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
Project Image 7th Illusion Arcane, Senses Create an illusionary duplicate you can sense through. Adventurer's Guide
Programmed Illusion 6th Illusion Arcane, Senses Set an illusion that triggers once a specified condition is met. Adventurer's Guide
Produce Flame Cantrip Conjuration Attack, Fire, Nature, Utility Create a fierce flame for utility or attack. Adventurer's Guide
Private Sanctum 4th Abjuration Arcane, Obscurement, Scrying, Utility Secure an area from spying and intrusion. Adventurer's Guide
Prismatic Wall 9th Abjuration Arcane, Prismatic, Protection Create a wall of potent kaleidoscopic energy that inflicts a number of effects on those that trespass. Adventurer's Guide
Prismatic Spray 7th Evocation Arcane, Prismatic Unleash a kaleidoscopic cone of energy that deals various types of damage and harmful effects. Adventurer's Guide
Prestidigitation Cantrip Transmutation Arcane, Utility Perform various minor magical tricks. Adventurer's Guide
Prayer of Healing 2nd Evocation Divine, Good, Healing Heal up to 6 creatures during a short rest. Adventurer's Guide
Power Word Stun 8th Enchantment Affliction, Arcane Stun a creature with a single word. Adventurer's Guide
Power Word Kill 9th Enchantment Arcane, Attack Slay a creature with a single word. Adventurer's Guide
Polymorph 4th Transmutation Affliction, Arcane, Beasts, Nature, Shapechanging, Transformation Temporarily transform a creature into another creature. Adventurer's Guide
Poison Skin 3rd Abjuration Nature, Poison, Protection Make a creature brightly colored and poisonous to the touch. 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
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
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
Planar Ally 6th Conjuration Divine, Planar, Summoning Entreat cosmic forces for assistance and summon forth an ally—for a price. Adventurer's Guide
Phantasmal Talons 1st Enchantment Psychic, Unarmed Sprout invisible talons of pure will from your fingers. 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
Pestilence Cantrip Conjuration Nature, Summoning Fill a 10-foot sphere with biting insects that damage creatures and some objects. 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
Passwall 5th Transmutation Arcane, Terrain, Utility Create a hole in certain surfaces for easy passage. Adventurer's Guide
Mislead 5th Illusion Arcane, Chaos, Obscurement, Transformation Confuse those around you by replacing yourself with a duplicate. Adventurer's Guide
Mirror Image 2nd Illusion Arcane, Chaos, Obscurement Transform an area of terrain with a convincing, immersive illusion. Adventurer's Guide
Minor Illusion Cantrip Illusion Arcane, Chaos Create a small, limited illusion. Adventurer's Guide
Mindshield 4th Abjuration Protection, Psychic Grant resistance to psychic damage and protection from charms and fear. Adventurer's Guide
Mind Blank 8th Abjuration Arcane, Negation Prevent a creature’s mind from being read. Adventurer'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
Mending Cantrip Transmutation Arcane, Transformation, Utility Perform simple repairs on an object. 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
Maze 8th Conjuration Arcane, Chaos, Compulsion, Planar Banish a creature to a maze contained within its own demiplane. Adventurer's Guide
Mass Suggestion 6th Enchantment Arcane, Chaos, Compulsion Convince up to 12 creatures to carry out a simple instruction. Adventurer's Guide
Mass Healing Word 3rd Evocation Divine, Healing Heal up to 6 allies for a small amount. Adventurer's Guide
Mass Heal 9th Evocation Divine, Healing Share 700 points of healing between any number of allies. Adventurer's Guide