Skip to main content

Breadcrumb

Spells

Tip: Ctrl-click will select (and deselect) multiple options in a select list.
Show More Options +
Name Ritual Level Classical Spell School Sort ascending Spell Schools Summary Source
Spider Climb 2nd Transmutation Arcane, Movement, Utility Give a creature the ability to walk on walls or ceilings, hands free. Adventurer's Guide
Speak with Plants 3rd Transmutation Communication, Nature, Plants, Utility Awaken nearby plants, bestowing intelligence and animation. Adventurer's Guide
Awaken Portal 4th Transmutation Arcane, Divine, Protection Impart sentience to a door. Dungeon Delver'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
Slow 3rd Transmutation Arcane, Movement, Negation, Time Slow time for 6 creatures, making them sluggish and vulnerable. Adventurer's Guide
Awaken 5th Transmutation Beasts, Enhancement, Nature, Plants Impart sentience to a creature or plant. Adventurer's Guide
Longstrider 1st Transmutation Movement, Utility Increase a creature’s walking speed. Adventurer's Guide
Housekeeping
r
1st Transmutation Arcane, Utility Clean a 10-foot square area of foreign substances. Gate Pass Gazette
Circular Breathing Cantrip Transmutation Air, Enhancement, Water Breathe and sing underwater, and regulate your breath to avoid harmful gases. Adventurer's Guide
Animate Painting 6th Transmutation Planar, Prismatic, Transformation, Utility Create an extraplanar space from an existing painting Gate Pass Gazette
Heat Metal 2nd Transmutation Affliction, Fire, Nature Make a metallic object too hot to touch. Adventurer's Guide
Shillelagh Cantrip Transmutation Nature, Transformation, Weaponry Imbue your staff or club with magical essence. Adventurer's Guide
Invigorated Strikes 2nd Transmutation Attack, Enhancement, Unarmed Increase the damage dealt by a creature’s unarmed strikes and natural weapons. Adventurer's Guide
Levitate 2nd Transmutation Air, Arcane, Chaos, Movement Cause one creature or object to float. Adventurer's Guide
Inner Solace 3rd Transmutation Enhancement Target gains 1d8 temporary hit points for each level of exhaustion and strife it suffers. Gate Pass Gazette
Blink 3rd Transmutation Arcane, Planar, Protection Have a 50% chance of vanishing each turn to avoid being harmed. Adventurer's Guide
Shapechange 9th Transmutation Arcane, Nature, Shapechanging Take on the form of another creature. Adventurer's Guide
Sequester 7th Transmutation Arcane, Obscurement, Utility Place a willing creature in suspended animation and hide them away. Adventurer's Guide
Glibness 8th Transmutation Communication, Enhancement, Obscurement Gain a bonus to Charisma checks and lie even under magical detection. Adventurer's Guide
Barkskin 2nd Transmutation Nature, Plants, Protection, Transformation Turn a creature’s skin to bark, increasing its defensiveness. Adventurer's Guide
Control Weather 8th Transmutation Arcane, Divine, Nature, Weather Alter the weather in a 5-mile radius. Adventurer's Guide
Flesh to Stone 6th Transmutation Arcane, Earth, Transformation Turn a creature to stone. Adventurer's Guide
Aspect of the Moon 3rd Transmutation Enhancement, Nature, Transformation, Unarmed, Weaponry Adopt a number of traits similar to a werewolf. Adventurer's Guide
Knock 2nd Transmutation Utility Open a locked object. Adventurer's Guide
Enrage Architecture 7th Transmutation Earth, Terrain Animate a building and make it lash out at its inhabitants and surroundings. Adventurer's Guide
Arcane Muscles Cantrip Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Adventurer's Guide
Prestidigitation Cantrip Transmutation Arcane, Utility Perform various minor magical tricks. Adventurer's Guide
Rope Trick 2nd Transmutation Arcane, Planar, Utility Create a pocket dimension at the end of a suspended rope. Adventurer's Guide
Reverse Gravity 7th Transmutation Arcane Reverse the gravity of a specific area. Adventurer's Guide
Control Water 4th Transmutation Arcane, Divine, Nature, Terrain, Water A body of water moves at your command. Adventurer's Guide
Expeditious Retreat 1st Transmutation Arcane, Movement Move much faster than normal. Adventurer's Guide
Polymorph 4th Transmutation Affliction, Arcane, Beasts, Nature, Shapechanging, Transformation Temporarily transform a creature into another creature. Adventurer's Guide
Reincarnate 5th Transmutation Healing, Nature, Transformation Create a new body for a recently dead humanoid. 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
Enlarge/Reduce 2nd Transmutation Affliction, Arcane, Enhancement, Transformation Increase or decrease a creature’s size. Adventurer's Guide
Raise Hell 9th Transmutation Evil, Law, Terrain Transform the land around you into a blasted hellscape. Adventurer's Guide
Rage of the Meek 4th Transmutation Force, Protection Become a fearsome arcane-empowered warrior. Adventurer's Guide
Purify Food and Drink
r
1st Transmutation Divine, Nature, Negation Cleanse food and drink of poisons and disease. Adventurer's Guide
Abstraction 2nd Transmutation Affliction, Prismatic, Transformation Hamper a creature’s reactions by transforming it into a simplistic version of itself. Gate Pass Gazette
Inescapable Malady 7th Necromancy Affliction Infect a creature with an arcane disease. Adventurer's Guide
False Life 1st Necromancy Arcane, Enhancement Gain temporary hit points. Adventurer's Guide
Inflict Wounds 1st Necromancy Attack, Divine, Necrotic Assail a creature with necrotic energy. Adventurer's Guide
Vampiric Touch 3rd Necromancy Arcane, Attack, Healing, Necrotic Make a touch attack that drains life force and heals your wounds. Adventurer's Guide
Astral Projection 9th Necromancy Movement, Planar, Utility Travel the astral plane. Adventurer's Guide
Animate Dead 3rd Necromancy Necrotic, Summoning, Undead Create undead to do your bidding. 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
Spare the Dying Cantrip Necromancy Divine, Healing Stabilize a dying creature with a jolt of healing energy. Adventurer's Guide
Finger of Death 7th Necromancy Arcane, Necrotic, Undead Wrack a creature with negative energy that deals 7d8+30 necrotic damage. Adventurer's Guide
Resurrection 7th Necromancy Divine, Healing Return a long-dead creature to life. Adventurer's Guide
Ray of Enfeeblement 2nd Necromancy Arcane, Necrotic Shoot a ray of necrotic damage that weakens a creature. Adventurer's Guide