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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Fey Tongue 1st Divination Communication, Knowledge Better understand the fey tongues and ways of communication. Gate Pass Gazette
Find Familiar
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1st Conjuration Arcane, Summoning Summon a magical creature to aid you. Adventurer's Guide
Find Steed 2nd Conjuration Beasts, Divine, Summoning Summon a spirit that takes the form of a mount. Adventurer's Guide
Find the Path 6th Divination Divine, Nature, Terrain Know the way to a location of your choice. Adventurer's Guide
Find Traps 2nd Divination Divine, Protection, Senses, Technological, Utility Know whether traps are present. 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
Fire Bolt Cantrip Evocation Arcane, Fire Shoot a flame at a creature to deal fire damage. Adventurer's Guide
Fire Shield 4th Evocation Arcane, Cold, Fire, Protection Gain resistance to and deal fire or cold damage to creatures that hit you. Adventurer's Guide
Fire Storm 7th Evocation Divine, Fire, Storm Unleash flames that deal 7d10 fire damage in spaces that you choose. Adventurer's Guide
Fireball 3rd Evocation Arcane, Fire Engulf an area in a blast of flame that deals 6d6 fire damage. 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
Flame Strike 5th Evocation Divine, Fire Call forth divine flames that descend from on high. Adventurer's Guide
Flaming Sphere 2nd Conjuration Arcane, Fire Create and control a 5-foot diameter burning sphere. Adventurer's Guide
Flesh to Stone 6th Transmutation Arcane, Earth, Transformation Turn a creature to stone. 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
Floating Disk
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1st Conjuration Arcane, Movement Create a floating platform which can carry up to 500 pounds. Adventurer's Guide
Fly 3rd Transmutation Arcane, Movement Grant a creature the ability to fly. Adventurer's Guide
Fog Cloud 1st Conjuration Arcane, Obscurement, Weather Create an area of fog. Adventurer's Guide
Forbiddance
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6th Abjuration Divine, Negation, Teleportation Protect an area against magical travel and damage certain trespassing creatures. Adventurer's Guide
Force of Will 2nd Abjuration Protection Reduce the damage dealt by an attack. Adventurer's Guide
Force Punch 1st Evocation Attack, Force, Unarmed Use a blast of magic to punch a creature. Adventurer's Guide
Forcecage 7th Evocation Arcane, Force, Planar, Teleportation Creatures in the area are trapped in an invisible cube of force. Adventurer's Guide
Foresight 9th Divination Arcane, Senses, Time Grant preternatural awareness to a creature that makes it immune to being surprised and grants it advantage on checks. Adventurer's Guide
Forest Army 9th Conjuration Nature, Plants Awaken and control an army of trees and plants. Adventurer's Guide
Fortified Will 1st Enchantment Affliction, Divine, Protection Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws. Gate Pass Gazette
Freedom of Movement 4th Abjuration Divine, Movement, Protection, Water Free a creature from most constraints on its movement. Adventurer's Guide
Freezing Sphere 6th Evocation Arcane, Cold, Water Unleash an arctic blast that deals 8d8 cold damage and freezes water in the area. Adventurer's Guide
Friends Cantrip Enchantment Arcane Gain an expertise die on a Charisma check. Adventurer's Guide
Gaseous Form 3rd Transmutation Air, Arcane, Movement Make a creature insubstantial and able to fly. Adventurer's Guide
Gate 9th Conjuration Arcane, Planar Create a portal to another plane. Adventurer's Guide
Gate from Beyond 3rd Conjuration Arcane, Teleportation Create a short-range portal for multiple creatures in exchange for suffering strife. Gate Pass Gazette
Geas 5th Enchantment Arcane, Compulsion, Divine, Law Give a creature a command with an extremely long duration. 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
Giant Insect 4th Transmutation Beasts, Nature Transform insects into monstrous versions. Adventurer's Guide
Glamour Cantrip Illusion Enhancement, Obscurement, Prismatic Distort light to subtly change your appearance. Gate Pass Gazette
Glibness 8th Transmutation Communication, Enhancement, Obscurement Gain a bonus to Charisma checks and lie even under magical detection. Adventurer's Guide
Globe of Invulnerability 6th Abjuration Negation, Protection Create a sphere protected from outside magic. Adventurer's Guide
Glyph of Warding 3rd Abjuration Utility Create a magical trap, storing a spell or burst of harmful energy within a rune. Adventurer's Guide
Goodberry 1st Transmutation Healing, Nature, Plants Create a handful of magical berries that can be consumed to regain 1 hit point. Adventurer's Guide
Grapevine Cantrip Evocation Communication, Plants Send a message in Druidic great distances to appear on a plant or tree known to you. Adventurer's Guide
Grease 1st Conjuration Arcane, Earth Coat an area in grease, making it hard to move through. Adventurer's Guide
Greater Invisibility 4th Illusion Arcane, Obscurement, Shadow Turn a creature invisible even while it takes hostile actions. Adventurer's Guide
Greater Restoration 5th Abjuration Divine, Healing Restore a creature and remove a powerful debilitating effect. Adventurer's Guide
Guards and Wards 6th Abjuration Arcane, Protection Ward an area, making it difficult to traverse for those that you do not permit. Adventurer's Guide
Guidance Cantrip Divination Divine, Knowledge A creature you touch gains an expertise die on an ability check of its choosing. Adventurer's Guide
Guiding Bolt 1st Evocation Attack, Divine, Radiant Attack a creature with a bolt of radiant energy that guides the attack of an ally. 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
Hallow 5th Evocation Divine, Protection Imbue an area with powerful divine protections that help or hinder creatures of your choice. Adventurer's Guide
Hallucinatory Terrain 4th Illusion Obscurement, Terrain Cloak natural terrain in an illusion that transforms it. Adventurer's Guide
Harm 6th Necromancy Attack, Divine Wither a creature, dealing damage and reducing its maximum health. Adventurer's Guide