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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
Air Wave 1st Conjuration Air, Weaponry Cut through the air with a melee weapon to damage a creature within 30 feet. Adventurer's Guide
Circular Breathing Cantrip Transmutation Air, Enhancement, Water Breathe and sing underwater, and regulate your breath to avoid harmful gases. Adventurer's Guide
Conjure Elemental 5th Conjuration Air, Arcane, Earth, Fire, Nature, Summoning, Water Summon a bound elemental to aid you. Adventurer's Guide
Conjure Minor Elementals 4th Conjuration Air, Arcane, Earth, Fire, Nature, Summoning, Water Summon one, two, or three elementals. Adventurer's Guide
Gaseous Form 3rd Transmutation Air, Arcane, Movement Make a creature insubstantial and able to fly. 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
Levitate 2nd Transmutation Air, Arcane, Chaos, Movement Cause one creature or object to float. Adventurer's Guide
Shattering Barrage 2nd Evocation Air, Terrain Hurl orbs of jagged broken glass at up to 3 creatures. Adventurer's Guide
Wind Walk 6th Transmutation Air, Divine, Movement, Transformation You and up to 10 willing creatures transform into gaseous forms that have a flying speed of 300 feet and resistance to nonmagical weapons. Adventurer's Guide
Wind Wall 3rd Evocation Air, Attack, Divine, Protection, Weather Create a 50-foot long wall of upwardly rushing wind that both protects and deals bludgeoning damage. Adventurer's Guide