Template:Subclass Spell List

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Name MP Lv School Summary
Aegis 0 abjuration A creature within 60 feet of you that you can see gains resistance to all damage other than bludgeoning, piercing, and slashing until the start of your next turn.
Aid 3 2nd abjuration Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Air Slash 0 transmutation You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Animal Friendship 2 1st enchantment Charm an animal for up to 24 hours.
Animal Messenger 3 2nd enchantment Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Animal Shapes 11 8th transmutation You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antilife Shell 7 5th abjuration For up to 1 hour, creatures other than undead and constructs cannot come within 10 feet of you.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Antipathy or Sympathy 11 8th enchantment You cause a certain type of creature to be attracted or repelled to a specific object.
Arcane Hand 7 5th conjuration You summon a Large hand to do your bidding for up to 1 minute.
Baleful Regression 7 5th transmutation Transform a creature into an infantile version of itself.
Baneful Ray 7 5th evocation You project a ray of divine power to bane a creature up to 60 feet away.
Barkskin 3 2nd transmutation Provide a creature with bark-like skin for up to 1 hour, giving it an AC that doesn't fall below 16.
Barrier 2 1st abjuration Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Beamos 0 evocation Your eyes project a beam of searing energy, dealing more damage if you haven't moved since the start of your last turn.
Beast Shape 5 3rd transmutation Transform into a beast of your choice for 1 hour.
Beguile 2 1st enchantment You attempt to charm a creature you can see within range.
Bestow Curse 5 3rd necromancy At your touch, you afflict a creature with a debilitating curse.
Bestowed Magic 5 3rd conjuration You send your magic to any creature you can see or name, granting it one of several small boons.
Blade Barrier 9 6th evocation Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
Blades of Grass 0 transmutation Your transform up to two blades of grass into daggers or sickles.
Blast Bolt 0 evocation You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Blight 6 4th necromancy Necromantic energy washes over a creature of your choice that you can see within range.
Blinding Radiance 6 4th evocation You emit a bright flash, damaging and blinding nearby creatures.
Blizzard 11 8th evocation A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage.
Bombos 11 8th evocation You send out a wave of flame that circles out from you in a spiral, followed by a series of thunderous explosions.
Breath of Dinraal 5 3rd evocation A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you.
Breath of Dragons 0 evocation You exhale a gout of elemental energy in a 10-foot cone.
Breath of Farosh 7 5th evocation A stroke of lightning-breath tears through a 30-foot line in front of you, potentially causing momentarily paralysis.
Breath of Malice 8 5th evocation You blast a cone-shaped detonation of pure hatred in a 60-foot cone to deal damage.
Breath of Naydra 6 4th evocation A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid.
Brew 3 2nd conjuration You brew medicine that can be used to restore heart points, stamina points, or magic points.
Brink 2 1st abjuration Your bonus action lets nearby friendly creatures add their proficiency bonus to their death saving throws.
Bubble Blast 0 evocation You blow up an acidic bubble, and can either attack with it immediately for d8 damage or save it until your next turn for d12 damage.
Call Lightning 5 3rd evocation You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
Calm Emotions 3 2nd enchantment You attempt to suppress strong emotions of a group of creatures.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Caustic Cauldron 2 1st evocation You drop acid on a 10-foot-circle in range, dealing gradual damage to those covered in it.
Ceremonial Rite 3 2nd abjuration A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Chain Lightning 9 6th evocation Create a bolt of lightning that arcs toward a target of your choice that you can see within range.
Chill Touch 0 necromancy A ghostly hand chills a creature to deal necrotic damage and prevent heart points recovery.
Chromatic Burst 0 evocation You evoke a burst of elemental energy, potentially damaging several creatures at once.
Circle of Invisibility 4 2nd illusion You create a 20-foot cylinder that turns creature inside of it invisible for up to 10 minutes.
Clairvoyance 5 3rd divination You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Conjure Chilfos 5 3rd conjuration Summon one or more chilfos, icy humanoid-shaped creatures, to obey your commands.
Conjure Marionette 3 2nd conjuration You summon a skull puppet in an unoccupied space that you can see within range.
Conjure Sol 11 8th conjuration Summon a powerful glowing orb that can either damage or empower those touched by the light it emits.
Conjure Wolf Spirit 3 2nd conjuration
Contagion 7 5th necromancy You poison and then disease a creature you touch.
Control Beast 4 2nd enchantment You attempt to control a beast to do your bidding for up to 1 minute.
Control Water 6 4th transmutation You control freestanding water
Control Weather 11 8th transmutation You take control of the weather within 5 miles of you for the duration.
Cooling Aura 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Courage 2 1st enchantment For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Craft Rod 2 1st transmutation You create a fire rod, ice rod, or lightning rod.
Cryonis 0 evocation Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Dancing Lights 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Dark Dive 2 1st necromancy Grab hold of a creature with an electrocuting, life-draining palm.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision 3 2nd transmutation A creature you touch gains darkvision for 8 hours.
Daruk's Magmatic Smite 6 4th evocation Your next melee attack blasts away the target with an explosion of magma.
Daruk's Shield 6 4th abjuration A creature you touch repels up to three attacks that would otherwise hit it.
Darunia's Explosive Boulder 11 8th conjuration You summon a huge, explosive rock and hurl in a straight line.
Dead Hands 3 2nd conjuration Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Death 1 1st necromancy You inflict wounds upon a creature you touch.
Death March 6 4th necromancy You empower yourself and nearby allies with the life-draining force of death.
Death Ward 6 4th abjuration
Deku Pirouette 0 transmutation Your magically-enhanced twirl forces creature within 5 feet of you to succeed on a Dexterity save or take d6 slashing damage and suffer disadvantage on opportunity attacks against you.
Delayed Blast Fireball 10 7th evocation Create a fiery explosion that detonates either immediately or builds to an even greater explosion over a minute.
Delayed Flying Object 6 4th transmutation
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Detect Poison and Disease 2 1st divination Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
Dimension Door 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Din's Fire 7 5th evocation A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Din's Fist 13 9th evocation Call down a ball of fire from the heavens to deal immense damage to creatures and structures in a 40-foot radius.
Din's Javelin 10 7th evocation You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target.
Din's Power 7 5th enchantment Nearby friendly creatures have advantage on Str checks and saves, and can add a d6 to damage rolls.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Disintegrate 9 6th transmutation Deal 10d6 + 40 force damage to a creature, object, or a creation of magical force within 60 feet of you.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Dispirit 0 enchantment A creature must succeed on a Charisma save or take 1d6 psychic damage, but instead takes 1d10 damage if it has full heart points.
Dragon Claws 2 1st transmutation Grow draconic claws on yourself or a creature you touch, granting a powerful unarmed strike.
Dragon Punch 8 5th evocation With the greatest draconic power, you send a creature flying with a devastatingly awesome blow.
Dragon Rend 3 2nd evocation You rip through the air with magically-manifested dragon claws, evoking gales of wind to cut through foes.
Drain Vitality 0 necromancy You drain the life from a creature to bolster your own vitality.
Druidcraft 0 transmutation Whispering to the spirits of nature, you create one of several minor effects.
Earthquake 11 8th evocation For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it.
Eldin Fist 0 transmutation You transmute the hands of yourself or a willing creature you touch into stone and flame.
Eldin Smog 9 6th conjuration Conjure a cloud of fiery smoke that deals damage and blinds creatures.
Electric Wreath 8 5th evocation A creature is wreathed in magnetizing lightning bolts that wrap around its body.
Electrified Terrain 6 4th evocation A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Elemental Barrier 3 2nd abjuration
Ember 0 evocation A grounded creature within 20 feet of you must succeed on a Constitution saving throw or take 1d6 fire damage and be ignited for 1 minute.
Ember Aura 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours.
Entangle 2 1st conjuration Grasping vines sprout from the ground and restrain creatures within a 20-foot square if they fall a Strength save.
Ether 12 8th evocation The sky's power sweeps down to strike all creatures in a 60-foot radius cylinder centered on you.
Ethereal Bridge 6 4th conjuration You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Fairy 3 2nd transmutation You briefly transform into a fairy of navigation.
Fairy Familiar 2 1st conjuration Conjure a friendly, tiny fairy to help and assist you indefinitely.
Fairy Fire 2 1st evocation Surround creatures and objects with pastel lights, granting advantage on attack rolls targeting them.
False Life 2 1st necromancy Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary heart points for 1 hour.
Farore's Courage 2 1st enchantment For the duration, you and any friendly creatures within 30 feet of you have advantage on every saving throw against being charmed or frightened.
Fear 5 3rd illusion Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Feeblemind 12 8th enchantment A creature must succeed on an Intelligence saving throw or have its Intelligence and Charisma scores reduced to 1 indefinitely.
Fire Bolt 0 evocation You hurl a mote of fire at a creature or object within range.
Fire Shield 6 4th evocation For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you.
Fire Storm 10 7th evocation A storm made up of sheets of roaring flame appears in a location you choose within range.
Fireball 5 3rd evocation You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you.
Flame Charge 3 2nd evocation Your body is launched forward with fiery force up to 30 feet, and you can strike every creature in your path.
Flame Choke 2 1st evocation Your touch engulfs a creature in a burst of flames and knocks it prone.
Flame Strike 7 5th evocation A vertical column of divine flame deals fire and radiant damage. A successful Dex save halves damage.
Flame Vortex 2 1st evocation A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures.
Flaming Sphere 3 2nd conjuration You conjure a flaming sphere for up to 1 minute, which rolls through and damages creatures.
Flash Freeze 8 5th evocation Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute.
Floormaster's Grasp 5 3rd transmutation You transform part of your body into a giant hand to violently grab hold of a creature.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Flying Object 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Foresight 13 9th divination A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Freedom of Movement 6 4th abjuration A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
Freezing Sphere 9 6th evocation A 60-foot-radius sphere explodes with cold energy, dealing immense cold damage and freez
Fresh Cores 10 7th transmutation Reduce your maximum magic points to create two Ancient Cores that can be used in other technomancer features.
Frost Bolt 0 evocation Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Frostnip 0 transmutation A creature within 30 feet must succeed on a Constitution save or take 1d8 cold damage, or 1d12 cold damage if it is missing heart points.
Ganon's Fist 2 1st transmutation You unleash a single, supernaturally-powerful punch that sends foes flying.
Glacier Crash 2 1st evocation You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it.
Gravity Surge 12 8th transmutation You cause gravity to greatly intensify in a 50-foot radius cylinder.
Grease 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone.
Great Fairy's Grace 3 2nd conjuration Your bonus action creates an aurora that restores heart points to you or friendly creatures which touch it.
Great Fairy Fountain 7 5th transmutation You magically enhance a spring to provide healing to any who enter it.
Great Life Tree 11 8th conjuration Conjure a Gargantuan tree which sheds light, and can heal or harm those in its radius.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
Greater Restoration 7 5th conjuration You imbue a creature you touch with positive energy to undo one debilitating effect.
Guardian Laser 8 5th evocation You charge up an extremely powerful beam of radiant energy, then shoot it at a target during your next turn.
Gust of Wind 3 2nd evocation You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Hand of Nayru 13 9th evocation
Haste 5 3rd transmutation A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Heal 8 6th evocation A creature within 60 feet of you regains 10d12 heart points.
Healing Word 2 1st evocation Your bonus action restores a few heart points to a creature within 60 feet of you.
Hearty 3 2nd abjuration A creature you touch gains temporary heart points equal to 1d10 + your spellcasting ability modifier for the duration, or until you cast this spell again.
Heat Metal 3 2nd transmutation A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Hideous Laughter 2 1st enchantment A creature in range falls into fits of uncontrollable laughter, becoming prone and incapacitated for the duration.
Holy Aura 11 8th abjuration Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage.
Hot Foot 4 2nd evocation Your movements are wreathed in flames until the start of your next turn, boosting your speed and dealing damage to creatures you move through.
Ice Barricade 3 2nd evocation You create a wall of nonmagical ice up to 10 feet tall and 30 feet across.
Ice Cube 5 3rd evocation At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart.
Ice Shard 0 evocation You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range.
Ice Wave 4 2nd evocation You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it.
Icicle 1 1st evocation Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath.
Icy Gale 2 1st evocation Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
Identify 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties.
Igniting Impact 1 1st evocation Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Illusory Script 1 1st illusion You write a script that appears true to creatures you designate, but illusory to all other creatures.
Image 2 1st illusion Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Imprisonment 13 9th abjuration You create a magical restraint to hold a creature that you can see within range, permanently.
Incinerate 8 5th evocation The target takes up to 9d6 fire damage, and is ignited for 4d6 damage by persistant fire.
Incinerating Impacts 8 5th evocation Your bonus action enhances a weapons with fiery magic.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Jolt Corpse 0 necromancy Compel a dead or undead creature into a sudden, jerking motion.
Jump 1 1st transmutation A creature's jump distance is tripled until the spell ends.
Knock-Out Brew 4 2nd enchantment The stench of your special brew renders a creature unconscious if it fails a Constitution save.
Knock 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Knock Down 0 transmutation You force a creature towards the ground, potentially damaging it.
Laser Focus 3 2nd divination Your supernatural focus into a creature grants improvements to checks and damage rolls targeting it.
Lesser Restoration 3 2nd abjuration You touch a creature and can end either one disease or one lesser condition afflicting it.
Life 2 1st conjuration You heal the wounds of a creature you touch.
Life Resonance 5 3rd evocation For 1 minute, each turn you can use your bonus action to restore 10 heart points to a creature within 30 feet of you.
Life Tree Fruit 9 6th conjuration You create three fruits which when ingested provide several healing and bolstering effects.
Light 0 evocation You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Lightning Field 0 evocation An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Longstrider 2 1st transmutation A creature you touch has its speed increases by 10 feet for 1 hour.
Lotus of Life 3 2nd evocation You take a minute to restore more than 2d10 heart points to up to six different creatures.
Lullaby 2 1st enchantment Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Luminous Lure 0 enchantment A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you.
Mage Armor 2 1st abjuration A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Circle 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering.
Magic Lock 3 2nd abjuration You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Missile 2 1st evocation Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage.
Magic Mouth 3 2nd illusion You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Magic Touch 4 2nd conjuration Your touch restores magic points or stamina points to another creature.
Magnesis 0 transmutation You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
Malevolent Mockery 0 enchantment Debilitating doubts deal psychic damage and impose disadvantage on an attack roll.
Marvelous Melody 0 enchantment Your melody damages adjacent creatures, and potentially charms them.
Mass Heal 13 9th evocation Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Maze 12 8th conjuration You banish a creature that you can see within range into a labyrinthine demirealm.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Mercy 3 2nd abjuration Your reaction brings back to life a creature that has just died.
Mergewall 9 6th transmutation You transform a creature into a painting, merging it into a nearby wall.
Message 0 transmutation You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Mind Blank 12 8th abjuration One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Minor Illusion 0 illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Mipha's Healing Rain 6 4th evocation For 1 minute, whenever you cast a spell nearly friendly creatures regain a few heart points.
Mirror Image 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you.
Muffle 1 1st illusion
Nayru's Love 12 8th abjuration A creature you touch becomes immune to damage other than psychic for up to 1 minute.
Nayru's Wisdom 5 3rd enchantment Friendly creatures within 30 feet of you have advantage on Int checks, Wis (Insight) checks, and saving throws against jinxes.
Necrotic Ray 0 necromancy You sling a ray formed from necrotic energy to wither matter and rot the soul. A hit with this ranged spell attack deals 1d8 necrotic damage.
Nightmare Visage 4 2nd illusion A creature you touch becomes horrifying to its enemies, adding psychic damage and fear to its attacks.
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Palm Blast 2 1st evocation A thunderous shockwave erupts from your hand in a 30-foot line, blasting black creatures in its path.
Paralyze 3 2nd enchantment You attempt to paralyze a creature you can see within range.
Passwall 7 5th transmutation A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petal Glide 1 1st transmutation You are hurled 30 feet into the air, then glide for up to 1 minute.
Petite Storm 2 1st evocation A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Piercing Note 0 evocation Your note pierces reality as an arrow-like attack. A hit creature takes force damage has suffers temporary disadvantage on Wisdom checks.
Poe's Hand 2 1st transmutation A creature you touch gains an extra arm and hand for up to 1 hour.
Poison Spray 0 Conjuration Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
Poltergeist 4 2nd transmutation For the duration, you are surrounded with swirling objects that damage those who approach, and can use your action to pelt creatures with ghastly force.
Polymorph 6 4th transmutation Transform a creature in range into a beast for up to 1 hour.
Power Beam 0 evocation You launch a beam of force from your melee weapon to attack from afar.
Power Word Kill 13 9th enchantment You utter a word of power, instantly killing one creature with 100 or fewer heart points.
Power Word Stun 12 8th enchantment A creature within 60 feet of you with 150 heart points or fewer is stunned.
Prestidigitation 0 transmutation You create one of several minor magical effects.
Primordial Lightning 11 7th evocation Either devastate a creature with an almighty bolt of lightning, or empower a creature with primordial energy.
Prismatic Spray 10 7th evocation Eight multicolored rays of light flash into a 60-foot cone originating from you, causing an array of harm to those caught in the blast.
Produce Flame 0 conjuration You hurl a mote of fire at a creature or object within range.
Programmed Illusion 8 6th illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Project Duplicate 10 7th illusion For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Protection from Energy 5 3rd abjuration A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Protection from Poison 3 2nd abjuration A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Protection from Projectiles 7 5th abjuration A creature you touch gains resistance to ranged attacks for up to 1 hour.
Purify Food and Drink 1 1st transmutation Remove poison and disease from food and drink within a 5-foot-radius sphere.
Radiant Weapon 8 5th evocation A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.
Rauru's Shield 7 5th abjuration A creature you touch gains resistance to all damage other than psychic damage for up to 1 hour.
Ray of Enfeeblement 3 2nd necromancy The target deals only half damage with weapon attacks that use Strength for up to 1 minute.
Ray of Radiance 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome 0 transmutation Razor-sharp parchment flies out to slash one or more nearby creatures.
Reflecting Shield 3 2nd abjuration You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Regulate Water 2 1st transmutation You either create, destroy, or drain water.
Remote Bomb+ 2 1st conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Remote Bomb 0 conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Remove Curse 5 3rd abjuration At your touch, all curses affecting one creature or object end.
Restoring Winds 4 2nd conjuration Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Revivify 5 3rd necromancy You touch a creature that has died within the last minute, restoring it to 1 heart point.
Roaring Breath 4 2nd enchantment Your tremendous roar deals thunder damage to creatures in a 15-foot cone, frightening them.
Rod Spin 5 3rd evocation With a dramatic spin, you make up to five attacks with a fire rod, ice rod, or lightning rod.
Rushing Wave 0 evocation A wave of water crashes into a creature to cause damage and push it away.
Ruto's Pirouette 0 evocation Slashing blades of water soak a creature, let you avoid opportunity attacks from it this turn, and let you regain movement.
Sacred Flame 0 evocation Flame-like radiance descends on a creature that you can see within range.
Sage's Smite 1 1st evocation Your next melee attack surges with elemental power.
Sage Armor 2 1st abjuration You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sanctuary 2 1st abjuration You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures.
Sandcast 0 evocation You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Scorching Ray 3 2nd evocation Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage.
Scrying 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours.
Seizing Bolt 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Sentinel 6 4th conjuration You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Sequester 10 7th abjuration A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.
Sever 0 transmutation Separate matter at its most fundamental level, dealing 1d12 slashing damage to a creature or object within 10 feet. Damage to an object is doubled.
Shapechange 13 9th transmutation You change into almost any creature for up to 1 hour.
Shards of Twilight 0 conjuration You hurl a glittering, mirror-like shard to shatter against a small group of creatures.
Shock Bolt 0 evocation You sling a jolt of electricity, which might flare up to shock creatures nearby your main target.
Shocking Grasp 0 evocation Lightning springs from your hand to deliver a shock to a creature you try to touch.
Shroud of Spirits 5 3rd necromancy
Silence 3 2nd illusion For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Silhouette 1 1st illusion
Singe 0 evocation A creature within 30 feet must succeed on a Constitution save or take 1d8 fire damage; 1d12 fire damage if it's unarmored.
Sleet Storm 5 3rd conjuration For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder.
Slow 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Snaring Strike 2 1st conjuration Your next melee attack restrains the target with thorny vines or shadowy ribbons, dealing damage each turn the target is restrained.
Snowballs 3 2nd evocation Conjure a pile of 10 snowballs that can be thrown by yourself or other creatures for ranged spell attacks that deal cold damage.
Somaria 3 2nd conjuration You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.
Song of Visibility 4 3rd divination Creatures within 30 feet of you that listen to your song can see what is otherwise invisible and have advantage on checks to find hiding creatures.
Sparkle 0 evocation For 1 minute, you can replace your unarmed strikes with melee spell attacks that deal radiant damage.
Speak with Animals 2 1st divination You gain the ability to comprehend and verbally communicate with beasts for the duration.
Sphere of Death 5 3rd necromancy A 40-foot radius sphere emerges from a point within 150 feet, dealing 6d6 necrotic damage to creatures that fail a Constitution saving throw.
Spider Climb 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spike Growth 3 2nd transmutation A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Spiritual Weapon 3 2nd evocation Use your bonus action to summon and attack with a spectral weapon.
Spook 0 enchantment A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round.
Stalagmite 0 evocation
Stasis 3 2nd abjuration You freeze an unattended object for 1 round. Any damage it takes is built up as momentum.
Static 0 evocation A sudden charge of electricity arcs through a creature in range, dealing damage that will spread to an adjacent creature.
Stinking Cloud 5 3rd conjuration Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Stone Shape 6 4th transmutation You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
Stoneskin 6 4th abjuration A creature you touch gains resistance to nonmagical bludeoning, piercing, and slashing damage for up to 1 hour.
Storm of Vengeance 13 9th conjuration You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute.
Summon Instrument 0 conjuration You summon a musical instrument into your hands out of thin air.
Sunburst 12 8th evocation A brilliant flash of sunlight deals radiant damage and blinds several creatures.
Suppress Pain 4 2nd enchantment A creature gains temporary heart points at the start of each of its turns, and is immediately revived the first time it drops to 0 heart points.
Telepathic Bond 7 5th divination For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.
Thaumaturgy 0 transmutation You manifest a minor wonder, a sign of supernatural power, within range.
Thunder 10 7th evocation Lightning storms all around you. Creatures in a 60-foot radius take 14d6 damage on a failed save, or have as much on a success.
Thunder Bolt 5 3rd evocation A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
Time Stop 13 9th transmutation Briefly stop time for everyone but yourself.
Tiny Hut 5 3rd abjuration
Touch Wind 0 transmutation You seize the air and compel it to create one of several minor effects.
Transmute Weapon 0 transmutation Your touch transforms a weapon into a different but similar kind of weapon.
Tree 2 1st conjuration Conjure a Large tree in an unoccupied space in range. Use your bonus action to move the tree each turn.
Tremor 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
True Polymorph 13 9th transmutation Transform any object or creature into any other object or creature, permanently.
True Resurrection 13 9th necromancy Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Twilit Ray 2 1st evocation You hurl a crackling black sphere of arcane energy at a creature or object in range to deal two types of damage.
Unseen Servant 2 1st conjuration Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Vampiric Touch 5 3rd necromancy For up to 1 minute, your touch deals 3d6 necrotic damage and heals you for half the damage dealt.
Voice of Farore 13 9th evocation For the duration, each turn you can call down a thunderous bolt of lightning that deals immense damage and can paralyze.
Wall of Fire 6 4th evocation Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it.
Warping Step 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away.
Water Breathing 5 3rd transmutation Grant up to ten creatures the ability to breathe underwater for 24 hours.
Water Walk 4 3rd transmutation Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.
Waver 2 1st illusion Your reaction imposes disadvantage on attack rolls targeting you.
Web 3 2nd conjuration You conjure a mass of webbing that restrains creatures caught in it.
Weird 13 9th illusion Each creature in a 30-foot sphere must make a Wis save or take psychic damage and become frightened of you.
Whip Winds 4 2nd evocation For up to 1 minute, you either lash out with a sudden gale at a creature or object, or whip winds around you to push back nearby creatures.
Wish 14 9th conjuration Change the fabric of reality with just a few words.
Witch's Familiar 2 1st conjuration Gain the indefinite aid of one Tiny beast.
Withering Ray 3 2nd necromancy You sling up to three necrotic rays at one target or several. Each deals 2d6 necrotic damage on a hit.
Wizzbolt 7 5th evocation Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments.
Wizzkick 2 1st transmutation Perform a magically-enhanced flying kick through your enemies.
Wizzro's Beam 7 5th evocation You push both hands forward to blast a searing beam of life-draining energy.
Wizzwall 3 2nd abjuration A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers.
Wizzward 1 1st abjuration Your reaction grants a creature minor protection against some damaging spells cast by its allies.
Zip Zap 2 1st evocation Up to three bolts leap towards creatures in range. Each bolt can deal 1d6 lightning damage and subtract 5 feet from the target's movement.

Usage

{{Subclass Spell List|Fire sage}}
{{Subclass Spell List|Technomancer|Witch|Wizzrobe}}
{{Subclass Spell List|Poe scion}}
{{Subclass Spell List|Spellsword}}
{{Subclass Spell List|Earth sage|Fire sage|Forest sage|Light sage|Shadow sage|Spirit sage|Water sage|Wind sage}}

See also

Template:Subclass Cantrip List