Difference between revisions of "Table of Spells"

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Revision as of 14:58, 18 January 2020

See spellcasting for an overview of spells and how they work.

The following table summarizes all spells included in the Hyrule Compendium. The columns on the right side list which classes and subclasses have access to the given spell.

Click each spell's name for a full description.

Name MP Level School Summary SS Garo Tec Wit Wiz Erth Fir Frst Lht Shd Spt Wtr Dgn Fry Poe
%PAGE% 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. yes yes yes yes yes yes yes yes
%PAGE% 3 2nd abjuration Your spell bolsters your allies with toughness and resolve, boosting maximum heart points. yes yes yes yes yes yes yes yes
%PAGE% 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. yes yes yes yes yes
%PAGE% 2 1st enchantment Charm an animal for up to 24 hours. yes yes yes yes yes yes yes yes
%PAGE% 3 2nd enchantment Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so. yes yes yes yes yes yes yes yes yes
%PAGE% 11 8th transmutation You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours. yes yes yes yes yes yes yes
%PAGE% 7 5th abjuration For up to 1 hour, creatures other than undead and constructs cannot come within 10 feet of you. yes yes
%PAGE% 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it. yes yes yes yes yes yes yes yes yes yes
%PAGE% 11 8th enchantment You cause a certain type of creature to be attracted or repelled to a specific object. yes
%PAGE% 7 5th conjuration You summon a Large hand to do your bidding for up to 1 minute. yes yes
%PAGE% 7 5th transmutation Transform a creature into an infantile version of itself. yes
%PAGE% 7 5th evocation You project a ray of divine power to bane a creature up to 60 feet away. yes yes yes yes yes yes yes
%PAGE% 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. yes
%PAGE% 2 1st abjuration Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes. yes yes yes yes yes yes yes yes yes
%PAGE% 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. yes
%PAGE% 5 3rd transmutation Transform into a beast of your choice for 1 hour. yes yes yes yes yes yes yes yes
%PAGE% 2 1st enchantment You attempt to charm a creature you can see within range. yes yes
%PAGE% 5 3rd necromancy At your touch, you afflict a creature with a debilitating curse. yes yes
%PAGE% 5 3rd conjuration You send your magic to any creature you can see or name, granting it one of several small boons. yes
%PAGE% 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. yes yes yes yes yes
%PAGE% 0 transmutation Your transform up to two blades of grass into daggers or sickles. yes yes
%PAGE% 0 evocation You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back. yes yes yes
%PAGE% 6 4th necromancy Necromantic energy washes over a creature of your choice that you can see within range. yes yes
%PAGE% 6 4th evocation You emit a bright flash, damaging and blinding nearby creatures. yes
%PAGE% 11 8th evocation A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage. yes
%PAGE% 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. yes
%PAGE% 5 3rd evocation A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you. yes yes yes
%PAGE% 0 evocation You exhale a gout of elemental energy in a 10-foot cone. yes
%PAGE% 7 5th evocation A stroke of lightning-breath tears through a 30-foot line in front of you, potentially causing momentarily paralysis. yes
%PAGE% 8 5th evocation You blast a cone-shaped detonation of pure hatred in a 60-foot cone to deal damage. yes
%PAGE% 6 4th evocation A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid. yes yes
%PAGE% 3 2nd conjuration You brew medicine that can be used to restore heart points, stamina points, or magic points. yes
%PAGE% 2 1st abjuration Your bonus action lets nearby friendly creatures add their proficiency bonus to their death saving throws. yes yes
%PAGE% 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. yes
%PAGE% 5 3rd evocation You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes. yes yes yes
%PAGE% 3 2nd enchantment You attempt to suppress strong emotions of a group of creatures. yes yes yes yes yes yes yes yes yes
%PAGE% 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. yes yes yes yes yes yes yes yes yes
%PAGE% 2 1st evocation You drop acid on a 10-foot-circle in range, dealing gradual damage to those covered in it. yes
%PAGE% 3 2nd abjuration A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events. yes yes yes yes yes yes yes
%PAGE% 9 6th evocation Create a bolt of lightning that arcs toward a target of your choice that you can see within range. yes
%PAGE% 0 necromancy A ghostly hand chills a creature to deal necrotic damage and prevent heart points recovery. yes yes
%PAGE% 0 evocation You evoke a burst of elemental energy, potentially damaging several creatures at once. yes
%PAGE% 4 2nd illusion You create a 20-foot cylinder that turns creature inside of it invisible for up to 10 minutes. yes
%PAGE% 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. yes yes yes yes yes yes yes yes yes
%PAGE% 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it. yes yes yes yes yes yes yes
%PAGE% 5 3rd conjuration Summon one or more chilfos, icy humanoid-shaped creatures, to obey your commands. yes
%PAGE% 3 2nd conjuration You summon a skull puppet in an unoccupied space that you can see within range. yes yes
%PAGE% 11 8th conjuration Summon a powerful glowing orb that can either damage or empower those touched by the light it emits.
%PAGE% 3 2nd conjuration yes yes yes yes
%PAGE% 7 5th necromancy You poison and then disease a creature you touch. yes yes
%PAGE% 4 2nd enchantment You attempt to control a beast to do your bidding for up to 1 minute. yes yes yes
%PAGE% 6 4th transmutation You control freestanding water yes
%PAGE% 11 8th transmutation You take control of the weather within 5 miles of you for the duration. yes yes
%PAGE% 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours. yes yes
%PAGE% 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell. yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 2 1st enchantment For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened. yes yes yes yes yes yes yes
%PAGE% 2 1st transmutation You create a fire rod, ice rod, or lightning rod. yes yes
%PAGE% 0 evocation Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice. yes yes yes yes yes
%PAGE% 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. yes yes yes yes
%PAGE% 2 1st necromancy Grab hold of a creature with an electrocuting, life-draining palm. yes yes yes
%PAGE% 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer. yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 3 2nd transmutation A creature you touch gains darkvision for 8 hours. yes yes yes yes yes yes
%PAGE% 6 4th evocation Your next melee attack blasts away the target with an explosion of magma. yes yes
%PAGE% 6 4th abjuration A creature you touch repels up to three attacks that would otherwise hit it. yes yes yes yes yes yes yes
%PAGE% 11 8th conjuration You summon a huge, explosive rock and hurl in a straight line. yes yes
%PAGE% 3 2nd conjuration Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it. yes yes yes
%PAGE% 1 1st necromancy You inflict wounds upon a creature you touch. yes yes yes yes yes yes yes yes
%PAGE% 6 4th necromancy You empower yourself and nearby allies with the life-draining force of death. yes
%PAGE% 6 4th abjuration yes yes yes yes yes yes yes yes yes
%PAGE% 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. yes yes
%PAGE% 10 7th evocation Create a fiery explosion that detonates either immediately or builds to an even greater explosion over a minute. yes
%PAGE% 6 4th transmutation yes yes yes yes
%PAGE% 2 1st divination Sense the presence of magic within 30 feet of you. yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 2 1st divination Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. yes yes yes yes yes yes yes yes yes
%PAGE% 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify. yes yes yes yes yes yes
%PAGE% 7 5th evocation A sphere of flame arises around you that rapidly expands outward, engulfing your enemies. yes yes yes yes
%PAGE% 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. yes
%PAGE% 10 7th evocation You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target. yes yes
%PAGE% 7 5th enchantment Nearby friendly creatures have advantage on Str checks and saves, and can add a d6 to damage rolls. yes
%PAGE% 2 1st illusion Cause yourself to appear different for the duration. yes yes yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 9 6th transmutation Deal 10d6 + 40 force damage to a creature, object, or a creation of magical force within 60 feet of you. yes
%PAGE% 5 3rd abjuration You attempt to end a spell effect in range. yes yes yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 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. yes yes
%PAGE% 2 1st transmutation Grow draconic claws on yourself or a creature you touch, granting a powerful unarmed strike. yes
%PAGE% 8 5th evocation With the greatest draconic power, you send a creature flying with a devastatingly awesome blow. yes
%PAGE% 3 2nd evocation You rip through the air with magically-manifested dragon claws, evoking gales of wind to cut through foes. yes
%PAGE% 0 necromancy You drain the life from a creature to bolster your own vitality. yes
%PAGE% 0 transmutation Whispering to the spirits of nature, you create one of several minor effects. yes yes yes yes yes yes yes
%PAGE% 11 8th evocation For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it. yes yes yes
%PAGE% 0 transmutation You transmute the hands of yourself or a willing creature you touch into stone and flame. yes yes
%PAGE% 9 6th conjuration Conjure a cloud of fiery smoke that deals damage and blinds creatures. yes yes yes yes
%PAGE% 8 5th evocation A creature is wreathed in magnetizing lightning bolts that wrap around its body. yes
%PAGE% 6 4th evocation A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage. yes yes yes
%PAGE% 3 2nd abjuration yes
%PAGE% 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. yes yes yes
%PAGE% 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours. yes yes
%PAGE% 2 1st conjuration Grasping vines sprout from the ground and restrain creatures within a 20-foot square if they fall a Strength save. yes yes
%PAGE% 12 8th evocation The sky's power sweeps down to strike all creatures in a 60-foot radius cylinder centered on you. yes
%PAGE% 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. yes yes yes yes yes yes yes yes
%PAGE% 3 2nd transmutation You briefly transform into a fairy of navigation. yes yes
%PAGE% 2 1st conjuration Conjure a friendly, tiny fairy to help and assist you indefinitely. yes yes
%PAGE% 2 1st evocation Surround creatures and objects with pastel lights, granting advantage on attack rolls targeting them. yes
%PAGE% 2 1st necromancy Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary heart points for 1 hour. yes
%PAGE% 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. yes yes yes yes yes yes yes
%PAGE% 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. yes yes yes yes
%PAGE% 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you. yes yes yes yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 12 8th enchantment A creature must succeed on an Intelligence saving throw or have its Intelligence and Charisma scores reduced to 1 indefinitely. yes
%PAGE% 0 evocation You hurl a mote of fire at a creature or object within range. yes yes yes yes
%PAGE% 6 4th evocation For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you. yes yes yes
%PAGE% 10 7th evocation A storm made up of sheets of roaring flame appears in a location you choose within range. yes yes
%PAGE% 5 3rd evocation You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you. yes yes
%PAGE% 3 2nd evocation Your body is launched forward with fiery force up to 30 feet, and you can strike every creature in your path. yes
%PAGE% 2 1st evocation Your touch engulfs a creature in a burst of flames and knocks it prone. yes yes yes yes yes
%PAGE% 7 5th evocation A vertical column of divine flame deals fire and radiant damage. A successful Dex save halves damage. yes yes
%PAGE% 2 1st evocation A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures. yes yes
%PAGE% 3 2nd conjuration You conjure a flaming sphere for up to 1 minute, which rolls through and damages creatures. yes yes yes
%PAGE% 8 5th evocation Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute. yes yes
%PAGE% 5 3rd transmutation You transform part of your body into a giant hand to violently grab hold of a creature. yes
%PAGE% 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration. yes yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path. yes yes yes yes
%PAGE% 2 1st conjuration You create a sphere of fog within range. yes yes yes yes yes yes yes yes yes yes
%PAGE% 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. yes yes yes yes yes yes yes yes yes
%PAGE% 6 4th abjuration A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour. yes yes yes yes
%PAGE% 9 6th evocation A 60-foot-radius sphere explodes with cold energy, dealing immense cold damage and freez yes
%PAGE% 10 7th transmutation Reduce your maximum magic points to create two Ancient Cores that can be used in other technomancer features. yes
%PAGE% 0 evocation Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes. yes yes yes
%PAGE% 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. yes
%PAGE% 2 1st transmutation You unleash a single, supernaturally-powerful punch that sends foes flying. yes yes
%PAGE% 2 1st evocation You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it. yes yes
%PAGE% 12 8th transmutation You cause gravity to greatly intensify in a 50-foot radius cylinder. yes yes
%PAGE% 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone. yes yes yes yes
%PAGE% 3 2nd conjuration Your bonus action creates an aurora that restores heart points to you or friendly creatures which touch it. yes
%PAGE% 7 5th transmutation You magically enhance a spring to provide healing to any who enter it. yes
%PAGE% 11 8th conjuration Conjure a Gargantuan tree which sheds light, and can heal or harm those in its radius. yes
%PAGE% 6 4th illusion A creature you touch becomes invisible for 1 minute. yes yes yes yes yes yes yes yes yes
%PAGE% 7 5th conjuration You imbue a creature you touch with positive energy to undo one debilitating effect. yes yes yes yes yes yes yes yes
%PAGE% 8 5th evocation You charge up an extremely powerful beam of radiant energy, then shoot it at a target during your next turn. yes
%PAGE% 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. yes yes yes yes yes yes
%PAGE% 13 9th evocation yes
%PAGE% 5 3rd transmutation A willing creature is accelerated in time, improving its speed, actions, and combat capabilities. yes yes yes yes yes yes
%PAGE% 8 6th evocation A creature within 60 feet of you regains 10d12 heart points. yes yes yes yes yes yes yes yes
%PAGE% 2 1st evocation Your bonus action restores a few heart points to a creature within 60 feet of you. yes yes yes yes yes yes yes yes
%PAGE% 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. yes yes
%PAGE% 3 2nd transmutation A manufactured metal object in range intensely heats, damaging any creature on contact with it. yes yes yes yes
%PAGE% 2 1st enchantment A creature in range falls into fits of uncontrollable laughter, becoming prone and incapacitated for the duration. yes yes
%PAGE% 11 8th abjuration Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage. yes yes yes yes yes yes yes
%PAGE% 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. yes yes
%PAGE% 3 2nd evocation You create a wall of nonmagical ice up to 10 feet tall and 30 feet across. yes yes yes
%PAGE% 5 3rd evocation At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart. yes yes
%PAGE% 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. yes yes yes
%PAGE% 4 2nd evocation You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it. yes yes
%PAGE% 1 1st evocation Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath. yes yes
%PAGE% 2 1st evocation Creatures within 15 feet of you take cold damage and are pushed back 10 feet. yes yes
%PAGE% 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties. yes yes yes
%PAGE% 1 1st evocation Use your bonus action to ignite a creature you've already hit with a melee attack this turn. yes yes yes
%PAGE% 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer. yes yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 1 1st illusion You write a script that appears true to creatures you designate, but illusory to all other creatures. yes yes yes yes
%PAGE% 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. yes yes yes yes yes yes yes
%PAGE% 13 9th abjuration You create a magical restraint to hold a creature that you can see within range, permanently. yes yes yes yes yes yes yes yes
%PAGE% 8 5th evocation The target takes up to 9d6 fire damage, and is ignited for 4d6 damage by persistant fire. yes
%PAGE% 8 5th evocation Your bonus action enhances a weapons with fiery magic. yes yes yes
%PAGE% 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour. yes yes yes yes yes yes yes yes yes
%PAGE% 0 necromancy Compel a dead or undead creature into a sudden, jerking motion. yes
%PAGE% 1 1st transmutation A creature's jump distance is tripled until the spell ends. yes yes yes yes yes yes yes yes yes yes
%PAGE% 4 2nd enchantment The stench of your special brew renders a creature unconscious if it fails a Constitution save. yes
%PAGE% 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away. yes yes yes yes yes
%PAGE% 0 transmutation You force a creature towards the ground, potentially damaging it. yes
%PAGE% 3 2nd divination Your supernatural focus into a creature grants improvements to checks and damage rolls targeting it.
%PAGE% 3 2nd abjuration You touch a creature and can end either one disease or one lesser condition afflicting it. yes yes yes yes yes yes yes yes yes
%PAGE% 2 1st conjuration You heal the wounds of a creature you touch. yes yes yes yes yes yes yes yes
%PAGE% 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. yes
%PAGE% 9 6th conjuration You create three fruits which when ingested provide several healing and bolstering effects. yes
%PAGE% 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 yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 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. yes yes yes yes
%PAGE% 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you. yes yes yes yes yes yes yes yes yes yes
%PAGE% 2 1st transmutation A creature you touch has its speed increases by 10 feet for 1 hour. yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 3 2nd evocation You take a minute to restore more than 2d10 heart points to up to six different creatures. yes
%PAGE% 2 1st enchantment Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute. yes yes yes yes yes yes yes yes
%PAGE% 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. yes yes yes yes
%PAGE% 2 1st abjuration A creature you touch gains an AC of 13 + its Dexterity modifier. yes yes yes yes yes
%PAGE% 5 3rd abjuration You create a 10-foot radius cylinder that prevents certain creature types from entering. yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 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. yes yes yes yes
%PAGE% 2 1st evocation Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage. yes yes
%PAGE% 3 2nd illusion You implant a message within an object in range, a message that is uttered when a trigger condition is met. yes yes yes yes yes yes yes yes yes
%PAGE% 4 2nd conjuration Your touch restores magic points or stamina points to another creature. yes yes yes yes
%PAGE% 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. yes yes yes
%PAGE% 0 enchantment Debilitating doubts deal psychic damage and impose disadvantage on an attack roll. yes yes
%PAGE% 0 enchantment Your melody damages adjacent creatures, and potentially charms them. yes yes yes yes yes yes yes
%PAGE% 13 9th evocation Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you. yes yes yes yes yes yes yes yes
%PAGE% 12 8th conjuration You banish a creature that you can see within range into a labyrinthine demirealm. yes yes
%PAGE% 0 transmutation This spell repairs a single break or tear in an object you touch. yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 3 2nd abjuration Your reaction brings back to life a creature that has just died. yes
%PAGE% 9 6th transmutation You transform a creature into a painting, merging it into a nearby wall. yes
%PAGE% 0 transmutation You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly. yes yes yes yes yes yes yes yes
%PAGE% 12 8th abjuration One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts. yes yes yes yes yes yes yes yes
%PAGE% 0 illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute. yes yes yes yes yes
%PAGE% 6 4th evocation For 1 minute, whenever you cast a spell nearly friendly creatures regain a few heart points. yes yes
%PAGE% 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you. yes yes yes yes yes
%PAGE% 1 1st illusion yes yes yes
%PAGE% 12 8th abjuration A creature you touch becomes immune to damage other than psychic for up to 1 minute. yes yes yes yes yes yes yes yes
%PAGE% 5 3rd enchantment Friendly creatures within 30 feet of you have advantage on Int checks, Wis (Insight) checks, and saving throws against jinxes. yes
%PAGE% 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. yes
%PAGE% 4 2nd illusion A creature you touch becomes horrifying to its enemies, adding psychic damage and fear to its attacks. yes yes
%PAGE% 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic. yes yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 2 1st evocation A thunderous shockwave erupts from your hand in a 30-foot line, blasting black creatures in its path.
%PAGE% 3 2nd enchantment You attempt to paralyze a creature you can see within range. yes yes yes yes yes yes yes yes yes yes
%PAGE% 7 5th transmutation A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep. yes yes yes yes yes
%PAGE% 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible. yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 1 1st transmutation You are hurled 30 feet into the air, then glide for up to 1 minute. yes yes yes
%PAGE% 2 1st evocation A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute. yes yes yes
%PAGE% 0 evocation Your note pierces reality as an arrow-like attack. A hit creature takes force damage has suffers temporary disadvantage on Wisdom checks.
%PAGE% 2 1st transmutation A creature you touch gains an extra arm and hand for up to 1 hour. yes yes
%PAGE% 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. yes yes yes yes
%PAGE% 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. yes
%PAGE% 6 4th transmutation Transform a creature in range into a beast for up to 1 hour. yes yes yes yes
%PAGE% 0 evocation You launch a beam of force from your melee weapon to attack from afar. yes yes yes yes yes
%PAGE% 13 9th enchantment You utter a word of power, instantly killing one creature with 100 or fewer heart points.
%PAGE% 12 8th enchantment A creature within 60 feet of you with 150 heart points or fewer is stunned.
%PAGE% 0 transmutation You create one of several minor magical effects. yes yes yes yes yes yes yes
%PAGE% 11 7th evocation Either devastate a creature with an almighty bolt of lightning, or empower a creature with primordial energy. yes
%PAGE% 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. yes
%PAGE% 0 conjuration You hurl a mote of fire at a creature or object within range. yes yes yes
%PAGE% 8 6th illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled. yes yes yes yes yes yes
%PAGE% 10 7th illusion For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away. yes yes yes yes
%PAGE% 5 3rd abjuration A creature you touch gains resistance to one damage type you specify for up to 1 hour. yes yes yes yes yes yes yes yes yes
%PAGE% 3 2nd abjuration A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour. yes yes yes yes yes yes yes yes yes yes
%PAGE% 7 5th abjuration A creature you touch gains resistance to ranged attacks for up to 1 hour. yes yes
%PAGE% 1 1st transmutation Remove poison and disease from food and drink within a 5-foot-radius sphere. yes yes yes yes yes yes yes yes yes
%PAGE% 8 5th evocation A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour. yes yes
%PAGE% 7 5th abjuration A creature you touch gains resistance to all damage other than psychic damage for up to 1 hour. yes yes
%PAGE% 3 2nd necromancy The target deals only half damage with weapon attacks that use Strength for up to 1 minute. yes yes
%PAGE% 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target. yes yes yes yes yes
%PAGE% 0 transmutation Razor-sharp parchment flies out to slash one or more nearby creatures. yes yes yes
%PAGE% 3 2nd abjuration You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks. yes yes yes yes yes yes yes yes yes
%PAGE% 2 1st transmutation You either create, destroy, or drain water. yes yes
%PAGE% 2 1st conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion. yes yes
%PAGE% 0 conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion. yes yes
%PAGE% 5 3rd abjuration At your touch, all curses affecting one creature or object end. yes yes yes yes yes yes yes yes yes
%PAGE% 4 2nd conjuration Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it. yes
%PAGE% 5 3rd necromancy You touch a creature that has died within the last minute, restoring it to 1 heart point. yes yes yes yes yes yes yes yes yes yes
%PAGE% 4 2nd enchantment Your tremendous roar deals thunder damage to creatures in a 15-foot cone, frightening them. yes
%PAGE% 5 3rd evocation With a dramatic spin, you make up to five attacks with a fire rod, ice rod, or lightning rod. yes
%PAGE% 0 evocation A wave of water crashes into a creature to cause damage and push it away. yes yes
%PAGE% 0 evocation Slashing blades of water soak a creature, let you avoid opportunity attacks from it this turn, and let you regain movement. yes
%PAGE% 0 evocation Flame-like radiance descends on a creature that you can see within range. yes yes
%PAGE% 1 1st evocation Your next melee attack surges with elemental power. yes yes yes yes yes yes yes
%PAGE% 2 1st abjuration You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC. yes yes yes yes yes yes yes yes
%PAGE% 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range. yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 2 1st abjuration You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures. yes yes yes yes yes yes yes yes yes
%PAGE% 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. yes yes yes yes yes
%PAGE% 3 2nd evocation Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage. yes yes
%PAGE% 7 5th divination You can see and hear a particular creature you choose that is on the same plane of existence as you. yes yes yes yes yes yes yes yes yes yes yes yes
%PAGE% 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours. yes yes yes yes yes yes yes
%PAGE% 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature. yes yes yes yes
%PAGE% 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance. yes yes yes yes yes yes yes yes yes yes
%PAGE% 6 4th conjuration You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles. yes yes yes yes yes yes yes yes
%PAGE% 10 7th abjuration A willing creature or object you touch becomes hidden and enters suspended animation for any period of time. yes yes yes yes yes yes yes yes yes
%PAGE% 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. yes
%PAGE% 13 9th transmutation You change into almost any creature for up to 1 hour. yes yes yes yes yes yes yes
%PAGE% 0 conjuration You hurl a glittering, mirror-like shard to shatter against a small group of creatures.
%PAGE% 0 evocation You sling a jolt of electricity, which might flare up to shock creatures nearby your main target. yes yes
%PAGE% 0 evocation Lightning springs from your hand to deliver a shock to a creature you try to touch. yes yes yes yes yes
%PAGE% 5 3rd necromancy yes
%PAGE% 3 2nd illusion For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet. yes yes yes yes yes
%PAGE% 1 1st illusion yes yes
%PAGE% 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. yes
%PAGE% 5 3rd conjuration For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder. yes yes
%PAGE% 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat. yes yes yes yes yes yes
%PAGE% 2 1st conjuration Your next melee attack restrains the target with thorny vines or shadowy ribbons, dealing damage each turn the target is restrained. yes yes
%PAGE% 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. yes
%PAGE% 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. yes yes yes yes yes
%PAGE% 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.
%PAGE% 0 evocation For 1 minute, you can replace your unarmed strikes with melee spell attacks that deal radiant damage. yes yes
%PAGE% 2 1st divination You gain the ability to comprehend and verbally communicate with beasts for the duration. yes yes yes yes yes yes yes yes yes
%PAGE% 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. yes yes
%PAGE% 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour. yes yes yes yes yes
%PAGE% 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. yes yes yes yes yes
%PAGE% 3 2nd evocation Use your bonus action to summon and attack with a spectral weapon. yes yes yes
%PAGE% 0 enchantment A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round. yes yes yes
%PAGE% 0 evocation yes yes
%PAGE% 3 2nd abjuration You freeze an unattended object for 1 round. Any damage it takes is built up as momentum. yes yes
%PAGE% 0 evocation A sudden charge of electricity arcs through a creature in range, dealing damage that will spread to an adjacent creature. yes
%PAGE% 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. yes yes yes yes yes yes yes
%PAGE% 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. yes yes
%PAGE% 6 4th abjuration A creature you touch gains resistance to nonmagical bludeoning, piercing, and slashing damage for up to 1 hour. yes yes
%PAGE% 13 9th conjuration You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute. yes yes yes
%PAGE% 0 conjuration You summon a musical instrument into your hands out of thin air. yes yes yes yes yes yes yes
%PAGE% 12 8th evocation A brilliant flash of sunlight deals radiant damage and blinds several creatures. yes
%PAGE% 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. yes
%PAGE% 7 5th divination For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other. yes yes yes yes yes yes yes yes yes
%PAGE% 0 transmutation You manifest a minor wonder, a sign of supernatural power, within range. yes yes yes yes yes yes yes yes yes yes
%PAGE% 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. yes
%PAGE% 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. yes yes
%PAGE% 13 9th transmutation Briefly stop time for everyone but yourself. yes yes yes yes yes yes yes yes
%PAGE% 5 3rd abjuration yes yes yes yes yes yes yes yes
%PAGE% 0 transmutation You seize the air and compel it to create one of several minor effects. yes yes yes yes
%PAGE% 0 transmutation Your touch transforms a weapon into a different but similar kind of weapon. yes
%PAGE% 2 1st conjuration Conjure a Large tree in an unoccupied space in range. Use your bonus action to move the tree each turn. yes
%PAGE% 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain. yes yes yes yes yes
%PAGE% 13 9th transmutation Transform any object or creature into any other object or creature, permanently. yes
%PAGE% 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. yes yes yes yes yes yes yes yes yes
%PAGE% 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour. yes yes yes yes yes yes yes yes yes yes
%PAGE% 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.
%PAGE% 2 1st conjuration Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends. yes yes yes
%PAGE% 5 3rd necromancy For up to 1 minute, your touch deals 3d6 necrotic damage and heals you for half the damage dealt. yes
%PAGE% 13 9th evocation For the duration, each turn you can call down a thunderous bolt of lightning that deals immense damage and can paralyze. yes
%PAGE% 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. yes yes yes yes
%PAGE% 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away. yes yes yes yes yes yes
%PAGE% 5 3rd transmutation Grant up to ten creatures the ability to breathe underwater for 24 hours. yes yes yes yes
%PAGE% 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. yes yes yes yes yes yes
%PAGE% 2 1st illusion Your reaction imposes disadvantage on attack rolls targeting you. yes yes yes
%PAGE% 3 2nd conjuration You conjure a mass of webbing that restrains creatures caught in it. yes yes yes yes
%PAGE% 13 9th illusion Each creature in a 30-foot sphere must make a Wis save or take psychic damage and become frightened of you. yes yes
%PAGE% 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. yes
%PAGE% 14 9th conjuration Change the fabric of reality with just a few words.
%PAGE% 2 1st conjuration Gain the indefinite aid of one Tiny beast. yes
%PAGE% 3 2nd necromancy You sling up to three necrotic rays at one target or several. Each deals 2d6 necrotic damage on a hit. yes
%PAGE% 7 5th evocation Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments. yes yes
%PAGE% 2 1st transmutation Perform a magically-enhanced flying kick through your enemies. yes yes yes yes yes
%PAGE% 7 5th evocation You push both hands forward to blast a searing beam of life-draining energy. yes
%PAGE% 3 2nd abjuration A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers. yes yes
%PAGE% 1 1st abjuration Your reaction grants a creature minor protection against some damaging spells cast by its allies. yes yes
%PAGE% 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. yes