Difference between revisions of "Template:Subclass Spell List Simple"

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Latest revision as of 15:52, 17 March 2024

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

See also

Template:Subclass Spell List