Template:Subclass Spell List
From Legends of Hyrule
Jump to navigationJump to searchName | MP | Level | School | Summary |
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%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. | |
%PAGE% | 3 | 2nd | abjuration | Your spell bolsters your allies with toughness and resolve, boosting maximum heart points. |
%PAGE% | 2 | 1st | enchantment | Charm an animal for up to 24 hours. |
%PAGE% | 3 | 2nd | enchantment | Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so. |
%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. |
%PAGE% | 11 | 8th | abjuration | A 10-foot radius sphere around you suspends or dispels all magic effects within it. |
%PAGE% | 7 | 5th | evocation | You project a ray of divine power to bane a creature up to 60 feet away. |
%PAGE% | 2 | 1st | abjuration | Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes. |
%PAGE% | 5 | 3rd | transmutation | Transform into a beast of your choice for 1 hour. |
%PAGE% | 5 | 3rd | evocation | A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you. |
%PAGE% | 3 | 2nd | enchantment | You attempt to suppress strong emotions of a group of creatures. |
%PAGE% | 0 | evocation | Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. | |
%PAGE% | 3 | 2nd | abjuration | A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events. |
%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. |
%PAGE% | 5 | 3rd | abjuration | You attempt to interrupt a creature in the process of casting a spell. |
%PAGE% | 2 | 1st | enchantment | For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened. |
%PAGE% | 3 | 2nd | evocation | Create magical darkness out to a radius of 15 feet for 10 minutes or longer. |
%PAGE% | 6 | 4th | evocation | Your next melee attack blasts away the target with an explosion of magma. |
%PAGE% | 6 | 4th | abjuration | A creature you touch repels up to three attacks that would otherwise hit it. |
%PAGE% | 11 | 8th | conjuration | You summon a huge, explosive rock and hurl in a straight line. |
%PAGE% | 1 | 1st | necromancy | You inflict wounds upon a creature you touch. |
%PAGE% | 6 | 4th | abjuration | |
%PAGE% | 2 | 1st | divination | Sense the presence of magic within 30 feet of you. |
%PAGE% | 2 | 1st | divination | Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. |
%PAGE% | 7 | 5th | evocation | A sphere of flame arises around you that rapidly expands outward, engulfing your enemies. |
%PAGE% | 7 | 5th | enchantment | Nearby friendly creatures have advantage on Str checks and saves, and can add a d6 to damage rolls. |
%PAGE% | 2 | 1st | illusion | Cause yourself to appear different for the duration. |
%PAGE% | 5 | 3rd | abjuration | You attempt to end a spell effect in range. |
%PAGE% | 0 | transmutation | Whispering to the spirits of nature, you create one of several minor effects. | |
%PAGE% | 0 | transmutation | You transmute the hands of yourself or a willing creature you touch into stone and flame. | |
%PAGE% | 9 | 6th | conjuration | Conjure a cloud of fiery smoke that deals damage and blinds creatures. |
%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. | |
%PAGE% | 9 | 6th | abjuration | Provide resistance to cold damage in an aura around you for 8 hours. |
%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. |
%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. |
%PAGE% | 2 | 1st | transmutation | Your reaction safely slows the descent for up to five creatures within 60 feet of you. |
%PAGE% | 6 | 4th | evocation | For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you. |
%PAGE% | 10 | 7th | evocation | A storm made up of sheets of roaring flame appears in a location you choose within range. |
%PAGE% | 2 | 1st | evocation | Your touch engulfs a creature in a burst of flames and knocks it prone. |
%PAGE% | 7 | 5th | evocation | A vertical column of divine flame deals fire and radiant damage. A successful Dex save halves damage. |
%PAGE% | 2 | 1st | evocation | A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures. |
%PAGE% | 3 | 2nd | conjuration | You conjure a flaming sphere for up to 1 minute, which rolls through and damages creatures. |
%PAGE% | 5 | 3rd | transmutation | A willing creature you touch gains a flying speed of 60 feet for the duration. |
%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. |
%PAGE% | 7 | 5th | conjuration | You imbue a creature you touch with positive energy to undo one debilitating effect. |
%PAGE% | 8 | 6th | evocation | A creature within 60 feet of you regains 10d12 heart points. |
%PAGE% | 2 | 1st | evocation | Your bonus action restores a few heart points to a creature within 60 feet of you. |
%PAGE% | 3 | 2nd | transmutation | A manufactured metal object in range intensely heats, damaging any creature on contact with it. |
%PAGE% | 11 | 8th | abjuration | Nearby creatures of your choice gain advantage on all saving throws, while all attack rolls against them have disadvantage. |
%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. |
%PAGE% | 1 | 1st | evocation | Use your bonus action to ignite a creature you've already hit with a melee attack this turn. |
%PAGE% | 3 | 2nd | evocation | Create daylight out to a wide radius for 10 minutes or longer. |
%PAGE% | 13 | 9th | abjuration | You create a magical restraint to hold a creature that you can see within range, permanently. |
%PAGE% | 8 | 5th | evocation | Your bonus action enhances a weapons with fiery magic. |
%PAGE% | 1 | 1st | transmutation | A creature's jump distance is tripled until the spell ends. |
%PAGE% | 3 | 2nd | abjuration | You touch a creature and can end either one disease or one lesser condition afflicting it. |
%PAGE% | 2 | 1st | conjuration | You heal the wounds of a creature you touch. |
%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 | |
%PAGE% | 6 | 4th | divination | Sense the direction of a familiar creature you specify if it is within 1,000 feet of you. |
%PAGE% | 2 | 1st | transmutation | A creature you touch has its speed increases by 10 feet for 1 hour. |
%PAGE% | 2 | 1st | enchantment | Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute. |
%PAGE% | 5 | 3rd | abjuration | You create a 10-foot radius cylinder that prevents certain creature types from entering. |
%PAGE% | 3 | 2nd | illusion | You implant a message within an object in range, a message that is uttered when a trigger condition is met. |
%PAGE% | 0 | enchantment | Your melody damages adjacent creatures, and potentially charms them. | |
%PAGE% | 13 | 9th | evocation | Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you. |
%PAGE% | 0 | transmutation | This spell repairs a single break or tear in an object you touch. | |
%PAGE% | 0 | transmutation | You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly. | |
%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. |
%PAGE% | 12 | 8th | abjuration | A creature you touch becomes immune to damage other than psychic for up to 1 minute. |
%PAGE% | 5 | 3rd | abjuration | For 8 hours, you hide a target that you touch from divination magic. |
%PAGE% | 3 | 2nd | enchantment | You attempt to paralyze a creature you can see within range. |
%PAGE% | 2 | 1st | divination | For at least 1 minute, you see invisible creatures and objects as if they were visible. |
%PAGE% | 0 | conjuration | You hurl a mote of fire at a creature or object within range. | |
%PAGE% | 5 | 3rd | abjuration | A creature you touch gains resistance to one damage type you specify for up to 1 hour. |
%PAGE% | 3 | 2nd | abjuration | A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour. |
%PAGE% | 1 | 1st | transmutation | Remove poison and disease from food and drink within a 5-foot-radius sphere. |
%PAGE% | 3 | 2nd | abjuration | You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks. |
%PAGE% | 5 | 3rd | abjuration | At your touch, all curses affecting one creature or object end. |
%PAGE% | 5 | 3rd | necromancy | You touch a creature that has died within the last minute, restoring it to 1 heart point. |
%PAGE% | 1 | 1st | evocation | Your next melee attack surges with elemental power. |
%PAGE% | 2 | 1st | abjuration | You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC. |
%PAGE% | 0 | conjuration | Conjure a translucent, floating hand that can manipulate objects at range. | |
%PAGE% | 2 | 1st | abjuration | You ward a creature within range against attack, which remains protected so long as it doesn't harm other creatures. |
%PAGE% | 7 | 5th | divination | You can see and hear a particular creature you choose that is on the same plane of existence as you. |
%PAGE% | 4 | 3rd | evocation | You send a short message to any creature with which you are familiar over any possible distance. |
%PAGE% | 6 | 4th | conjuration | You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles. |
%PAGE% | 10 | 7th | abjuration | A willing creature or object you touch becomes hidden and enters suspended animation for any period of time. |
%PAGE% | 13 | 9th | transmutation | You change into almost any creature for up to 1 hour. |
%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. |
%PAGE% | 2 | 1st | divination | You gain the ability to comprehend and verbally communicate with beasts for the duration. |
%PAGE% | 0 | conjuration | You summon a musical instrument into your hands out of thin air. | |
%PAGE% | 7 | 5th | divination | For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other. |
%PAGE% | 0 | transmutation | You manifest a minor wonder, a sign of supernatural power, within range. | |
%PAGE% | 13 | 9th | transmutation | Briefly stop time for everyone but yourself. |
%PAGE% | 5 | 3rd | abjuration | |
%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. |
%PAGE% | 9 | 6th | divination | A creature you touch gains truesight out to a range of 120 feet for 1 hour. |
%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. |
%PAGE% | 2 | 1st | transmutation | Perform a magically-enhanced flying kick through your enemies. |
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}}