Researcher/Spell List
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Researcher Spell List
The following spells are available to all researchers. The School of Research you choose at 2nd level expands your spell list. See technomancer, witch, or wizzrobe for the respective school's expanded spell list.
This tab portrays what spells are available to a researcher regardless of your chosen School of Research.
Name | MP | Lv | School | Summary |
---|---|---|---|---|
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. | |
Antimagic Field | 11 | 8th | abjuration | A 10-foot radius sphere around you suspends or dispels all magic effects within it. |
Blast Bolt | 0 | evocation | You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back. | |
Candle | 0 | evocation | Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. | |
Cloudkill | 7 | 5th | conjuration | Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it. |
Counterspell | 5 | 3rd | abjuration | You attempt to interrupt a creature in the process of casting a spell. |
Cryonis | 0 | evocation | Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice. | |
Darkness | 3 | 2nd | evocation | Create magical darkness out to a radius of 15 feet for 10 minutes or longer. |
Delayed Flying Object | 6 | 4th | transmutation | |
Detect Magic | 2 | 1st | divination | Sense the presence of magic 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. |
Disguise Self | 2 | 1st | illusion | Cause yourself to appear different for the duration. |
Dispel Magic | 5 | 3rd | abjuration | You attempt to end a spell effect in range. |
Feather Fall | 2 | 1st | transmutation | Your reaction safely slows the descent for up to five creatures within 60 feet of you. |
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. |
Grease | 2 | 1st | conjuration | Slick grease covers a patch of ground, potentially knocking creatures prone. |
Greater Invisibility | 6 | 4th | illusion | A creature you touch becomes invisible for 1 minute. |
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. |
Identify | 2 | 1st | divination | You identify what spells are affecting a creature or object, or learn a magic item's properties. |
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. |
Invisibility | 4 | 2nd | illusion | A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour. |
Knock | 3 | 2nd | transmutation | You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away. |
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 | |
Locate Creature | 6 | 4th | divination | Sense the direction of a familiar creature you specify if it is within 1,000 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. |
Mending | 0 | transmutation | This spell repairs a single break or tear in an object you touch. | |
Minor Illusion | 0 | illusion | You create a sound or an image of an object (not a creature) within range that lasts for 1 minute. | |
Mirror Image | 3 | 2nd | illusion | You create three illusory duplicates of yourself to distract attacks away from you. |
Nondetection | 5 | 3rd | abjuration | For 8 hours, you hide a target that you touch from divination magic. |
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. |
Prestidigitation | 0 | transmutation | You create one of several minor magical effects. | |
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. |
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. | |
Sage Hand | 0 | conjuration | Conjure a translucent, floating hand that can manipulate objects at range. | |
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. | |
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. |
Shocking Grasp | 0 | evocation | Lightning springs from your hand to deliver a shock to a creature you try to touch. | |
Slow | 5 | 3rd | transmutation | Up to six creatures are slowed in time, diminishing their effectiveness in combat. |
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. |
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. |
Touch Wind | 0 | transmutation | You seize the air and compel it to create one of several minor effects. | |
Tremor | 1 | 1st | evocation | You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain. |
True Seeing | 9 | 6th | divination | A creature you touch gains truesight out to a range of 120 feet for 1 hour. |
Unseen Servant | 2 | 1st | conjuration | Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends. |
Warping Step | 1 | 1st | conjuration | You teleport to an unoccupied space you can see up to 30 feet away. |
This tab portrays a researcher with technomancer chosen as the School of Research.
Name | MP | Lv | School | Summary |
---|---|---|---|---|
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. | |
Antimagic Field | 11 | 8th | abjuration | A 10-foot radius sphere around you suspends or dispels all magic effects within it. |
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. | |
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. |
Blast Bolt | 0 | evocation | You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back. | |
Candle | 0 | evocation | Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. | |
Cloudkill | 7 | 5th | conjuration | Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it. |
Counterspell | 5 | 3rd | abjuration | You attempt to interrupt a creature in the process of casting a spell. |
Cryonis | 0 | evocation | Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice. | |
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. |
Delayed Flying Object | 6 | 4th | transmutation | |
Detect Magic | 2 | 1st | divination | Sense the presence of magic 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 Javelin | 10 | 7th | evocation | You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target. |
Disguise Self | 2 | 1st | illusion | Cause yourself to appear different for the duration. |
Dispel Magic | 5 | 3rd | abjuration | You attempt to end a spell effect in range. |
Electrified Terrain | 6 | 4th | evocation | A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage. |
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. |
Feather Fall | 2 | 1st | transmutation | Your reaction safely slows the descent for up to five creatures within 60 feet of you. |
Flash Freeze | 8 | 5th | evocation | Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute. |
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. |
Fresh Cores | 10 | 7th | transmutation | Reduce your maximum magic points to create two Ancient Cores that can be used in other technomancer features. |
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. |
Greater Invisibility | 6 | 4th | illusion | A creature you touch becomes invisible for 1 minute. |
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. |
Haste | 5 | 3rd | transmutation | A willing creature is accelerated in time, improving its speed, actions, and combat capabilities. |
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. |
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. |
Invisibility | 4 | 2nd | illusion | A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour. |
Knock | 3 | 2nd | transmutation | You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away. |
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. |
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. |
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. | |
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. | |
Minor Illusion | 0 | illusion | You create a sound or an image of an object (not a creature) within range that lasts for 1 minute. | |
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. |
Nondetection | 5 | 3rd | abjuration | For 8 hours, you hide a target that you touch from divination magic. |
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. |
Power Beam | 0 | evocation | You launch a beam of force from your melee weapon to attack from afar. | |
Prestidigitation | 0 | transmutation | You create one of several minor magical effects. | |
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 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. |
Radiant Weapon | 8 | 5th | evocation | A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour. |
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. |
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. |
Sage Hand | 0 | conjuration | Conjure a translucent, floating hand that can manipulate objects at range. | |
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. | |
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. | |
Shocking Grasp | 0 | evocation | Lightning springs from your hand to deliver a shock to a creature you try to touch. | |
Silence | 3 | 2nd | illusion | For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet. |
Slow | 5 | 3rd | transmutation | Up to six creatures are slowed in time, diminishing their effectiveness in combat. |
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. |
Spiritual Weapon | 3 | 2nd | evocation | Use your bonus action to summon and attack with a spectral weapon. |
Stasis | 3 | 2nd | abjuration | You freeze an unattended object for 1 round. Any damage it takes is built up as momentum. |
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. |
Time Stop | 13 | 9th | transmutation | Briefly stop time for everyone but yourself. |
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. | |
Tremor | 1 | 1st | evocation | You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain. |
True Seeing | 9 | 6th | divination | A creature you touch gains truesight out to a range of 120 feet for 1 hour. |
Unseen Servant | 2 | 1st | conjuration | Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends. |
Warping Step | 1 | 1st | conjuration | You teleport to an unoccupied space you can see up to 30 feet away. |
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. |
This tab portrays a researcher with witch chosen as the School of Research.
Name | MP | Lv | School | Summary |
---|---|---|---|---|
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 Messenger | 3 | 2nd | enchantment | Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so. |
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. |
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. |
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. |
Brew | 3 | 2nd | conjuration | You brew medicine that can be used to restore heart points, stamina points, or magic points. |
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. | |
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. |
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. |
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 Weather | 11 | 8th | transmutation | You take control of the weather within 5 miles of you for the duration. |
Counterspell | 5 | 3rd | abjuration | You attempt to interrupt a creature in the process of casting a spell. |
Cryonis | 0 | evocation | Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice. | |
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. |
Dead Hands | 3 | 2nd | conjuration | Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it. |
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. |
Disguise Self | 2 | 1st | illusion | Cause yourself to appear different for the duration. |
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. | |
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. | |
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. |
Grease | 2 | 1st | conjuration | Slick grease covers a patch of ground, potentially knocking creatures prone. |
Greater Invisibility | 6 | 4th | illusion | A creature you touch becomes invisible for 1 minute. |
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. |
Haste | 5 | 3rd | transmutation | A willing creature is accelerated in time, improving its speed, actions, and combat capabilities. |
Hideous Laughter | 2 | 1st | enchantment | A creature in range falls into fits of uncontrollable laughter, becoming prone and incapacitated for the duration. |
Identify | 2 | 1st | divination | You identify what spells are affecting a creature or object, or learn a magic item's properties. |
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. |
Invisibility | 4 | 2nd | illusion | A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour. |
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. |
Lesser Restoration | 3 | 2nd | abjuration | You touch a creature and can end either one disease or one lesser condition afflicting it. |
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 | |
Locate Creature | 6 | 4th | divination | Sense the direction of a familiar creature you specify if it is within 1,000 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 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. | |
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. | |
Mergewall | 9 | 6th | transmutation | You transform a creature into a painting, merging it into a nearby wall. |
Minor Illusion | 0 | illusion | You create a sound or an image of an object (not a creature) within range that lasts for 1 minute. | |
Mirror Image | 3 | 2nd | illusion | You create three illusory duplicates of yourself to distract attacks away from you. |
Muffle | 1 | 1st | illusion | |
Nondetection | 5 | 3rd | abjuration | For 8 hours, you hide a target that you touch from divination magic. |
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. |
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. | |
Polymorph | 6 | 4th | transmutation | Transform a creature in range into a beast for up to 1 hour. |
Prestidigitation | 0 | transmutation | You create one of several minor magical effects. | |
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 Poison | 3 | 2nd | abjuration | A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour. |
Purify Food and Drink | 1 | 1st | transmutation | Remove poison and disease from food and drink within a 5-foot-radius sphere. |
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. | |
Regulate Water | 2 | 1st | transmutation | You either create, destroy, or drain water. |
Remove Curse | 5 | 3rd | abjuration | At your touch, all curses affecting one creature or object end. |
Revivify | 5 | 3rd | necromancy | You touch a creature that has died within the last minute, restoring it to 1 heart point. |
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. | |
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. |
Sequester | 10 | 7th | abjuration | A willing creature or object you touch becomes hidden and enters suspended animation for any period of time. |
Shocking Grasp | 0 | evocation | Lightning springs from your hand to deliver a shock to a creature you try to touch. | |
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 | |
Slow | 5 | 3rd | transmutation | Up to six creatures are slowed in time, diminishing their effectiveness in combat. |
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. |
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. | |
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. |
Tiny Hut | 5 | 3rd | abjuration | |
Touch Wind | 0 | transmutation | You seize the air and compel it to create one of several minor effects. | |
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. |
Unseen Servant | 2 | 1st | conjuration | Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends. |
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. |
Web | 3 | 2nd | conjuration | You conjure a mass of webbing that restrains creatures caught in it. |
Witch's Familiar | 2 | 1st | conjuration | Gain the indefinite aid of one Tiny beast. |
This tab portrays a researcher with wizzrobe chosen as the School of Research.
Name | MP | Lv | School | Summary |
---|---|---|---|---|
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. | |
Antimagic Field | 11 | 8th | abjuration | A 10-foot radius sphere around you suspends or dispels all magic effects within it. |
Blast Bolt | 0 | evocation | You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back. | |
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 Naydra | 6 | 4th | evocation | A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid. |
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. |
Candle | 0 | evocation | Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. | |
Chain Lightning | 9 | 6th | evocation | Create a bolt of lightning that arcs toward a target of your choice that you can see within range. |
Chromatic Burst | 0 | evocation | You evoke a burst of elemental energy, potentially damaging several creatures at once. | |
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. |
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. |
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. | |
Darkness | 3 | 2nd | evocation | Create magical darkness out to a radius of 15 feet for 10 minutes or longer. |
Darunia's Explosive Boulder | 11 | 8th | conjuration | You summon a huge, explosive rock and hurl in a straight line. |
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. |
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. |
Disguise Self | 2 | 1st | illusion | Cause yourself to appear different for the duration. |
Dispel Magic | 5 | 3rd | abjuration | You attempt to end a spell effect in range. |
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 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. |
Ether | 12 | 8th | evocation | The sky's power sweeps down to strike all creatures in a 60-foot radius cylinder centered on you. |
Feather Fall | 2 | 1st | transmutation | Your reaction safely slows the descent for up to five creatures within 60 feet of you. |
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 Choke | 2 | 1st | evocation | Your touch engulfs a creature in a burst of flames and knocks it prone. |
Flame Vortex | 2 | 1st | evocation | A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures. |
Flash Freeze | 8 | 5th | evocation | Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute. |
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. |
Freezing Sphere | 9 | 6th | evocation | A 60-foot-radius sphere explodes with cold energy, dealing immense cold damage and freez |
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. | |
Glacier Crash | 2 | 1st | evocation | You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it. |
Grease | 2 | 1st | conjuration | Slick grease covers a patch of ground, potentially knocking creatures prone. |
Greater Invisibility | 6 | 4th | illusion | A creature you touch becomes invisible for 1 minute. |
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 | |
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. |
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. |
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. |
Knock | 3 | 2nd | transmutation | You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away. |
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. |
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. |
Mending | 0 | transmutation | This spell repairs a single break or tear in an object you touch. | |
Minor Illusion | 0 | illusion | You create a sound or an image of an object (not a creature) within range that lasts for 1 minute. | |
Mirror Image | 3 | 2nd | illusion | You create three illusory duplicates of yourself to distract attacks away from you. |
Nondetection | 5 | 3rd | abjuration | For 8 hours, you hide a target that you touch from divination magic. |
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. |
Petite Storm | 2 | 1st | evocation | A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute. |
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. |
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. |
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. | |
Sage Hand | 0 | conjuration | Conjure a translucent, floating hand that can manipulate objects at range. | |
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. |
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. | |
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. |
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. |
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. |
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. |
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. |
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. |
Touch Wind | 0 | transmutation | You seize the air and compel it to create one of several minor effects. | |
Tremor | 1 | 1st | evocation | You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain. |
True Seeing | 9 | 6th | divination | A creature you touch gains truesight out to a range of 120 feet for 1 hour. |
Unseen Servant | 2 | 1st | conjuration | Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends. |
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. |
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. |
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. |