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% | 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. | |
%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% | 7 | 5th | abjuration | For up to 1 hour, creatures other than undead and constructs cannot come within 10 feet of you. |
%PAGE% | 11 | 8th | abjuration | A 10-foot radius sphere around you suspends or dispels all magic effects within it. |
%PAGE% | 11 | 8th | enchantment | You cause a certain type of creature to be attracted or repelled to a specific object. |
%PAGE% | 7 | 5th | conjuration | You summon a Large hand to do your bidding for up to 1 minute. |
%PAGE% | 7 | 5th | transmutation | Transform a creature into an infantile version of itself. |
%PAGE% | 7 | 5th | evocation | You project a ray of divine power to bane a creature up to 60 feet away. |
%PAGE% | 3 | 2nd | transmutation | Provide a creature with bark-like skin for up to 1 hour, giving it an AC that doesn't fall below 16. |
%PAGE% | 2 | 1st | abjuration | Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes. |
%PAGE% | 0 | evocation | Your eyes project a beam of searing energy, dealing more damage if you haven't moved since the start of your last turn. | |
%PAGE% | 5 | 3rd | transmutation | Transform into a beast of your choice for 1 hour. |
%PAGE% | 2 | 1st | enchantment | You attempt to charm a creature you can see within range. |
%PAGE% | 5 | 3rd | necromancy | At your touch, you afflict a creature with a debilitating curse. |
%PAGE% | 5 | 3rd | conjuration | You send your magic to any creature you can see or name, granting it one of several small boons. |
%PAGE% | 9 | 6th | evocation | Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it. |
%PAGE% | 0 | transmutation | Your transform up to two blades of grass into daggers or sickles. | |
%PAGE% | 0 | evocation | You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back. | |
%PAGE% | 6 | 4th | necromancy | Necromantic energy washes over a creature of your choice that you can see within range. |
%PAGE% | 6 | 4th | evocation | You emit a bright flash, damaging and blinding nearby creatures. |
%PAGE% | 11 | 8th | evocation | A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage. |
%PAGE% | 11 | 8th | evocation | You send out a wave of flame that circles out from you in a spiral, followed by a series of thunderous explosions. |
%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% | 0 | evocation | You exhale a gout of elemental energy in a 10-foot cone. | |
%PAGE% | 7 | 5th | evocation | A stroke of lightning-breath tears through a 30-foot line in front of you, potentially causing momentarily paralysis. |
%PAGE% | 8 | 5th | evocation | You blast a cone-shaped detonation of pure hatred in a 60-foot cone to deal damage. |
%PAGE% | 6 | 4th | evocation | A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid. |
%PAGE% | 3 | 2nd | conjuration | You brew medicine that can be used to restore heart points, stamina points, or magic points. |
%PAGE% | 2 | 1st | abjuration | Your bonus action lets nearby friendly creatures add their proficiency bonus to their death saving throws. |
%PAGE% | 0 | evocation | You blow up an acidic bubble, and can either attack with it immediately for d8 damage or save it until your next turn for d12 damage. | |
%PAGE% | 5 | 3rd | evocation | You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes. |
%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% | 2 | 1st | evocation | You drop acid on a 10-foot-circle in range, dealing gradual damage to those covered in it. |
%PAGE% | 3 | 2nd | abjuration | A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events. |
%PAGE% | 9 | 6th | evocation | Create a bolt of lightning that arcs toward a target of your choice that you can see within range. |
%PAGE% | 0 | necromancy | A ghostly hand chills a creature to deal necrotic damage and prevent heart points recovery. | |
%PAGE% | 0 | evocation | You evoke a burst of elemental energy, potentially damaging several creatures at once. | |
%PAGE% | 4 | 2nd | illusion | You create a 20-foot cylinder that turns creature inside of it invisible for up to 10 minutes. |
%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% | 7 | 5th | conjuration | Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it. |
%PAGE% | 5 | 3rd | conjuration | Summon one or more chilfos, icy humanoid-shaped creatures, to obey your commands. |
%PAGE% | 3 | 2nd | conjuration | You summon a skull puppet in an unoccupied space that you can see within range. |
%PAGE% | 11 | 8th | conjuration | Summon a powerful glowing orb that can either damage or empower those touched by the light it emits. |
%PAGE% | 3 | 2nd | conjuration | |
%PAGE% | 7 | 5th | necromancy | You poison and then disease a creature you touch. |
%PAGE% | 4 | 2nd | enchantment | You attempt to control a beast to do your bidding for up to 1 minute. |
%PAGE% | 6 | 4th | transmutation | You control freestanding water |
%PAGE% | 11 | 8th | transmutation | You take control of the weather within 5 miles of you for the duration. |
%PAGE% | 9 | 6th | abjuration | Provide resistance to cold damage in an aura around you for 8 hours. |
%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% | 2 | 1st | transmutation | You create a fire rod, ice rod, or lightning rod. |
%PAGE% | 0 | evocation | Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice. | |
%PAGE% | 0 | evocation | Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. | |
%PAGE% | 2 | 1st | necromancy | Grab hold of a creature with an electrocuting, life-draining palm. |
%PAGE% | 3 | 2nd | evocation | Create magical darkness out to a radius of 15 feet for 10 minutes or longer. |
%PAGE% | 3 | 2nd | transmutation | A creature you touch gains darkvision for 8 hours. |
%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% | 3 | 2nd | conjuration | Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it. |
%PAGE% | 1 | 1st | necromancy | You inflict wounds upon a creature you touch. |
%PAGE% | 6 | 4th | necromancy | You empower yourself and nearby allies with the life-draining force of death. |
%PAGE% | 6 | 4th | abjuration | |
%PAGE% | 0 | transmutation | Your magically-enhanced twirl forces creature within 5 feet of you to succeed on a Dexterity save or take d6 slashing damage and suffer disadvantage on opportunity attacks against you. | |
%PAGE% | 10 | 7th | evocation | Create a fiery explosion that detonates either immediately or builds to an even greater explosion over a minute. |
%PAGE% | 6 | 4th | transmutation | |
%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% | 6 | 4th | conjuration | You teleport yourself and up to one other creature up to 500 feet away to a point you specify. |
%PAGE% | 7 | 5th | evocation | A sphere of flame arises around you that rapidly expands outward, engulfing your enemies. |
%PAGE% | 13 | 9th | evocation | Call down a ball of fire from the heavens to deal immense damage to creatures and structures in a 40-foot radius. |
%PAGE% | 10 | 7th | evocation | You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target. |
%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% | 9 | 6th | transmutation | Deal 10d6 + 40 force damage to a creature, object, or a creation of magical force within 60 feet of you. |
%PAGE% | 5 | 3rd | abjuration | You attempt to end a spell effect in range. |
%PAGE% | 0 | enchantment | A creature must succeed on a Charisma save or take 1d6 psychic damage, but instead takes 1d10 damage if it has full heart points. | |
%PAGE% | 2 | 1st | transmutation | Grow draconic claws on yourself or a creature you touch, granting a powerful unarmed strike. |
%PAGE% | 8 | 5th | evocation | With the greatest draconic power, you send a creature flying with a devastatingly awesome blow. |
%PAGE% | 3 | 2nd | evocation | You rip through the air with magically-manifested dragon claws, evoking gales of wind to cut through foes. |
%PAGE% | 0 | necromancy | You drain the life from a creature to bolster your own vitality. | |
%PAGE% | 0 | transmutation | Whispering to the spirits of nature, you create one of several minor effects. | |
%PAGE% | 11 | 8th | evocation | For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it. |
%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% | 8 | 5th | evocation | A creature is wreathed in magnetizing lightning bolts that wrap around its body. |
%PAGE% | 6 | 4th | evocation | A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage. |
%PAGE% | 3 | 2nd | abjuration | |
%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% | 2 | 1st | conjuration | Grasping vines sprout from the ground and restrain creatures within a 20-foot square if they fall a Strength save. |
%PAGE% | 12 | 8th | evocation | The sky's power sweeps down to strike all creatures in a 60-foot radius cylinder centered on you. |
%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% | 3 | 2nd | transmutation | You briefly transform into a fairy of navigation. |
%PAGE% | 2 | 1st | conjuration | Conjure a friendly, tiny fairy to help and assist you indefinitely. |
%PAGE% | 2 | 1st | evocation | Surround creatures and objects with pastel lights, granting advantage on attack rolls targeting them. |
%PAGE% | 2 | 1st | necromancy | Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary heart points for 1 hour. |
%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% | 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. |
%PAGE% | 2 | 1st | transmutation | Your reaction safely slows the descent for up to five creatures within 60 feet of you. |
%PAGE% | 12 | 8th | enchantment | A creature must succeed on an Intelligence saving throw or have its Intelligence and Charisma scores reduced to 1 indefinitely. |
%PAGE% | 0 | evocation | You hurl a mote of fire at a creature or object within range. | |
%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% | 5 | 3rd | evocation | You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you. |
%PAGE% | 3 | 2nd | evocation | Your body is launched forward with fiery force up to 30 feet, and you can strike every creature in your path. |
%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% | 8 | 5th | evocation | Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute. |
%PAGE% | 5 | 3rd | transmutation | You transform part of your body into a giant hand to violently grab hold of a creature. |
%PAGE% | 5 | 3rd | transmutation | A willing creature you touch gains a flying speed of 60 feet for the duration. |
%PAGE% | 1 | 1st | transmutation | A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path. |
%PAGE% | 2 | 1st | conjuration | You create a sphere of fog within range. |
%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% | 6 | 4th | abjuration | A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour. |
%PAGE% | 9 | 6th | evocation | A 60-foot-radius sphere explodes with cold energy, dealing immense cold damage and freez |
%PAGE% | 10 | 7th | transmutation | Reduce your maximum magic points to create two Ancient Cores that can be used in other technomancer features. |
%PAGE% | 0 | evocation | Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes. | |
%PAGE% | 0 | transmutation | A creature within 30 feet must succeed on a Constitution save or take 1d8 cold damage, or 1d12 cold damage if it is missing heart points. | |
%PAGE% | 2 | 1st | transmutation | You unleash a single, supernaturally-powerful punch that sends foes flying. |
%PAGE% | 2 | 1st | evocation | You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it. |
%PAGE% | 12 | 8th | transmutation | You cause gravity to greatly intensify in a 50-foot radius cylinder. |
%PAGE% | 2 | 1st | conjuration | Slick grease covers a patch of ground, potentially knocking creatures prone. |
%PAGE% | 3 | 2nd | conjuration | Your bonus action creates an aurora that restores heart points to you or friendly creatures which touch it. |
%PAGE% | 7 | 5th | transmutation | You magically enhance a spring to provide healing to any who enter it. |
%PAGE% | 11 | 8th | conjuration | Conjure a Gargantuan tree which sheds light, and can heal or harm those in its radius. |
%PAGE% | 6 | 4th | illusion | A creature you touch becomes invisible for 1 minute. |
%PAGE% | 7 | 5th | conjuration | You imbue a creature you touch with positive energy to undo one debilitating effect. |
%PAGE% | 8 | 5th | evocation | You charge up an extremely powerful beam of radiant energy, then shoot it at a target during your next turn. |
%PAGE% | 3 | 2nd | evocation | You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute. |
%PAGE% | 13 | 9th | evocation | |
%PAGE% | 5 | 3rd | transmutation | A willing creature is accelerated in time, improving its speed, actions, and combat capabilities. |
%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 | 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. |
%PAGE% | 3 | 2nd | transmutation | A manufactured metal object in range intensely heats, damaging any creature on contact with it. |
%PAGE% | 2 | 1st | enchantment | A creature in range falls into fits of uncontrollable laughter, becoming prone and incapacitated for the duration. |
%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% | 3 | 2nd | evocation | You create a wall of nonmagical ice up to 10 feet tall and 30 feet across. |
%PAGE% | 5 | 3rd | evocation | At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart. |
%PAGE% | 0 | evocation | You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range. | |
%PAGE% | 4 | 2nd | evocation | You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it. |
%PAGE% | 1 | 1st | evocation | Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath. |
%PAGE% | 2 | 1st | evocation | Creatures within 15 feet of you take cold damage and are pushed back 10 feet. |
%PAGE% | 2 | 1st | divination | You identify what spells are affecting a creature or object, or learn a magic item's properties. |
%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% | 1 | 1st | illusion | You write a script that appears true to creatures you designate, but illusory to all other creatures. |
%PAGE% | 2 | 1st | illusion | Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. |
%PAGE% | 13 | 9th | abjuration | You create a magical restraint to hold a creature that you can see within range, permanently. |
%PAGE% | 8 | 5th | evocation | The target takes up to 9d6 fire damage, and is ignited for 4d6 damage by persistant fire. |
%PAGE% | 8 | 5th | evocation | Your bonus action enhances a weapons with fiery magic. |
%PAGE% | 4 | 2nd | illusion | A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour. |
%PAGE% | 0 | necromancy | Compel a dead or undead creature into a sudden, jerking motion. | |
%PAGE% | 1 | 1st | transmutation | A creature's jump distance is tripled until the spell ends. |
%PAGE% | 4 | 2nd | enchantment | The stench of your special brew renders a creature unconscious if it fails a Constitution save. |
%PAGE% | 3 | 2nd | transmutation | You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away. |
%PAGE% | 0 | transmutation | You force a creature towards the ground, potentially damaging it. | |
%PAGE% | 3 | 2nd | divination | Your supernatural focus into a creature grants improvements to checks and damage rolls targeting it. |
%PAGE% | 3 | 2nd | abjuration | You touch a creature and can end either one disease or one lesser condition afflicting it. |
%PAGE% | 2 | 1st | conjuration | You heal the wounds of a creature you touch. |
%PAGE% | 5 | 3rd | evocation | For 1 minute, each turn you can use your bonus action to restore 10 heart points to a creature within 30 feet of you. |
%PAGE% | 9 | 6th | conjuration | You create three fruits which when ingested provide several healing and bolstering effects. |
%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% | 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. | |
%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% | 3 | 2nd | evocation | You take a minute to restore more than 2d10 heart points to up to six different creatures. |
%PAGE% | 2 | 1st | enchantment | Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute. |
%PAGE% | 0 | enchantment | A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you. | |
%PAGE% | 2 | 1st | abjuration | A creature you touch gains an AC of 13 + its Dexterity modifier. |
%PAGE% | 5 | 3rd | abjuration | You create a 10-foot radius cylinder that prevents certain creature types from entering. |
%PAGE% | 3 | 2nd | abjuration | You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open. |
%PAGE% | 2 | 1st | evocation | Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage. |
%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% | 4 | 2nd | conjuration | Your touch restores magic points or stamina points to another creature. |
%PAGE% | 0 | transmutation | You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will. | |
%PAGE% | 0 | enchantment | Debilitating doubts deal psychic damage and impose disadvantage on an attack roll. | |
%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% | 12 | 8th | conjuration | You banish a creature that you can see within range into a labyrinthine demirealm. |
%PAGE% | 0 | transmutation | This spell repairs a single break or tear in an object you touch. | |
%PAGE% | 3 | 2nd | abjuration | Your reaction brings back to life a creature that has just died. |
%PAGE% | 9 | 6th | transmutation | You transform a creature into a painting, merging it into a nearby wall. |
%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% | 0 | illusion | You create a sound or an image of an object (not a creature) within range that lasts for 1 minute. | |
%PAGE% | 6 | 4th | evocation | For 1 minute, whenever you cast a spell nearly friendly creatures regain a few heart points. |
%PAGE% | 3 | 2nd | illusion | You create three illusory duplicates of yourself to distract attacks away from you. |
%PAGE% | 1 | 1st | illusion | |
%PAGE% | 12 | 8th | abjuration | A creature you touch becomes immune to damage other than psychic for up to 1 minute. |
%PAGE% | 5 | 3rd | enchantment | Friendly creatures within 30 feet of you have advantage on Int checks, Wis (Insight) checks, and saving throws against jinxes. |
%PAGE% | 0 | necromancy | You sling a ray formed from necrotic energy to wither matter and rot the soul. A hit with this ranged spell attack deals 1d8 necrotic damage. | |
%PAGE% | 4 | 2nd | illusion | A creature you touch becomes horrifying to its enemies, adding psychic damage and fear to its attacks. |
%PAGE% | 5 | 3rd | abjuration | For 8 hours, you hide a target that you touch from divination magic. |
%PAGE% | 2 | 1st | evocation | A thunderous shockwave erupts from your hand in a 30-foot line, blasting black creatures in its path. |
%PAGE% | 3 | 2nd | enchantment | You attempt to paralyze a creature you can see within range. |
%PAGE% | 7 | 5th | transmutation | A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep. |
%PAGE% | 2 | 1st | divination | For at least 1 minute, you see invisible creatures and objects as if they were visible. |
%PAGE% | 1 | 1st | transmutation | You are hurled 30 feet into the air, then glide for up to 1 minute. |
%PAGE% | 2 | 1st | evocation | A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute. |
%PAGE% | 0 | evocation | Your note pierces reality as an arrow-like attack. A hit creature takes force damage has suffers temporary disadvantage on Wisdom checks. | |
%PAGE% | 2 | 1st | transmutation | A creature you touch gains an extra arm and hand for up to 1 hour. |
%PAGE% | 0 | Conjuration | Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage. | |
%PAGE% | 4 | 2nd | transmutation | For the duration, you are surrounded with swirling objects that damage those who approach, and can use your action to pelt creatures with ghastly force. |
%PAGE% | 6 | 4th | transmutation | Transform a creature in range into a beast for up to 1 hour. |
%PAGE% | 0 | evocation | You launch a beam of force from your melee weapon to attack from afar. | |
%PAGE% | 13 | 9th | enchantment | You utter a word of power, instantly killing one creature with 100 or fewer heart points. |
%PAGE% | 12 | 8th | enchantment | A creature within 60 feet of you with 150 heart points or fewer is stunned. |
%PAGE% | 0 | transmutation | You create one of several minor magical effects. | |
%PAGE% | 11 | 7th | evocation | Either devastate a creature with an almighty bolt of lightning, or empower a creature with primordial energy. |
%PAGE% | 10 | 7th | evocation | Eight multicolored rays of light flash into a 60-foot cone originating from you, causing an array of harm to those caught in the blast. |
%PAGE% | 0 | conjuration | You hurl a mote of fire at a creature or object within range. | |
%PAGE% | 8 | 6th | illusion | You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled. |
%PAGE% | 10 | 7th | illusion | For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away. |
%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% | 7 | 5th | abjuration | A creature you touch gains resistance to ranged attacks for up to 1 hour. |
%PAGE% | 1 | 1st | transmutation | Remove poison and disease from food and drink within a 5-foot-radius sphere. |
%PAGE% | 8 | 5th | evocation | A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour. |
%PAGE% | 7 | 5th | abjuration | A creature you touch gains resistance to all damage other than psychic damage for up to 1 hour. |
%PAGE% | 3 | 2nd | necromancy | The target deals only half damage with weapon attacks that use Strength for up to 1 minute. |
%PAGE% | 0 | evocation | You hurl a ball of light, dealing radiant damage and briefly illuminating the target. | |
%PAGE% | 0 | transmutation | Razor-sharp parchment flies out to slash one or more nearby creatures. | |
%PAGE% | 3 | 2nd | abjuration | You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks. |
%PAGE% | 2 | 1st | transmutation | You either create, destroy, or drain water. |
%PAGE% | 2 | 1st | conjuration | You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion. |
%PAGE% | 0 | conjuration | You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion. | |
%PAGE% | 5 | 3rd | abjuration | At your touch, all curses affecting one creature or object end. |
%PAGE% | 4 | 2nd | conjuration | Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it. |
%PAGE% | 5 | 3rd | necromancy | You touch a creature that has died within the last minute, restoring it to 1 heart point. |
%PAGE% | 4 | 2nd | enchantment | Your tremendous roar deals thunder damage to creatures in a 15-foot cone, frightening them. |
%PAGE% | 5 | 3rd | evocation | With a dramatic spin, you make up to five attacks with a fire rod, ice rod, or lightning rod. |
%PAGE% | 0 | evocation | A wave of water crashes into a creature to cause damage and push it away. | |
%PAGE% | 0 | evocation | Slashing blades of water soak a creature, let you avoid opportunity attacks from it this turn, and let you regain movement. | |
%PAGE% | 0 | evocation | Flame-like radiance descends on a creature that you can see within range. | |
%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% | 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. | |
%PAGE% | 3 | 2nd | evocation | Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage. |
%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% | 7 | 5th | illusion | Give numerous creatures an illusory disguise that lasts up to 8 hours. |
%PAGE% | 3 | 2nd | evocation | A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature. |
%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% | 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. | |
%PAGE% | 13 | 9th | transmutation | You change into almost any creature for up to 1 hour. |
%PAGE% | 0 | conjuration | You hurl a glittering, mirror-like shard to shatter against a small group of creatures. | |
%PAGE% | 0 | evocation | You sling a jolt of electricity, which might flare up to shock creatures nearby your main target. | |
%PAGE% | 0 | evocation | Lightning springs from your hand to deliver a shock to a creature you try to touch. | |
%PAGE% | 5 | 3rd | necromancy | |
%PAGE% | 3 | 2nd | illusion | For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet. |
%PAGE% | 1 | 1st | illusion | |
%PAGE% | 0 | evocation | A creature within 30 feet must succeed on a Constitution save or take 1d8 fire damage; 1d12 fire damage if it's unarmored. | |
%PAGE% | 5 | 3rd | conjuration | For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder. |
%PAGE% | 5 | 3rd | transmutation | Up to six creatures are slowed in time, diminishing their effectiveness in combat. |
%PAGE% | 2 | 1st | conjuration | Your next melee attack restrains the target with thorny vines or shadowy ribbons, dealing damage each turn the target is restrained. |
%PAGE% | 3 | 2nd | evocation | Conjure a pile of 10 snowballs that can be thrown by yourself or other creatures for ranged spell attacks that deal cold damage. |
%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% | 4 | 3rd | divination | Creatures within 30 feet of you that listen to your song can see what is otherwise invisible and have advantage on checks to find hiding creatures. |
%PAGE% | 0 | evocation | For 1 minute, you can replace your unarmed strikes with melee spell attacks that deal radiant damage. | |
%PAGE% | 2 | 1st | divination | You gain the ability to comprehend and verbally communicate with beasts for the duration. |
%PAGE% | 5 | 3rd | necromancy | A 40-foot radius sphere emerges from a point within 150 feet, dealing 6d6 necrotic damage to creatures that fail a Constitution saving throw. |
%PAGE% | 3 | 2nd | transmutation | A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour. |
%PAGE% | 3 | 2nd | transmutation | A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it. |
%PAGE% | 3 | 2nd | evocation | Use your bonus action to summon and attack with a spectral weapon. |
%PAGE% | 0 | enchantment | A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round. | |
%PAGE% | 0 | evocation | ||
%PAGE% | 3 | 2nd | abjuration | You freeze an unattended object for 1 round. Any damage it takes is built up as momentum. |
%PAGE% | 0 | evocation | A sudden charge of electricity arcs through a creature in range, dealing damage that will spread to an adjacent creature. | |
%PAGE% | 5 | 3rd | conjuration | Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action. |
%PAGE% | 6 | 4th | transmutation | You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. |
%PAGE% | 6 | 4th | abjuration | A creature you touch gains resistance to nonmagical bludeoning, piercing, and slashing damage for up to 1 hour. |
%PAGE% | 13 | 9th | conjuration | You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute. |
%PAGE% | 0 | conjuration | You summon a musical instrument into your hands out of thin air. | |
%PAGE% | 12 | 8th | evocation | A brilliant flash of sunlight deals radiant damage and blinds several creatures. |
%PAGE% | 4 | 2nd | enchantment | A creature gains temporary heart points at the start of each of its turns, and is immediately revived the first time it drops to 0 heart points. |
%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% | 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. |
%PAGE% | 5 | 3rd | evocation | A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. |
%PAGE% | 13 | 9th | transmutation | Briefly stop time for everyone but yourself. |
%PAGE% | 5 | 3rd | abjuration | |
%PAGE% | 0 | transmutation | You seize the air and compel it to create one of several minor effects. | |
%PAGE% | 0 | transmutation | Your touch transforms a weapon into a different but similar kind of weapon. | |
%PAGE% | 2 | 1st | conjuration | Conjure a Large tree in an unoccupied space in range. Use your bonus action to move the tree each turn. |
%PAGE% | 1 | 1st | evocation | You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain. |
%PAGE% | 13 | 9th | transmutation | Transform any object or creature into any other object or creature, permanently. |
%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% | 2 | 1st | evocation | You hurl a crackling black sphere of arcane energy at a creature or object in range to deal two types of damage. |
%PAGE% | 2 | 1st | conjuration | Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends. |
%PAGE% | 5 | 3rd | necromancy | For up to 1 minute, your touch deals 3d6 necrotic damage and heals you for half the damage dealt. |
%PAGE% | 13 | 9th | evocation | For the duration, each turn you can call down a thunderous bolt of lightning that deals immense damage and can paralyze. |
%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% | 1 | 1st | conjuration | You teleport to an unoccupied space you can see up to 30 feet away. |
%PAGE% | 5 | 3rd | transmutation | Grant up to ten creatures the ability to breathe underwater for 24 hours. |
%PAGE% | 4 | 3rd | transmutation | Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour. |
%PAGE% | 2 | 1st | illusion | Your reaction imposes disadvantage on attack rolls targeting you. |
%PAGE% | 3 | 2nd | conjuration | You conjure a mass of webbing that restrains creatures caught in it. |
%PAGE% | 13 | 9th | illusion | Each creature in a 30-foot sphere must make a Wis save or take psychic damage and become frightened of you. |
%PAGE% | 4 | 2nd | evocation | For up to 1 minute, you either lash out with a sudden gale at a creature or object, or whip winds around you to push back nearby creatures. |
%PAGE% | 14 | 9th | conjuration | Change the fabric of reality with just a few words. |
%PAGE% | 2 | 1st | conjuration | Gain the indefinite aid of one Tiny beast. |
%PAGE% | 3 | 2nd | necromancy | You sling up to three necrotic rays at one target or several. Each deals 2d6 necrotic damage on a hit. |
%PAGE% | 7 | 5th | evocation | Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments. |
%PAGE% | 2 | 1st | transmutation | Perform a magically-enhanced flying kick through your enemies. |
%PAGE% | 7 | 5th | evocation | You push both hands forward to blast a searing beam of life-draining energy. |
%PAGE% | 3 | 2nd | abjuration | A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers. |
%PAGE% | 1 | 1st | abjuration | Your reaction grants a creature minor protection against some damaging spells cast by its allies. |
%PAGE% | 2 | 1st | evocation | Up to three bolts leap towards creatures in range. Each bolt can deal 1d6 lightning damage and subtract 5 feet from the target's movement. |
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}}