Template:Subclass Spell List

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Name MP Level School Summary
%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}}

See also

Template:Subclass Cantrip List