In Baldur's Gate 3 Each class has a "Spellcasting Ability". This is the ability score used to determine how effective you spells are, and affects a number of things, including your number of spells prepared (if applicable), the Saving Throw Difficulty Class (DC) of your spells, and your spell attack modifier. Some spells add numerical effects based on your spellcasting ability, like the spell healing word which heals additional hit points equal to your spellcasting modifier.
Spells in Baldur's Gate 3 are regulated forms of magic energy. In BG3, there are certain Classes that can cast spells to damage Enemies, buff Companions or create other effects. Wizards and Clerics have different sets of spells, while characters of other classes may cast a spell using Scrolls.
BG3 Spells Mechanics
Concentration for Spells in BG3
Concentration is required to maintain certain spells. You lose Concentration on a spell if you cast another spell that requires Concentration. You can’t concentrate on two Spells at once. You can also willfully cancel Concentration on a Spell. For example, you no longer have to suffer the prolonged effects of Fog Cloud if you break Concentration. You can simply click on the Concentration indicator to interrupt the Spell (No action is required).
Long and Partial Rest in Baldur's Gate 3
In order to take a Long Rest, you’ll have to gather camp supplies, which comprise all of the food and scrap you can buy (or steal). Heaps of food should go a long way to keep you satiated and ready for the events to come. If you’re low on supplies, you can opt to take a Partial Rest instead. This only restores a portion of your HP and Spell Slots, but it won’t use up any food.
How Spells influence dice Rolls
Dice rolls play an active part in whatever action you decide to do, may it be in combat or in dialogue. You can also favorable roll. To increase the chances of surpassing a check, you can manually add your or your Companions’ Spells to your throw. But remember that you may make use of Spell Slots when you cast aSpell, so choose wisely. This bonus will be added to the ones you already have (be it for any Proficiency or Abilities), and the total sum will be added to your roll.
So, for example, you can cast Enhance Ability first to account for the Advantage bonus you get to roll twice. This raises the chances of tipping the scale in your favour. Alternatively, Guidance is also a good Spell, which also increases your chances for success.
All Spells in Baldur's Gate 3
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Spells
| Spell | Level | Schooll | Casting Resources | Concentration | Description | Classes |
|---|---|---|---|---|---|---|
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Cantrip | Evocation | N/A | Strike with your weapon, afflicting your foe with a resonance that hurts them for 1d8 Thunder damage when they move. 1 turns
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Hexblade | |
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Cantrip | Necromancy | N/A | 1~12 Damage
Ring the bell of impending doom. If the target is at full health, you deal 1d8 Necrotic damage instead.
|
Death Domain | |
|
Cantrip | Necromancy | Action |
N/A | 1~10 Damage
Explode a corpse, causing it to impale those around it.
|
Cleric, and Wizard |
|
Lv 2 | Illusion |
|
Weave a shadowy shortsword in your hand that deals 2~16 Psychic damage. When you use the sword to attack a target that is in dim light or darkness, you make the Attack Roll with Advantage. The shadow blade can be unequipped and equipped again, but must remain on the spellcaster's person.
|
Sorcerer, Warlock, Wizard, Arcane Trickster, Eldritch Knight, Shadow Blade Ring | |
|
Cantrip | Conjuration |
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N/A | 1~6 Damage Throw a bubble of acid that damage each creature it hits
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Cantrip | Abjuration | N/A | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks |
College of Lore, College of Valour, Sorcerer, Warlock, Wizard, High Elf, High Half-Elf, Eldritch Knight, Bard,Arcane Trickster | |
|
Cantrip | Necromancy | N/A | 1~8 Damage Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.
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Sorcerer, Warlock Wizard, High Elf, High Half-Elf , Eldritch Knight |
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Cantrip | Evocation | N/A | Illuminate a 9m radius. |
College of Lore, College of Valour, Sorcerer, Wizard, Eldritch Knight | |
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Cantrip | Evocation | N/A | 1~10 Damage Conjure 1 beam(s) of crackling energy.
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Warlock | |
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Cantrip | Evocation | N/A | 1~10 Damage Hurl a mote of fire. |
Wizard Elf (High Elf) Half-Elf (High Half-Elf) Eldritch Knight (Fighter) Sorcerer |
|
|
Cantrip | Enchantment | N/A | Gain Advantage on Charisma Checks against a non-hostile creature.
|
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard Eldritch Knight |
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Cantrip | Conjuration | N/A | Create an invisible spectral hand that can manipulate and interact with objects.
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Githyanki | |
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Cantrip | Divination | N/A | Bestow guidance upon an ally. They gain a +1d4 bonus to Ability Checks.
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Cleric Druid |
|
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Cantrip | Evocation | Action |
N/A | Infuse an object with an aura of light.
|
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Cleric Sorcerer Wizard Elf (High Elf) Half-Elf (High Half-Elf) Eldritch Knight |
|
Cantrip | Conjuration | Action |
N/A | Create a spectral hand that can manipulate and interact with objects.
|
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard Eldritch Knight |
|
Cantrip | Illusion | Action |
N/A | Create an illusory image that distracts nearby creatures, compelling them to investigate. You can remain hidden while casting this spell. 10 turns
|
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Eldritch Knight Sorcerer Warlock Wizard |
|
Cantrip | Conjuration | Action |
N/A | 1~12 Damage Project a puff of noxious gas. |
Druid Eldritch Knight Sorcerer Warlock Wizard |
|
Cantrip | Conjuration | Action |
N/A | A flickering flame appears in your hand. It sheds bright light in a 9m radius and deals 1~8 Fire damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action |
|
|
Cantrip | Evocation | Action |
N/A | 1~8 Damage Reduce the target's Movement Speed by 3m.
|
Eldritch Knight Sorcerer Wizard |
|
Cantrip | Abjuration | Action |
N/A | Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws.
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Cleric Druid |
|
Cantrip | Evocation | Action |
N/A | 1~8 Damage Conjure a flame-like radiance that deals 1d8 Radiant. |
Cleric |
![]() Selûne's Dream |
Cantrip | Evocation | Action |
N/A | 1~8 Damage
|
Amulet of Selûne's Chosen wearer. |
|
Cantrip | Transmutation | Bonus Action |
N/A | Imbue your staff or club with nature's power. It becomes magical, deals 1d8+2 Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls.
|
Druid |
|
Cantrip | Evocation | Action |
N/A | 1~8 Damage The target cannot use reactions. This spell has Advantage on creatures wearing metal armour.
|
Eldritch Knight Sorcerer Wizard |
|
Cantrip | Transmutation | Action |
N/A | Manifest a sign of supernatural power that grants you advantage on Intimidation and Performance checks. | Cleric Tiefling (Zariel, Asmodeus) |
|
Cantrip | Transmutation | Action |
N/A | Strike at a target with a thorny, vine-like whip. It deals 1d6 Piercing damage and pulls the target 3m closer to you if it is Large or Smaller in size. | Druid |
|
Cantrip | Divination | Action |
N/A | Gain Advantage on your next Attack Roll.
|
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) Sorcerer Warlock Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster) Ranger (Mage Breaker) |
|
Cantrip | Enchantment | Action |
N/A | 1~4 Damage Unleash a string of enchanted insults at a creature. It takes damage and receives Disadvantage on its next Attack Roll.
|
Bard College of Lore (Bard Sub-Class) College of Valour (Bard Sub-Class) |
|
Lvl 1 | Enchantment | Action Spell Slot |
No | Convince a beast not to attack you. |
Bard, Nature Domain, Druid, Ranger |
|
Lvl 1 | Abjuration | Action Spell Slot |
No | Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks. |
Bard, College of Lore, Warlock |
|
Lvl 1 | Conjuration | Action Spell Slot |
No | 2~12 Damage |
Warlock |
|
Lvl 1 | Enchantment | Action Spell Slot |
Yes | Target up to 3 creatures. They receive a 1d4 penalty to Attack Rolls and Saving Throws. |
Bard, Oath of Vengeance, Cleric |
|
Lvl 1 | Enchantment | Action Spell Slot |
Yes | Bless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws. |
Bard, College of lore, Life Domain, Paladin |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 3~18 Damage Each flammable targets is thi with 3∼18 Fire damage. On Save: Targets still take half damage. |
Light Domain, Eldritch Knight, Arcane Trickster, Sorcerer, Warlock, Wizard |
|
Lvl 1 | Enchantment | Action Spell Slot |
No | Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
Bard, Trickery Domain, Druid, Sorcerer, Warlock, Wizard |
|
Lvl 1 | Evocation | Action Spell Slot |
No | Hurl a sphere of energy. It deals 3d8 Thunder damage, or deals 2d8 Acid, Cold; Fire, Lightning, or Poison damage and creates a surface. |
Bard, Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
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Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage Hurl a sphere of acid energy. |
Wizard, Sorcerer,Arcane Trickster |
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Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage Hurl a sphere of frozen energy. |
Wizard, Sorcerer,Arcane Trickster |
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Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage |
Wizard, Sorcerer,Arcane Trickster |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage Hurl a sphere of Lightning energy.. |
Wizard, Sorcerer,Arcane Trickster |
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Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage Hurl a sphere of poisonous energy. |
Wizard, Sorcerer,Arcane Trickster |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 3~24 Hurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternative, choose a different type of damage. |
Wizard, Sorcerer,Arcane Trickster |
|
Lvl 1 | Illusion | Action Spell Slot |
No | Blind creatures up to a combined 33 hit points. |
College of Lore, Paladin |
|
Lvl 1 | Enchantment | Action Spell Slot |
No | Command a creature to flee, move closer, freeze, drop to the ground or drop their weapon. |
Cleric, Paladin |
|
Lvl 1 | Enchantment | Bonus Action Spell Slot |
Yes | Compel an enemy to attack only you. It cannot attack other creatures. |
Paladin |
|
Lvl 1 | Transmutation | Action Spell Slot |
No | Call forth rain or destroy a water-based. |
Cleric, Druid, Storm Sorcery |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 3~8 Healing Heal a creature you can touch. |
Bard, Life Domain, Druid, Paladin, Ranger |
|
Lvl 1 | Illusion | Action Spell Slot |
No | Magically change all aspects of your appearance. (Lasts until the end of a long rest) |
Bard, Trickery Domain, Gloom Stalker, Sorcerer, Wizard |
|
Lvl 1 | Enchantment | Action Spell Slot |
No | 3~18 Damage Whisper a discordant melody to a creature and Frighten it. On Save: Target still takes half damage |
Bard, The Great Old One |
|
Lvl 1 | Evocation | Bonus Action Spell Slot |
Yes | Your weapon attacks deal an additional 1∼4 Radiant Damage. |
War Domain, Paladin |
|
Lvl 1 | Conjuration | Action Bonus Action Spell Slot |
Yes | Your attack summons thorny vines that possibly Ensnare your target. 10 Turns |
Oath of the Ancients, Ranger |
|
Lvl 1 | Conjuration | Action Spell Slot |
No | Vines sprout from the ground, slowing creatures within and possibly Entangling them. |
Druid |
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Lvl 1 | Transmutation | Bonus Action Spell Slot |
Yes | Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
Eldritch Knight, Sorcerer, Warlock, Wizard |
|
Lvl 1 | Evocation | Action Spell Slot |
Yes | Encase multiple targets in colourful light. The targets turns visible, and Attack Rolls against the targets have Advantage. |
Bard, Light Domain, Druid |
|
Lvl 1 | Necromancy | Action Spell Slot |
No | Gain 7 temporary hit points. |
Bard, College of Lore, Sorcerer, Wizard |
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Lvl 1 | Transmutation | Bonus Action Spell Slot |
No | You and nerby allies Immunity to Falling damage. |
Bard, Sorcerer, Wizard |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Gain the service of a familiar, a fey spirit that takes an animal from of your choose. |
Wizard, Ranger |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a cat that can distract your enemies. (Lasts until the end of a long rest)
|
Wizard |
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Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a crab. Its sharp pincers can slow enemies. (Lasts until the end of a long rest)
|
Wizard |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a frog. Its skin is covered with dizzying toxins. (Lasts until the end of a long rest)
|
Wizard |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of an imp. Its barbed tail can inject enemies with a potent poison.
|
Warlock |
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Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a quasit that can frighten enemies.
|
Warlock |
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Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a rat. Its infectious bite can spread disease. (Lasts until the end of a long rest)
|
Wizard |
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Lvl 1 | Conjuration | Action Level 1 Spell Slot |
No | Summon a familiar with the form and statistics of a raven. It can launch precise attacks. (Lasts until the end of a long rest)
|
Wizard |
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Lvl 1 | Conjuration | Action Spell Slot |
No | Summon a familiar with the form and statistics of a spider. Its deadly bite can poison enemies. (Lasts until the end of a long rest)
|
Wizard |
|
Lvl 1 | Conjuration | Action Level 1 Spell Slot |
Yes | The cloud Blinds and Heavily Obscures creatures within it. |
Tempest Domain, Druid, Ranger, Sorcerer, Wizard |
|
Lvl 1 | Transmutation | Action Level 1 Spell Slot |
No | 4~16 Healing |
Druid, Ranger |
|
Lvl 1 | Conjuration | Action Spell Slot |
No | Cover the ground in grease, slowing creatures within and possibly making them fall Prone |
Wizard, Eldritch Knight |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 2~18 Damage Call forth a beam of light that grants Advantage on the next Attack Roll against the target. |
Bard, College of Lore, Cleric |
|
Lvl 1 | Conjuration |
|
Yes |
|
Ranger |
|
Lvl 1 | Evocation | Bonus Action Level 1 Spell Slot |
No | 1~4 Healing |
Bard, Cleric, Druid |
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Lvl 1 | Evocation | No | 2~20 Damage The next time you take damage, you use your reaction to surround your attacker in hellish flames. On Save: Target still takes half damage. |
Bard, College of Lore, Warlock | |
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Lvl 1 | Enchantment | Action Level 1 Spell Slot |
Yes | Make yourself or a target immune to Frightened and gains 5 temporary hit points each turn. |
Bard, Paladin |
|
Lvl 1 | Enchantment | Bonus Action Warlock Spell Slot |
Yes | 1~6 Damage Curse a creature so it takes additional damage whenever you attack it and to inflict Disadvantage on Ability Checks with an Ability of your choosing. If the target dies before the spell ends. you can Hex a new creature without expending a spell slot. |
Bard, College of Lore, Warlock |
|
Lvl 1 | Divination | Bonus Action Spell Slot |
Yes | 1~6 Damage Mark a creature as your quarry to deal an additional 1d6 Slashing Damage whenever you hit it with a weapon attacks. If the target dies before the spell ends, you can mark a new creature without expanding a Spell Slot. |
Oath of Vengeance, Ranger |
|
Lvl 1 | Conjuration | Action Spell Slot |
No | 1~10(target) / 2~12(area) Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2-12 Cold damage to anyone nearby. It leaves an ice surface. On Miss: The shard of ice still explodes. |
Bard, College of lore, Druid, Sorcerer, Wizard |
|
Lvl 1 | Necromancy | Action Spell Slot |
No | 3~30 Damage Putrfy a creature with the nectrotic energy filling your hands. |
Cleric, Oathbreaker |
|
Lvl 1 | Transmutation | Action Lvel 1 Spell Slot |
No | Triple a creature's jumping distance. |
Druid, Ranger, Sorcerer, Wizard, Arcane Trickster |
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Lvl 1 | Transmutation | Action Lvel 1 Spell Slot |
No | Touch a creature to increase its Movement Speed by 3m. |
Bard, Druid, Ranger, Wizard |
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Lvl 1 | - | Bonus Action Spell Slot |
No | Expend spell slots to regain hit points while wild shaped. Yor regain 1d8 hit points per level of the spell slot. |
Circle of the Moon (Druid Sub Class) |
|
Lvl 1 | Abjuration | Action Spell Slot |
No | Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. |
Sorcerer, Wizard, Arcane Trickster, Eldritch Knight, Sorcerer |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 6~15 Damage Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. |
Bard, College of Lore, Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Lvl 1 | Abjuration | Action Spell Slot |
Yes | Protect a creature against aberrations, celestials, elementals, fey, fiends, and undead. The target can't be Charmed, Frightened, or possessed by them, and when these creatures attack it, they do so with disadvantage. |
Cleric, Eldritch Knight, Paladin, Ranger, Arcane Trickster, Warlock, Wizard |
|
Lvl 1 | Necromancy | Action Spell Slot |
No | 2~16 Damage Possibly Poisons the target. |
Eldritch Knight, Sorcerer, Wizard |
|
Lvl 1 | Abjuration | Bonus Action Spell Slot |
No | You or an ally cannot be target until you attack or harm a creature. You can still take damage from area spells. Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a large area. |
Cleric, Oath of Devotion |
|
Lvl 1 | Evocation | Action Bonus Action Spell Slot |
Yes | Deal an extra 1~6 Fire Damage and set your target on fire: it takes 1~6 Fire damage every turn. |
Paladin |
|
Lvl 1 | Abjuration | Reaction Level 1 Spell Slot |
No | When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Lvl 1 | Abjuration | Bonus Action Spell Slot |
Yes | Protect a creature from attacks: increases its Armour Class by 2. |
Cleric, War Domain, Paladin |
|
Lvl 1 | Enchantment | Action Spell Slot |
No | Put creatures into a magical slumber. Select targets up to a combined 24 hit points. |
Bard, Sorcerer, Knowledge Domain, Sorcerer, Wizard |
|
Lvl 1 | Divination | Action Level 1 Spell Slot |
No | Gain the ability to comprehend and verbally communicate with beasts. |
Bard, Nature Domain, Druid, Oath of the Ancients, Ranger |
|
Lvl 1 | Enchantment | Action Spell Slot |
Yes | Leve a creture Prone with laughter, without the ability to get up. |
Bard, Wizard, The Great Old One. |
|
Lvl 1 | Evocation | Action Bonus Action Spell Slot |
No | Pushes your target 3m away and possibly knocks it Prone. |
Paladin |
|
Lvl 1 | Evocation | Action Spell Slot |
No | 2~16 Damage Release a wave of thunderous force that pushes away all creatures and objects. |
Bard, Tempest Domain, Druid, Eldritch Knight, Arcane Trickster, Sorcerer, Wizard |
|
Lvl 1 | Evocation | Action Bonus Action Spell Slot |
Yes | Possibly Frightens your target. They will be easier to hit and cannot move. |
Paladin |
|
Lvl 1 | Evocation | Action + Spell Slot |
Yes | 1~12 Damage Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. |
Eldritch Knight, Arcane Trickster, Sorcerer, Warlock, Wizard |
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
No | 5 Healing Heal your allies and increase their hit point maximum by 5 hit points. |
|
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Lvl 2 | Abjuration | Action Level 2 Spell Slot |
No | Close a door or container with a magical lock.It can no longer be lockpicked or opened with Knock. |
Wizard |
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | Protect a creature from attacks: increase its Armour Class up to 16. |
|
|
Lvl 2 | Necromancy | Action Level 2 Spell Slot |
No | Limit a foes sight range. It is easier to hit, and the creature will miss more often. Attack Rolls against it have Advantage and the foe attacks with Disadvantage. |
|
|
Lvl 2 | Illusion | Action Level 2 Spell Slot |
Yes | Attackers have Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. |
|
|
Lvl 2 | Evocation | Action Bonus Action Level 2 Spell Slot |
Yes | Your weapon gleams with astral radiance as you strike and possibly marks your target with light, preventing it from turning Invisible. |
Oath of Devotion, Oath of the Ancients |
|
Lvl 2 | Enchantment | Action Level 2 Spell Slot |
Yes | Suppress strong emotions in an area, making all humanoids immune to being Charmed or Frightened. |
Bard, Cleric |
|
Lvl 2 | Conjuration | Action Level 2 Spell Slot |
Yes | 4~16 Damage |
|
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Lvl 2 | Enchantment | Action Level 2 Spell Slot |
Yes | Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
|
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Lvl 2 | Evocation | Action Level 2 Spell Slot |
Yes | Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. |
|
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
No | Grant a creature the ability to see in the dark out to a range of 12m. |
|
|
Lvl 2 | Divination | Action Level 2 Spell Slot |
Yes | Focus your mind to read the thoughts of certain creatures while talking to them. |
|
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
Bard, Sorcerer, Cleric, Druid |
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. |
|
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Lvl 2 | Evocation | Bonus Action Level 2 Spell Slot |
Yes | Conjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3m radius and dim light in a 6m radius. |
|
|
Lvl 2 | Conjuration | Action Level 2 Spell Slot |
Yes | 2~12 Damage |
|
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Lvl 2 | Evocation | Action Level 2 Spell Slot |
No | Summon a strong wind that clears all clouds and pushes creautes back 5m, forcing them Off Balance. |
|
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Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | 2~16 Damage
|
Bard, Druid |
|
Lvl 2 | Enchantment | Action Level 2 Spell Slot |
Yes | Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
|
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Lvl 2 | Illusion | Action Level 2 Spell Slot |
Yes | Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
No | Unlock an object that is held shut by a mundane lock. |
Sorcerer, Bard, Wizard |
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
No | Cure a creature from disease, poison, paralysis or blindness. |
Bard, Oath of Devotion, Oath of the Ancients, Ranger, Cleric, Druid |
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls. |
|
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Lvl 2 | Evocation | Action Level 2 Spell Slot |
No | 4~16 + 2~8(Delayed) Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. On Missing: Target still takes half the initial damage. |
|
|
Lvl 2 | Illusion | Action Level 2 Spell Slot |
No | Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. |
|
|
Lvl 2 | Conjuration | Bonus Action Level 2 Spell Slot |
No | Surrounded by silver mist, you teleport to an unoccupied space you can see. |
Oath of the Ancients, Warlock, Circle of the Land, Sorcerer, Wizard |
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
Yes | 2~20 Damage |
|
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
Yes | Call forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks. |
Ranger, Druid |
|
Lvl 2 | Illusion | Action Level 2 Spell Slot |
Yes | 1~6 Damage
|
Bard, Sorcerer, The Great Old One, Wizard |
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
No | 2~16 Healing Heal all allies you can see. |
|
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
No | Touch a creature to neutraise all poisons affecting it, and grants it protection against poisonous influences. |
Oath of Devotion, Oath of the Ancients, Ranger, Cleric, Druid |
|
Lvl 2 | Necromancy | Action Level 2 Spell Slot |
Yes | Weaken a Foe: they deal half damage with weapon attacks using Strength. |
|
|
Lvl 2 | Divination | Action Level 2 Spell Slot |
No | Become able to see Invisible creatures, and possibly reveal them to others. |
Bard, Sorcerer, Wizard |
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
No | 6~48 Damage Hur1 3 rays offire. Each ray deals 2∼12 Fire damage. |
|
|
Lvl 2 | Evocation | Action Level 2 Spell Slot |
No | 3~24 Damage |
|
|
Lvl 2 | Illusion | Action Level 2 Spell Slot |
Yes | Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage. |
|
|
Lvl 2 | Transmutation | Action Level 2 Spell Slot |
Yes | 2~8 Damage
|
|
|
Lvl 2 | Conjuration | Action Level 2 Spell Slot |
Yes | Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. |
|
|
Lvl 2 | Enchantment | Action Level 2 Spell Slot |
Yes | Reduce a creature's peripheral vision and make it look at you. |
|
|
Lvl 2 | Evocation | Action |
No |
|
Nyrulna |
|
Lvl 2 | Abjuration | Action Level 2 Spell Slot |
No | Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws |
Cleric |
|
Lvl 2 | Evocation | Bonus Action Level 2 Spell Slot |
No | Summon a floating, spectral weapon that attacks your enemies alongside you. |
Cleric |
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
No | Create an undead servant from a corpse. |
Cleric, Wizard |
|
Lvl 3 | Abjuration | Action Level 3 Spell Slot |
Yes | Your allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws. |
Cleric, Paladin |
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
Yes | Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions. |
Bard, Cleric, Wizard, |
|
Lvl 3 | Evocation | Action Bonus Action Level 3 Spell Slot |
No | Evoke a heavenly flare, and possibly Blind your target. |
Paladin |
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
No | At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. |
Sorcerer, Wizard |
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
Yes | Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. |
Druid, Sorcerer |
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
No | Channel your weapons essence into a destructive, widespread volley.
|
Ranger |
|
Lvl 3 | Abjuration | Reaction Spell Slot |
No | Nullify another creature's spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell's Level. |
Sorcerer, Warlock, Wizard |
|
Lvl 3 | Evocation | Action Level 3 Spell Slot |
Yes | Radiate a holy power that emboldens nearby allies. Thei weapon attacks deal an additional 1∼4 Radiant damage. |
Paladin |
|
Lvl 3 | Evocation | Action Level 3 Spell Slot |
No | Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. |
Cleric, Druid, Paladin, Ranger, Sorcerer |
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice. |
Druid (Optional), Paladin, Ranger (Optional) |
|
Lvl 3 | Illusion | Action Level 3 Spell Slot |
Yes | Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. |
Bard, Sorcerer, Warlock, Wizard |
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
No | Put an ally in a protective, magical coma deep enough to imitate death. The Ally becomes Resistant to all damage except psychic damage, and disease and poison no longer have any effect. |
Bard, Cleric, Druid, Wizard |
|
Lvl 3 | Evocation | Action Level 3 Spell Slot |
No | Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. |
Sorcerer, Wizard |
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Bestow you or an ally with the ability to Fly. |
|
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. |
|
|
Lvl 3 | Abjuration | Action Level 3 Spell Slot |
No | Inscribe a circle of arcane glyphs on the ground that trigger a magical effect when stepped on by an enemy. |
|
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Bestow the ability to Fly upon yourself or an ally. |
Sorcerer, Warlock, Wizard |
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit. |
|
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
Yes | Create a sphere of cold blackness, teeming with unknown horrors. Creatures starting their turn in the take 2d6 Cold damage. Creatures ending their turn in the area possibly take 2d6 Acid damage. The area is Difficult Terrain and creatures within are Blinded. |
Warlock |
|
Lvl 3 | Illusion | Action Level 3 Spell Slot |
Yes | Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act. |
|
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
No | 6~48 Damage
|
Ranger |
|
Lvl 3 | Evocation | Action Level 3 Spell Slot |
No | Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage. |
Sorcerer, Wizard |
|
Lvl 3 | Evocation | Bonus Action Level 3 Spell Slot |
No | Call out words of restoration to heal up to 6 creatures. |
|
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
No | Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their Movement Speed quartered. |
|
|
Lvl 3 | Abjuration | Action Level 3 Spell Slot |
Yes | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
|
|
Lvl 3 | Abjuration | Action Warlock Spell Slot |
No | Touch a creature or object to remove all Curses and Hex affecting it. |
|
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
No | Revive a companion. They return to life with 1 hit point. |
Cleric, Paladin |
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
Yes | Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creaates an ice surface. |
|
|
Lvl 3 | Transmutation | Action Level 3 Spell Slot |
Yes | Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
|
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
No | Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions. Skeletons and creatures killed with Acid, Fire, Lightning, Necrotic, or Radiant damage no longer have a mouth and can't be made to talk using this spell. |
|
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
Yes | Call forth spirits to protect the area around you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their Movement Speed is halved. On Save: Targets still take half damage. |
Cleric |
|
Lvl 3 | Conjuration | Action Level 3 Spell Slot |
Yes | Create a cloud of gas so nauseating it prevents creatures from taking actions. |
|
|
Lvl 3 | Necromancy | Action Level 3 Spell Slot |
No | 3~18 Touch an enemy to syphon their life force. You regain half as many hit points as hit points as the damage they take. For 10 turns, you can use Vampiric Touch again without expending an additional spell slot. |
|
|
Lvl 3 | Transmutation | Action Level 6 Spell Slot |
No | While this aura lasts, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies. |
Paladin |
|
Lvl 4 | Abjuration | Level 4 Spell Slot |
Yes | Temporarily Banish your target to another plane of existence. |
Cleric, Paladin, Oath of Crown, Oath of Vengeance, Sorcerer, Warlock, Wizard |
|
Lvl 4 | Necromancy | Level 4 Spell Slot |
No | 8~64
|
Death Domain, Druid, Circle of the Desert, Oath of the Oathbreaker, Sorcerer, Warlock, Wizard, Grave Domain |
|
Lvl 4 | Enchantment | Level 4 Spell Slot |
Yes | Befuddle a group creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. |
Bard, Knowledge Domain, Druid, Oath of the Oathbreaker, Sorcerer, Wizard, Oath of Treachery |
|
Lvl 4 | Conjuration | Level 4 Spell Slot |
Yes | Conjure a minor elemental to fight alongside you. |
Druid, Wizard |
|
Lvl 4 | Conjuration | Level 4 Spell Slot |
Yes | Summon from 1 fey of CR 2 to 8 fey of CR 1/4, friendly (nbr of creatures/lvl). | Druid, Ranger |
|
Lvl 4 | Abjuration | Level 4 Spell Slot |
No | When the target drops to 0 hp for the first time, it automatically returns to 1 hp. | Cleric, Death Domain, Life Domain, Paladin, Undying, Grave Domain, Ambition Domain |
|
Lvl 4 | Conjuration | Level 4 Spell Slot |
No | Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. |
Bard, Trickery Domain, Oath of Vengeance, Sorcerer, Warlock, Wizard, Ambition Domain |
|
Lvl 4 | Enchantment | Level 4 Spell Slot |
Yes | Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. |
Nature Domain, Druid, Sorcerer, Archfey, The Great Old One, Strength Domain |
|
Lvl 4 | Conjuration | Level 4 Spell Slot |
Yes | 3~18 Damage 10 turns
|
The Great Old One, Wizard, Warlock |
|
Lvl 4 | Evocation | Level 4 Spell Slot |
No | The caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft. | The Fiend, Wizard, Celestial, Undying Light Patron, Zeal Domain |
|
Lvl 4 | Abjuration | Level 4 Spell Slot |
No | Target's movement is unaffected by difficult terrain, spells or water. | Bard, Cleric, War Domain, Druid, Circle of the Arctic, Circle of the Coast, Circle of the Forest, Circle of the Grassland, Circle of the Swamp, Oath of Devotion, Ranger, Zeal Domain |
|
Lvl 4 | Conjuration | Level 4 Spell Slot |
Yes | The target must succeed on a Dex. save or be pulled 20 ft toward the vine. | Nature Domain, Druid, Ranger |
|
Lvl 4 | Illusion | Level 4 Spell Slot |
Yes | Turn a creature Invisible. Attack against it have Disadvantage. It attacks with Advantage. |
Bard, Circle of the Underdark, Sorcerer, Archfey, Wizard, Oath of Treachery |
|
Lvl 4 | Conjuration | Level 4 Spell Slot |
No | Hostiles creatures within a 10-ft radius of the created guardian must succeed on a Dex. save or take 20 radiant damage. | Cleric, Life Domain, Light Domain, Oath of Crown, Oath of Devotion, Protection Domain, Solidarity Domain, Celestial |
|
Lvl 4 | Evocation | Level 4 Spell Slot |
No | 2d8 Impel a storm of hail ice to crash from the sky, covering the ground and striking all objectas and creatures within range. On Save: Targets still take half damage. |
Tempest Domain, Druid, Circle of the Arctic, Oath of Ancients, Sorcerer, Wizard, Raven Queen |
|
Lvl 4 | Evocation | Level 4 Spell Slot |
No | Imbue yourself with elemental energy sourced from the draconic goddess, Kereska.
|
Item: Markoheshkir |
|
Lvl 4 | Evocation | Level 4 Spell Slot |
Yes | The Large size or smaller target must succeedd on a Dex. save or be enclosed for the spell duration. | Wizard, Protection Domain |
|
Lvl 4 | Illusion | Level 4 Spell Slot |
Yes | The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn. | Wizard, Hexblade |
|
Lvl 4 | Transmutation | Level 4 Spell Slot |
Yes | Transform a creature into a harmless sheep. |
Bard, Trickery Domain, Druid, Sorcerer, Wizard |
|
Lvl 4 | Evocation | Bonus Action Level 4 Spell Slot |
Yes | If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wis. save or have a disadvantage. | Paladin, Hexblade, Stone Origin |
|
Lvl 4 | Abjuration | Level 4 Spell Slot |
Yes | Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. |
War Domain, Druid, Circle of the Mountain, Oath of Ancients, Ranger, Sorcerer, Wizard, Strength Domain |
|
Lvl 4 | Evocation | Level 4 Spell Slot |
Yes | Create a blazing wall of fire, burning anyone who dares stand too close. |
Light Domain, Druid, Sorcerer, The Fiend, Wizard, Forge Domain, Celestial |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
No | Summon the apparitions of 6 master strategists. Each apparition strikes a target of your choosing, dealing 2d6 + 6 Force damage.
|
Artistry of War scroll in Sorcerous Vault. |
|
Lvl 5 | Conjuration | Action Level 5 Spell Slot |
Yes | Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud every turn. |
Death Domain, Circle of the Underdark, Sorcerer, Wizard |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
No | Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On save: Targets still take half damage. |
Circle of the Arctic, Sorcerer, Wizard, Hexblade |
|
Lvl 5 | Conjuration | Action Level 5 Spell Slot |
Yes | Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. |
Druid, Circle of the Coast, Wizard |
|
Lvl 5 | Necromancy | Action Level 5 Spell Slot |
No | If the spell attack hits, target is afflicted with a disease to choose from 6 proposed. | Cleric, Druid, Oath of the Oathbreaker, Undying |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
No | + 5d6 Create a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone. 1 Turn On Save: Targets still take half damage |
Tempest Domain, Paladin, Hexblade, Strength Domain, Zeal Domain |
|
Lvl 5 | Necromancy | Action Level 5 Spell Slot |
No | Shred a foe's very essence by pulling on strands of the Weave. Dealing 10d6 + 20 (30~80) Necrotic Damage(CON Save to halve).
|
Scroll of Dethrone in Karsus section of the Sorcerous Vault. |
|
Lvl 5 | Abjuration | Action Level 5 Spell Slot |
Yes | End a condition (charmed, frightened, or possessed) or bannish a creature to its home plane (Cha. save). | Cleric, Paladin |
|
Lvl 5 | Enchantment | Action Level 5 Spell Slot |
Yes | Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. |
Bard, Trickery Domain, Oath of the Oathbreaker, Sorcerer, Archfey, The Great Old One, Wizard, Oath of Treachery, Ambition Domain |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
No | +5d6 Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels. On Save: Targets still take half damage. |
Cleric, Light Domain, War Domain, Oath of Devotion, The Fiend, Celestial, Undying Light Patron, Zeal Domain |
|
Lvl 5 | Abjuration | Action Level 5 Spell Slot |
No | End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level. | Bard, Cleric, Druid, Celestial |
|
Lvl 5 | Enchantment | Action Level 5 Spell Slot |
Yes | Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. |
Bard, War Domain, Oath of Vengeance, Sorcerer, Warlock, Wizard |
|
Lvl 5 | Conjuration | Action Level 5 Spell Slot |
Yes | Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. On save: Targets still take half damage. |
Cleric, Nature Domain, Tempest Domain, Druid, Circle of the Desert, Circle of the Grassland, Circle of the Swamp, Circle of the Underdark, Sorcerer, Strength Domain |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
No | Up to 6 creatures regain 3d8+Spell.Ability.Mod (+1d8 hp/lvl). | Bard, Cleric, Life Domain, Druid, Solidarity Domain |
|
Lvl 5 | Abjuration | Action Level 5 Spell Slot |
No | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. |
Bard, Cleric, Arcana Domain, Druid, Wizard |
|
Lvl 5 | Illusion | Action Level 5 Spell Slot |
No | Disguise up to 4 memebers of your adventuring party. |
Bard, Sorcerer, Archfey, Wizard |
|
Lvl 5 | Transmutation | Action Level 5 Spell Slot |
Yes | Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage. |
Sorcerer, The Great Old One, Wizard |
|
Lvl 5 | Evocation | Action Level 5 Spell Slot |
Yes | Raise a wall of non-magical, solid stone. |
Druid, Circle of the Desert, Circle of the Mountain, Sorcerer, Wizard |
|
Lvl 6 | Conjuration | Action Level 6 Spell Slot |
Yes | Create two liked teleportation portals. |
Sorcerer, Warlock, Wizard |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
Yes | 6d10 Summons a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close. 1 Turn |
Cleric |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
No | 10~80 Damage Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. |
Sorcerer, Wizard |
|
Lvl 6 | Necromancy | Action Level 6 Spell Slot |
No | Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. On Save: Targets still take half damage. |
Sorcerer, Warlock, Wizard |
|
Lvl 6 | Necromancy | Action Level 6 Spell Slot |
No | Raise a corpse as a heinous mummy that fights by your side. |
Cleric, Warlock, Wizard |
|
Lvl 6 | Transmutation | Action Level 6 Spell Slot |
No | 46~100 Damage Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. |
Sorcerer, Wizard |
|
Lvl 6 | Necromancy | Action Level 6 Spell Slot |
Yes | Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. |
Bard, Sorcerer, Warlock, Wizard |
|
Lvl 6 | Transmutation | Action Level 6 Spell Slot |
Yes | Atrophy a foe, Restraining them until they temporarity turn to stone. Target will Petrify if it does not succed its Saving Thorw within 3 turns. |
Warlock, Wizard |
|
Lvl 6 | Abjuration | Action Level 6 Spell Slot |
Yes | Creates a barrier that makes creatures and objetcs inside it Immune to all damage. |
Sorcerer, Wizard |
|
Lvl 6 | Necromancy | Action Level 6 Spell Slot |
No | 14d6 Reduce a target's maximum hit points, but never below 1 Until Long Rest On Save: Targets still take half damage |
Cleric |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
No | 70 Healing Heal a target's wounds and remove Blindness and any diseases. |
Cleric, Druid |
|
Lvl 6 | Conjuration | Action Level 6 Spell Slot |
No | Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours. | Cleric, Druid |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
No | 10~60 Damage Create a ball of churning ice that can be lauched instantly to generete a frosty explosion or store for later use. |
Wizard |
|
Lvl 6 | Enchantment | Action Level 6 Spell Slot |
Yes | Cause a creature to start dancing, making it unable to take actions or move. It attackers have Advantage on Attack Rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws. |
Bard, Wizard |
|
Lvl 6 | Conjuration | Action Level 6 Spell Slot |
No | Summon a deva, djinn or cambion that will help the caster until a long rest. | Cleric |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
Yes | A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. On save: Targets still take half damage. |
Druid, Sorcerer, Wizard |
|
Lvl 6 | Evocation | Action Level 6 Spell Slot |
Yes | Raise a wall of solid ice that deals 10∼60 Cold Damage to anyone standing in its way. When the ice is broken, it leaves behind a cloud of frigid air that deals 10∼60 Cold damage per turn to creatures within. |
Wizard |
|
Lvl 6 | Conjuration | Action Level 6 Spell Slot |
Yes | Create an 60-ft-long, 10-ft-high, 5-ft-thick wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl). | Druid |
|
Lvl 6 | Transmutation | Action Level 6 Spell Slot |
No | Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. |
Druid |
|
Lvl 6 | Transmutation | Action Level 6 Spell Slot |
Yes | Atrophy a foe, Restraining them until they permanently turn to gold.
|
Signed Trade Visa |
All Spells Gallery
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I might be wrong, but it seems you need an empty hand (without warcaster) to cast spells as a reaction?
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