THE IMMACULATE SYSTEM 

MAGIC-USE GUIDE — TABLE OF CONTENTS
Introduction
Casting Spells
Using Items
Lore by Class
Barbarians
Bards
Clerics
Druids
Fighters
Monks
Paladins
Rangers
Rogues
Sorcerers
Warlocks
Wizards
Spells
 Cantrips
  1st Level
2nd Level
 3rd Level
 4th Level
 5th Level
 6th Level
 7th Level
 8th Level
 9th Level
Magic Items
Potions
Scrolls
Rings
Rods
Staves
Wands
Belts
Boots
Bracers
Cloaks
Gloves
Headgear
Neckwear
Robes
Tattoos
Books
Containers
Figurines
Instruments
Jewels
Tools
Armors
Shields
Weapons
Munitions
Artifacts
Deities
Apollo
Arawn
Ares
Chih Sung-Tzu
Chung Kuel
Dagda
Dionysus
Geb
Hades
Hel
Lei Kung
Loki
Mannanan Mac Lir
Ma Yuan
Odin
Oghma
Osiris
Ptah
Ra
Set
Shang-Ti
Silvanus
Thor
Tyr
Zeus
Relics
Peoples
Bugbears
Cambions
Dragonborn
Dwarves
Elves
Firbolgs
Gnomes
Goblins
Goliaths
Halflings
Half-Elves
Half-Orcs
Hobgoblins
Humans
Kobolds
Lizardfolk
Minotaurs
Nymphs
Orcs
Pixies
Satyrs
Sprites
Tieflings
Tritons
Typhonians
Index


 ⇈ Title ⇈  ↡ Index ↡  ↑ Contents ↑  → Preface ←  ↓ Introduction ↓

Preface

Suspension of Disbelief Playing this game involves dealing with a fantasy world where our understanding of physics sometimes fails and our understanding of magic certainly does. Adventurers in this world inhabit environments awash in potent spellcasting resources. Otherwise impossible structures stand firm through accomplishments of arcane engineering. Even persons of ordinary intellectual ability can become formidable spellcasters. Angry brutes of arcane heritage might still cast spells as a birthright.
 The potential energy realized when a box suddenly falls from a shelf is analogous to the untapped forces racing through every location in a world home to ages of arcane conflict. Adventurers savvy to the ways of magic pull powerful energies out of thin air with just the right words and gestures. Characters less versed in arcana nonetheless accept the existence of these pervasive powers. Many have seen wizards unleash spectacular energies, and almost everyone has witnessed clerics performing miracles.
 Spellcasting should always be adjudicated by the rules of that process and spells themselves. Yet the same can be said for all gameplay conventions. A player need meet no test of physical strength to play a musclebound warrior. Everyone at the table is assuming a persona with capabilities beyond the grasp of players themselves. In this fantasy roleplaying game, participants do well to support the fantasies of their collaborators. Suspending belief in a shared fantasy enriches that experience to the benefit of everyone participating in good faith.
 The world of Theatron is unlike Earth in many ways. As an anagram of "not Earth," even its name reinforces this notion. On Theatron, extreme pressure produces temporary points of weakness in nearby materials. This thwarts the use of many technologies. On Theatron, overfed animals occasionally do not grow fat but instead convert into giant variations of their original forms. Recurrence of this process can produce gargantua capable of devastating great cities. On Theatron, twenty-five deities systematically control afterlives and spiritual magic. Many other deities were banished long ago, and newcomers are quickly given the same treatmennt.
 Along with cosmic, draconic, fey, life, thought, and unholy magical resources, gods-given spiritual channels provide tremendous energy to spellcasters here. This world is many centuries into its fifth era – the Great Consolidation. The previous era saw a myriad of deities fostering all manner of conflicts among mortals. That was preceded by a godless era featuring tens of thousands of years of conflict between elven archmagi and dragon tyrants. Each era began with a fundamental change to the magical environment of the world. While more stable than its immediate predecessor, the magical environment of the modern era is an accumulation of all historic arcane activity.
 Early dragons, engorged by devouring countless large beasts, managed to belch and shape the energies stewing in their bellies. Both the first speech and the first spells evolved from this deadly breath weapon. Elven thralls enabled dragons to archive their magical insights to better refine past achievements. When elven archmagi ruled the world, teaching wizardry to a non-fey beings was a serious crime. Those restrictions mattered little once gods rushed into the world, quick to channel holy power to any people earnest in their worshipful pleas. Today adventurers of any race can pursue training in any class, and each class has its own magical traditions.
 Most notable barbarians, fighters, and rogues are not any sort of magic-users. Yet even minorities among their ranks develop some spellcasting ability. Accomplished bards, monks, paladins, and rangers pair spellcasting with other primary interests. Clerics, druids, sorcerers, warlocks, and wizards learn to cast spells at the start of participation in any of those classes. Magical power is a central pursuit for them, and living legends among these full spellcasters can achieve some of the most impressive effects available to mortals.
 ADVENTURING CLASSES 
MartialMagical
BarbariansBards
FightersClerics
MonksDruids
PaladinsSorcerers
RangersWarlocks
RoguesWizards
 Each adventuring class has its own spell list. Highly experienced bards and warlocks each have some capacity to learn spells from beyond their own class. Feats, racial features, and subclass features also may grant access to spells not available on the class spell list(s) available to a particular character. Some subclasses offer lists of bonus spells as effective expansions of their spellcasting repertoires. Along with bards, clerics, druids, sorcerers, warlocks, and wizards; some fighters and rogues are able to learn a list of cantrips. These endlessly repeatable magical efforts are simple spells that deplete their casters no more than armed warriors are depleted by attacking with weapons.
 Even characters with no spellcasting ability of any kind still inhabit a world rich with magic. Some rely on potions and powders to infuse themselves with temporary special abilities. Many accomplished adventurers wield magic weapons and supplement their abilities with enchanted items. Adventurers also find some of their adversaries likewise equipped. Great warriors sometimes do battle with great spellcasters. Extreme rivalries may see characters learning new spells or obstaining the services of spellcasters as countermeasures calculated to foil a specific foe. Learning how to deal with magic is important for adventurers of all kinds.


↟ Contents ↟  ↡ Index ↡  ↑ Preface ↑  → Introduction ←  ↓ Casting Spells ↓

Introduction


↟ Contents ↟  ↡ Index ↡  ↑ Introduction ↑  → Casting Spells ←  ↓ Using Items ↓

Casting Spells A character in the world casts a spell by using words, gestures, and/or materials to infuse magical energy with intention. Any spell beyond a cantrip involves combining multiple energies to produce an arcane reaction. A player in this game casts a spell by declaring the name of that spell as well as its intended target(s) and effect(s). During action sequences, these decarations should be limited to that player's turn and occasions when a trigger has been satisfied for a spell that can be cast as a reaction. It is not wrong to see spellcasting as a complicated process. It is wrong to make spellcasting an unnecessarily complicated process.
 In freeform play, it is possible to ask about casting any spell at any time. Some DMs are broadly permissive in the unconventional use of spells and their effects. If you group supports this freewheeling style of play, keep that in mind when making spell selections for your character. Other DMs prefer to define the effects of spells in narrow terms. If this is the norm at your table, focus on moments when your idea varies little from the typical application of a spell. As always, being specific about the spell, its targets, and your intended result will give your DM the information required to begin adjudicating your spellcasting effort.
 Save for cantrips, casting a spell normally involves expending a spell slot. Each spell slot has a level from one to nine. Each spellcasting class grants a supply of spell slots renewable on completion of a long rest. Multiclass characters have a similar reserve of spell slots – the sum of their class capabilities perhaps slightly compromised by the challenges of blending disparate techniques. Spell slots can also be expended to provide power for other effects, such as the way paladins lash out with holy radiance or the way sorcerers boost damaging spells with surges of intensity. Spellcasters without spell slots are depleted of the resources to accomplish major magic, though they can still cast cantrips and use other class abilities normally.






 DAMAGING CANTRIPS 
  NameClass(es)*Starting
Damage
Target(s)RangeResolution
Method
Notes
Acid Splash✠ ♥ ≬ ★ ∢1d6 acidtwo within 5'30'Dexterity —
Coiling Creeper♣ ★1 + modifier**one restrained30'Dexterityinitial grab, recurring squeeze
Cosmic Veil✠ ♠ ≬ ★ ∢1d4 forceonetouchIntelligenceblinded until start of turn
Eldritch Blast1d10 forceone120'spell attack —
Firebolt♥ ≬ ∢1d10 fireone120'spell attack —
Granite Fist♣ ≬1d6 bludgeoningoneselfmelee attackmagical damage, recurring melee
Grievous Grasp✠ ♥ ≬ ★ ∢1d8 necroticonetouchspell attackno healing until end of turn
Mindbolt♥ ♠ ≬ ★ ∢1d8 psychicone120'Wisdom —
Poison Spray✠ ♣ ♥ ♠ ≬ ★ ∢1d12 poisonone30'Constitution —
Produce Arcs♣ ≬ ∢1d6 lightningtwo within 15'60'Dexterity —
Produce Flame♣ ≬ ★ ∢1d6 fireone30'thrown attackrecurring melee alternative 
Produce Ice♣ ≬ ∢1d6 frostone30'thrown attackrecurring melee alternative 
Produce Stone♣ ≬ ∢1d6 bludgeoningone60'thrown attackmagical damage
Ray of Frost♥ ≬ ∢1d6 frostone60'spell attackreduced speed until end of turn
Sacred Flame1d6 radiantone60'Wisdom —
Shillelagh1d8 bludgeoningoneselfmelee attackmagical damage, recurring melee 
Shocking Grasp♥ ♠ ≬ ★ ∢1d8 lightningonetouchspell attackignores metal armor
Sunbolt✠ ♥ ≬ ∢1d8 radiantone120'spell attack —
Vicious Mockery♪ ✠ ♥ ♠ ★ ∢1d4 psychicone60'Wisdomdisadvantage on next attack 
Vile Miasma★ ∢1d4 necroticone60'Constitutiondisturbed until end of turn
  NameClass(es)Starting
Damage
Target(s)RangeResolution
Method
Notes
*Fighter and rogue cantrips are only available through the Braced Battlemage and Stage Magician subclasses respectively.
**When squeezing, Coiling Creeper inflicts 1 + spellcasting ability score modifier in magical bludgeoning damage.

ACID SPLASH
 You direct a torrent of corrosive material at one target within 30 feet or two targets both within 30 feet as well as within 5 feet of each other. Those target(s) must succeed on a Dexterity saving throw(s) or take 1d6 acid damage. That acid damage increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.

COILING CREEPER
 You reach out with an animated vine able to wrap around a creature of small, medium, or large size from up to 30 feet away. Your target must succeed on a Dexterity saving throw or be tied to you by a living rope with a length 30 feet, an Armor Class of 10, and a number of hit points equal to your character level. You must concentrate to maintain connection to your target. On their turn, your target can attempt to cut the vine or use an action to attempt an escape. Escaping requires surpassing your spellcasting DC with a Sleight-of-Hand check modified by Dexterity. When a target is tied to you in this way, you can use your action to constrict the loops, inflicting bludgeoning damage equal to 1 + your spellcasting ability modifier.
 If your target is not a creature yet offers a suitable bar, beam, or limb to coil around; you can secure the other end of this living rope, then use it to assist with climbing, guard against falling, and prevent forced movement beyond the length of the rope.

COSMIC VEIL
 You weave a mesh of astral threads, then cast it onto the face of one creature you can touch. Perform a melee spell attack. With a hit you inflict 1d4 force damage, and your target is blinded until the start of their next turn. That force damage increases with character level, rising to 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 19th level.

ELDRITCH BLAST
 You call upon forbidden channels of energy to launch a deadly bolt of arcane energy at one target within 120 feet. Perform a ranged spell attack. With a hit you inflict 1d10 force damage. That force damage increases with character level, rising to 2d10 at 7th level, 3d10 at 13th level, and 4d10 at 19th level.

FIREBOLT
 You coil feeback loops of heat and pressure to launch a deadly bolt of fire at one target within 120 feet. Perform a ranged spell attack. With a hit you inflict 1d10 fire damage. That fire damage increases with character level, rising to 2d10 at 7th level, 3d10 at 13th level, and 4d10 at 19th level.

GRANITE FIST
 You transform one or both of your hands into small boulders capable of delivering enchanted strikes. Your unarmed melee attacks now inflict bludgeoning damage equal to 1d6 + your choice of your Strength modifier or your Dexterity modifier. You can perform one unarmed attack as a part of casting this spell. You must concentrate to maintain this enhancement to your unarmed attacks.

GRIEVOUS GRASP
 You focus on death itself as you reach out to afflict someone with this cantrip. Perform a melee spell attack. With a hit you inflict 1d8 necrotic damage, and your target cannot regain hit points until the start of your next turn. That necrotic damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 19th level.

MINDBOLT
 You direct a pulse of raw cerebral aggression at one target within 120 feet. Perform a ranged spell attack. With a hit you inflict 1d8 psychic damage. That psychic damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 19th level.

POISON SPRAY
 You direct a puff of toxic vapors at one target within 60 feet. That targets must succeed on a Constitution saving throw or take 1d12 poison damage. That poison damage increases with character level, rising to 2d12 at 7th level, 3d12 at 13th level, and 4d12 at 19th level.

PRODUCE ARCS
 You direct a strong electric current at one target within 60 feet or two targets both within 60 feet as well as within 15 feet of each other. Those target(s) must succeed on a Dexterity saving throw(s) or take 1d8 lightning damage. That lightning damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 19th level.

PRODUCE FLAME
 You create a handheld fire as bright as a torch and potentially much hotter. You can perform one ranged spell attack as a part of casting this spell, hurling that fire at one target up to 30 feet away, then ending the effect. This attack inflicts 1d6 fire damage. If you do not hurl this flame, you must concentrate to maintain it. While you do so, it sheds bright light in a 20 foot radius and dim light in an additional 20 foot radius. When you are holding such a fire, you can perform a melee spell attack while continuing the effect or perform a ranged spell attack that also ends the effect, either inflicting 1d6 fire damage. That fire damage increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.

PRODUCE ICE
 You create a handful of frozen material far colder than ordinary water ice. You can perform one ranged spell attack as a part of casting this spell, hurling that ice at one target up to 30 feet away, then ending the effect. This attack inflicts 1d6 frost damage. If you do not hurl this ice, you must concentrate to maintain it. When abandoned this ice evaporates into gasses without leavning behind any significant amount of water. When you are holding this ice, you can perform a melee spell attack while continuing the effect or perform a ranged spell attack that also ends the effect, either inflicting 1d6 frost damage. That frost damage increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.

PRODUCE STONE
 You create a rock suitable for throwing. You can perform one ranged spell attack as a part of casting this spell, hurling that rock at one target up to 60 feet away, then ending the effect. This attack inflicts 1d6 bludgeoning damage. If you do not hurl this rock, it becomes a normal rock at the end of your turn, functioning as the basic weapon of that kind. The bludgeoning damage of that enhanced throw increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.

RAY OF FROST
 You direct a beam of shimmering energy to freeze one target up to 60 feet away. This is a ranged spell attack that inflicts 1d6 frost damage and reduces the speed of its target by 10 until the end of that target's next turn. The frost damage of that enhanced throw increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.

SACRED FLAME
 You call down a tiny spark of divine wrath upon one creature no more than 30 feet away. That creature must succeed on a Wisdom saving throw or take 1d6 radiant damage. That radiant damage increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.

SHILLELAGH
 You take a swing with simple stick that hits as hard as a proper greatclub. You can perform one melee spell attack as part of casting this spell, inflicting bludgeoning damage equal to 1d8 + your spellcasting ability modifier on a hit. If you maintain concentration on this cantrip, you can continue to wield the stick as a one-handed magic weapon that inflicts 1d8 bludgeoning damage and has this finesse property. That bludgeoning damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th evel, and 4d8 at 19th level.

SHOCKING GRASP
 You infuse your hand(s) with crackling energy then delivery an intense jolt to one target you can touch. Perform a melee spell attack while ignoring the armor bonus of any metal armor worn by the target. With a hit you inflict 1d8 lightning damage. That lightning damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 19th level.

SUNBOLT
 You direct a pulse of intensely concentrated light at one target within 120 feet. Perform a ranged spell attack. With a hit you inflict 1d8 radiant damage. That radiant damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 19th level.

VICIOUS MOCKERY
 You direct deeply malicious insults at one creature no more than 60 feet away. That creature must succeed on a Wisdom saving throw or take 1d4 psychic damage and suffer disadvantage on the next attack that creature performs before the start of your next turn. That psychic damage increases with character level, rising to 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 19th level.

VILE MIASMA
 You cause deathly vapors to swirl around one creature up to 60 feet away. That creature must succeed on a Constitution saving throw or take 1d4 necrotic damage and be disturbed until the end of their next turn. That necrotic damage increases with character level, rising to 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 19th level.



All (1-2, 3-4, 5-9) · Bard · Braced Battlemage · Cleric · Druid · Monk · Paladin
Ranger · Shamanic Militant · Sorcerer · Stage Magician · Warlock · Wizard

All Spells
 Cantrips 1st level 1st level 2nd level 2nd level
Acid Splash
Brilliant Strike
Coiling Creeper
Cosmic Veil
Dancing Lights
Eldritch Blast
Enhance Assistance
Firebolt
Granite Fist
Green Thumb
Grievous Grasp
Light
Mage Hand
Mending
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Prestidigitation
Produce Arcs
Produce Flame
Produce Ice
Produce Stone
Ray of Frost
Reflect Image
Resistance
Sacred Flame
Shillelagh
Shocking Grasp
Spare the Dying
Steady Beast
Sunbolt
Thaumaturgy
Vicious Mockery
Vile Miasma

Alarm
Animal Friendship
Animate Ropes
Aura Sight
Bane
Bless
Breadcrumb Trail
Burning Hands
Charm Person
Color Spray
Command
Comprehend Languages
Cosmic Ray
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Disguise Self
Divine Favor
Entangle
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Find Familiar
Floating Disk
Fog Cloud
Guiding Bolt
Healing Word
Hellish Rebuke
Heroism
Hideous Laughter
Hunter's Mark
Identify
Illusory Script
Inflict Wounds
Jump
Lightning Jolt
Lithographic Touch
Locate Companion
Longstrider
Loudspeaker
Mage Armor
Magic Missile
Mental Brawl
Metamorphic Weaponry
Oily Ooze
Penetrating Glimpse
Purify Food and Drink
Putrid Shiv
Program Puppet
Protection from Entities
Quick Shield
Resounding Noise
Resplendent Garb
Restore Sense
Sanctuary
Signal Flare
Silent Image
Sleep
Shield of Faith
Speak with Animals
Spider Climb
Steady Person
Tickling Tendrils
Thunderwave
Tripping Hazard
Unseen Servant
Vomit Ichor
Weatherproof Barrier
Winter Wind
Zone of Tranquility
Acid Arrow
Aid
Alter Aura
Alter Self
Agonizing Arc
Animal Messenger
Arcane Lock
Augury
Barkskin
Blindness/Deafness
Blur
Calm Emotions
Continual Flame
Darkness
Dark Chakram
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Enthrall
Excruciate
Find Steed
Find Traps
Flame Blade
Flaming Sphere
Gentle Repose
Gust of Wind
Heat Metal
Hold Person
Invisibility
Knock
Lesser Restoration
Levitate
Light Chakram
Locate Animals or Plants
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Moonbeam
Pass without Trace
Prayer of Healing
Protection from Poison
Ray of Enfeeblement
Rime Cloud
Rot Wood
Rope Trick
Rusting Touch
Scorching Ray
See Invisibility
Shatter
Silence
Spike Growth
Spiritual Weapon
Strange Brew
Suggestion
Unearthly Visage
Unseen Ram
Venemous Lash
Volley of Stones
Warding Bond
Web
Zone of Honesty
 3rd Level 3rd level Forms
 of Magic


★ Contractual
∢ Intellectual
♪ Musical
♣ Natural
✠ Spiritual
≬ Visceral


 Schools
 of Magic


◬ Abjuration
◬ Conjuration
◬ Divination
◬ Enchantment
◬ Evocation
◬ Illusion
◬ Necromany
◬ Transmutation

 4th level 4th level
Animate Dead
Beacon of Hope
Bestow Curse
Blink
Call Lightning
Clairvoyance
Cleanse Lair
Conjure Animal
Conjure Imp
Corrosive Spill
Counterspell
Create Food and Water
Daylight
Dispel Magic
Envenomed Darts
Fear
Fireball
Firecage
Fly
Gaseous Form
Ghoulish Feast
Glyph of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Mass Healing Word
Meld into Stone
Nondetection

Phantom Steed
Plant Growth
Power Struggle
Power Word Flee
Protection from Energy
Quagmire
Rallying Eloquence
Remove Curse
Reverent Burial
Revivify
Row of Hedges
Sending
Sleet Storm
Slow
Speak with Dead
Speak with Plants
Spirit Guardians
Stinking Cloud
Telepathic Joust
Thundercrash
Tongues
Triple Threat
Unseen Archivist
Vampiric Touch
Water Breathing
Water Walk
Willful Shroud
Wind Wall
Witching Hour
Zone of Mercy
Arcane Eye
Banishment
Booming Battlecry
Bestow Hellsight
Black Tentacles
Blight
Burning Breath
Cleanse Being
Cover of Darkness
Coherent Beam
Compulsion
Confusion
Conjure Minor Elemental
Conjure Woodland Being
Control Water
Death Ward
Devour Death
Dimension Door
Divine Portent
Dominate Beast
Fabricate
Faithful Hound
Fire Shield
Freedom of Movement
Giant Insect
Greater Floating Disk
Greater Invisibility
Guardian of Faith
Hallucinatory Terrain
Ice Storm
Infuse Weapon
Locate Creature
Mass Charm Person
Phantasmal Killer
Polymorph
Power Word Kneel
Private Sanctum
Protection from Swarms
Redirect Lightning
Resilient Sphere
Secret Chest
Shadowy Form
Slithering Serpent
Stone Shape
Stoneskin
Telepathic Bond
Temporary Vigor
Vanish Object
Wall of Fire
Zone of Vitality
 5th level 6th level 7th level 8th level 9th level
Animate Objects
Antilife Shell
Arcane Hand
Awaken
Broadcast Thoughts
Cloudkill
Commune with Divinity
Commune with Nature
Cone of Cold
Conjure Elemental
Contact Other Plane
Contagion
Creation
Dismissal
Dominate Person
Dream
Flame Strike
Geas
Greater Restoration
Hallow
Hold Monster
Insect Plague
Legend Lore
Mass Cure Wounds
Mislead
Modify Memory
Passwall
Planar Binding
Power Word Fumble
Raise Dead
Reincarnate
Resonating Vibrations
Scrying
Seeming
Telekinesis
Teleportation Circle
Tree Stride
Unravel Effect
Vampiric Embrace
Wall of Force
Wall of Stone
Zone of Stability
Acid Rain
Blade Barrier
Chain Lightning
Circle of Death
Contingency
Conjure Fey
Conjure Fiend
Create Undead
Disintegrate
Energize Construct
Eyebite
Find the Path
Flesh to Stone
Freezing Sphere
Globe of Invulnerability
Guards and Wards
Harm
Heal
Heroes' Feast
Instant Summons
Irresistible Dance
Lethal Injection
Magic Jar
Mass Suggestion
Move Earth
Planar Ally
Power Word Fall
Programmed Illusion
Spontaneous Combustion
Sunbeam
Transport via Plants
True Seeing
Wall of Ice
Wall of Thorns
Wind Walk
Word of Recall
Animate Trees
Arcane Sword
Conjure Aberration
Conjure Celestial
Delayed Blast Fireball
Divine Word
Etherealness
Finger of Death
Fire Storm
Forcecage
Heavenly Chariot
Mirage Arcane
Plane Shift
Power Word Sleep
Prismatic Spray
Project Image
Regenerate
Resurrection
Reverse Gravity
Rolling Thunder
Sequester
Simulacrum
Symbol
Teleport
Animal Shapes
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Create Atmosphere
Demiplane
Dominate Monster
Earthquake
Feeblemind
Flash Flood
Glibness
Holy Aura
Incendiary Cloud
Maze
Mind Blank
Power Word Stop
Sandstorm
Sunburst
Unholy Aura
Astral Projection
Foresight
Gate
Imprisonment
Maelstrom
Meteor Swarm
Perfect Strike
Power Word Die
Prismatic Wall
Shapechange
Storm of Vengeance
Time Stop
True Polymorph
True Resurrection
Weird
Wish


♪ Bard Spells – Charisma
 Cantrips 1st level 2nd level
Brilliant Strike
Dancing Lights
Enhance Assistance
Light
Mending
Message
Minor Illusion
Prestidigitation
Reflect Image
Resistance
Thaumaturgy
Vicious Mockery
Animal Friendship
Charm Person
Comprehend Languages
Detect Magic
Disguise Self
Faerie Fire
Healing Word
Hideous Laughter
Heroism
Identify
Longstrider
Loudspeaker
Resonating Sound
Resplendent Garb
Silent Image
Sleep
Speak with Animals
Thunderwave

Animal Messenger
Blindness/Deafness
Calm Emotions
Detect Thoughts
Enhance Ability
Enthrall
Hold Person
Knock
Lesser Restoration
Locate Object
Magic Mouth
Mirror Image
Misty Step
Shatter
Silence
Suggestion
 3rd level 4th level 5th level
Bestow Curse
Counterspell
Dispel Magic
Fear
Haste
Hypnotic Pattern
Major Image
Nondetection
Rallying Eloquence
Remove Curse
Sending
Slow
Speak with Dead
Speak with Plants
Thundercrash
Tongues
Banishment
Booming Battlecry
Compulsion
Confusion
Death Ward
Dimension Door
Freedom of Movement
Locate Creature
Mass Charm Person
Phantasmal Killer
Secret Chest
Telepathic Bond
Awaken
Broadcast Thoughts
Dismissal
Dream
Geas
Greater Restoration
Hold Monster
Legend Lore
Mislead
Resonating Vibrations
Seeming
Unravel Effect



∢ Braced Battlemage (Fighter) Spells – Intelligence
 Cantrips 1st level 2nd level 3rd level 4th level
Acid Splash
Brilliant Strike
Enhance Assistance
Firebolt
Grievous Grasp
Light
Mending
Message
Mindbolt
Mystic Shield
Poison Spray
Prestidigitation
Ray of Frost
Reflect Image
Resistance
Shocking Grasp
Sunbolt
Vicious Mockery
Alarm
Aura Sight
Breadcrumb Trail
Burning Hands
Detect Magic
Expeditious Retreat
Feather Fall
Floating Disk
Fog Cloud
Identify
Jump
Lightning Jolt
Lithographic Touch
Longstrider
Loudspeaker
Mage Armor
Magic Missile
Mental Brawl
Program Puppet
Quick Shield
Signal Flare
Sleep
Spider Climb
Thunderwave
Unseen Servant
Weatherproof Barrier
Winter Wind
Acid Arrow
Alter Self
Agonizing Arc
Blindness/Deafness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Flaming Sphere
Gust of Wind
Invisibility
Levitate
Locate Object
Magic Mouth
Magic Weapon
Misty Step
Rime Cloud
Scorching Ray
Shatter
See Invisibility
Unseen Ram
Volley of Stones
Web
Bestow Curse
Blink
Cleanse Lair
Counterspell
Dispel Magic
Fear
Fireball
Fly
Haste
Lightning Bolt
Magic Circle
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sleet Storm
Slow
Telepathic Joust
Thundercrash
Triple Threat
Vampiric Touch
Arcane Eye
Banishment
Booming Battlecry
Burning Breath
Cleanse Being
Coherent Beam
Dimension Door
Fire Shield
Greater Floating Disk
Greater Invisibility
Ice Storm
Locate Creature
Polymorph
Redirect Lightning
Resilient Sphere
Stoneshape
Stoneskin
Wall of Fire


✠ Cleric Spells – Wisdom
 Cantrips 1st level 2nd level 3rd level 4th level
Acid Splash
Brilliant Strike
Cosmic Veil
Dancing Lights
Enhance Assistance
Grievous Grasp
Light
Mending
Message
Mystic Shield
Poison Spray
Resistance
Sacred Flame
Spare the Dying
Steady Beast
Sunbolt
Thaumaturgy
Vicious Mockery
Aura Sight
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Poison and Disease
Divine Favor
False Life
Guiding Bolt
Healing Word
Heroism
Inflict Wounds
Locate Companion
Loudspeaker
Mental Brawl
Purify Food and Drink
Protection from Entities
Restore Sense
Sanctuary
Shield of Faith
Steady Person
Weatherproof Barrier
Zone of Tranquility

Aid
Augury
Blindness/Deafness
Continual Flame
Darkness
Enhance Ability
Enthrall
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Magic Weapon
Prayer of Healing
Protection from Poison
See Invisibility
Silence
Spiritual Weapon
Warding Bond
Zone of Honesty
Animate Dead
Beacon of Hope
Bestow Curse
Cleanse Lair
Create Food and Water
Daylight
Dispel Magic
Fear
Ghoulish Feast
Glyph of Warding
Magic Circle
Protection from Energy
Remove Curse
Reverent Burial
Revivify
Speak with Dead
Spirit Guardians
Tongues
Water Walk
Zone of Mercy
Banishment
Bestow Hellsight
Cleanse Being
Coherent Beam
Control Water
Death Ward
Devour Death
Divine Portent
Freedom of Movement
Guardian of Faith
Locate Creature
Private Sanctum
Protection from Swarms
Slithering Serpent
Stone Shape
Zone of Vitality
 5th level 6th level 7th level 8th level 9th level
Commune with Divinity
Creation
Dismissal
Flame Strike
Greater Restoration
Hallow
Hold Monster
Insect Plague
Legend Lore
Mass Cure Wounds
Raise Dead
Zone of Stability
Blade Barrier
Create Undead
Find the Path
Globe of Invulnerability
Guards and Wards
Harm
Heal
Heroes' Feast
Planar Ally
Sunbeam
True Seeing
Word of Recall
Conjure Celestial
Divine Word
Etherealness
Heavenly Chariot
Plane Shift
Regenerate
Resurrection
Symbol
Antimagic Field
Antipathy/Sympathy
Control Weather
Earthquake
Flash Flood
Holy Aura
Sandstormm
Sunburst
Astral Projection
Foresight
Gate
Perfect Strike
Prismatic Wall
True Resurrection


♣ Druid Spells – Wisdom
 Cantrips 1st level 2nd level 3rd level 4th level
Coiling Creeper
Dancing Lights
Enhance Assistance
Granite Fist
Green Thumb
Light
Mending
Mystic Shield
Poison Spray
Produce Arcs
Produce Flame
Produce Ice
Produce Stone
Reflect Image
Resistance
Shillelagh
Spare the Dying
Steady Beast
Animal Friendship
Animate Ropes
Breadcrumb Trail
Burning Hands
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Faerie Fire
Fog Cloud
Jump
Locate Companion
Longstrider
Oily Ooze
Purify Food and Drink
Restore Sense
Speak with Animals
Spider Climb
Steady Person
Tripping Hazard
Winter Wind
Zone of Tranquility

Alter Self
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Find Steed
Flame Blade
Gust of Wind
Heat Metal
Lesser Restoration
Locate Animals or Plants
Misty Step
Moonbeam
Pass without Trace
Protection from Poison
Rot Wood
Rusting Touch
Spike Growth
Volley of Stones
Web
Call Lightning
Cleanse Lair
Conjure Animal
Create Food and Water
Daylight
Dispel Magic
Firecage
Meld into Stone
Nondetection
Plant Growth
Protection from Energy
Quagmire
Reverent Burial
Row of Hedges
Sleet Storm
Speak with Plants
Stinking Cloud
Water Breathing
Wind Wall
Zone of Mercy
Cleanse Being
Conjure Minor Elemental
Conjure Woodland Being
Control Water
Dominate Beast
Fire Shield
Freedom of Movement
Giant Insect
Ice Storm
Locate Creature
Polymorph
Protection from Swarms
Redirect Lightning
Slithering Serpent
Stone Shape
Wall of Fire
 5th level 6th level 7th level 8th level 9th level
Antilife Shell
Awaken
Cloudkill
Commune with Nature
Conjure Elemental
Greater Restoration
Insect Plague
Reincarnate
Scrying
Teleportation Circle
Tree Stride
Wall of Stone
Chain Lightning
Conjure Fey
Find the Path
Flesh to Stone
Freezing Sphere
Move Earth
Sunbeam
Transport via Plants
Wall of Ice
Wall of Thorns
Wind Walk
Word of Recall
Animate Trees
Etherealness
Finger of Death
Fire Storm
Heavenly Chariot
Mirage Arcane
Regenerate
Rolling Thunder
Animal Shapes
Control Weather
Create Atmosphere
Demiplane
Earthquake
Flash Flood
Sandstorm
Sunburst
Astral Projection
Gate
Maelstrom
Shapechange
Storm of Vengeance
True Polymorph


✠ Monk Spells – Wisdom
 1st level 2nd level 3rd level 4th level 5th level
Animate Ropes
Aura Sight
Bless
Burning Hands
Cure Wounds
Detect Magic
Detect Poison and Disease
Expeditious Retreat
Inflict Wounds
Jump
Longstrider
Mental Brawl
Purify Food and Drink
Protection from Entities
Restore Sense
Spider Climb
Steady Person
Thunderwave
Winter Wind
Zone of Tranquility
Agonizing Arc
Blur
Calm Emotions
Dark Chakram
Enhance Ability
Gentle Repose
Lesser Restoration
Levitate
Light Chakram
Pass without Trace
Protection from Poison
Rope Trick
Scorching Ray
Shatter
Venemous Lash
Zone of Honesty
Cleanse Lair
Dispel Magic
Envenomed Darts
Fireball
Haste
Lightning Bolt
Magic Circle
Nondetection
Protection from Energy
Remove Curse
Reverent Burial
Slow
Thundercrash
Telepathic Joust
Water Walk
Zone of Mercy
Banishment
Booming Battlecry
Burning Breath
Cleanse Being
Coherent Beam
Devour Death
Fire Shield
Freedom of Movement
Redirect Lightning
Stoneskin
Temporary Vigor
Zone of Vitality
Arcane Hand
Commune with Divinity
Commune with Nature
Contact Other Plane
Geas
Greater Restoration
Hallow
Resonating Vibrations


✠ Paladin Spells – Wisdom
 1st level 2nd level 3rd level 4th level 5th level
Alarm
Aura Sight
Bless
Command
Cure Wounds
Detect Magic
Detect Poison and Disease
Divine Favor
Guiding Bolt
Heroism
Loudspeaker
Mental Brawl
Penetrating Glimpse
Purify Food and Drink
Protection from Entities
Restore Sense
Sanctuary
Shield of Faith
Steady Person
Zone of Tranquility
Aid
Augury
Blindness/Deafness
Calm Emotions
Enhance Ability
Find Steed
Flame Blade
Gentle Repose
Lesser Restoration
Magic Weapon
Prayer of Healing
Protection from Poison
See Invisibility
Spiritual Weapon
Warding Bond
Zone of Honesty
Beacon of Hope
Cleanse Lair
Daylight
Dispel Magic
Fear
Glyph of Warding
Magic Circle
Protection from Energy
Rallying Eloquence
Remove Curse
Reverent Burial
Spirit Guardians
Telepathic Joust
Water Walk
Willful Shroud
Zone of Mercy
Banishment
Booming Battlecry
Bestow Hellsight
Coherent Beam
Cleanse Being
Death Ward
Divine Portent
Faithful Hound
Guardian of Faith
Infuse Weapon
Protection from Swarms
Zone of Vitality
Commune with Divinity
Commune with Nature
Dismissal
Flame Strike
Geas
Greater Restoration
Hallow
Zone of Stability


♣ Ranger Spells – Wisdom
 1st level 2nd level 3rd level 4th level 5th level
Animal Friendship
Animate Ropes
Bane
Breadcrumb Trail
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Expeditious Retreat
Faerie Fire
Feather Fall
Fog Cloud
Hunter's Mark
Jump
Locate Companion
Longstrider
Purify Food and Drink
Restore Sense
Speak with Animals
Tripping Hazard
Acid Arrow
Animal Messenger
Darkness
Darkvision
Find Steed
Gentle Repose
Invisibility
Lesser Restoration
Locate Animals or Plants
Magic Weapon
Pass without Trace
Protection from Poison
Rope Trick
See Invisibility
Silence
Spike Growth
Cleanse Lair
Conjure Animal
Dispel Magic
Envenomed Darts
Haste
Nondetection
Phantom Steed
Plant Growth
Protection from Energy
Quagmire
Sleet Storm
Slow
Speak with Plants
Row of Hedges
Water Breathing
Wind Wall
Banishment
Cleanse Being
Conjure Woodland Being
Dominate Beast
Faithful Hound
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Infuse Weapon
Locate Creature
Protection from Swarms
Temporary Vigor
Antilife Shell
Awaken
Commune with Nature
Conjure Elemental
Greater Restoration
Seeming
Teleportation Circle
Tree Stride


♣ Shamanic Militant (Barbarian) Spells – Wisdom
 1st level 2nd level 3rd level 4th level
Animal Friendship
Aura Sight
Breadcrumb Trail
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Faerie Fire
Fog Cloud
Heroism
Inflict Wounds
Jump
Locate Companion
Longstrider
Purify Food and Drink
Shield of Faith
Speak with Animals
Steady Person
Thunderwave
Tripping Hazard
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Gust of Wind
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Weapon
Moonbeam
Pass without Trace
Protection from Poison
Rot Wood
Rusting Touch
Spike Growth
Bestow Curse
Call Lightning
Cleanse Lair
Conjure Animal
Dispel Magic
Firecage
Locate Plant Growth
Meld into Stone
Protection from Energy
Remove Curse
Reverent Burial
Row of Hedges
Sleet Storm
Speak with Plants
Water Breathing
Wind Wall
Booming Battlecry
Cleanse Being
Confusion
Death Ward
Dominate Beast
Freedom of Movement
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stoneskin
Wall of Fire


≬ Sorcerer Spells – Charisma
 Cantrips 1st level 2nd level 3rd level 4th level
Acid Splash
Cosmic Veil
Dancing Lights
Firebolt
Granite Fist
Grievous Grasp
Light
Mage Hand
Mending
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Prestiditation
Produce Arcs
Produce Ice
Produce Flame
Produce Stone
Ray of Frost
Reflect Image
Resistance
Shocking Grasp
Sunbolt
Alarm
Aura Sight
Burning Hands
Charm Person
Color Spray
Command
Cosmic Ray
Detect Magic
Disguise Self
Expeditious Retreat
Feather Fall
Floating Disk
Hideous Laughter
Identify
Jump
Lightning Jolt
Longstrider
Loudspeaker
Mage Armor
Magic Missile
Mental Brawl
Metamorphic Weaponry
Oily Ooze
Protection from Entities
Putrid Shiv
Quick Shield
Resounding Noise
Resplendent Garb
Signal Flare
Silent Image
Sleep
Spider Climb
Thunderwave
Tripping Hazard
Weatherproof Barrier
Winter Wind

Alter Aura
Alter Self
Agonizing Arc
Blur
Dark Chakram
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Enthrall
Excruciate
Hold Person
Invisibility
Levitate
Light Chakram
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Protection from Poison
Ray of Enfeeblement
Rime Cloud
Scorching Ray
See Invisibility
Shatter
Suggestion
Unearthly Visage
Unseen Ram
Volley of Stones
Web
Blink
Call Lightning
Cleanse Lair
Counterspell
Dispel Magic
Envenomed Darts
Fear
Fireball
Firecage
Fly
Gaseous Form
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Power Struggle
Power Word Flee
Protection from Energy
Sending
Sleet Storm
Slow
Telepathic Joust
Thundercrash
Triple Threat
Vampiric Touch
Water Breathing
Willful Shroud
Arcane Eye
Booming Battlecry
Burning Breath
Cleanse Being
Coherent Beam
Confusion
Control Water
Devour Death
Dismissal
Dimension Door
Dominate Beast
Fire Shield
Freedom of Movement
Greater Floating Disk
Greater Invisibility
Ice Storm
Infuse Weapon
Mass Charm Person
Phantasmal Killer
Polymorph
Power Word Kneel
Protection from Swarms
Redirect Lightning
Resilient Sphere
Stone Shape
Stoneskin
Telepathic Bond
Wall of Fire
 5th level 6th level 7th level 8th level 9th level
Arcane Hand
Cloudkill
Cone of Cold
Dismissal
Dominate Person
Dream
Geas
Hold Monster
Mislead
Modify Memory
Passwall
Power Word Fumble
Resonating Vibrations
Seeming
Telekinesis
Teleportation Circle
Unravel Effect
Vampiric Embrace
Wall of Force
Wall of Stone
Acid Rain
Chain Lightning
Contingency
Disintegrate
Eyebite
Flesh to Stone
Freezing Sphere
Globe of Invulnerability
Irresistiblle Dance
Magic Jar
Mass Suggestion
Power Word Fall
Programmed Illusion
Spontaneous Combustion
True Seeing
Wall of Ice
Arcane Sword
Delayed Blast Fireball
Etherealness
Fire Storm
Forcecage
Plane Shift
Power Word Sleep
Prismatic Spray
Project Image
Reverse Gravity
Rolling Thunder
Teleport
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Create Atmosphere
Dominate Monster
Earthquake
Flash Flood
Incendiary Cloud
Mind Blank
Power Word Stop
Sandstorm
Astral Projection
Foresight
Gate
Maelstrom
Meteor Swarm
Power Word Die
Prismatic Wall
Shapechange
Storm of Vengeance
True Polymorph


∢ Stage Magician (Rogue) Spells – Intelligence
 Cantrips 1st level 2nd level 3rd level 4th level
Brilliant Strike
Cosmic Veil
Dancing Lights
Enhance Assistance
Light
Mage Hand
Mending
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Prestidigitation
Produce Flame
Reflect Image
Resistance
Shocking Grasp
Vicious Mockery
Animate Ropes
Charm Person
Color Spray
Detect Magic
Disguise Self
Expeditious Retreat
Feather Fall
Floating Disk
Fog Cloud
Identify
Illusory Script
Jump
Longstrider
Loudspeaker
Mage Armor
Mental Brawl
Penetrating Glimpse
Program Puppet
Resounding Noise
Quick Shield
Resplendent Garb
Signal Flare
Silent Image
Sleep
Spider Climb
Unseen Servant
Weatherproof Barrier
Alter Aura
Arcane Lock
Blindness/Deafness
Blur
Darkness
Darkvision
Detect Thoughts
Enthrall
Find Traps
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Misty Step
Pass without Trace
Protection from Poison
Rope Trick
See Invisibility
Shatter
Silence
Suggestion
Unearthly Visage
Unseen Ram
Blink
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Fly
Gaseous Form
Haste
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Slow
Telepathic Joust
Water Breathing
Water Walk
Arcane Eye
Bestow Hellsight
Cover of Darkness
Confusion
Dimension Door
Fabricate
Freedom of Movement
Greater Floating Disk
Greater Invisibility
Hallucinatory Terrain
Mass Charm Person
Phantasmal Killer
Private Sanctum
Protection from Swarms
Secret Chest
Shadowy Form
Telepathic Bond
Vanish Object


★ Warlock Spells – Charisma
 Cantrips 1st level 2nd level 3rd level 4th level
Acid Splash
Coiling Creeper
Cosmic Veil
Dancing Lights
Eldritch Blast
Grievous Grasp
Mage Hand
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Produce Flame
Reflect Image
Resistance
Shocking Grasp
Vicious mockery
Vile Miasma
Aura Sight
Bane
Burning Hands
Charm Person
Comprehend Languages
Cosmic Ray
Detect Magic
Disguise Self
Expeditious Retreat
Faerie Fire
Feather Fall
Find Familiar
Fog Cloud
Hellish Rebuke
Hideous Laughter
Identify
Illusory Script
Jump
Mage Armor
Magic Missile
Mental Brawl
Oily Ooze
Penetrating Glimpse
Program Puppet
Putrid Shiv
Quick Shield
Resplendent Garb
Silent Image
Sleep
Spider Climb
Thunderwave
Tripping Hazard
Unseen Servant
Vomit Ichor
Weatherproof Barrier
Winter Wind

Acid Arrow
Alter Aura
Alter Self
Agonizing Arc
Blindness/Deafness
Darkness
Darkvision
Dark Chakram
Enlarge/Reduce
Excruciate
Gust of Wind
Heat Metal
Hold Person
Invisibility
Locate Object
Mirror Image
Misty Step
Moonbeam
Pass without Trace
Protection from Poison
Ray of Enfeeblemment
Rime Cloud
Rot Wood
Rusting Touch
Shatter
Strange Brew
Suggestion
Unearthly Visage
Venemous Lash
Web
Animate Dead
Bestow Curse
Cleanse Lair
Conjure Imp
Corrosive Spill
Dispel Magic
Envenomed Darts
Fear
Fly
Gaseous Form
Ghoulish Feast
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Phantom Steed
Power Struggle
Quagmire
Remove Curse
Sending
Speak with Dead
Stinking Cloud
Telepathic Joust
Thundercrash
Tongues
Triple Threat
Unseen Archivist
Vampiric Touch
Willful Shroud
Witching Hour
Arcane Eye
Banishment
Bestow Hellsight
Black Tentacles
Blight
Cleanse Being
Cover of Darkness
Compulsion
Confusion
Devour Death
Dimension Door
Dominate Beast
Faithful Hound
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Infuse Weapon
Mass Charm Person
Phantasmal Killer
Planar Binding
Polymorph
Private Sanctum
Protection from Swarms
Redirect Lightning
Secret Chest
Shadowy Form
Slithering Serpent
Temporary Vigor
 5th level 6th level 7th level 8th level 9th level
Animate Objects
Arcane Hand
Cloudkill
Contact Other Plane
Contagion
Dismissal
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Planar Binding
Resonating Vibrations
Scrying
Seeming
Teleportation Circle
Vampiric Embrace
Wall of Force
Acid Rain
Circle of Death
Conjure Fey
Conjure Fiend
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of Invulnerability
Irresistible Dance
Lethal Injection
Magic Jar
Mass Suggestion
Spontaneous Combustion
True Seeing
Wall of Thorns
Conjure Aberration
Etherealness
Finger of Death
Fire Storm
Forcecage
Mirage Arcane
Plane Shift
Project Image
Reverse Gravity
Sequester
Symbol
Teleport
Antimagic Field
Antipathy/Sympathy
Control Weather
Create Atmosphere
Demiplane
Dominate Monster
Feeblemind
Glibness
Incendiary Cloud
Maze
Mind Blank
Unholy Aura
Astral Projection
Gate
Imprisonment
Maelstrom
Perfect Strike
Prismatic Wall
Shapechange
Storm of Vengeance
True Polymorph
Weird


∢ Wizard Spells – Intelligence
 Cantrips 1st level 2nd level 3rd level 4th level
Acid Splash
Brilliant Strike
Cosmic Veil
Dancing Lights
Enhance Assistance
Firebolt
Grievous Grasp
Light
Mage Hand
Mending
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Prestidigitation
Produce Arcs
Produce Flame
Produce Ice
Produce Stone
Ray of Frost
Reflect Image
Resistance
Shocking Grasp
Sunbolt
Vicious Mockery
Vile Miasma
Alarm
Animate Ropes
Aura Sight
Breadcrumb Trail
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
Feather Fall
Find Familiar
Floating Disk
Fog Cloud
Heroism
Hideous Laughter
Identify
Illusory Script
Jump
Lightning Jolt
Lithographic Tourch
Longstrider
Loudspeaker
Mage Armor
Magic Missile
Mental Brawl
Penetrating Glimpse
Program Puppet
Quick Shield
Resounding Noise
Resplendent Garb
Signal Flare
Silent Image
Sleep
Spider Climb
Thunderwave
Tripping Hazard
Unseen Servant
Weatherproof Barrier
Winter Wind
Zone of Tranquility

Acid Arrow
Alter Aura
Alter Self
Agonizing Arc
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Enthrall
Flaming Sphere
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Ray of Enfeeblement
Rime Cloud
Rope Trick
Scorching Ray
See Invisibility
Shatter
Silence
Suggestion
Unseen Ram
Volley of Stones
Web
Animate Dead
Bestow Curse
Blink
Clairvoyance
Cleanse Lair
Counterspell
Dispel Magic
Fear
Fireball
Firecage
Fly
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Major Image
Magic Circle
Nondetection
Phantom Steed
Power Struggle
Power Word Flee
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking Cloud
Telepathic Joust
Thundercrash
Tongues
Triple Threat
Unseen Archivist
Vampiric Touch
Water Breathing
Willful Shroud
Arcane Eye
Banishment
Booming Battlecry
Burning Breath
Cleanse Being
Coherent Beam
Confusion
Conjure Minor Elemental
Control Water
Devour Death
Dimension Door
Fabricate
Fire Shield
Freedom of Movement
Greater Floating Disk
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Infuse Weapon
Locate Creature
Mass Charm Person
Planar Binding
Polymorph
Power Word Kneel
Private Sanctum
Redirect Lightning
Resilient Sphere
Secret Chest
Stone Shape
Stoneskin
Telepathic Bond
Temporary Vigor
Vanish Object
Wall of Fire
 5th level 6th level 7th level 8th level 9th level
Animate Objects
Arcane Hand
Broadcast Thoughts
Cloudkill
Cone of Cold
Conjure Elemental
Contact Other Plane
Creation
Dismissal
Dominate Person
Dream
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Power Word Fumble
Resonating Vibrations
Scrying
Seeming
Telekinesis
Teleportation Circle
Unravel Effect
Vampric Embrace
Wall of Force
Wall of Stone
Zone of Stability
Acid Rain
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Energize Construct
Eyebite
Find the Path
Flesh to Stone
Freezing Sphere
Globe of Invulnerability
Guards and Wards
Instant Summons
Irresistible Dance
Lethal Injection
Magic Jar
Mass Suggestion
Move Earth
Power Word Fall
Programmed Illusion
Spontaneous Combustion
True Seeing
Wall of Ice
Arcane Sword
Delayed Blast Fireball
Etherealness
Finger of Death
Forcecage
Mirage Arcane
Plane Shift
Power Word Sleep
Prismatic Spray
Project Image
Reverse Gravity
Rolling Thunder
Sequester
Simulacrum
Symbol
Teleport
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Create Atmosphere
Demiplane
Dominate Monster
Earthquake
Feeblemind
Flash Flood
Glibness
Incendiary Cloud
Maze
Mind Blank
Power Word Stop
Sandstorm
Astral Projection
Foresight
Gate
Imprisonment
Meteor Swarm
Power Word Die
Prismatic Wall
Shapechange
Time Stop
True Polymorph
Weird
Wish

↟ Contents ↟  ↡ Index ↡  ↑ Preface ↑  → Introduction ←  ↓ Characters ↓