Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Guidance | Divination | Cleric Druid |
1.5m | The target gains +1d4 bonus to Ability checks. Duration: 10 turns |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Guidance | Divination | Cleric Druid |
1.5m | The target gains +1d4 bonus to Ability checks. Duration: 10 turns |
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Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Pass Without Trace | Abjuration | Druid Ranger |
0 | 9m | Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks. |
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Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Friends | Enchantment | Bard Sorcerer Warlock Wizard |
9m | Gain Advantage on Charisma Checks against a non-hostile creature. | ||||||||
Thaumaturgy | Transmutation | Cleric | 0 | Gain Advantage on Intimidation and Performance Checks. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Animal Friendship | Enchantment | Bard Druid Ranger |
WIS | 18m | Convince a beast not to attack you. | |||||||
Charm Person | Enchantment | Bard Druid Sorcerer Warlock Wizard |
WIS | 18m | Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Enhance Ability | Transmutation | Bard Cleric Druid Sorcerer |
1.5m | Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. | ||||||||
Enlarge/Reduce | Transmutation | Sorcerer Wizard |
9m | Make a creature larger or smaller. Either option has a duration of 10 turns. This affects their weapon damage and Strength Checks and Saving throws. |
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Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Dissonant Whispers | Enchantment | Bard | WIS | 18m | Frighten a creature: they'll have Disadvantage on Ability checks and Attack rolls and they cannot move. | |||||||
Hex | Enchantment | Warlock | 18m | Make your attacks deal an additional 1d6Necrotic damage to the target and give it Disadvantage on an Ability of your choosing. | ||||||||
Ray of Sickness | Necromancy | Sorcerer Wizard |
18m | Possibly Poisons the target. | ||||||||
Wrathful Smite | Evocation | Paladin | WIS | Weapon Range | Your weapon absorbs your wrath as you strike, possibly Frightening your target. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Enlarge/Reduce | Transmutation | Sorcerer Wizard |
9m | Make a creature larger or smaller. Either option has a duration of 10 turns. This affects their weapon damage and Strength Checks and Saving throws. | ||||||||
Gust of Wind | Evocation | Druid Sorcerer Wizard |
0 | 12m | Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance. | |||||||
Heat Metal | Transmutation | Bard Druid |
18m | Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. |
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