All
These are all spells on this page.
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
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D |
Description |
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Bane |
Enchantment |
Bard Cleric |
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9m |
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Up to 3 creatures receive a -1d4 penalty to Attack rolls and Saving throws. |
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Bless |
Enchantment |
Cleric Paladin |
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9m |
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Bless up to 3 creatures. They gain a +1d4 bonus to Attack rolls and Saving throws. |
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Command |
Enchantment |
Cleric Paladin |
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18m |
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Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects. |
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Dissonant Whispers |
Enchantment |
Bard |
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WIS |
18m |
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Frighten a creature: they'll have Disadvantage on Ability checks and Attack rolls and they cannot move. |
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Ensnaring Strike |
Conjuration |
Ranger |
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m |
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Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target.
Ensnared creatures cannot move and take 1d6Piercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines. |
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Entangle |
Conjuration |
Druid |
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18m |
3m |
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Vines sprout from the ground, turning it into Difficult Terrain and possibly Entangling creatures within. |
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Fog Cloud |
Conjuration |
Druid Ranger Sorcerer Wizard |
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18m |
5m |
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Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
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Grease |
Conjuration |
Wizard |
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18m |
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Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone. |
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Ice Knife |
Conjuration |
Druid Sorcerer Wizard |
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18m |
2m |
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Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. |
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Mage Armour |
Abjuration |
Sorcerer Wizard |
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1.5m |
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Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. |
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Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
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1.5m |
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Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
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Shield |
Abjuration |
Sorcerer Wizard |
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0 |
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When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from Magic Missile. These effects last until the start of your next turn. |
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Shield of Faith |
Abjuration |
Cleric Paladin |
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18m |
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Surround a creature with a shimmering field of magic that increases its Armour Class by 2. |
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Sleep |
Enchantment |
Bard Sorcerer Wizard |
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18m |
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Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
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Armour Class
Armour Class buff spells
These are spells that increase
Armour Class.
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Armour Class debuff spells
These are spells that decrease
Armour Class.
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Attack roll
Attack roll buff spells
These are spells that increase
Attack roll.
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Attack roll debuff spells
These are spells that decrease
Attack roll.
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Attack roll advantage
These are spells that give
Advantage on
Attack roll.
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Attack roll disadvantage
These are spells that give
Disadvantage on
Attack roll.
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Saving throw
Saving throw buff spells
These are spells that increase
Saving throw.
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Saving throw debuff spells
These are spells that decrease
Saving throw.
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Saving throw advantage
These are spells that give
Advantage on
Saving throw.
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Saving throw disadvantage
These are spells that give
Disadvantage on
Saving throw.
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Ability check
Ability check advantage
These are spells that give
Advantage on
Ability check.
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Ability check disadvantage
These are spells that give
Disadvantage on
Ability check.
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Condition
Condition protection
These are spells that give protection against some conditions.
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