|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Armour of Agathys |
Abjuration |
Warlock |
|
|
|
|
|
0 |
|
|
Gain 5 temporary hit points and deal 5Cold damage to any creature that hits you with a melee attack. |
|
Mage Armour |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier .
Prerequisite: The target can't be wearing Armour. |
|
Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
|
|
|
|
|
1.5m |
|
|
Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
|
Sanctuary |
Abjuration |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells. |
|
Shield |
Abjuration |
Sorcerer Wizard |
|
|
|
|
|
0 |
|
|
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. |
|
Shield of Faith |
Abjuration |
Cleric Paladin |
|
|
|
|
|
18m |
|
|
Surround a creature with a shimmering field of magic that increases its Armour Class by 2. |