Compelled Duel

  • casting timeBonus
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Dancer, Paladin, Reaper, Sultansworn Paladin 1stst

Feather Fall

  • casting timeReaction
  • range60 feet

  • componentsV, M
  • duration1 minute

a small feather or a piece of down

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Artificer, Bard, Black Mage, Blue Mage, Gridanian Bard, Red Mage, Sage, Sorcerer, Summoner, Wizard 1stst Transmutation

Healing Word

  • casting timeBonus
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: . When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Astrologian, Bard, Blue Mage, Cleric, Dancer, Druid, Gridanian Bard, Red Mage, Sage, Scholar, Summoner, White Mage 1stst

Hellish Rebuke

  • casting timeReaction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels: . When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Blue Mage, Reaper, Red Mage, Summoner, Warlock 1stst

Sleep

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • duration1 minute

a pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels: . When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Astrologian, Bard, Black Mage, Sage, Scholar, Sorcerer, Sultansworn Paladin, Wizard 1stst

Shield

  • casting timeReaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Black Mage, Blue Mage, Reaper, Red Mage, Sage, Sorcerer, Summoner, Wizard 1stst Abjuration

Blur

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Artificer, Astrologian, Black Mage, Blue Mage, Dancer, Sage, Scholar, Sorcerer, Summoner, Wizard 2ndnd Illusion

Enlarge/Reduce

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of powdered iron

Bard, Druid

Artificer, Astrologian, Blue Mage, Dancer, Sage, Scholar, Sorcerer, Wizard 2ndnd Transmutation

Locate Animals or Plants

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a bit of fur from a bloodhound

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Bard, Blue Mage, Druid, Gridanian Bard, Ranger 2ndnd Divination
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Misty Step

  • casting timeBonus
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Black Mage, Blue Mage, Reaper, Red Mage, Sage, Sorcerer, Summoner, Warlock, Wizard 2ndnd Conjuration

Ashardalon's Stride

  • casting timeBonus
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. At Higher Levels: . When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.

Artificer, Gridanian Bard, Ranger, Sorcerer, Summoner, Wizard 3rdrd Transmutation

Fireball

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels: . When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Black Mage, Blue Mage, Red Mage, Sorcerer, Summoner, Wizard 3rdrd

Revivify

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 300 gp, which the spell consumes

Druid, Ranger

Artificer, Astrologian, Blue Mage, Cleric, Dancer, Gridanian Bard, Paladin, Red Mage, Sage, Scholar, Sultansworn Paladin 3rdrd Necromancy

Tongues

  • casting timeAction
  • rangeTouch

  • componentsV, M
  • duration1 hour

a small clay model of a ziggurat

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Astrologian, Bard, Black Mage, Cleric, Gridanian Bard, Sage, Scholar, Sorcerer, Warlock, White Mage, Wizard 3rdrd Divination

Fabricate

  • casting time10 Min.
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Artificer, Sage, Summoner, Wizard 4th Transmutation

Regen

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration1 minute

The target's body is enchanted with a blessing which repairs damage to their body over time. For the duration, the creature regains 1d6 hit points at the start of its turn. At Higher Levels: . When you cast this spell using a spell slot of 5th level or higher, the hit points recovered increases by 1d6 for each slot level above 4th.

4th

Raulothim's Psychic Lance

  • casting timeAction
  • range120 feet

  • componentsV
  • durationInstantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated. At Higher Levels: . When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Bard, Sorcerer, Warlock, Wizard 4th

Staggering Smite

  • casting timeBonus
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

Paladin, Reaper, Sultansworn Paladin 4th
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Antilife Shell

  • casting timeAction
  • rangeSelf (10-foot radius)

  • componentsV, S
  • durationConcentration, up to 1 hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Black Mage, Druid, Reaper, Sage 5th Abjuration

Far Step

  • casting timeBonus
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Astrologian, Black Mage, Dancer, Sage, Scholar, Sorcerer, Summoner, Warlock, Wizard 5th Conjuration

Holy

  • casting timeAction
  • rangeSelf (10-foot radius)

  • componentsV, S
  • durationInstantaneous

You let loose an orb of radiant energy which floats above you for a moment before exploding with great force in a 10ft radius. All creatures within range must make a Constitution saving throw. Creatures take 6d8 radiant damage and are stunned for one round on a failed save, and take half as much and resist the stun effect on a successful save. At Higher Levels: . When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

5th

Hold Monster

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small, straight piece of iron

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: . When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Bard, Blue Mage, Dancer, Gridanian Bard, Reaper, Sorcerer, Sultansworn Paladin, Warlock, Wizard 5th

Blade Barrier

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.

Cleric, Red Mage, White Mage 6th

Planar Ally

  • casting time10 Min.
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

Cleric, White Mage 6th Conjuration

Word of Recall

  • casting timeAction
  • range5 feet

  • componentsV
  • durationInstantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.

Cleric, Sage, White Mage 6th Conjuration