Spells

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Spells are magic learned through your class or granted by equipment. See Magic for casting, Spell ranks for slots and Sorcerer for progression.

The tables show base damage or healing before your equipment, feats and the target's defenses. Hover over a spell name or select it to read its details. W, F and S identify wands, foci and staves.

Cantrips

Icon Spell Level School Damage or healing Cast Target Roll Source Items
Acid Splash
Acid Splash
Acid Splash
Acid Splash
Cantrip · Conjuration

Caustic spray spatters up to two foes standing together at range.

Acid damage to up to two foes standing together at range.

1d6 · Hit
Ranged, up to 2, 15 ft radius
Action

Level 1: 1d6
Level 4: 1d10
Level 11: 2d6
Level 17: 2d8

Pick
Fencoil

2 Conjuration 1d6 Action Ranged, up to 2, 15 ft radius Hit Pick S
Arcane Blast
Arcane Blast
Arcane Blast
Arcane Blast
Cantrip · Evocation

Runic circles close around your foe and erupt with concentrated arcane power.

Arcane damage to one foe at range, growing stronger with repeated casts against that foe.

  • Casting Arcane Blast at another foe resets your buildup. Lasts until combat ends.

1d8 · WIS save
Ranged
Action

Level 1: 1d8
Level 4: 3d4
Level 8: 4d4
Level 11: 2d10
Level 17: 5d4

Arcanist 1

1 Evocation 1d8 Action Ranged WIS save Arcanist 1
Corrosive Touch
Corrosive Touch
Corrosive Touch
Corrosive Touch
Cantrip · Conjuration

Acid sears your foe at a touch and keeps eating through their defenses.

Acid damage to one foe within touch range, leaves them Corroding.

1d6 · Hit
Melee
Action

Level 1: 1d6, Corroding
Level 4: 2d4, Corroding
Level 8: 1d12, Corroding
Level 11: 2d8, Corroding
Level 17: 6d3, Corroding

Pick
Maelstrom, Fencoil, Vitriol Wand

2 Conjuration 1d6 Action Melee Hit Pick W F S
Create Water
Create Water
Create Water
Create Water
Cantrip · Conjuration

A bucket's worth of clear water gathers from thin air close by.

Creates one bucket of clean water nearby for drinking, washing or extinguishing a small ordinary fire. Creates no container, damage or ailments.

  • Creates one bucket of drinking water, enough to put out a small ordinary fire or the flames on one burning creature.

None · None
Close
Bonus action

Pick
Grimoire, Spellbook, Antler Focus

2 Conjuration None Bonus action Close None Pick F
Daze
Daze
Daze
Daze
Cantrip · Enchantment

A sudden thought drives everything else from your foe's mind.

Briefly clouds one foe’s mind, leaves them Dazed.

None · WIS save
Ranged
Bonus action

Level 1: Dazed

Pick

2 Enchantment None Bonus action Ranged WIS save Pick
Detect Magic
Detect Magic
Detect Magic
Detect Magic
Cantrip · Divination

Hidden enchantments become visible to your sharpened senses.

Reveals magic near you and the school it belongs to, and sharpens your ARCANA checks while it holds.

None · None
Melee
Bonus action

Level 1: Arcane Sight

Pick

2 Divination None Bonus action Melee None Pick
Firebolt
Firebolt
Firebolt
Firebolt
Cantrip · Evocation

Flame strikes your foe and leaves them burning.

Fire damage to one foe at range, leaves them Burning.

1d8 · Hit
Ranged
Action

Level 1: 1d8, Burning
Level 4: 2d6, Burning
Level 8: 2d8, Burning
Level 11: 3d6, Burning
Level 17: 3d8, Burning

Pick
Ashen Staff, Ashcaller, Living Ember, Flamescar, Charred Wand, Dragon Stone

2 Evocation 1d8 Action Ranged Hit Pick W F S
Ice Lance
Ice Lance
Ice Lance
Ice Lance
Cantrip · Evocation

A shard of bitter ice leaves its victim shivering.

Cold damage to one foe at range, leaves them Chilled.

1d6 · Hit
Ranged
Action

Level 1: 1d6, Chilled
Level 4: 1d10, Chilled
Level 8: 2d6, Chilled
Level 11: 2d8, Chilled
Level 17: 3d6, Chilled

Pick
Death's Fathom, Hoarfrost Staff, Bitterdream, Moonsorrow, Whispering Ice, Crystal Wand

2 Evocation 1d6 Action Ranged Hit Pick W F S
Irritation
Irritation
Irritation
Irritation
Cantrip · Transmutation

A maddening itch, thirst, cramp or sneeze interrupts your victim's concentration.

Distracts one foe with a maddening itch, thirst, cramp or sneeze, leaves them Distracted.

None · WIS save
Ranged
Bonus action

Level 1: Distracted

Pick
Grimoire, Spellbook

2 Transmutation None Bonus action Ranged WIS save Pick W F
Kinetic Bolt
Kinetic Bolt
Kinetic Bolt
Kinetic Bolt
Cantrip · Evocation

A pulse of force finds its mark.

Force damage to one foe at range, cannot miss.

1d6 · Never misses
Ranged
Action

Level 1: 1d6
Level 4: 1d10
Level 8: 2d6
Level 11: 4d3
Level 17: 5d4

Pick
Driftwood Wand, Arcane Staff

2 Evocation 1d6 Action Ranged Never misses Pick W F S
Mage Hand
Mage Hand
Mage Hand
Mage Hand
Cantrip · Conjuration

An unseen hand lifts, pulls or handles one light object at your bidding.

Lifts, pulls, or handles a light object at a distance.

None · None
Ranged
Bonus action

Pick
Grimoire, Spellbook, Driftwood Wand

2 Conjuration None Bonus action Ranged None Pick W F
Magelight
Magelight
Magelight
Magelight
Cantrip · Evocation

Light you call up fills the space around you, or shines from an object you touch.

Lights the space around you or an object you touch.

None · None
Close
Bonus action

Pick
Driftwood Wand, Talisman

2 Evocation None Bonus action Close None Pick W F
Mending
Mending
Mending
Mending
Cantrip · Transmutation

Broken edges draw together and torn threads knit whole.

Repairs one small break or tear in a mundane object by touch. Cannot repair characters, including constructs.

  • Repairs a small break or tear in a mundane object. Requires all its pieces.
  • Cannot restore equipment durability, enchantments, charges or spent materials.

None · None
Melee
Bonus action

Pick
Grimoire, Spellbook, Driftwood Wand, Talisman

2 Transmutation None Bonus action Melee None Pick W F
Minor Illusion
Minor Illusion
Minor Illusion
Minor Illusion
Cantrip · Illusion

A false sight or sound gives the senses something to believe.

A small false sound or image that fools the senses.

None · None
Ranged
Bonus action

Pick
Grimoire, Spellbook

2 Illusion None Bonus action Ranged None Pick F
Prestidigitation
Prestidigitation
Prestidigitation
Prestidigitation
Cantrip · Transmutation

A harmless flick of the fingers cleans a cuff, scents a room, warms a cup, seasons a stew or turns a ribbon blue.

Creates harmless cosmetic effects with no damage, conditions or other mechanical benefit.

None · None
Close
Free

Sorcerer 1
Grimoire, Spellbook, Driftwood Wand, Talisman

1 Transmutation None Free Close None Sorcerer 1 W F
Searing Frost
Searing Frost
Searing Frost
Searing Frost
Cantrip · Evocation

Bitter frost strikes your foe and leaves a cold that burns.

Frost damage to one foe at range, leaves them Chilled and Burning.

2d3 · Hit
Ranged
Action

Level 1: 2d3, Chilled, Burning
Level 4: 2d6, Chilled, Burning
Level 8: 3d4, Chilled, Burning
Level 11: 4d4, Chilled, Burning
Level 17: 5d4, Chilled, Burning

Solstice 1

1 Evocation 2d3 Action Ranged Hit Solstice 1
Telekinesis
Telekinesis
Telekinesis
Telekinesis
Cantrip · Transmutation

An unseen grip lifts or hurls an object, or draws it to you.

Manipulates a loose object or hurls it for Force and Blunt or Pierce damage. Cannot restrain characters, grant flight or move objects of unrestricted size.

  • Hurl a loose object nearby at the target: Force damage plus the object’s own damage, a weapon’s dice or a die by its size. With no object it strikes for Force alone.
  • Cast at a loose object with no foe in mind and it pulls an item into your bag, or moves a fixture next to you.
  • Moves objects up to large; never anything a character holds or wears.
  • Can carry an object or an infused spell, not both.

1d6 · Hit
Ranged
Action

Level 1: 1d6
Level 4: 1d12
Level 8: 4d3
Level 11: 4d4
Level 17: 2d12

Arcanist 2

2 Transmutation 1d6 Action Ranged Hit Arcanist 2

Novice

Icon Spell Level School Damage or healing Cast Target Roll Source Items
Acid Arrow
Acid Arrow
Acid Arrow
Acid Arrow
Novice · Conjuration

Caustic magic bites deep and keeps eating at the wound.

Acid damage to one foe at range, leaves them Corroding.

2d6 · Hit
Ranged
Action

Base: 2d6, Corroding
Level 4: 3d6, Corroding
Level 11: 2d12, Corroding
Level 17: 3d10, Corroding

Pick
Maelstrom, Fencoil, Vitriol Wand

2 Conjuration 2d6 Action Ranged Hit Pick W F S
Arcane Barrage
Arcane Barrage
Arcane Barrage
Arcane Barrage
Novice · Evocation

Darts of arcane power pursue the foes you have chosen.

Arcane missiles at range: six, seven from level 4, nine from level 11, twelve from level 17. They cannot miss.

  • An infused spell releases once, at the final missile’s target.

6 × 1d4 · Never misses
Ranged, up to 6
Action

Base: 6 × 1d4
Level 4: 7 × 1d4
Level 11: 9 × 1d4
Level 17: 12 × 1d4

Pick
Arcane Staff

2 Evocation 6 × 1d4 Action Ranged, up to 6 Never misses Pick W F S
Burning Hands
Burning Hands
Burning Hands
Burning Hands
Novice · Evocation

Flame pours from your hands and washes over those before you.

Fire damage to up to three foes close to you, leaves them Burning.

2d6 · DEX save
Close, up to 3, 30 ft radius
Action

Base: 2d6, Burning
Level 4: 2d8, Burning
Level 11: 3d6, Burning
Level 17: 4d6, Burning

Pick
Ashen Staff, Ashcaller, Living Ember, Flamescar, Charred Wand, Dragon Stone

2 Evocation 2d6 Action Close, up to 3, 30 ft radius DEX save Pick W F S
Disguise Self
Disguise Self
Disguise Self
Disguise Self
Novice · Illusion

A borrowed appearance conceals your familiar features.

Changes your appearance until your next long rest and aids Deception checks to pass as someone else.

None · None
Melee
Bonus action

Base: Disguised

Pick

2 Illusion None Bonus action Melee None Pick
Featherweight
Featherweight
Featherweight
Featherweight
Novice · Transmutation

Your pack settles as if half of it were gone.

Doubles carrying capacity for you or one willing ally until your next long rest.

None · None
Melee
Bonus action

Base: Featherweight

Pick

2 Transmutation None Bonus action Melee None Pick
Frost Nova
Frost Nova
Frost Nova
Frost Nova
Novice · Evocation

A burst of frost grips the foes around you.

Cold damage to up to four foes within reach, leaves them Frozen.

1d6 · CON save
Close, up to 4, 30 ft radius
Action

Base: 1d6, Frozen
Level 4: 1d8, Frozen
Level 11: 1d10, Frozen
Level 17: 2d6, Frozen

Pick
Death's Fathom, Hoarfrost Staff, Bitterdream, Moonsorrow, Whispering Ice, Crystal Wand

2 Evocation 1d6 Action Close, up to 4, 30 ft radius CON save Pick W F S
Grease
Grease
Grease
Grease
Novice · Conjuration

Treacherous footing sends the unwary sprawling.

Makes footing slippery beneath up to four foes at range, leaves them Knocked Prone.

None · DEX save
Ranged, up to 4, 15 ft radius
Bonus action

Base: Knocked Prone

Pick
Grimoire, Spellbook

2 Conjuration None Bonus action Ranged, up to 4, 15 ft radius DEX save Pick W F
Mage Armor
Mage Armor
Mage Armor
Mage Armor
Novice · Abjuration

Unseen armor takes the sting from physical attacks.

Reduces physical damage until your next long rest, and raises your armor while you wear cloth.

  • This armor bonus stacks with Solar Aura or Lunar Aura.

None · None
Melee
Bonus action

Base: +10 Armor while wearing cloth, 10% physical damage reduction
Level 4: +15 Armor while wearing cloth, 10% physical damage reduction
Level 11: +25 Armor while wearing cloth, 10% physical damage reduction
Level 17: +35 Armor while wearing cloth, 10% physical damage reduction

Pick

2 Abjuration None Bonus action Melee None Pick
Molten Grasp
Molten Grasp
Molten Grasp
Molten Grasp
Novice · Evocation

Molten heat pours through your grasp and sears your foe.

Fire damage to one foe within touch range, more against Medium or Heavy body armor, leaves them Burning.

2d10 · Hit
Melee
Action

Base: 2d10, Burning
Level 4: 2d12, Burning
Level 11: 3d10, Burning
Level 17: 4d10, Burning

Pick
Ashen Staff, Ashcaller, Living Ember, Flamescar, Charred Wand, Dragon Stone

2 Evocation 2d10 Action Melee Hit Pick W F S
Shockwave
Shockwave
Shockwave
Shockwave
Novice · Evocation

A wave of force sweeps nearby foes from their feet.

Blunt damage to up to three foes close to you, leaves them Knocked Prone.

1d8 · CON save
Close, up to 3, 30 ft radius
Action

Base: 1d8, Knocked Prone
Level 4: 1d10, Knocked Prone
Level 11: 1d12, Knocked Prone
Level 17: 2d8, Knocked Prone

Pick

2 Evocation 1d8 Action Close, up to 3, 30 ft radius CON save Pick
Sleep
Sleep
Sleep
Sleep
Novice · Enchantment

Heavy sleep closes over the minds you touch.

Lulls up to three foes at range, leaves them Asleep.

None · WIS save
Ranged, up to 3, 30 ft radius
Bonus action

Base: Asleep

Pick

2 Enchantment None Bonus action Ranged, up to 3, 30 ft radius WIS save Pick
Water Breathing
Water Breathing
Water Breathing
Water Breathing
Novice · Transmutation

The sea opens its lungs to those you touch.

You and your allies can breathe and act freely underwater until your next long rest.

  • Does not grant swimming speed or pressure resistance.

None · None
Close, up to 5, 60 ft radius
Bonus action

Base: Water Breathing

Pick

2 Transmutation None Bonus action Close, up to 5, 60 ft radius None Pick

Apprentice

Icon Spell Level School Damage or healing Cast Target Roll Source Items
Bull's Strength
Bull's Strength
Bull's Strength
Bull's Strength
Apprentice · Transmutation

Borrowed strength fills the body and steadies its exertions.

Strengthens you or one willing ally for one hour by touch.

None · None
Melee
Bonus action

Base: Bull's Strength

Pick

4 Transmutation None Bonus action Melee None Pick
Elemental Weapon
Elemental Weapon
Elemental Weapon
Elemental Weapon
Apprentice · Transmutation

Elemental power gathers along a weapon's striking edge.

Wreathes one weapon or pair of fists in fire, frost, or storm until the fight ends: every hit adds that damage.

None · None
Melee
Bonus action

Pick

4 Transmutation None Bonus action Melee None Pick
Fleeting Feet
Fleeting Feet
Fleeting Feet
Fleeting Feet
Apprentice · Transmutation

Your feet skim the ground as every step grows swift and sure.

Raises your or one willing ally’s Dexterity and movement speed for one hour by touch.

None · None
Melee
Bonus action

Base: +10 Movement speed

Pick

4 Transmutation None Bonus action Melee None Pick
Frigid Touch
Frigid Touch
Frigid Touch
Frigid Touch
Apprentice · Evocation

Frost spreads from your fingertips and stiffens your foe.

Frost damage to one foe within touch range, leaves them Chilled.

3d12 · Hit
Melee
Action

Base: 3d12, Chilled
Level 11: 7d6, Chilled
Level 17: 6d10, Chilled

Pick
Death's Fathom, Hoarfrost Staff, Bitterdream, Moonsorrow, Whispering Ice, Crystal Wand

4 Evocation 3d12 Action Melee Hit Pick W F S
Hold Person
Hold Person
Hold Person
Hold Person
Apprentice · Enchantment

Your foe’s body locks rigid, their mind still awake.

Binds one person’s body with magic, leaves them Paralysed.

None · WIS save
Ranged
Bonus action

Base: Paralysed

Pick

4 Enchantment None Bonus action Ranged WIS save Pick
Invisibility
Invisibility
Invisibility
Invisibility
Apprentice · Illusion

The eye passes over the figure your magic conceals.

Makes you or one ally invisible until you attack, cast at a foe, or are hit.

  • Invisible for 10 rounds. Ends when you attack, cast at a foe, or are hit.

None · None
Close
Bonus action

Base: Invisible

Pick

4 Illusion None Bonus action Close None Pick
Kinetic Blast
Kinetic Blast
Kinetic Blast
Kinetic Blast
Apprentice · Transmutation

Bolts of force slam into your foes and burst on impact.

Force projectiles strike up to two different foes at range.

3d10 · Hit
Ranged, up to 2
Action

Base: 3d10
Level 11: 3d12
Level 17: 6d8

Arcanist 5

5 Transmutation 3d10 Action Ranged, up to 2 Hit Arcanist 5
Mirror Image
Mirror Image
Mirror Image
Mirror Image
Apprentice · Illusion

False reflections crowd around you and confuse incoming attacks.

Three false images of you: attacks against you roll at disadvantage and each one bursts an image until none remain.

  • Creates three images. Incoming attacks have disadvantage and each consumes an image.

None · None
Melee
Bonus action

Base: Mirror Images

Pick

4 Illusion None Bonus action Melee None Pick
Moonbeam
Moonbeam
Moonbeam
Moonbeam
Apprentice · Evocation

A column of moonlight follows your foe, chilling enemies caught in its light.

A column of moonlight follows the chosen foe and deals Frost damage in an area, with a bonus against foes wearing cloth or unarmored humanoids, leaves them Chilled.

5d4 · CON save
Ranged, up to 5, 15 ft radius
Action

Base: 5d4, Chilled
Level 11: 6d4, Chilled
Level 17: 3d12, Chilled

Solstice 4

4 Evocation 5d4 Action Ranged, up to 5, 15 ft radius CON save Solstice 4
Scorching Ray
Scorching Ray
Scorching Ray
Scorching Ray
Apprentice · Evocation

Searing rays burn through the foes in your sights.

Fire rays at range: two, three from level 11, four from level 17. Aim them all at one foe or split them among several, leaves them Burning.

2 × 2d6 · Hit
Ranged, up to 2
Action

Base: 2 × 2d6, Burning
Level 11: 3 × 2d6, Burning
Level 17: 4 × 2d6, Burning

Pick
Ashen Staff

4 Evocation 2 × 2d6 Action Ranged, up to 2 Hit Pick S
Smoke Cloud
Smoke Cloud
Smoke Cloud
Smoke Cloud
Apprentice · Conjuration

Thick mist gathers around your allies and hides them from sight.

Wraps you and your allies in fog: attacks against you roll at disadvantage for four rounds.

None · None
Close, up to 5, 60 ft radius
Bonus action

Base: Obscured

Pick

4 Conjuration None Bonus action Close, up to 5, 60 ft radius None Pick
Sunbeam
Sunbeam
Sunbeam
Sunbeam
Apprentice · Evocation

A column of sunlight follows your foe, setting the air around them ablaze.

A column of sunlight follows the chosen foe and deals Fire damage in an area, with a bonus against medium or heavy body armor, leaves them Burning.

2d12 · CON save
Ranged, up to 5, 15 ft radius
Action

Base: 2d12, Burning
Level 11: 3d10, Burning
Level 17: 6d6, Burning

Solstice 5

5 Evocation 2d12 Action Ranged, up to 5, 15 ft radius CON save Solstice 5
Web
Web
Web
Web
Apprentice · Conjuration

Clinging strands bind the foes caught among them.

Snares up to four foes at range, leaves them Restrained.

None · DEX save
Ranged, up to 4, 30 ft radius
Bonus action

Base: Restrained

Pick

4 Conjuration None Bonus action Ranged, up to 4, 30 ft radius DEX save Pick

Adept

Icon Spell Level School Damage or healing Cast Target Roll Source Items
Battering Blast
Battering Blast
Battering Blast
Battering Blast
Adept · Evocation

A heavy blow of force knocks your foe off balance.

Force damage to one foe at range, leaves them Knocked Prone.

12d6 · Hit
Ranged
Action

Base: 12d6, Knocked Prone
Level 11: 15d6, Knocked Prone
Level 17: 19d6, Knocked Prone

Pick

7 Evocation 12d6 Action Ranged Hit Pick
Blink
Blink
Blink
Blink
Adept · Conjuration

You vanish and reappear somewhere nearby.

Teleport up to 150 ft to a point you can see, escaping grapples and restraints.

  • Teleport up to 150 ft to a point you can see. Requires line of sight.
  • Escapes grapples and restraints.

None · None
Ranged
Bonus action

Pick

7 Conjuration None Bonus action Ranged None Pick
Fireball
Fireball
Fireball
Fireball
Adept · Evocation

A roaring detonation engulfs the ground you choose.

Fire damage to up to five foes at range, leaves them Burning.

7d6 · DEX save
Ranged, up to 5, 30 ft radius
Action

Base: 7d6, Burning
Level 11: 9d6, Burning
Level 17: 11d6, Burning

Pick
Ashen Staff

7 Evocation 7d6 Action Ranged, up to 5, 30 ft radius DEX save Pick S
Force Punch
Force Punch
Force Punch
Force Punch
Adept · Evocation

A force strike leaves your foe reeling.

Force damage to one foe within reach, leaves them Staggered.

5d12 · Hit
Melee
Action

Base: 5d12, Staggered
Level 11: 6d12, Staggered
Level 17: 8d12, Staggered

Pick

7 Evocation 5d12 Action Melee Hit Pick
Gravity Well
Gravity Well
Gravity Well
Gravity Well
Adept · Transmutation

The air thickens as unseen force drags your foes inward.

Pulls up to five foes at range toward the anchor and leaves them hobbled, leaves them Hobbled.

  • Foes that fail the save are dragged to within 10 ft of the anchor and Hobbled for 2 rounds.
  • Allies are never pulled.

None · STR save
Ranged, up to 5, 30 ft radius
Bonus action

Base: Hobbled

Pick

7 Transmutation None Bonus action Ranged, up to 5, 30 ft radius STR save Pick
Hailstorm
Hailstorm
Hailstorm
Hailstorm
Adept · Evocation

A shower of jagged ice pounds the foes beneath it.

Cold damage to up to five foes at range, leaves them Chilled.

6d6 · DEX save
Ranged, up to 5, 30 ft radius
Action

Base: 6d6, Chilled
Level 11: 7d6, Chilled
Level 17: 10d6, Chilled

Pick
Hoarfrost Staff

7 Evocation 6d6 Action Ranged, up to 5, 30 ft radius DEX save Pick S
Haste
Haste
Haste
Haste
Adept · Transmutation

Thought and movement quicken beyond the body's ordinary pace.

Speeds you or one ally until the fight ends: faster, harder to hit, with advantage on attacks and DEXTERITY saves.

None · None
Close
Bonus action

Base: +15 Movement speed, +100 Evasion

Pick

7 Transmutation None Bonus action Close None Pick
Kinetic Shield
Kinetic Shield
Kinetic Shield
Kinetic Shield
Adept · Abjuration

An invisible barrier turns aside approaching blows.

Surrounds you with a barrier that grants armor, elemental resistance and block chance for one hour.

  • Allows you to block without a shield.

None · None
Melee
Bonus action

Base: +40 Armor, +20 Fire resistance, +20 Frost resistance, +20 Storm resistance, +20 Holy resistance, +20 Dark resistance, +20 Poison resistance

Pick

7 Abjuration None Bonus action Melee None Pick
Living Bomb
Living Bomb
Living Bomb
Living Bomb
Adept · Evocation

A spark smolders within your foe, waiting to erupt.

Plants a dormant fire charge on one foe at range, leaves them Dormant Bomb.

  • Explodes after 2 rounds or when its host dies. Deals no damage before exploding.
  • The explosion deals 50% more damage to incapacitated foes.

8d6 · Never misses
Ranged
Action

Base: 8d6, Dormant Bomb
Level 11: 10d6, Dormant Bomb
Level 17: 13d6, Dormant Bomb

Solstice 8
Ashen Staff

8 Evocation 8d6 Action Ranged Never misses Solstice 8 S
Protection from Energy
Protection from Energy
Protection from Energy
Protection from Energy
Adept · Abjuration

A protective charm dulls the bite of hostile elements.

Shields you or one ally from one element (fire, frost, acid) until your next long rest.

None · None
Close
Bonus action

Pick

7 Abjuration None Bonus action Close None Pick
Stoneskin
Stoneskin
Stoneskin
Stoneskin
Adept · Abjuration

Flesh takes on the stubborn endurance of stone.

Hardens you or one ally against blades, arrows, and blows until your next long rest.

None · None
Close
Bonus action

Base: 30% physical damage reduction

Pick

7 Abjuration None Bonus action Close None Pick
Vampiric Touch
Vampiric Touch
Vampiric Touch
Vampiric Touch
Adept · Necromancy

Your touch draws the life from your foe and into you.

Dark damage to one foe within touch range, restoring part of it to you.

  • Only this spell’s own hit restores health. Carrier hits and triggered damage do not heal you.

9d6 · Hit
Melee
Action

Base: 9d6
Level 11: 11d6
Level 17: 14d6

Pick
Obsidian Orb, Black Cane, Sleeper's Lament, Ebony Staff, Ebony Wand, Midnight Bargain, Black Glass

7 Necromancy 9d6 Action Melee Hit Pick W F S

Expert

Icon Spell Level School Damage or healing Cast Target Roll Source Items
Arcane Implosion
Arcane Implosion
Arcane Implosion
Arcane Implosion
Expert · Transmutation

Arcane force crushes your foe inward to a single point.

Arcane damage that collapses one foe from within. Killing the target releases an Arcane explosion.

  • Killing the target triggers an explosion. Its damage includes overkill. Dexterity save for half.

10d10 · Hit
Ranged
Action

Base: 10d10
Level 11: 12d10
Level 17: 15d10

Arcanist 10

10 Transmutation 10d10 Action Ranged Hit Arcanist 10
Cone of Cold
Cone of Cold
Cone of Cold
Cone of Cold
Expert · Evocation

Killing cold rolls outward and leaves bodies stiff with frost.

Cold damage to up to four foes before you, leaves them Chilled.

8d8 · CON save
Close, up to 4, 30 ft radius
Action

Base: 8d8, Chilled
Level 11: 10d8, Chilled
Level 17: 13d8, Chilled

Pick

10 Evocation 8d8 Action Close, up to 4, 30 ft radius CON save Pick
Fire Snake
Fire Snake
Fire Snake
Fire Snake
Expert · Evocation

Flame winds through your foes, gathering heat before striking your chosen victim.

Fire damage to up to four foes you choose at range, each after the first taking more, your primary target struck last, leaves them Burning.

  • Strikes your primary target last. Successive targets take 100%, 120%, 140% and 160% of the base damage. Each foe is struck once.

7d8 · DEX save
Ranged, up to 4
Action

Base: 7d8, Burning
Level 11: 9d8, Burning
Level 17: 11d8, Burning

Pick

10 Evocation 7d8 Action Ranged, up to 4 DEX save Pick
Flame Strike
Flame Strike
Flame Strike
Flame Strike
Expert · Evocation

A column of fire descends and leaves its victims burning.

Fire damage to up to three foes standing together at range, leaves them Burning.

10d8 · DEX save
Ranged, up to 3, 15 ft radius
Action

Base: 10d8, Burning
Level 11: 12d8, Burning
Level 17: 15d8, Burning

Pick

10 Evocation 10d8 Action Ranged, up to 3, 15 ft radius DEX save Pick
Greater Invisibility
Greater Invisibility
Greater Invisibility
Greater Invisibility
Expert · Illusion

Your magic conceals its bearer even through violence.

Makes you or one ally invisible, even while attacking or casting, until hit.

  • Invisible for 3 rounds, even while you attack. Ends if you are hit.

None · None
Close
Bonus action

Base: Greater Invisibility

Pick

10 Illusion None Bonus action Close None Pick
Icy Prison
Icy Prison
Icy Prison
Icy Prison
Expert · Evocation

Ice closes around your foe and holds them fast.

Cold damage to one foe at range, leaves them Frozen.

2d8 · CON save
Ranged
Action

Base: 2d8, Frozen
Level 11: 3d6, Frozen
Level 17: 4d6, Frozen

Pick

10 Evocation 2d8 Action Ranged CON save Pick

Bloodline spells

Solstice

Level Spell Rank School
8 Living Bomb Living Bomb Adept Evocation
4 Moonbeam Moonbeam Apprentice Evocation
1 Searing Frost Searing Frost Cantrip Evocation
5 Sunbeam Sunbeam Apprentice Evocation

Arcanist

Level Spell Rank School
1 Arcane Blast Arcane Blast Cantrip Evocation
10 Arcane Implosion Arcane Implosion Expert Transmutation
5 Kinetic Blast Kinetic Blast Apprentice Transmutation
2 Telekinesis Telekinesis Cantrip Transmutation

Spells from caster items

These spells are granted by equipment and are not selected from the Sorcerer spell list.

Icon Spell Level School Damage or healing Cast Target Roll Source Items Rank
Arc
Arc
Arc
Arc
Adept · Evocation

Lightning leaps from foe to foe and back again.

Storm damage to one foe at range, then leaps to nearby foes and may return.

  • Chains between nearby foes and can return to a previously struck foe.

6d8 · Hit
Ranged
Action

Base: 6d8
Level 11: 7d8
Level 17: 10d8

Item
Stormheart, Storm Staff

Evocation 6d8 Action Ranged Hit Item S Adept
Entanglement of Thaulmyna
Entanglement of Thaulmyna
Entanglement of Thaulmyna
Entanglement of Thaulmyna
Expert · Conjuration

The ground around you splits open and roots drive up through everything caught in the ring.

Pierce damage to up to five foes around you, holding fast those that fail the save, leaves them Restrained.

  • Foes that fail the save are Restrained for four rounds, with a Strength save each round to tear free.

6d10 · DEX save
Close, up to 5, 30 ft radius
Action

Base: 6d10, Restrained

Item
First Growth

Conjuration 6d10 Action Close, up to 5, 30 ft radius DEX save Item Expert
Fire of the Drowned Sun
Fire of the Drowned Sun
Fire of the Drowned Sun
Fire of the Drowned Sun
Expert · Evocation

The sun in your hand breaks open and floods everything near you with fire.

Fire damage to up to five foes around you, leaving them Burning and briefly Blinded, leaves them Burning and Blinded.

  • Foes that fail the save are Blinded for one round.

10d10 · DEX save
Close, up to 5, 30 ft radius
Action

Base: 10d10, Burning, Blinded

Item
The Held Sun

Evocation 10d10 Action Close, up to 5, 30 ft radius DEX save Item Expert
Lesser Heal
Lesser Heal
Lesser Heal
Lesser Heal
Novice · Evocation

Warmth flows from your hand and closes the wound.

Restores health to one target by touch. Cannot resurrect the dead.

  • Also stops Bleeding.

2d8 healing · None
Melee
Bonus action

Base: 2d8 healing, Lesser Heal
Level 4: 3d8 healing, Lesser Heal
Level 11: 4d8 healing, Lesser Heal
Level 17: 5d8 healing, Lesser Heal

Item
Sanctified Staff, Prayer Book, Reliquary, Balefire, Ivory Wand

Evocation 2d8 healing Bonus action Melee None Item W F S Novice
Lightning Bolt
Lightning Bolt
Lightning Bolt
Lightning Bolt
Apprentice · Evocation

A single stroke of lightning hammers your target.

Storm damage to one foe at range.

5d8 · Hit
Ranged
Action

Base: 5d8
Level 11: 6d8
Level 17: 8d8

Item
Stormheart, Copper Wand, Storm Staff, Shimmeron

Evocation 5d8 Action Ranged Hit Item W F S Apprentice
Ray of Enfeeblement
Ray of Enfeeblement
Ray of Enfeeblement
Ray of Enfeeblement
Novice · Necromancy

A withering ray saps the strength from your foe.

Weakens one foe at range, leaves them Enfeebled.

None · CON save
Ranged
Bonus action

Base: Enfeebled

Item
Obsidian Orb, Black Cane, Sleeper's Lament, Ebony Staff, Ebony Wand, Midnight Bargain, Black Glass

Necromancy None Bonus action Ranged CON save Item W F S Novice
Shadow Bolt
Shadow Bolt
Shadow Bolt
Shadow Bolt
Cantrip · Necromancy

A bolt of gathered darkness flies at your foe.

Dark damage to one foe at range.

1d8 · Hit
Ranged
Action

Level 1: 1d8
Level 4: 3d4
Level 8: 4d3
Level 11: 2d10
Level 17: 4d6

Item
Obsidian Orb, Black Cane, Sleeper's Lament, Ebony Staff, Ebony Wand, Midnight Bargain, Black Glass

Necromancy 1d8 Action Ranged Hit Item W F S Cantrip
Shocking Grasp
Shocking Grasp
Shocking Grasp
Shocking Grasp
Novice · Evocation

Lightning leaps from your hand into the foe you touch.

Storm damage to one foe within touch range.

3d10 · Hit
Melee
Action

Base: 3d10
Level 4: 3d12
Level 11: 7d6
Level 17: 6d10

Item
Stormheart, Copper Wand, Storm Staff, Shimmeron

Evocation 3d10 Action Melee Hit Item W F S Novice
Smite
Smite
Smite
Smite
Cantrip · Evocation

A lance of holy light strikes your foe.

Holy damage to one foe at range.

1d8 · Hit
Ranged
Action

Level 1: 1d8
Level 4: 2d6
Level 8: 2d8
Level 11: 3d6
Level 17: 3d8

Item
Sanctified Staff, Prayer Book, Reliquary, Balefire, Ivory Wand

Evocation 1d8 Action Ranged Hit Item W F S Cantrip
Speak with Animals
Speak with Animals
Speak with Animals
Speak with Animals
Novice · Divination

The cries of beasts become words you can understand and answer.

Allows conversation with animals for one hour.

  • Animals choose whether to cooperate.

None · None
Melee
Bonus action

Base: Speak with Animals

Item
Gnarled Staff, Antler Focus, Foreman's Tongue

Divination None Bonus action Melee None Item F S Novice
Thorned Tendrils of Thaulmyna
Thorned Tendrils of Thaulmyna
Thorned Tendrils of Thaulmyna
Thorned Tendrils of Thaulmyna
Expert · Conjuration

The earth opens warm beneath your feet and tendrils of living thorn wrap your foe tight.

Thorned tendrils root one foe, piercing and bleeding them with each failed escape, leaves them Thorned Tendrils.

  • A foe that fails the save is held for two rounds, with a Strength save each round to tear free. Every failed save draws a lash that pierces and leaves them Bleeding.

4d10 · DEX save
Ranged
Action

Base: 4d10, Thorned Tendrils

Item
Blooming Ground

Conjuration 4d10 Action Ranged DEX save Item Expert

Caster items and their spells

An item with a spell pool grants one eligible spell from that pool, while an item with a fixed grant always provides that spell. Equipment uses are separate from class spell slots.

Item Spell source Spells
Antler Focus Spell pool Create Water Create Water · Speak with Animals Speak with Animals
Arcane Staff Spell pool Arcane Barrage Arcane Barrage · Kinetic Bolt Kinetic Bolt
Ashcaller Spell pool Burning Hands Burning Hands · Firebolt Firebolt · Molten Grasp Molten Grasp
Ashen Staff Spell pool Burning Hands Burning Hands · Fireball Fireball · Firebolt Firebolt · Living Bomb Living Bomb · Molten Grasp Molten Grasp · Scorching Ray Scorching Ray
Balefire Spell pool Lesser Heal Lesser Heal · Smite Smite
Bitterdream Spell pool Frigid Touch Frigid Touch · Frost Nova Frost Nova · Ice Lance Ice Lance
Black Cane Spell pool Ray of Enfeeblement Ray of Enfeeblement · Shadow Bolt Shadow Bolt · Vampiric Touch Vampiric Touch
Black Glass Spell pool Ray of Enfeeblement Ray of Enfeeblement · Shadow Bolt Shadow Bolt · Vampiric Touch Vampiric Touch
Blooming Ground Fixed grant Thorned Tendrils of Thaulmyna Thorned Tendrils of Thaulmyna
Charred Wand Spell pool Burning Hands Burning Hands · Firebolt Firebolt · Molten Grasp Molten Grasp
Copper Wand Spell pool Lightning Bolt Lightning Bolt · Shocking Grasp Shocking Grasp
Crystal Wand Spell pool Frigid Touch Frigid Touch · Frost Nova Frost Nova · Ice Lance Ice Lance
Death's Fathom Spell pool Frigid Touch Frigid Touch · Frost Nova Frost Nova · Ice Lance Ice Lance
Dragon Stone Spell pool Burning Hands Burning Hands · Firebolt Firebolt · Molten Grasp Molten Grasp
Driftwood Wand Spell pool Kinetic Bolt Kinetic Bolt · Mage Hand Mage Hand · Magelight Magelight · Mending Mending · Prestidigitation Prestidigitation
Ebony Staff Spell pool Ray of Enfeeblement Ray of Enfeeblement · Shadow Bolt Shadow Bolt · Vampiric Touch Vampiric Touch
Ebony Wand Spell pool Ray of Enfeeblement Ray of Enfeeblement · Shadow Bolt Shadow Bolt · Vampiric Touch Vampiric Touch
Fencoil Spell pool Acid Arrow Acid Arrow · Acid Splash Acid Splash · Corrosive Touch Corrosive Touch
First Growth Fixed grant Entanglement of Thaulmyna Entanglement of Thaulmyna
Flamescar Spell pool Burning Hands Burning Hands · Firebolt Firebolt · Molten Grasp Molten Grasp
Foreman's Tongue Fixed grant Speak with Animals Speak with Animals
Gnarled Staff Spell pool Speak with Animals Speak with Animals
Grimoire Spell pool Create Water Create Water · Grease Grease · Irritation Irritation · Mage Hand Mage Hand · Mending Mending · Minor Illusion Minor Illusion · Prestidigitation Prestidigitation
Hoarfrost Staff Spell pool Frigid Touch Frigid Touch · Frost Nova Frost Nova · Hailstorm Hailstorm · Ice Lance Ice Lance
Ivory Wand Spell pool Lesser Heal Lesser Heal · Smite Smite
Living Ember Spell pool Burning Hands Burning Hands · Firebolt Firebolt · Molten Grasp Molten Grasp
Maelstrom Spell pool Acid Arrow Acid Arrow · Corrosive Touch Corrosive Touch
Midnight Bargain Spell pool Ray of Enfeeblement Ray of Enfeeblement · Shadow Bolt Shadow Bolt · Vampiric Touch Vampiric Touch
Moonsorrow Spell pool Frigid Touch Frigid Touch · Frost Nova Frost Nova · Ice Lance Ice Lance
Obsidian Orb Spell pool Ray of Enfeeblement Ray of Enfeeblement · Shadow Bolt Shadow Bolt · Vampiric Touch Vampiric Touch
Prayer Book Spell pool Lesser Heal Lesser Heal · Smite Smite
Reliquary Spell pool Lesser Heal Lesser Heal · Smite Smite
Sanctified Staff Spell pool Lesser Heal Lesser Heal · Smite Smite
Shimmeron Spell pool Lightning Bolt Lightning Bolt · Shocking Grasp Shocking Grasp
Sleeper's Lament Spell pool Ray of Enfeeblement Ray of Enfeeblement · Shadow Bolt Shadow Bolt · Vampiric Touch Vampiric Touch
Spellbook Spell pool Create Water Create Water · Grease Grease · Irritation Irritation · Mage Hand Mage Hand · Mending Mending · Minor Illusion Minor Illusion · Prestidigitation Prestidigitation
Storm Staff Spell pool Arc Arc · Lightning Bolt Lightning Bolt · Shocking Grasp Shocking Grasp
Stormheart Spell pool Arc Arc · Lightning Bolt Lightning Bolt · Shocking Grasp Shocking Grasp
Talisman Spell pool Magelight Magelight · Mending Mending · Prestidigitation Prestidigitation
The Held Sun Fixed grant Fire of the Drowned Sun Fire of the Drowned Sun
Vitriol Wand Spell pool Acid Arrow Acid Arrow · Corrosive Touch Corrosive Touch
Whispering Ice Spell pool Frigid Touch Frigid Touch · Frost Nova Frost Nova · Ice Lance Ice Lance
This page is generated from game data as of Alpha 0.0.32. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.