Reference PageManual
Arcanist Spells
Arcanists learn spells from the Wizard spell list. This Quick Start reference contains that complete list and keeps every spell linked to its canonical record. Priest-only and Witch-only magic remains in the protected manual.
Tier 1
Spell Reference
Light
Core Rules
- Tier
- 1
- Spell Lists
- Priest and Wizard
- Range
- Close
- Duration
- 1h real time
- Effect
One object you touch glows with bright, heatless light, illuminating out to a near distance for 1 hour of real time.
Spell Reference
Protection From Evil
Core Rules
- Tier
- 1
- Spell Lists
- Priest and Wizard
- Range
- Close
- Duration
- Focus
- Effect
For the spell’s duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings also can’t possess, compel, or beguile it.
When cast on an already-possessed target, the possessing entity makes a CHA check vs. the last spellcasting check. On a failure, the entity is expelled.
Spell Reference
Alarm
Core Rules
- Tier
- 1
- Spell Lists
- Wizard
- Range
- Close
- Duration
- 1 day
- Effect
You touch one object, such as a door threshold, setting a magical alarm on it.
If any creature you do not designate while casting the spell touches or crosses past the object, a magical bell sounds in your head.
Spell Reference
Burning Hands
Core Rules
- Tier
- 1
- Spell Lists
- Wizard
- Range
- Close
- Duration
- Instant
- Effect
You spread your fingers with thumbs touching, unleashing a circle of flame that fills a close area around where you stand.
Creatures within the area of effect take 1d6 damage. Unattended flammable objects ignite.
Spell Reference
Detect Magic
Core Rules
- Tier
- 1
- Spell Lists
- Wizard
- Range
- Near
- Duration
- Focus
- Effect
You can sense the presence of magic within near range for the spell's duration. If you focus for two rounds, you discern its general properties. Full barriers block this spell.
Spell Reference
Feather Fall
Core Rules
- Tier
- 1
- Spell Lists
- Wizard
- Range
- Self
- Duration
- Instant
- Effect
You may make an attempt to cast this spell when you fall.
Your rate of descent slows so that you land safely on your feet.
Spell Reference
Floating Disk
Core Rules
- Tier
- 1
- Spell Lists
- Wizard
- Range
- Near
- Duration
- 10 rounds
- Effect
You create a floating, circular disk of force with a concave center. It can carry up to 20 gear slots. It hovers at waist level and automatically stays within near of you. It can’t cross over drop-offs or pits taller than a human.
Spell Reference
Hold Portal
Core Rules
- Tier
- 1
- Spell Lists
- Wizard
- Range
- Near
- Duration
- 10 rounds
- Effect
You magically hold a portal closed for the duration. A creature must make a successful STR check vs. your spellcasting check to open the portal.
The knock spell ends this spell.
Spell Reference
Mage Armor
Core Rules
- Tier
- 1
- Spell Lists
- Wizard
- Range
- Self
- Duration
- 10 rounds
- Effect
An invisible layer of magical force protects your vitals. Your armor class becomes 14 (18 on a critical spellcasting check) for the spell’s duration.
Spell Reference
Magic Missile
Core Rules
- Tier
- 1
- Spell Lists
- Wizard
- Range
- Far
- Duration
- Instant
- Effect
You have advantage on your check to cast this spell.
A glowing bolt of force streaks from your open hand, dealing 1d4 damage to one target.
Spell Reference
Sleep
Core Rules
- Tier
- 1
- Spell Lists
- Wizard
- Range
- Near
- Duration
- Instant
- Effect
You weave a lulling spell that fills a near-sized cube extending from you. Living creatures in the area of effect fall into a deep sleep if they are LV 2 or less. Vigorous shaking or being injured wakes them.
Spell Reference
Charm Person
Core Rules
- Tier
- 1
- Spell Lists
- Wizard
- Range
- Near
- Duration
- 1d8 days
- Effect
You magically beguile one humanoid of level 2 or less within near range, who regards you as a friend for the duration.
The spell ends if you or your allies do anything to hurt it that it notices.
The target knows you magically enchanted it after the spell ends.
Tier 2
Spell Reference
Acid Arrow
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Far
- Duration
- Focus
- Effect
You conjure a corrosive bolt that hits one foe, dealing 1d6 damage a round. The bolt remains in the target for as long as you focus.
Spell Reference
Detect Thoughts
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Near
- Duration
- Focus
- Effect
You peer into the mind of one creature you can see within the spell’s range.
Each round, you learn the target’s immediate thoughts.
On its turn, the target makes a Wisdom check vs. your last spellcasting check. If the target succeeds, it notices your presence in its mind and the spell ends.
Spell Reference
Fixed Object
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Close
- Duration
- 5 rounds
- Effect
An object you touch that weighs no more than 5 pounds becomes fixed in its current location. It can support up to 5,000 pounds of weight for the duration of the spell.
Spell Reference
Hold Person
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Near
- Duration
- Focus
- Effect
You magically paralyze one humanoid creature of LV 4 or less you can see within range.
Spell Reference
Knock
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Near
- Duration
- Instant
- Effect
A door, window, gate, chest, or portal you can see within range instantly opens, defeating all mundane locks and barriers.
This spell creates a loud knock audible to all within earshot.
Spell Reference
Levitate
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Self
- Duration
- Focus
- Effect
You can float a near distance vertically per round on your turn. You can also push against solid objects to move horizontally.
Spell Reference
Mirror Image
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Self
- Duration
- 5 rounds
- Effect
You create a number of illusory duplicates of yourself equal to half your level rounded down (minimum 1). The duplicates surround you and mimic you.
Each time a creature attacks you, the attack misses and causes one of the duplicates to evaporate.
If all of the illusions have disappeared, the spell ends.
Spell Reference
Misty Step
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Self
- Duration
- Instant
- Effect
In a puff of smoke, you teleport a near distance to an area you can see.
Spell Reference
Silence
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Far
- Duration
- Focus
- Effect
You magically mute sound in a near cube within the spell’s range. Creatures inside the area are deafened, and any sounds they create cannot be heard.
Spell Reference
Web
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Far
- Duration
- 5 rounds
- Effect
You create a near-sized cube of sticky, dense spider web within the spell’s range. A creature stuck in the web can’t move and must succeed on a Strength check vs. your spellcasting check to free itself.
Spell Reference
Alter Self
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Self
- Duration
- 5 rounds
- Effect
You magically change your physical form, gaining one feature that modifies your existing anatomy.
For example, you can grow functional gills on your neck or bear claws on your fingers. This spell can’t grow wings or limbs.
Spell Reference
Invisibility
Core Rules
- Tier
- 2
- Spell Lists
- Wizard
- Range
- Close
- Duration
- 10 rounds
- Effect
A creature you touch becomes invisible for the spell’s duration.
The spell ends if the target attacks or casts a spell.