Reference PageManual

Spells Reference

Use this reference when a job, ancestry, bauble, or table result points to a spell. Each spell below is a single canonical record. If a spell belongs to multiple spell lists, it appears once under the combined list heading.

The records come from the reconciled Cheat Sheet and Spells snapshot. The snapshot backs priest, wizard, and witch spell lists and spell entries; it does not include full Eldritch Incursions table bodies.

Priest Spells

Tier 1

Spell Reference

Cure Wounds

Core Rules

Tier
1
Spell Lists
Priest
Range
Close
Duration
Instant
Effect

Your touch restores ebbing life.

Roll a number of d6s equal to 1 + half your level (rounded down). One target you touch regains that many hit points.

Spell Reference

Holy Weapon

Core Rules

Tier
1
Spell Lists
Priest
Range
Close
Duration
5 rounds
Effect

One weapon you touch is imbued with a sacred blessing. The weapon becomes magical and has +1 to attack and damage rolls for the duration.

Spell Reference

Shield of Faith

Core Rules

Tier
1
Spell Lists
Priest
Range
Self
Duration
5 rounds
Effect

A protective force wrought of your holy conviction surrounds you. You gain a +2 bonus to your armor class for the duration.

Spell Reference

Turn Undead

Core Rules

Tier
1
Spell Lists
Priest
Range
Near
Duration
Instant
Effect

You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this spell.

Undead creatures within near of you must make a CHA check vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.

Tier 2

Spell Reference

Bless

Core Rules

Tier
2
Spell Lists
Priest
Range
Close
Duration
Instant
Effect

One creature you touch gains a luck token.

Spell Reference

Blind/Deafen

Core Rules

Tier
2
Spell Lists
Priest
Range
Near
Duration
Focus
Effect

You utter a divine censure, blinding or deafening one creature you can see in range.

The creature has disadvantage on tasks requiring the lost sense.

Spell Reference

Cleansing Weapon

Core Rules

Tier
2
Spell Lists
Priest
Range
Close
Duration
5 rounds
Effect

One weapon you touch is wreathed in purifying flames. It deals an additional 1d4 damage (1d6 vs. undead) for the duration.

Spell Reference

Smite

Core Rules

Tier
2
Spell Lists
Priest
Range
Near
Duration
Instant
Effect

You call down punishing flames on a creature you can see within range. It takes 1d6 damage.

Spell Reference

Zone of Truth

Core Rules

Tier
2
Spell Lists
Priest
Range
Near
Duration
Focus
Effect

You compel a creature you can see to speak truth. It can’t utter a deliberate lie while within range.

Priest and Witch Spells

Tier 2

Spell Reference

Augury

Core Rules

Tier
2
Spell Lists
Priest
Range
Self
Duration
Instant
Effect

You interpret the meaning of supernatural portents and omens. Ask the GM one question about a specific course of action. The GM says whether the action will lead to “weal” or “woe.”

Priest and Wizard Spells

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.

Witch Spells

Tier 1

Spell Reference

Cauldron

Core Rules

Tier
1
Spell Lists
None
Range
Close
Duration
1 round
Effect

You conjure a bubbling cauldron next to you. It can produce one of the following effects:

• Any broken mundane item placed inside the cauldron is repaired.

• A fat, croaking toad leaps out and follows your instructions for the next 3 rounds.

• You can place up to 3 item slots of items inside the cauldron. The cauldron expels these items the next time you cast this spell (expelling items counts as the cauldron's single effect).

Spell Reference

Eyebite

Core Rules

Tier
1
Spell Lists
None
Range
Near
Duration
Instant
Effect

One creature you target takes 1d4 damage, and it can't see you until the end of its next turn.

Spell Reference

Fog

Core Rules

Tier
1
Spell Lists
None
Range
Close
Duration
Focus
Effect

A thick cloud of fog blooms in a close area around you, making you hard to see. The cloud moves with you. Attacks against creatures in the cloud have disadvantage.

Spell Reference

Hypnotize

Core Rules

Tier
1
Spell Lists
None
Range
Near
Duration
Focus
Effect

One creature of LV 3 or less that can see you is rendered stupefied.

Breaking the creature's line of sight to you allows it to make a DC 15 Charisma check. On a success, the spell ends.

Spell Reference

Oak, Ash, Thorn

Core Rules

Tier
1
Spell Lists
None
Range
Self
Duration
Focus
Effect

For the spell’s duration, faeries, demons, and devils can't attack you. These beings also can’t possess, compel, or beguile you.

Spell Reference

Puppet

Core Rules

Tier
1
Spell Lists
None
Range
Close
Duration
Focus
Effect

One humanoid creature of LV 2 or less you touch becomes ensnared by your movements. On your turn, the creature mimics all your movements.

If mimicking you would cause the creature to directly harm itself or an ally, it can make a DC 15 Charisma check. On a success, it resists mimicking you.

Spell Reference

Shadowdance

Core Rules

Tier
1
Spell Lists
None
Range
Near
Duration
3 rounds
Effect

You spin shadowstuff into a convincing visible and audible illusion at a point within near.

The illusion can be as big as a person and can move within a near range of where it appeared.

The illusion can't affect physical objects. Touching the illusion reveals its false nature.

Spell Reference

Willowman

Core Rules

Tier
1
Spell Lists
None
Range
Near
Duration
Instant
Effect

You call upon the Willowman to appear in one creature's mind, filling it with supernatural terror.

Choose one creature of LV 2 or less within range. That creature must immediately make a morale check.

Even creatures that are not normally subject to morale checks (such as undead) must do so.

Spell Reference

Witchlight

Core Rules

Tier
1
Spell Lists
None
Range
Near
Duration
Focus
Effect

You summon a floating marsh light that bobs in the air and casts light out to a close radius around it.

The light can change colors and take on vague shapes. It can float up to a near distance on your turn.

Tier 2

Spell Reference

Bogboil

Core Rules

Tier
2
Spell Lists
None
Range
Far
Duration
5 rounds
Effect

You turn a near-sized cube of ground within range into a muddy, boiling bog of quicksand.

A creature stuck in the bog can’t move and must succeed on a Dexterity check vs. your spellcasting check to free itself.

Spell Reference

Cacklerot

Core Rules

Tier
2
Spell Lists
None
Range
Close
Duration
Focus
Effect

One target you touch of LV 4 or less collapses helplessly with disturbing, pained laughter for the spell's duration.

Spell Reference

Cat's Eye

Core Rules

Tier
2
Spell Lists
None
Range
Self
Duration
Focus
Effect

Your irises grow to fill your eyes and your pupils turn into black, vertical slits.

You can see invisible creatures and secret doors for the spell's duration.

Spell Reference

Frog Rain

Core Rules

Tier
2
Spell Lists
None
Range
Far
Duration
Instant
Effect

A rain of indignant frogs pelts a near-sized cube around a point you can see within range.

All creatures within the frog rain take 1d6 damage. Any surviving frogs hop away and disappear.

Spell Reference

Poison

Core Rules

Tier
2
Spell Lists
None
Range
Close
Duration
5 rounds
Effect

One worn or carried object you touch becomes toxic for the spell's duration. Any creature in contact with the object at the start of its turn takes 1d6 damage.

Spell Reference

Spidersilk

Core Rules

Tier
2
Spell Lists
None
Range
Self
Duration
Focus
Effect

Sticky spidersilk covers your hands and feet.

For the spell's duration, you can walk on vertical surfaces as easily as if it were flat ground.

Spell Reference

Toadstool

Core Rules

Tier
2
Spell Lists
None
Range
Self
Duration
Instant
Effect

You conjure a plump, speckled toadstool in your hand. It disappears at the end of your next turn.

A creature that eats the toadstool regains 1d6 hit points.

Tier 3

Spell Reference

Broomstick

Core Rules

Tier
3
Spell Lists
None
Range
Self
Duration
Focus
Effect

You conjure a flying broomstick in your hand. The broomstick's rider can fly a near distance each round and can hover in place.

Spell Reference

Coven

Core Rules

Tier
3
Spell Lists
None
Range
Self
Duration
Instant
Effect

You call upon the magic you share with your fellow witches.

You regain the use of one tier 3 spell or lower that you can no longer cast for the day.

After successfully casting this spell, you can't do so again until you complete a rest.

Spell Reference

Divination

Core Rules

Tier
3
Spell Lists
None
Range
Self
Duration
Instant
Effect

You throw the divining bones or peer into the blackness between the stars, seeking a portent.

You can ask the GM one yes or no question. The GM truthfully answers "yes" or "no."

If you cast this spell more than once in 24 hours, treat a failed spellcasting check for it as a critical failure instead.

Spell Reference

Howl

Core Rules

Tier
3
Spell Lists
None
Range
Near
Duration
Instant
Effect

All enemies within near range of you must immediately make a morale check. This spell does not affect creatures that are immune to morale checks.

Spell Reference

Mistletoe

Core Rules

Tier
3
Spell Lists
None
Range
Near
Duration
1d8 days
Effect

Two creatures you can see within near of you become enchanted with each other for 1d8 days.

Each time one of the affected creatures takes damage, it may make a DC 15 Charisma check. On a success, the spell ends.

Spell Reference

Pin Doll

Core Rules

Tier
3
Spell Lists
None
Range
Same plane
Duration
Focus
Effect

You pin a piece of hair or flesh taken from one creature to a small, burlap doll the spell conjures.

On your turn while focusing on this spell, you can push a pin into the doll. Each time you do this, the creature who the hair or flesh belonged to takes 2d6 damage. After this spell ends, the piece of hair or flesh burns to ash.

Spell Reference

Speak With Dead

Core Rules

Tier
3
Spell Lists
None
Range
Close
Duration
Instant
Effect

A dead body you touch answers your questions in a distant, wheezing voice.

You can ask the dead body up to three yes or no questions (one at a time). The GM truthfully answers "yes" or "no" to each.

If you cast this spell more than once in 24 hours, treat a failed spellcasting check for it as a critical failure instead.

Spell Reference

Swarm

Core Rules

Tier
3
Spell Lists
None
Range
Far
Duration
Focus
Effect

A dense swarm of biting bats, rats, or locusts appears in a near-sized cube around a point you can see within range.

All creatures that start their turn within the swarm take 2d6 damage and are blinded.

Spell Reference

Void Stare

Core Rules

Tier
3
Spell Lists
None
Range
Far
Duration
Focus
Effect

Your eyes turn black as you look into the dark between the stars.

One creature of LV 6 or less you can see falls under your control. You decide its actions during its turn.

Spell Reference

Whisper

Core Rules

Tier
3
Spell Lists
None
Range
Close
Duration
Instant
Effect

You whisper into another creature's ear, planting a false memory in its mind.

You describe one brief, false memory that the target believes is true going forward.

If you fail this spellcasting check, the GM chooses a short, false memory to plant in your mind instead.

Tier 4

Spell Reference

Beguile

Core Rules

Tier
4
Spell Lists
None
Range
Near
Duration
Focus
Effect

You conjure a convincing visible and audible illusion within range.

Creatures who perceive the illusion react to it as though it were real, although it can't cause actual harm.

Touching the illusion instantly reveals its false nature.

You may force a creature who interacts with the illusion to make a DC 15 Wisdom check. If the creature fails, it is enchanted by the illusion for the spell's duration and seeks to protect it.

Spell Reference

Cloak of Night

Core Rules

Tier
4
Spell Lists
None
Range
Self
Duration
8 rounds
Effect

Your wrap yourself in a swirling cloak of shadows. For the spell's duration, your armor class becomes 17 (20 on a critical spellcasting check).

You have advantage on Dexterity checks to sneak and hide for the spell's duration.

Spell Reference

Curse

Core Rules

Tier
4
Spell Lists
None
Range
Close
Duration
Permanent
Effect

A creature you touch is afflicted by one of the following curses:

• Hideous boils and warts

• All food tastes of ash

• Voice becomes shrill

• Disturbing nightmares

• Always lose at gambling

• An ally turns into an enemy

• Fear of something ordinary

Spell Reference

Dimension Door

Core Rules

Tier
4
Spell Lists
None
Range
Self
Duration
Instant
Effect

You teleport yourself and up to one other willing creature within close to any point you can see.

Spell Reference

Glassbones

Core Rules

Tier
4
Spell Lists
None
Range
Close
Duration
Focus
Effect

A creature you touch becomes fragile. It takes double damage for the spell's duration.

Spell Reference

Moonbeam

Core Rules

Tier
4
Spell Lists
None
Range
Far
Duration
Instant
Effect

A wavering ray of silvery moonlight strikes one creature within far. It takes 3d6 damage.

Spell Reference

Nightmare

Core Rules

Tier
4
Spell Lists
None
Range
Same plane
Duration
Focus
Effect

You visit the dreams of one sleeping creature, sending it heart-stopping nightmares.

You can target a creature whose level is less than or equal to half your level rounded down (minimum 1). The target must be sleeping, and you must have seen it before in person.

If you successfully focus on this spell for 3 rounds in a row, the creature dies of fright.

Spell Reference

Polymorph

Core Rules

Tier
4
Spell Lists
None
Range
Close
Duration
10 rounds
Effect

You transform a creature you touch into another natural creature you choose of equal or smaller size. Any gear the target carries melds into its new form.

The target gains the creature's physical stats and features, but it retains its non-physical stats and features.

If the target goes to 0 hit points, it reverts to its true form at half its prior hit points.

You can target any willing creature with this spell, or an unwilling creature whose level is less than or equal to half your level rounded down (min. 1).

Tier 5

Spell Reference

Anathema

Core Rules

Tier
5
Spell Lists
None
Range
Close
Duration
Instant
Effect

All allies revile and abandon the creature you touch for 1 day.

Each time you or your allies harm the target, its former allies may pass a DC 15 Wisdom check to end the effects of the spell.

Spell Reference

Dreamwalk

Core Rules

Tier
5
Spell Lists
None
Range
Close
Duration
Instant
Effect

You and any willing creatures you choose within close range step into the dream of a sleeping creature you name that is on your same plane.

You and anyone traveling with you can step out of the creature, appearing next to it as if having teleported there.

Spell Reference

Enfeeble

Core Rules

Tier
5
Spell Lists
None
Range
Close
Duration
Instant
Effect

A creature you touch has a random stat reduced to 3 (-4) for one week. Roll a d6 to determine which stat:

1. Strength, 2. Dexterity, 3. Constitution, 4. Intelligence, 5. Wisdom, 6. Charisma.

If you fail the spellcasting check, you have a random stat reduced to 3 for a week instead.

Spell Reference

Finger of Death

Core Rules

Tier
5
Spell Lists
None
Range
Close
Duration
Instant
Effect

One creature you touch of LV 9 or less dies.

Treat a failed spellcasting check for this spell as a critical failure, and roll the mishap with disadvantage.

Spell Reference

Mother of Night

Core Rules

Tier
5
Spell Lists
None
Range
Self
Duration
Instant
Effect

You beseech the Mother of Night to lend you power.

Make a single wish, stating it as exactly as possible. Your wish occurs, as interpreted by the GM.

If you fail this spellcasting check, the Mother of Night pulls you into The Nightfall for judgment. You can't cast this spell again until you appease her demands.

Spell Reference

Scrying

Core Rules

Tier
5
Spell Lists
None
Range
Self
Duration
Focus
Effect

You look into a crystal ball or reflecting pool, calling up images of a distant place.

For the spell's duration, you can see and hear a creature or location you choose that is on the same plane.

This spell is DC 18 to cast if you try to scry on a creature or location that is unfamiliar to you.

Each round, creatures you view may make a Wisdom check vs. your last spellcasting check. On a success, they become aware of your magical observation.

Spell Reference

Shapechange

Core Rules

Tier
5
Spell Lists
None
Range
Self
Duration
Focus
Effect

You transform yourself and any gear you carry into another natural creature you've seen of level 10 or less. You assume the creature's physical stats and features, but you retain your non-physical stats and features (including INT, WIS, and CHA).

If you go to 0 HP while under the effects of this spell, you revert to your true form at 1 HP.

Spell Reference

Soul Jar

Core Rules

Tier
5
Spell Lists
None
Range
Close
Duration
Permanent
Effect

You transfer the soul of one creature you touch of LV 9 or less into a vessel, such as a jar. The creature's body becomes comatose, but it doesn't die.

If the vessel opens or breaks, the creature's soul returns to its body.

You can possess the empty body with your own spirit, taking control of it. Your body becomes comatose during this time. If the body dies while you possess it, your soul returns to your body.

Wizard Spells

Tier 1

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.

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.

Wizard and Witch Spells

Tier 1

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

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.