The Shaman
Shamans are inspiring and dangerous battle leaders. They command powerful spirit guides, and through them lead their allies. These nature spirits bolster their allies’ attacks and offer protection and healing when needed. In a rite of passage or initiation, you pledged yourself to the spirits, to be their voice and hands in the world. Through ancient song and sacred ceremony, you have called a powerful spirit companion to your side.
The primal spirits of nature affirm your will, guide the actions of your allies, and deal mighty attacks against your foes. You might be a venerable advisor to a tribal leader, a young traveler seeking to bring tales of a wider world back to your people, or a scholar devoted to the pursuit of nearly forgotten lore. The spirits and voices of nature guide your every step. Their power flows through you, calling you to lead, to fight, and to triumph.
Shaman Leveling Table
| Level | Proficiency Bonus | Features | Cantrips Known | Rituals Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Spiritual Boons |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +2 | Spellcasting, Ritual Savant | 2 | 2 | 2 | 2 | — | — | — | — | — | — | — | — | — |
| 2 | +2 | Companion Spirit, Spiritual Boons | 2 | 2 | 3 | 3 | — | — | — | — | — | — | — | — | 1 |
| 3 | +2 | Spiritual Journey | 2 | 2 | 4 | 4 | 2 | — | — | — | — | — | — | — | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 2 | 5 | 4 | 3 | — | — | — | — | — | — | — | 2 |
| 5 | +3 | Ritualmaster | 3 | 3 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | 2 |
| 6 | +3 | Spiritual Journey feature | 3 | 3 | 6 | 4 | 3 | 3 | — | — | — | — | — | — | 2 |
| 7 | +3 | — | 3 | 3 | 7 | 4 | 3 | 3 | 1 | — | — | — | — | — | 3 |
| 8 | +3 | Ability Score Improvement | 3 | 3 | 8 | 4 | 3 | 3 | 2 | — | — | — | — | — | 3 |
| 9 | +4 | — | 3 | 4 | 9 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | 3 |
| 10 | +4 | Companion Spirit Improvement | 4 | 4 | 9 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | 3 |
| 11 | +4 | — | 4 | 4 | 10 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | 4 |
| 12 | +4 | Ability Score Improvement | 4 | 4 | 11 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | 4 |
| 13 | +5 | — | 4 | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | 4 |
| 14 | +5 | Spiritual Journey feature | 4 | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | 4 |
| 15 | +5 | — | 4 | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | 4 |
| 16 | +5 | Ability Score Improvement | 4 | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | 5 |
| 17 | +6 | — | 4 | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 5 |
| 18 | +6 | Vessel of the Spirits | 4 | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 5 |
| 19 | +6 | Ability Score Improvement | 4 | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 5 |
| 20 | +6 | Spiritual Journey feature | 4 | 5 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 5 |
Class Features
As a shaman, you gain the following class features.
Hit Points
Hit Dice: 1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st
Proficiencies
Armor: Light armor, shields Weapons: Simple melee weapons, pikes, mauls and slings Tools: None Saving Throws: Strength, Wisdom Skills: Choose three from Nature, Arcana, Athletics, Medicine, History, Insight, Perception, Religion and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a wooden shield or (b) a maul or (c) a pike
- (a) a component pouch or (b) a druidic focus
- (a) a sling or (b) a simple melee weapon
- Leather armor and an Explorer's Pack
Alternatively, you can ignore the equipment provided by your class and background and start with 1d4 x 10 gp.
Spellcasting
Cantrips
You know two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.
Spell Slots
The shaman table shows how many spell slots you have to cast your Spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the shaman spell list.
The Spells Known column of the shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots.
Spell Versatility
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the shaman spell list. The new spell must be the same level as the spell you replace.
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.
Spell Save DC
your Wisdom modifier
Spell attack modifier
your Wisdom modifier
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your shaman spells.
Ritual Savant
At 1st level, the shaman begins having dreams or visions of lingering spirits sharing ancient magics.
You choose two spells from any class, including this one, with the ritual tag. A spell you choose must be of a level you can cast, as shown on the shaman table. The chosen spells count as shaman spells for you. You may only cast these spells as a ritual.
The Rituals Known column of the shaman table shows when you learn more ritual spells of your choice.
Companion Spirit
At 2nd level, you gain a companion spirit of your choice. You must choose the form of this companion spirit upon gaining this feature.
You can spend 10 minutes channeling spiritual energies to summon your companion spirit to an unoccupied space within 30 feet of you that you can see. You cannot summon your companion spirit again until you have taken a short or long rest. The time you spend channeling is reduced to 1 minute at 5th level.
In combat, your companion spirit shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, or Help action. Your companion spirit's natural weapons are considered magical.
If the companion spirit's hit points drop to 0, you dismiss it as a bonus action or you are incapacitated, it disappears, leaving behind no physical form. You can summon it again without counting towards your summoning limit as an action if you have dismissed it.
Starting from 10th level, you can summon your companion spirit twice instead of once, after which you can no longer summon it until you have taken a short or long rest. Additionally, your companion spirit can now attack twice, instead of once. Your companion spirit options are detailed further in this class description.
Spiritual Boons
At 2nd level, you gain a spiritual boon of your choice. When you gain shaman levels, you gain additional boons of your choice, as shown in the Spiritual Boons column of the Shaman table.
Additionally, when you gain a level in this class, you can choose one of the boons bestowed to you and replace it with another boon that you could gain at that level.
If a spiritual boon has prerequisites, you must meet them to gain it. You can gain the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Spiritual Journey
At 3rd level, you undertake a spiritual journey into the Ethereal Plane and attune yourself to the ancient spiritual energies of all those who have come before you. Your choice grants you features at 3rd level and again at 6th, 14th, and 20th levels.
You may undertake one of the following Journeys
- Journey of Cataclysm
- Journey of Discord
- Journey of the Grave
- Journey of Harmony
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
You can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class). This change represents one of your skills atrophying as you focus on a different skill.
Ritualmaster
Starting at 5th level, when you cast a spell as a ritual, the casting time is increased by 1 minute, rather than 10 minutes.
Vessel of the Spirits
Starting at 18th level, you are immune to exhaustion, you suffer none of the drawbacks from old age, and you can't be aged magically.
The Shaman
Companion Spirits
Companion Spirits
As part of your initiation as a shaman, you acquired a spirit companion, an animal spirit that accompanies and assists you. Your companion spirit acts on your turn in initiative and has its own action, bonus action and movement. Commanding your companion uses your bonus action, however. As a bonus action you can see through your companion spirit's senses, as long as they are within 100 feet of you.
Your companion uses your alignment.
Protector Spirit
Medium undead, true neutral
- Armor Class 13 + your Constitution modifier
- Hit Points your shaman level x (d12 + 3)
- Speed 30 ft
STR DEX CON INT WIS CHA 14 (+2) 10 (0) 16 (+3) 8 (-1) 12 (+1) 8 (-1)
- Languages Can understand you, but not speak
Actions
Swipe. Melee Weapon Attack: your proficiency bonus + 2 to hit, 5 ft., one target. Hit: 1d6 + your Wisdom modifier + 2 slashing damage.
Spirit's Shield. One ally within 25 feet of your companion spirit gains resistance to one damage type of your choosing for one minute, only one Spirit's Shield can be active at a time.
Stalking Spirit
Medium undead, true neutral
- Armor Class 14 + your Dexterity modifier
- Hit Points your shaman level x (d8 + 1)
- Speed 35 ft
STR DEX CON INT WIS CHA 10 (0) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 8 (-1)
- Languages Can understand you, but not speak
Actions
Bite. Melee Weapon Attack: your proficiency bonus + 3 to hit, 5 ft., one target. Hit: 1d12 + your Wisdom modifier + 3 slashing damage.
Spirit's Fangs. One ally within 25 feet of your companion spirit has advantage to the first attack they make during each of their turns for 1 minute. Only one ally can benefit from this effect at any given time.
Elemental Spirit
Medium undead, true neutral
- Armor Class 10 + your Constitution modifier
- Hit Points your shaman level x (d6 + 1)
- Speed 10 ft, fly 30ft
STR DEX CON INT WIS CHA 10 (0) 10 (0) 12 (+1) 8 (-1) 16 (+3) 8 (-1)
- Languages Can understand you, but not speak
Actions
Spit. Ranged Weapon Attack: your proficiency bonus + 3 to hit, 5 ft., one target. Hit: 1d6 + your Wisdom modifier + 3 fire/cold/bludgeoning/lightning damage.
Spirit's Wrath. One ally within 25 feet of your companion spirit can add 1d6 fire/cold/bludgeoning/lightning to the first damage roll they make during each of their turns for 1 minute. Only one ally can benefit from this effect at any given time.
The Shaman
Spiritual Boons
Spiritual Boons
Boon of the Stalwart
Whenever you or a friendly creature within 5 feet of the companion spirit must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1).
Boon of the Protector
While an ally is within 5 feet of shaman's companion spirit and gains hit points, they gain an additional amount of hit points equal to the shaman's or the companion's Constitution modifier, whichever is higher.
Boon of the Eternal Link
You can use your action to teleport your companion spirit to an unoccupied space within 15 feet of you.
Boon of Interconnection
when you Cast a Spell, your companion spirit can deliver the spell as if it had cast the spell. Your companion spirit must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spellcasting modifier for the roll.
Boon of the Ironwoods
The Armor Class of your companion spirit is increased by 2. Your Armor Class is also increased by 2 as long as you are within 30 feet of your companion spirit.
Boon of the Watcher
All creatures of your choosing within 5 feet of your companion spirit no longer gain the benefits of cover.
Boon of the World Speaker
Whenever a creature within 5 feet of your companion spirit provokes an attack of opportunity, you can use your reaction to reduce the attacker's attack roll by an amount equal to your Wisdom modifier.
Boon of the Clan
- Prerequisite: Journey of Harmony
When a creature within 30 feet of you is damaged, you can use your reaction to divert half the damage towards yourself or your companion spirit, if the latter is also within 30 feet of the creature. Once you have used this feature, you can no longer use it until you have finished a short or long rest.
Boon of the Pack
- Prerequisite: Journey of Harmony, 11th level
You can spend 1 hour, instead of 1 minute to summon two companion spirits instead of one. You may choose the form of the second companion spirit every time you summon it. You can use your bonus action to command both companion spirits.
Boon of Rage
- Prerequisite: Journey of Discord
While within 5 feet of your companion spirit, the shaman can use their Wisdom modifier, instead of their Dexterity or Strength modifier, for calculating to hit and damage bonuses with melee weapons.
Boon of the Ravagar
- Prerequisite: Journey of Discord, 5th level
You may attack twice, instead of once, when you take the Attack action.
Boon of Absorption
- Prerequisite: Journey of Cataclysm
While within 5 feet of your companion spirit, you get resistance to fire, cold, acid or lightning damage. You choose what resistance your companion spirit provides after finishing a long rest.
Boon of Redirection
- Prerequisite: Journey of Cataclysm, 5th level
When you cast a spell of 1st level or higher, you and your companion spirit may move up to half your speed. This movement does not provoke attacks of opportunity.
Boon of Repurpose
- Prerequisite: Journey of the Grave, 11th level
When you cast a necromancy spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
The Shaman
Spiritual Journeys
Spiritual Journeys
Shamans undertake spiritual journeys to become closer to the realm of spirits. Shamans that undertake these journeys, generally do not come back quite the same way. Some of them feel at peace and harmony, having met kind and nurturing spirits during their journey. Others come back filled with rage and a desire for revenge to those who have hurt the spirits they have met.
Journey of Cataclysm
Shamans that undertook a spiritual journey on one of the elemental planes take the Journey of Cataclysm. They use the raw destructive forces of nature to their benefit.
Breath of Nature
Starting at 3rd level, you no longer suffer the effect of extreme cold or heat. You are also well adapted to high altitudes and the deepest depths of the ocean. Additionally, you can now hold your breath for an amount of time equal to your Constitution modifier in hours (minimum of 1 hour).
Elemental Infusion
Starting at 6th level, you may add your wisdom modifier to one damage die of damage dealt by a shaman spell. Additionally, when you cast a shaman spell that deals damage, you can change one of its damage types into one of the following: fire, cold, acid, lightning. You choose the damage type upon gaining this class feature.
The Coming Cataclysm
Starting at 14th level, your spirit companion may perform its action whenever you cast a spell of 1st level or higher. Until the start of your next turn, the first attack your spirit companion makes deals an additional 2d6 damage. The damage type of this attack is one of the following, which you choose upon gaining this class feature: fire, cold, acid or lightning.
Beacon of Destruction
Starting at 20th level, as an action you can merge with your companion spirit. You gain temporary hit points equal to your companion spirit's remaining hit points and your companion spirit loses its action, bonus action and movement. You gain an action per turn, which you can use to Cast a Spell. This effect ends after 1 minute or until your temporary hit points are reduced to 0, returning your companion spirit to an unoccupied space you can see within 5 feet of you if you had any remaining temporary hit points. Its hit points are equal to your remaining temporary hit points. After using this feature, you cannot use it again until you have finished a long rest.
Journey of Discord
Shamans that were surrounded by vengeful spirits end up taking a Journey of Discord. They are engulfed with misplaced anger and hatred and easily lash out, channeling their spiritual powers for destruction.
Eternal Hatred
Starting at 3rd level, you and your companion spirit gain temporary hit points equal to your shaman level whenever you roll initiative.
Endless Agony
Starting at 6th level, you can use your bonus action to move up to your speed towards a nearby hostile creature you can see. Additionally, if you reduced a creature to 0 hit points during your turn, you or your spirit companion may perform a weapon attack on another creature as part of that bonus action.
Their Anger Embodied
Starting at 14th level, you may use your bonus action to cast a cantrip when you use the Attack action. Your companion can use its reaction to perform a weapon attack on a creature within its reach when you do this.
Fury's Avatar
Starting at 20th level, as an action you can merge with your companion spirit. You gain temporary hit points equal to your companion spirit's remaining hit points and your speed is increased by your companion spirit's speed. Your companion spirit loses its action, bonus action and movement. You gain an action per turn, which you can use to take the Dash or Attack (one weapon attack only) action. This effect ends after 1 minute or until your temporary hit points are reduced to 0, returning your companion spirit to an unoccupied space you can see within 5 feet of you if you had any remaining temporary hit points. Its hit points are equal to your remaining temporary hit points.
After using this feature, you cannot use it again until you have finished a long rest.
Journey of the Grave
Shamans that undertook a spiritual journey using a graveyard as their locus take the Journey of the Grave. They feel an intimate connection to the dead and their remains.
Hakata
Starting at 3rd level, you can cast throw the bones without expending a spell slot. When you cast this spell, the number you must roll is decreased from 15 to 10. Once you do so, you cannot do this again until you have finished a long rest.
Armor of the Auspice
Starting at 6th level, you can use the bones of a creature to protect up to two creatures of your choice as an action. The targets gain a +1 bonus to their armor class until you finish a long rest, as a combination of spiritual energy and the bones themselves form an overlaying armor. Once you have used this feature, you can no longer use it until you finish a long rest.
Connect The Dead
Starting at 14th level, you can use your action to charm every undead creature of your choice within 60 feet of you. The target must make a Wisdom saving throw against your spell save DC, or be charmed for 1 minute. While they are charmed, they will obey your commands, as long as they are not unreasonable and does not harm themselves. If you command them to do either, they will instead take the Dodge action until you give them a new command.
Creatures of a different type than undead of your choice must also make a Wisdom saving throw, becoming frightened for 1 minute on a failed saving throw instead.
Death's Diplomat
Starting at 20th level, as an action you can merge with your companion spirit. You gain temporary hit points equal to your companion spirit's remaining hit points and your companion spirit loses its action, bonus action and movement. Undead creatures must make a Wisdom saving throw against your spell save DC to target you with hostile effects, otherwise they must change their target or lose the action. Other creatures have disadvantage on their attack rolls against you and you have advantage on any saving throws imposed against you. This effect ends after 1 minute or until your temporary hit points are reduced to 0, returning your companion spirit to an unoccupied space you can see within 5 feet of you if you had any remaining temporary hit points. Its hit points are equal to your remaining temporary hit points.
After using this feature, you cannot use it again until you have finished a long rest.
Journey of Harmony
Shamans that were surrounded by kind spirits end up taking a Journey of Harmony. They believe harmony and peace can be achieved through understanding and seek to share this knowledge.
Feel their Presence
Starting at 3rd level, as an action you can feel the presence of all undead, fey, fiends and celestials within a 60 feet of you. You know the type (celestial, fey, fiend, or undead) of any being whose presence you sense and if they are hostile, but not its identity (the vampire Count Strahd von Zarovich, for instance) or location.
All Is One
Starting at 6th level, whenever you heal a creature using a spell, another creature within 30 feet of you or your companion spirit regains hit points equal to your Wisdom modifier.
Their Will Endures
Starting at 14th level, when you or your companion spirit are reduced to 0 hit points but not killed outright, they drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Emissary of Harmony
Starting at 20th level, as an action you can merge with your companion spirit. You gain temporary hit points equal to your companion spirit's remaining hit points and your companion spirit is dismissed. You gain an action per turn, which you can use to Search, Dodge, Dash, Disengage or use the Help action. This effect ends after 1 minute or until your temporary hit points are reduced to 0, returning your companion spirit to an unoccupied space you can see within 5 feet of you if you had any remaining temporary hit points. Its hit points are equal to your remaining temporary hit points.
After using this feature, you cannot use it again until you have finished a long rest.
Cantrips (0 Level)
- Chill Touch
- Dancing Lights
- Fire Bolt
- Green-Flame Blade
- Guidance
- Gust
- Magic Stone
- Mending
- Message
- Mind Sliver
- Mold Earth
- Poison Spray
- Primal Savagery
- Produce Flame
- Primal
- Resistance
- Shape Water
- Shocking Grasp
- Spare the Dying
- Thaumaturgy
- Thorn Whip
- Toll the Dead
1st Level
- Absorb Elements
- Animal Friendship
- Bane
- Beast Bond
- Bless
- Burning Hands
- Cause Fear
- Charm Person
- Command
- Cure Wounds
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Dissonant Whispers
- Faerie Fire
- False Life
- Feather Fall
- Fog Cloud
- Healing Word
- Inflict Wounds
- Protection from Evil/Good
- Ray of Sickness
- Sanctuary
- Searing Smite
- Shield
- Sleep
- Thunderous Smite
- Thunderwave
- Witch Bolt
- Wrathful Smite
2nd Level
- Aid
- Alter Self
- Animal Messenger
- Augury
- Barkskin
- Beast Sense
- Calm Emotions
- Continual Flame
- Darkness
- Darkvision
- Detect Thoughts
- Earthbind
- Enhance Ability
- Enthrall
- Flame Blade
- Gentle Repose
- Gust of Wind
- Healing Spirit
- Hold Person
- Invisibility
- Knock
- Lesser Restoration
- Levitate
- Locate Animals or Plants
- Locate Object
- Mind Spike
- Misty Step
- Moonbeam
- Phantasmal Force
- Prayer of Healing
- Protection from Poison
- Ray of Enfeeblement
- Scorching Ray
- Shatter
- Silence
- Spider Climb
- Throw the Bones
- Warding Wind
3rd Level
- Animate Dead
- Aura of Vitality
- Beacon of Hope
- Bestow Curse
- Blink
- Call Lightning
- Clairvoyance
- Conjure Animals
- Daylight
- Dispel Magic
- Elemental Weapon
- Erupting Earth
- Fear
- Feign Death
- Fly
- Gaseous Form
- Magic Circle
- Mass Healing Word
- Meld into Stone
- Phantom Steed
- Protection from Energy
- Remove Curse
- Revivify
- Sending
- Speak with Dead
- Speak with Plants
- Spirit Guardians
- Tongues
- Vampiric Touch
- Wall of Sand
- Wall of Water
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Aura of Life
- Aura of Purity
- Banishment
- Blight
- Charm Monster
- Compulsion
- Confusion
- Conjure Minor Elementals
- Conjure Woodland Beings
- Control Water
- Death Ward
- Divination
- Dominate Beast
- Freedom of Movement
- Greater Invisibility
- Guardian of Nature
- Locate Creature
- Phantasmal Killer
- Polymorph
- Staggering Smite
- Stone Shape
- Stoneskin
- Storm Sphere
- Wall of Fire
5th Level
- Animate Objects
- Antilife Shell
- Awaken
- Banishing Smite
- Commune with Nature
- Cone of Cold
- Conjure Elemental
- Contact Other Plane
- Control Winds
- Danse Macabre
- Dispel Evil and Good
- Dominate Person
- Dream
- Far Step
- Geas
- Greater Restoration
- Hallow
- Hold Monster
- Immolation
- Legend Lore
- Mass Cure Wounds
- Modify Memory
- Passwall
- Raise Dead
- Scrying
- Seeming
- Transmute Rock
- Wall of Stone
- Wrath of Nature
6th Level
- Arcane Gate
- Bones of the Earth
- Chain Lightning
- Circle of Death
- Conjure Fey
- Eyebite
- Find the Path
- Flesh to Stone
- Forbiddance
- Harm
- Heal
- Magic Prison
- Mental Prison
- Move Earth
- Planar Ally
- Primordial Ward
- Soul Cage
- True Seeing
- Wind Walk
- Word of Recall
7th Level
- Conjure Celestial
- Crown of Stars
- Etherealness
- Finger of Death
- Fire Storm
- Plane Shift
- Regenerate
- Resurrection
- Sequester
- Teleport
- Whirlwind
8th Level
- Abi-Dalzim's Horrid Wilting
- Antimagic Field
- Antipathy/Sympathy
- Control Weather
- Dominate Monster
- Earthquake
- Incendiary Cloud
- Maddening Darkness
- Mind Blank
- Telepathy
9th Level
- Astral Projection
- Foresight
- Power Word Heal
- Power Word: Kill
- Shapechange
- Storm of Vengeance
- True Resurrection
- Wish