Arcane Lore: ​Spells: ​Levels of Magic

  1. ​How spells work
  2. ​Spells
  3. Schools of Magic

There are up to eighteen levels of spells, possibly more in some campaigns. Spells in games like Dungeons & Dragons, that run from levels one to nine, may often be used with Gods & Monsters by doubling their spell level and then possibly subtracting one.

You can search through the spells by description, school, and level at godsmonsters.com/grimoire.

First level

Angular Reformation

Aura of Confidence/Desperation

Charisma/Antisocial

Clean Slate

Control Mist

Enlarge/Shrink

Eternal Flame

Eyetrick

Fan of Flame

Farseeing

Fire Darts

Flash

Fool’s Magic

Ghost Lights

Ghost Walkers

Guardian

Hair

Indestructible/Brittle Object

Inscription

Leaping

Light/Darkness

Master’s Voice

Paper Chase

Phantasmal Object

Rainbow Fan

Secret Message

See Whole

Sense Magical Aura

Shield

Slow Fall/Quickfall

Sparkling Chaser

Suggestion

Understand/Confuse Languages

Ventriloquism

Second level

Animal Undead

Armor

Cleanse/Soil

Crawl

Dancing Wood

Dead Night

Delay Passage

Dreams

Drowsiness

Ephemeral Backdrop

Fan Flames/Dampen Fire

Fan of Frost

Fast Friend

Last Sight

Mage Bolt

Magic Table

Manservant

Phantasmal Self

Sand Blast

Sensory Assurance/Uncertainty

Shadows

Sleep

Slipknot

Slippery Surface/Traction

Smoky Stairs

Strength/Weakness

Sulfuric Spray

Third level

Aggressive overload

Aura of Innocence/Guilt

Bar Passage

Dark Bubble

Dream Omen

Dust Wand

Fire Blast

Group Suggestion

Hide Item

Immovable Object

Intelligence/Stupidity

Lesser Ball of Fire

Levitate

Locate Origin

Maidservant

Mend Wounds

Mnemonic Transferal

Mutual Understanding/Confusion

Open

Phantasmal Disguise

Phantasmal Sleeper

Secret Conference

See Parasite

Silence

Sleepfall

Sleepwalking

Spell Shade

Unravel Bonds

Voice of the Dead

Wizard Mark

Fourth level

Agility/Clumsiness

Animate Corpses

Contingent Elocution

Diagnose Disease

Elemental Ward

Ephemeral Stage

Find Item

Glue

Invisibility

Lost Corner

Magic Box

Personal Alteration

Phantasmal Room

Private Fire

Riddleshield

Scribal Servant

Stinging Guardian

Sulfuric Burst

Wave Action

Web

Fifth level

Aura of Nobility/Depravity

Bottle of Dreams

Dispel Magic

Endurance/Sickly

Entwined Candles

Ephemeral Reflection

Fighting Prowess/Poor Fighting

Find Location

Flame Ward/Inflame

Great Ball of Fire

Lasting Suggestion

Magic Door

Phantasmal Camouflage

Phantasmal Carriage

Seek Item

Shade Effects

Snap Trick/Snapback

Veil

Wandering

Wizard’s Ear

Sixth level

Angular Path

Clear Portal

Cold Flame

Demonic Clarity

Dreamwalk

Entwined Chimes

Find Magic

Learn Language

Phantasmal Terrain

Raise Undead

Tracer

Wizard’s Hand

Workman’s Servant

Wraithshape

Seventh level

Aura of Invincibility/Weakness

Dampen Magic

Dweomerburst

Enchanted/Cursed Weapon

Entwined Cups

Ephemeral Play

Magic Halls

Magic Transport

Phantasmal Force

Protection from/Susceptibility to Dispel

Eighth level

Delay Spell

Dreamhold

Ghostshape

Magic Hole

Phantasmal Foe

Reverse Spell

Spell Key

Wizard’s Eye

Ninth level

Escape

Ethereal Wall

Magic Portal

Spell Loop

Well of Souls

Tenth level

Great Balls of Fire

Teleport

Undead Guardians

Eleventh level

Astral Wall

Bestow Spell

Duality

Twelfth level

Between time

Contingency

Ghost Ship

Promise

Thirteenth level

Target Contingency

Fourteenth level

Area Contingency

Permanent Enchantment

Teleportal

  1. ​How spells work
  2. ​Spells
  3. Schools of Magic