Spells in Solasta: Crown of the Magister are forms of magical properties that are specifically used by certain classes in the game. Spells can be used against enemies to deal damage and to inflict negative status effects, and, they can also be used to conjure magical energy to support the team such as healing effects and various buffs.

Spells can be cast by any Class that has Spellcasting, but not all Classes can cast every Spell. Spells in 5e DnD cost Spell Slots in order to use, and you must have an unused Spell Slot of the matching Level in order to cast this Spell. Many lower-level Spells can be cast using higher-level Spell Slots with increased benefits. This page covers a full list of the different spells that are found in the game. 

Preparing Spells

preparing-spells-tutorial-solasta-wiki-guide

Many spellcasters know more spells than they can recall at any given time. Prepared spells represent those a character can use by spending spell slots. Check your heroes' list of known spells and choose which ones you want to prepare. Spells that are not prepared cannot be cast. Many characters know more spells than they can prepare, so choose carefully.

Proficiency in Spells

Some classes have access to magic spells right away, others have to reach a higher level or select a Subclass.

Cantrips

cantrips-tutorial-solasta-wiki-guide

Some Classes and Ancestries (Races and Subraces) have access to Cantrips. The character must select the allotted cantrips from the provided list. Cantrips are simple spells which can be cast infinitely, without spending a spell slot, as opposed to main spells.

Main Spells

main-spells-tutorial-solasta-wiki-guide

Each provides a list of spells tailoring to the class flavour, for example, Clerics have healing spells while Wizards can harness the power of the Elements. Some Classes can access all the spells, while others like the Wizard, must collect them in their spellbook. And finally, some classes require to select and prepare their spells through a long rest, while others are free to use their known spells provided they have remaining spell slots.

Identifying Magical Items

indentify-magic-items-tutorial-solasta-wiki-guide

Sometimes, you'll come across superb items which you'll suspect to be magical, You'll need to cast the Detect Magic spell to confirm this, and then cast Identify to know their properties and benefit from them. These spells can be cast for a fee in most shops, but a character who knows them can cast them while exploring.

Ritual Casting

ritual-casting-tutorial-solasta-wiki-guide

Spells such as Detect and Identify can be cast as rituals. That means you don't need to expend a spell slot to cast them - you simply need to stay put for a while, since a ritual takes 10 minutes longer than normal casting.

 

 

Solasta All Spells

 

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Cantrips

 

 

 

 

 

 

 

 

 

 

 

 

Level 1 Spells

 

 

 

 

 

 

 

Level 2 Spells

 

 

 

 

 

 

Level 3 Spells

 

 

 

 

 

Level 4 Spells

 

 

 

 

Level 5 Spells

 

 

 

 

 

 

 

 

 

Click the header to sort the table.

Name Requirements Spell Effect
Acid Splash

Wizard, Cleric,

High Elf, Fighter (Spellblade)

Launch an acid bolt.
Annoying Bee

Wizard, High Elf,

Rogue (Shadowcaster)

The target sees an illusional bee flying harassing the target and has disadvantages on concentration. Checks until the start of their next turn.
Chill Touch

Wizard, High Elf,

Rogue (Shadowcaster)

Deal damage to one enemy and prevent healing for a limited time.
Dancing Lights

WizardHigh Elf,

Fighter (Spellblade), Rogue (Shadowcaster)

Create dancing lights that move at your command.
Dazzle

WizardHigh Elf,

Rogue (Shadowcaster)

Lower a target's AC and prevent reaction until the start of its next turn.
Fire Bolt

WizardHigh Elf,

ClericFighter (Spellblade)

Launch a firebolt.
Light

WizardCleric,

High ElfFighter (Spellblade)

An object you can touch emits a powerful light for a limited time.
Poison Spray

WizardHigh Elf,

Fighter (Spellblade)

Fire a poison spray at an enemy you can see, within range.
Ray of Frost

WizardHigh Elf,

Fighter (Spellblade)

Launch a freezing ray at an enemy to damage and slow them.
Shadow Armor

WizardHigh Elf,

Rogue (Shadowcaster)

Grants 3 temporary hit points for one minute.
Shadow Dagger

WizardHigh Elf,

Rogue (Shadowcaster)

Launches an illusionary dagger that causes psychic damage.
Shine

Cleric, High Elf,

Fighter (Spellblade)

An enemy you can see becomes luminous for a while.
Shocking Grasp

WizardHigh Elf,

Fighter (Spellblade)

Damage and daze an enemy on a successful touch.
Sparkle

WizardCleric,

High ElfFighter (Spellblade)

Target up to three objects that can be illuminated and light them up immediately.
True Strike

Wizard, High Elf,

Rogue (Shadowcaster)

Increases your chance to hit a target you can see, one time.
Guidance Cleric Increase an ally's ability checks for a limited time.
Resistance Cleric Grant an ally a one-time bonus to saving throws.
Sacred Flame Cleric Strike an enemy with radiant damage.
Spare the Dying Cleric Touch a dying ally to stabilize them.
Burning Hands

Wizard, Cleric

Fighter (Spellblade)

Spray a cone of fire in front of you.
Charm Person

Wizard

Fighter (Spellblade)

Makes an ally of an enemy.
Color Spray

Wizard

Lv.3 Rogue (Shadowcaster)

Spray a spray that briefly blinds your enemies.
Comprehend Languages

Wizard

Lv.3 Rogue (Shadowcaster)

For the duration of the spell, you understand the literal meaning of any spoken word that you hear.
Detect Magic

Wizard, Ranger, Cleric

Lv.3 Rogue (Shadowcaster)

Paladin (Oath of Tirmar)

Detect nearby magic objects or creatures.
Expeditious Retreat

Wizard

Fighter (Spellblade)

Gain movement points and become able to dash as a bonus action for a limited time.
False Life

Wizard

Lv.3 Rogue (Shadowcaster)

Gain a few temporary hit points for a limited time.
Feather Fall Wizard Provide a safe landing when you or an ally falls.
Fog Cloud

Wizard, Cleric

Lv. 2 Ranger

Fighter (Spellblade)

Generate a sphere of thick fog for a limited time.
Hideous Laughter

Wizard

Fighter (Spellblade)

Make an enemy helpless with irresistible laughter.
Identify

Wizard

Rogue (Shadowcaster)

Identify the hidden properties of an object.
Jump

Wizard, Ranger

Fighter (Spellblade)

Increase an ally's jumping distance.
Mage Armor

Wizard

Lv.3 Rogue (Shadowcaster)

Provide magical armor to an ally who doesn't wear armor.
Magic Missile

Wizard

Fighter (Spellblade)

Strike one or more enemies with projectiles that can't miss.
Protect vs Evil & Good

Wizard, Cleric

Paladin (Oath of Tirmar)

Lv.3 Rogue (Shadowcaster)

Touch an ally to give them protection from evil or good creatures for a limited time.
Shield

Wizard

Paladin (Oath of Tirmar)

Lv.3 Rogue (Shadowcaster)

Increase your AC by 5 just before you would take a hit.
Sleep

Wizard

Fighter (Spellblade)

Paladin (Oath of Tirmar)

Put a number of enemies to sleep for a limited time.
Thunderwave

Wizard, Cleric

Fighter (Spellblade)

Put a number of enemies to sleep for a limited time.
Animal Friendship

Lv. 2 Ranger

Lv. 2 Wizard (Greenmage)

Choose a beast that you can see within the spell's range. The beast must make a Wisdom Saving Throw or be charmed for the spell's duration.
Detect Poison and Disease Lv. 2 Wizard (Greenmage) You sense the presence and location of poisonous creatures and diseases within 30 feet of you.
Entangle Lv. 2 Wizard (Greenmage) Slows down those who walk through the area.
Faerie Fire Lv. 2 Wizard (Greenmage) Highlight creatures to give an advantage to anyone attacking them.
Goodberry

Lv. 2 Ranger

Lv. 2 Wizard (Greenmage)

Creates 10 berries infused with magic. Eating a berry restores 1 hit point and provides sustenance for a long rest. Berries vanish after a long rest.
Hunter's Mark

Lv. 2 Ranger

Lv. 2 Wizard (Greenmage)

An enemy gets additional damage from you, and you easily detect it for a limited time.
Longstrider

Lv. 2 Ranger

Lv. 2 Wizard (Greenmage)

Increases an ally's speed by two cells per turn.
Bless

Cleric

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Increases your allies' saving throws and attack rolls for a limited time.
Cure Wounds

Cleric, Lv. 2 Ranger

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Heal an ally by touch.
Detect Evil and Good

Cleric

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Detect nearby creatures of evil or good nature.
Divine Favor

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Gain additional radiant damage for a limited time.
Heroism

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

An ally gains temporary hit points and cannot be frightened for a limited time.
Shield of Faith

Cleric

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Increase an ally's AC by 2 for a limited time.
Bane

Cleric

Reduce your enemies' attacks and saving throws for a limited time.
Guiding Bolt Cleric Launch a radiant attack against an enemy and make them easy to hit.
Healing Word Cleric Heal an ally you can see.
Inflict Woudns Cleric Deal necrotic damage to an enemy you hit.
Acid Arrow

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Launch an acid arrow.
Blindness

Cleric

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Rogue (Shadowcaster)

Paladin (Oath of Tirmar)

Blind an enemy for one minute.
Blur

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Rogue (Shadowcaster)

Makes you blurry and harder to hit for up to one minute.
Darkness

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Create an area of magical darkness.
Darkvision

Lv. 5 Hunter

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Grant Darkvision to the target.
Flaming Sphere

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Summons a movable, burning sphere.
Hold Person

Cleric

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Paladin (Oath of Tirmar)

Paralyze a humanoid you can see for a limited time.
Invisibility

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Rogue (Shadowcaster)

Make an ally invisible for a limited time.
Knock

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Magically open locked doors, chests, and the like.
Levitate

Cleric

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Allow a creature to levitate and gain control of its aerial movement for a limited time. Can affect enemies if their size is medium or smaller.
Magic Weapon

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

A non-magical weapon becomes a +1 weapon for up to one hour.
Misty Step

Cleric

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Teleports you to a free cell you can see, no more than 6 cells away.
Ray of Enfeeblement

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Rogue (Shadowcaster)

Weaken an enemy so they deal less damage for one minute.
Scorching Ray

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Fling rays of fire at one or more enemies.
See Invisibility

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Rogue (Shadowcaster)

You can see invisible creatures.
Spider Climb

Lv.3 Wizard (Shock Arcanist)

Lv. 3 Wizard (Loremaster)

Lv. 7 Fighter (Spellblade)

Touch an ally to allow them to climb walls like a spider for a limited time.
Barkskin

Lv. 5 Hunter

Lv. 3 Wizard (Greenmage)

Gives you or an ally you can touch an AC of at least 16.
Find Traps

Cleric

Lv. 5 Hunter

Lv. 3 Wizard (Greenmage)

Spot mechanical and magical traps, but not natural hazards.
Lesser Restoration

Cleric, Lv. 5 Hunter

Lv. 3 Wizard (Greenmage)

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Remove a detrimental condition from an ally.
Pass Without Trace

Lv. 5 Hunter

Lv. 3 Wizard (Greenmage)

Make yourself and up to 5 allies stealthier for one hour.
Protection from Poison

Lv. 5 Hunter

Lv. 3 Wizard (Greenmage)

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Cures and protects against poison.
Aid

Cleric

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Temporarily increases hit points for up to three allies.
Branding Smite

Paladin (Oath of Devotion)

Paladin (Oath of Tirmar)

Your next hit causes additional radiant damage and your target becomes luminous.
Silence

Cleric, Lv. 5 Hunter

The creature does not emit any sound and cannot speak or cast spells with a verbal component.
Calm Emotions

Cleric

Stops one of more creatures from being charmed or frightened.
Enhance Ability

Cleric

Grant temporary powers to an ally for up to one hour.
Prayer of Healing

Cleric

Heal multiple allies at the same time.
Spiritual Weapon

Cleric

Summon a weapon that fights for you.
Bestow Curse

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Curses a creature that you can touch.
Counterspell

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Interrupt an enemy's spellcasting.
Dispel Magic

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

End active spells on a creature or object.
Fear

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Frighten creatures and force them to flee.
Fireball

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Launch a fireball that explodes from a point of your choosing.
Fly

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

An ally you touch gains the ability to fly for a limited time.
Haste

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Make an ally faster and more agile, and grant them an additional action for a limited time.
Hypnotic Pattern

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Charms enemies to make them harmless until attacked.
Lightning Bolt

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Unleash a stroke of lightning in a direction of your choice, damaging everyone it touches.
Protection from Energy

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Touch one willing creature to give them resistance to this damage type.
Remove Curse

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Removes all curses affecting the target.
Slow

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Slows and impairs the actions of up to 6 creatures.
Stinking Cloud

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Create a cloud of incapacitating, noxious gas.
Tongues

Cleric

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Grants knowledge of all languages for one hour.
Vampiric Touch

Lv.5 Wizard (Shock Arcanist)

Lv. 5 Wizard (Loremaster)

Grants you a life-draining melee attack for one minute.
Conjure Animal Lv. 5 Wizard (Greenmage) Summon spirits in the form of beasts to help you in battle.
Create Food

Cleric

Lv. 5 Wizard (Greenmage)

Conjure 15 units of food.
Daylight

Cleric

Lv. 5 Wizard (Greenmage)

Summon a globe of bright light.
Wind Wall Lv. 5 Wizard (Greenmage) Create a wall of wind that causes damage, pushes creatures and objects away, and disperses fogs and gases.
Beacon of Hope Cleric Raise hope and vitality.
Mass Healing Word Cleric Instantly heals up to six allies you can see.
Revivify Cleric Brings one creature back to life, up to 1 minute after death.
Spirit Guardians Cleric Call forth spirits to protect you.
Banishment

Cleric

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Banishes a creature as long as you concentrate. The creature can be permanently banished if it is extraplanar.
Black Tentacles

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Conjures black tentacles that restrain and damage creatures within the area of effect.
Blight

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Drains life from a creature, causing massive necrotic damage.
Confusion

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Creates confusion and erratic behavior in a creature, possibly leading it to attack its allies.
Conjure Minor Elementals

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Conjure elemental creatures under your command, which are dismissed when the spell ends or is broken.
Dimension Door

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Transfers the caster and a friendly creature to a specified destination.
Fire Shield

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Grants resistance to fire or cold, and damages creatures attacking the caster with melee attacks.
Greater Invisibility

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Target becomes invisible for the duration, even when attacking or casting spells.
Ice Storm

Cleric

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Causes bludgeoning and cold damage in the area, and turns the ground into difficult terrain.
Identify Creatures

Lv.7 Wizard (Shock Arcanist)

Lv.7 Wizard (Greenmage)

Lv. 7 Wizard (Loremaster)

Reveals full bestiary knowledge for the affected creatures.
Phantasmal Killer

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Causes psychic damage to the target creature with each turn, unless a saving throw is successful or the effect ends.
Stoneskin

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Grants resistance to non-magical bludgeoning, slashing, and piercing damage.
Wall of Fire

Cleric

Lv.7 Wizard (Shock Arcanist)

Lv. 7 Wizard (Loremaster)

Create a burning wall that injures creatures in or next to it.
Freedom of Movement

Cleric

Lv.7 Wizard (Greenmage)

Grants immunity to movement restrictions, as well as being paralyzed or restrained.
Giant Insect Lv.7 Wizard (Greenmage) Conjures a giant version of a natural insect or arthropod.
Death Ward Cleric Protects the creature once against instant death or being reduced to 0 hit points.
Guardian of Faith

Cleric

Conjures a large spectral guardian that damages approaching enemies.
Cloudkill

Lv.9 Wizard

Creates an obscuring and poisonus clodu. The cloud moves every round.
Cone of Cold

Lv.9 Wizard

Inflicts massive cold damage in the cone of effect.
Conjure Elemental

Lv.9 Wizard

Conjures an elemental of the chosen element that fights alongsdie you. If you lose concentration, the elemental remains and becomes hostile.
Contagion

Lv.9 Wizard, Cleric

Hit a creature to inflict a disease from the following options.
Dominate Person

Lv.9 Wizard

Grants you control over an enemy creature.
Hold Monster

Lv.9 Wizard

Paralyzes a creature unless it succeeds a WIS saving throw. No effect on the undead.
Mind Twist

Lv.9 Wizard

Causes massive psychic damage to hostile creatures around you, and incapacitates them if they fail their INT saving throw.
Dispel Evil and Good

Lv.9 Cleric

Celestial, elementals, feys, fiends, and undead have disadvantage on attacks against you. This can also cancel hostile enchantments or dismiss extraplanar creatures hit by your attacks once.
Flame Strike

Lv.9 Cleric

Conjrues a burning column of fire and radiance affecting all creatures inside.
Greater Restoration

Lv.9 Cleric

Remvoes one detrimental condition such as a a charm or curse, or an effect that reduces and ability score or ht points.
Insect Plague

Lv.9 Cleric

Summons a sphere of biting insects.
Mass Cure Wounds

Lv.9 Cleric

Heals up to 6 creatures.
Raise Dead

Lv.9 Cleric

Brings one creature back to life, up to 10 days after death.
Shatter

Lv.3 Wizard

Triggers a sudden noise that causes Thunder Damage in a 2-cell radius



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