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With a book of secret knowledge in one hand, a white-bearded investigator raises a torch against a swarm of many-eyed monstrous creatures. He stalks forward confidently, his trench coat flaring out behind him.

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Investigator Accessory

Investigator Spell List

This section presents the Investigator spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. New spells are marked with an asterisk (*). In the Special column, C means the spell requires Concentration, R means it’s a Ritual, (R) means you treat the spell as if it has the Ritual tag, and M means it requires a specific Material component.

Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Spell Descriptions

Level 1 Investigator Spells

Spell School Special
Alarm Abjuration R
Blood Print* Necromancy R
Clue* Divination (R)
Comprehend Languages Divination R
Consecrated Armor* Abjuration (R)
Detect Evil and Good Divination C, (R)
Detect Magic Divination C, R
Detect Poison and Disease Divination C, R
Disguise Self Illusion (R)
Find Familiar Conjuration C, R, M
Floating Disc Conjuration R
Fog Cloud Conjuration C, (R)
Heroism Enchantment C, (R)
Identify Divination R, M
Illusory Script Illusion R, M
Memorize* Enchantment (R), M
Protection from Evil and Good Abjuration C, (R), M
Purify Food and Drink Transmutation R
Rumor* Enchantment (R)
Speak with Animals Divination (R)
Transient Bulwark* Abjuration (R), M
Unseen Servant Conjuration R

Level 2 Investigator Spells

Spell School Special
Animal Messenger Enchantment R
Arcane Lock Abjuration (R), M
Arcanist’s Magic Aura Illusion (R)
Augury Divination (R), M
Darkness Evocation C, (R)
Darkvision Transmutation (R)
Gentle Repose Necromancy R, M
Detect Poison and Disease Conjuration (R)
Jethro’s Instant Reload* Transmutation (R)
Knock Necromancy R
Locate Animals or Plants Divination C, (R)
Locate Object Divination R, M
Magic Mouth Illusion C, (R)
Nondescript* Illusion C, (R)
Protection from Poison Abjuration (R)
Protect Threshold* Abjuration R
See Invisibility Divination (R)
Silence Illusion C, (R)
Spider Climb Transmutation C, (R)
Zone of Truth Enchantment (R)

Level 3 Investigator Spells

Spell School Special
After Image* Illusion (R), M
Benign Dismemberment* Necromancy R
Clarivoyance Divination C, (R), M
Create Food and Water Conjuration (R)
Daylight Evocation (R)
Dispel Magic Abjuration (R)
Fly Transmutation C, (R)
Magic Circle Abjuration (R), M
Meld into Stone Transmutation R
Nondetection Abjuration (R), M
Phantom Steed Illusion R
Remove Curse Abjuration (R)
Séance* Necromancy (R)
Sending Divination (R)
Speak with Dead Necromancy (R)
Speak with Plants Transmutation (R)
Tongues Divination (R)
Water Breathing Transmutation R
Water Walk Transmutation R

Level 4 Investigator Spells

Spell School Special
Arcane Eye Abjuration C, (R)
Divination Necromancy R, M
Invisibility Purge* Divination (R)
Locate Creature Divination C, (R)
Private Sanctum Abjuration (R)
Secret Chest Divination (R), M

Level 5 Investigator Spells

Spell School Special
Commune Divination R
Commune with Nature Divination R
Contact Other Plane Divination R
Dream Illusion (R)
Geas Enchantment (R)
Legend Lore Divination (R), M
Planar Binding Abjuration (R), M
Scrutinize Foe* Divination (R)
Telepathic Bond Divination (R)

Level 6 Investigator Spells

Spell School Special
Find the Path Divination C, (R), M
Forbiddance Abjuration (R), M
Game of Fate* Enchantment (R)
Instant Summons Conjuration R, M

Spell Descriptions

After Image

Level 3 Illusion (Investigator, Ranger, Sorcerer, Warlock, Wizard)

Casting Time: Action
Range: Self
Components: V, S, M (a silver hand mirror worth 50+ GP)
Duration: 10 minutes

You create an illusory duplicate of yourself which follows your every movement. When a creature hits you with an attack roll while your duplicate remains, roll a d6. If it rolls a 3 or higher, the duplicate is hit instead of you and the duplicate is destroyed. The duplicate otherwise ignores all other damage and effects. The duplicate reappears if you move 15 feet or more on your turn or take the Dodge action.

A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Benign Dismemberment

Level 3 Necromancy (Investigator, Necromancer, Witch, Wizard)

Casting Time: 1 minute or Ritual
Range: Touch
Components: V, S
Duration: 1 hour

You touch a willing creature, allowing its body parts (fingers, limbs, and even its head) to be harmlessly severed from its body for the duration. It takes no damage from such dismemberment, as long as the body part is removed swiftly and leaves a clean cut. The target’s head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but don’t begin decomposition for the spell’s duration. Any of the target’s severed body parts that are removed during this spell’s duration can be held back to the stump, which instantly restores the body part.

At the end of the duration, severed body parts become permanently severed. The target dies if vital organs have not been reattached to its head.

Blood Print

Level 1 Necromancy (Bard, Cleric, Druid, Investigator, Martyr, Paladin, Ranger, Necromancer, Sorcerer, Witch, Wizard)

Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (an ounce or more of blood)
Duration: Instantaneous

At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as Human, Gnoll, Deer, or Fire Giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match blood samples originating from the same creature.

Clue

Level 1 Divination (Bard, Cleric, Druid, Investigator, Paladin, Ranger, Witch, Wizard)

Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (a magnifying glass and pipe)
Duration: 10 minutes

When you cast this spell, all footprints and fingerprints within a 30-foot Emanation originating from you become highlighted and glow faintly for the duration. When you cast the spell, choose any point in time up to 10 days ago. Only footprints and fingerprints left between that time and the present will be highlighted. Each creature that leaves footprints and fingerprints is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects within the Emanation will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.

Consecrated Armor

Level 1 Abjuration (Cleric, Investigator)

Casting Time: Action or Ritual
Range: Self
Components: V, S, M (a drop of blessed oil)
Duration: 8 hours

You trace a holy symbol on yourself, creating an invisible barrier until the spell ends. Your base AC becomes 12 plus your Dexterity modifier. If you are attacked by an Aberration, Fey, Fiend, or Undead, you add your spellcasting ability modifier to your AC against that attack. The spell ends early if the target dons armor.

Game Of Fate

Level 6 Enchantment (Bard, Investigator, Wizard)

Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a gaming set)
Duration: 1 hour

You magically compel a creature within range that can hear and understand you to a nonmagical game with vital consequences. An unwilling creature can make a Wisdom saving throw to resist this effect. On a failed save, the creature is compelled to join you in the game.

The loser of the game takes 6d6 Psychic damage. If no player loses or has won by the end of the spell’s duration, both you and the target take this damage. If you or one of your allies harms the target, you forfeit the game, and vice versa if the target or one of its allies harms you.

Additionally, you and the target creature can negotiate for greater stakes. You can wager for higher Psychic damage (up to a maximum of 12d6), property, or more esoteric rewards, such as bestowal of a noble title. The spell reveals if a creature attempts to bet property it doesn’t own. A bet is finalized when you and the target agree on the bet, solidifying the bet with a handshake or similar gesture. Property or currency bet on the game is teleported to the winner at the game’s conclusion. The loser is also magically compelled to take any action (such as bestowing a noble title) wagered as part of a bet. Lastly, no spell, magical effect, or creature other than you and the target can influence the game’s outcome.

Invisibility Purge

Level 4 Abjuration (Bard, Investigator, Sorcerer, Witch, Wizard)

Casting Time: Action
Range: Self
Components: V, S, M (a pinch of powdered silver)
Duration: 1 minute

A 120-foot Emanation originating from you disrupts invisibility. Each creature within the Emanation is outlined with a magical aura and can’t benefit from the Invisible condition. Invisible objects within the Emanation are rendered visible.

Jethro’s Instant Reload

Level 2 Conjuration (Bard, Investigator, Ranger, Wizard)

Casting Time: Action
Range: Touch
Components: V, S, M (a spent bullet casing)
Duration: 8 hours

One Ranged weapon you touch becomes enchanted to reload itself automatically. If the weapon has the Cooldown, Loading, or Reload property, you ignore the property for the duration. When the weapon’s ammunition is depleted, ammunition you are carrying teleports into the weapon.

Memorize

Level 1 Enchantment (Bard, Cleric, Investigator, Necromancer, Wizard)

Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (a page of written text and a length of silver string worth 10+ GP, tied in a knot, which the spell consumes)
Duration: Instantaneous

While casting this spell, your eyes pass over the words on a page, which are committed to your memory. For the next year, you remember the exact details of all information on the page. After that time, you have advantage on all Intelligence checks you make to recall this information.

Nondescript

Level 2 Illusion (Bard, Investigator, Necromancer, Sorcerer, Witch, Wizard)

Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

This spell makes you seem unremarkable to others, though it doesn’t change your actual appearance. For the duration, a creature that sees or hears you is unable to recall specific details about you, though it can remember actions you took or events that transpired around you.

Protect Threshold

Level 2 Abjuration (Investigator, Necromancer, Sorcerer, Witch, Wizard)

Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (an ounce of salt for each foot of the warded portal’s perimeter)
Duration: 10 minutes

Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal makes a Wisdom saving throw or take 4d6 Psychic damage, or half as much on a successful save.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Rumor

Level 1 Enchantment (Bard, Investigator, Witch, Wizard)

Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute

You magically spread a rumor of 10 words or less in a 100-foot Emanation centered on you. Any creature within the Emanation that is near three or more other creatures that share a common language believes that they hear the rumor being repeated by someone nearby. Different creatures hear the rumor from different people, so a concrete origin point is impossible to discern. Generally, creatures won’t become Hostile upon hearing even the most vicious rumors, but hearing a rumor can affect their attitude positively or negatively.

Scrutinize Foe

Level 4 Divination (Cleric, Investigator, Necromancer, Wizard)

Casting Time: Bonus Action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You discern minute details concerning one creature you can see within range. You learn two of the following pieces of information of your choice about the target: its Armor Class, Speeds, Immunities (if any), Resistances (if any), highest ability score, lowest ability score, and enchantments (which reveals which spells, if any, are currently affecting the target). The GM must share with you the chosen information.

Séance

Level 3 Necromancy (Investigator, Necromancer, Witch)

Casting Time: 10 minutes
Range: Self
Components: V, S, M (a crystal ball, deck of tarot cards, or ouija board, and incense worth 50+ GP)
Duration: 1 minute

You and three or more willing creatures lock hands to conjure a spirit from the afterlife to answer your
questions. Describe or name a creature that is familiar to you. If the creature’s soul is free and willing, it manifests as a ghostly specter. This spell fails if the spirit was the target of this spell within the last 10 days.

Until the spell ends, you can ask up to three questions of the specter. The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. There is a 5% chance that this spell contacts the wrong spirit, one which will answer  questions untruthfully or ambiguously.

Transient Bulwark

Level 1 Abjuration (Investigator, Martyr, Wizard)

Casting Time: Action or Ritual
Range: Self
Components: V, S, M (a pearl worth 10+ GP, which the spell consumes)
Duration: 8 hours

A fragile, invisible shield protects you for the duration. The next attack roll against you has a −10 penalty to hit, and the spell ends.

 


Get even more spells in the Complete Investigator!

Or check out more innovative base classes in Valda’s Spire of Secrets!

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