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Name Ritual Level Classical Spell School Spell Schools Summary Source
Abstraction 2nd Transmutation Affliction, Prismatic, Transformation Hamper a creature’s reactions by transforming it into a simplistic version of itself. Gate Pass Gazette
Accelerando 4th Transmutation Enhancement, Movement, Sound, Time Play a jaunty tune that instills swiftness into up to 6 creatures. Adventurer's Guide
Acid Arrow 2nd Evocation Acid, Arcane Create a magical arrow that covers a creature or object in acid. Adventurer's Guide
Acid Splash Cantrip Conjuration Acid, Arcane Conjure a localized bubble of acid that splashes over creatures. Adventurer's Guide
Aid 2nd Abjuration Divine, Enhancement Boost the hit points of allies. Adventurer's Guide
Air Wave 1st Conjuration Air, Weaponry Cut through the air with a melee weapon to damage a creature within 30 feet. Adventurer's Guide
1st Abjuration Arcane, Protection, Scrying, Utility Set a magical warning against intrusion. Adventurer's Guide
Alter Self 2nd Transmutation Arcane, Movement, Shapechanging, Weaponry Use magic to warp your body. Adventurer's Guide
Altered Strike Cantrip Transmutation Enhancement, Transformation, Unarmed, Weaponry Briefly transform your weapon or fist into another material and strike with it. Adventurer's Guide
Angel Paradox 7th Evocation Radiant, Undead Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead. Adventurer's Guide
Animal Friendship 1st Enchantment Beasts, Compulsion, Nature Befriend an animal. Adventurer's Guide
Animal Messenger
2nd Enchantment Beasts, Communication, Nature Use a Tiny creature as a magical messenger. Adventurer's Guide
Animal Shapes 8th Transmutation Beasts, Shapechanging, Transformation Work powerful magics to turn allies into sentient beasts. Adventurer's Guide
Animate Dead 3rd Necromancy Necrotic, Summoning, Undead Create undead to do your bidding. Adventurer's Guide
Animate Objects 5th Transmutation Arcane, Transformation, Weaponry Create constructs to smite foes. Adventurer's Guide
Animate Painting 6th Transmutation Planar, Prismatic, Transformation, Utility Create an extraplanar space from an existing painting Gate Pass Gazette
Antilife Shell 5th Abjuration Protection, Technological, Undead Surround yourself with a globe that prevents living creatures from approaching. Adventurer's Guide
Antimagic Field 8th Abjuration Arcane, Negation, Planar, Protection Negate magic within a small area. Adventurer's Guide
Antimagic Zone 9th Abjuration Arcane, Divine, Negation, Planar, Protection Negate magic permanently. Dungeon Delver's Guide
Antipathy/Sympathy 8th Enchantment Compulsion Create an attraction or distaste in intelligent creatures. Adventurer's Guide
Arcane Eye 4th Divination Arcane, Scrying Use a magical eye to invisibly scout. Adventurer's Guide
Arcane Hand 5th Evocation Arcane, Attack, Protection Conjure a magical hand that crushes, grapples, slaps, and wards away enemies. Adventurer's Guide
Arcane Lock 2nd Abjuration Arcane, Protection Make a nearly permanent magical lock. Adventurer's Guide
Arcane Mirror 4th Divination Arcane, Communication, Divine, Scrying, Utility Scry through a distant mirror. Dungeon Delver's Guide
Arcane Muscles Cantrip Transmutation Arcane, Enhancement, Transformation, Unarmed Bulk your muscles to deliver lethal unarmed strikes. Adventurer's Guide
Arcane Riposte 1st Evocation Arcane, Attack Respond to a melee attack with a damaging blast of elemental magic. Adventurer's Guide
Arcane Sword 7th Evocation Arcane, Attack, Force, Summoning, Weaponry Create a deadly sword-shaped force that attacks at your command. Adventurer's Guide
Arcanist’s Magic Aura 2nd Illusion Arcane, Obscurement, Scrying Disguise the true magical nature of an object or creature. Adventurer's Guide
Aspect of the Moon 3rd Transmutation Enhancement, Nature, Transformation, Unarmed, Weaponry Adopt a number of traits similar to a werewolf. Adventurer's Guide
Astral Projection 9th Necromancy Movement, Planar, Utility Travel the astral plane. Adventurer's Guide
Augury 2nd Divination Communication, Divine, Scrying, Time Consult fate. Adventurer's Guide
Awaken 5th Transmutation Beasts, Enhancement, Nature, Plants Impart sentience to a creature or plant. Adventurer's Guide
Awaken Portal 4th Transmutation Arcane, Divine, Protection Impart sentience to a door. Dungeon Delver's Guide
Bane 1st Enchantment Affliction Cause enemies to be distracted from their attacks. Adventurer's Guide
Banishment 4th Abjuration Affliction, Planar Send a creature to another plane. Adventurer's Guide
Barkskin 2nd Transmutation Nature, Plants, Protection, Transformation Turn a creature’s skin to bark, increasing its defensiveness. Adventurer's Guide
Battlecry Ballad 3rd Abjuration Enhancement, Sound Transform your bardic inspiration into a rallying cry that enhances the attacks of your allies. Adventurer's Guide
Beacon of Hope 3rd Abjuration Divine, Protection Fill a creature with hope and vitality, improving saving throws and healing. Adventurer's Guide
Beautify Creature 1st Transmutation Arcane, Divine, Enhancement, Utility Grant the target an expertise die to Persuasion and Performance by beautifully grooming it. Gate Pass Gazette
Bestow Curse 3rd Necromancy Affliction, Arcane, Divine, Necrotic Lay a curse upon a creature, giving it potentially long-lasting penalties. Adventurer's Guide
Black Tentacles 4th Conjuration Arcane, Summoning, Terrain Summon forth tentacles from the ground to restrain and damage creatures. Adventurer's Guide
Blade Barrier 6th Evocation Divine, Protection, Weaponry Create an offensive and defensive wall of slashing blades. Adventurer's Guide
Bless 1st Enchantment Divine, Enhancement Bless a number of creatures, improving their attack rolls and saving throws. Adventurer's Guide
Blight 4th Necromancy Arcane, Nature, Necrotic, Plants Attack a creature by drawing the moisture from it, harming most and devastating plants. Adventurer's Guide
Blindness/Deafness 2nd Necromancy Affliction, Arcane, Divine, Senses Strike a creature blind or deaf. Adventurer's Guide
Blink 3rd Transmutation Arcane, Planar, Protection Have a 50% chance of vanishing each turn to avoid being harmed. Adventurer's Guide
Blood-Writ Bargain
3rd Conjuration Evil, Good, Law, Planar, Summoning Create a pact enforced by celestials or fiends. Adventurer's Guide
Blur 2nd Illusion Arcane, Protection, Senses Cloak yourself in distortion, imposing disadvantage on attacks against you. Adventurer's Guide
Burning Hands 1st Evocation Arcane, Fire Shoot forth a sheet of flames from your hands, damaging creatures in a cone. Adventurer's Guide
Burst of Strength 1st Transmutation Enhancement, Movement, Protection Take a level of fatigue in order to break a grapple. Gate Pass Gazette