Name | Ritual Sort ascending | Level | Classical Spell School | Spell Schools | Summary | Source |
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Phantom Steed |
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3rd | Illusion | Arcane, Movement, Summoning, Utility | Conjure an ephemeral creature to use as a mount. | Adventurer's Guide |
Instant Summons |
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6th | Conjuration | Arcane, Summoning | Enchant an item so that it can be summoned with a word. | Adventurer's Guide |
Silence |
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2nd | Illusion | Arcane, Divine, Negation, Senses | Create a bubble of magical silence. | Adventurer's Guide |
Detect Poison and Disease |
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1st | Divination | Divine, Nature, Senses | Sense the presence and identify poisons and diseases. | Adventurer's Guide |
Ceremony |
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1st | Evocation | Divine | Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage. | Adventurer's Guide |
Housekeeping |
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1st | Transmutation | Arcane, Utility | Clean a 10-foot square area of foreign substances. | Gate Pass Gazette |
Find Familiar |
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1st | Conjuration | Arcane, Summoning | Summon a magical creature to aid you. | Adventurer's Guide |
Invisible Object |
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3rd | Illusion | Arcane, Obscurement, Shadow | Turn an object invisible. | Dungeon Delver's Guide |
Telepathic Bond |
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5th | Evocation | Arcane, Communication, Telepathy | Create a telepathic link between creatures. | Adventurer's Guide |
Unseen Servant |
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1st | Conjuration | Arcane, Summoning, Utility | Use an invisible, mindless, shapeless force to perform simple tasks. | Adventurer's Guide |
Comprehend Languages |
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1st | Divination | Communication, Knowledge | Use magic to better interpret languages you do not understand. | Adventurer's Guide |
Gentle Repose |
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2nd | Necromancy | Arcane, Divine | Prevent a corpse from decaying or being raised as undead. | Adventurer's Guide |
Divination |
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4th | Divination | Communication, Divine, Knowledge, Time | Ask a higher power about the future. | Adventurer's Guide |
Floating Disk |
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1st | Conjuration | Arcane, Movement | Create a floating platform which can carry up to 500 pounds. | Adventurer's Guide |
Tiny Hut |
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3rd | Evocation | Arcane, Force, Protection, Utility | Create an immobile dome of protective force that shelters the party. | Adventurer's Guide |
Identify |
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1st | Divination | Arcane, Knowledge | Divine the nature of an enchanted item. | Adventurer's Guide |
Purify Food and Drink |
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1st | Transmutation | Divine, Nature, Negation | Cleanse food and drink of poisons and disease. | Adventurer's Guide |
Detect Magic |
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1st | Divination | Arcane, Divine, Nature, Senses | Sense the presence and school of magical auras. | Adventurer's Guide |
Blood-Writ Bargain |
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3rd | Conjuration | Evil, Good, Law, Planar, Summoning | Create a pact enforced by celestials or fiends. | Adventurer's Guide |
Teleport |
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7th | Conjuration | Arcane, Teleportation | Teleport one or more creatures instantly across vast distances. | Adventurer's Guide |
Alarm |
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1st | Abjuration | Arcane, Protection, Scrying, Utility | Set a magical warning against intrusion. | Adventurer's Guide |
Speak with Animals |
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1st | Divination | Beasts, Communication, Nature, Utility | Gain the ability to talk with animals. | Adventurer's Guide |
Contact Other Plane |
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5th | Divination | Arcane, Knowledge, Planar | Risk your sanity in order to question an otherworldly being. | Adventurer's Guide |
Locate Animals or Plants |
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2nd | Divination | Arcane, Beasts, Knowledge, Nature, Plants, Utility | Gain knowledge about the location of flora and fauna. | Adventurer's Guide |
Sleeplessness |
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3rd | Enchantment | Compulsion, Nature | Grant a creature supernatural vigor that keeps it awake. | Gate Pass Gazette |
Animal Messenger |
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2nd | Enchantment | Beasts, Communication, Nature | Use a Tiny creature as a magical messenger. | Adventurer's Guide |
Writhing Transformation |
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9th | Transmutation | Arcane, Evil, Transformation | Permanently transform your body into a mass of wriggling worms. | Adventurer's Guide |
Wormway |
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6th | Enchantment | Movement, Summoning | Call forth a purple worm that carries you and up to 50 creatures across a vast distance. | Adventurer's Guide |
Commune with Nature |
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5th | Divination | Knowledge, Nature | Become one with nature to learn about the surrounding land. | Adventurer's Guide |
Forbiddance |
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6th | Abjuration | Divine, Negation, Teleportation | Protect an area against magical travel and damage certain trespassing creatures. | Adventurer's Guide |
Magic Mouth |
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2nd | Illusion | Arcane, Communication, Sound | Enchant an object to repeat a message in certain circumstances. | Adventurer's Guide |
Commune |
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5th | Divination | Divine, Knowledge, Planar | Reach out to beyond the realms material to answer your questions. | Adventurer's Guide |
Water Walk |
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3rd | Transmutation | Arcane, Divine, Enhancement, Movement, Utility, Water | Grant up to 10 willing creatures the ability to walk on liquid surfaces as if they were solid ground for 1 hour. | Adventurer's Guide |
Water Breathing |
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3rd | Transmutation | Arcane, Divine, Enhancement, Utility, Water | Grant up to 10 willing creatures the ability to breathe underwater for 24 hours. | Adventurer's Guide |
Laundry Day |
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2nd | Transmutation | Arcane, Divine, Utility | Clean and restore items made of cloth. | Gate Pass Gazette |
Stoneskin | 4th | Abjuration | Arcane, Nature, Protection | Make a creature resistant to weapon damage. | Adventurer's Guide | |
Storm Kick | 5th | Transmutation | Lightning, Movement, Thunder, Unarmed | Travel across the battlefield to deliver a thunderous kick. | Adventurer's Guide | |
Storm of Vengeance | 9th | Conjuration | Acid, Cold, Lightning, Nature, Storm, Thunder, Weather | Create a supernatural storm that rages for a minute and produces varying effects in a wide area. | Adventurer's Guide | |
Suggestion | 2nd | Enchantment | Arcane, Compulsion | Magically influence a creature, compelling it to follow a simple suggestion. | Adventurer's Guide | |
Vicious Mockery | Cantrip | Enchantment | Arcane, Attack, Psychic | Make an insult that delivers psychic damage and gives disadvantage on a creature’s next attack roll. | Adventurer's Guide | |
Vampiric Touch | 3rd | Necromancy | Arcane, Attack, Healing, Necrotic | Make a touch attack that drains life force and heals your wounds. | Adventurer's Guide | |
Venomous Succor | 3rd | Evocation | Healing, Nature, Poison | Deal a small amount of poison damage to restore a creature’s hit points. | Adventurer's Guide | |
Wall of Fire | 4th | Evocation | Arcane, Attack, Divine, Fire, Protection | Create a wall of fire in the shape of a line or circle that both obscures sight and deals fire damage. | Adventurer's Guide | |
Wall of Flesh | 6th | Evocation | Chaos, Evil, Protection | Create a wall of squirming bodies, groping arms and tentacles, and moaning, biting mouths. | Adventurer's Guide | |
Wall of Force | 5th | Evocation | Arcane, Force, Planar, Protection, Utility | Create a wall of invisible force in the shape of a hemisphere, sphere, or flat surface that is almost invulnerable. | Adventurer's Guide | |
Wall of Ice | 6th | Evocation | Arcane, Attack, Cold, Protection | Create a wall of ice in the shape of a hemisphere, sphere, or flat surface that deals cold damage. | Adventurer's Guide | |
Whirlwind Kick | 3rd | Transmutation | Movement, Thunder, Unarmed | Unleash a spinning kick that strikes creatures in a 60-foot line and carries you across the battlefield. | Adventurer's Guide | |
Wind Up | 1st | Evocation | Enhancement | Magically ensure that your next melee attack strikes true. | Adventurer's Guide | |
Wind Walk | 6th | Transmutation | Air, Divine, Movement, Transformation | You and up to 10 willing creatures transform into gaseous forms that have a flying speed of 300 feet and resistance to nonmagical weapons. | Adventurer's Guide | |
Wind Wall | 3rd | Evocation | Air, Attack, Divine, Protection, Weather | Create a 50-foot long wall of upwardly rushing wind that both protects and deals bludgeoning damage. | Adventurer's Guide |