Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Air Wave | 1st | Conjuration | Air, Weaponry | Cut through the air with a melee weapon to damage a creature within 30 feet. | Adventurer's Guide | |
Animal Friendship | 1st | Enchantment | Beasts, Compulsion, Nature | Befriend an animal. | Adventurer's Guide | |
Arcane Riposte | 1st | Evocation | Arcane, Attack | Respond to a melee attack with a damaging blast of elemental magic. | Adventurer's Guide | |
Bane | 1st | Enchantment | Affliction | Cause enemies to be distracted from their attacks. | 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 | |
Burst of Strength | 1st | Transmutation | Enhancement, Movement, Protection | Take a level of fatigue in order to break a grapple. | Gate Pass Gazette | |
Charm Person | 1st | Enchantment | Arcane, Compulsion | Force a humanoid to view you as a trusted friend for a short time. | Adventurer's Guide | |
Chef's Palate | 1st | Divination | Arcane, Divine, Protection, Utility | Learn how to prepare targeted food or drink. | Gate Pass Gazette | |
Comprehend Languages |
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1st | Divination | Communication, Knowledge | Use magic to better interpret languages you do not understand. | Adventurer's Guide |
Conjoinment | 1st | Transmutation | Arcane, Law, Technological, Utility | Bind two objects to move in unison | Gate Pass Gazette | |
Cure Wounds | 1st | Evocation | Divine, Healing, Nature | Heal hit points equal to 1d8 + your spellcasting ability modifier. | 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 |
Disguise Self | 1st | Illusion | Arcane, Obscurement | Create an illusion that makes you appear like another humanoid. | Adventurer's Guide | |
Dramatic Sting | 1st | Enchantment | Fear, Psychic, Sound | Frighten a creature by echoing its movements with ominous music and terrifying sound effects. | Adventurer's Guide | |
Faerie Fire | 1st | Evocation | Arcane, Utility | Highlight creatures with magical radiance. | Adventurer's Guide | |
Fatigued Bargain | 1st | Enchantment | Compulsion, Enhancement, Psychic | Suppress the effects of a creature’s fatigue and grant it an additional action at a cost. | Gate Pass Gazette | |
Feather Fall | 1st | Transmutation | Arcane, Protection | Reduce or eliminate damage from falling. | Adventurer's Guide | |
Fey Tongue | 1st | Divination | Communication, Knowledge | Better understand the fey tongues and ways of communication. | Gate Pass Gazette | |
Fortified Will | 1st | Enchantment | Affliction, Divine, Protection | Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws. | Gate Pass Gazette | |
Gish Gallop | 1st | Enchantment | Communication, Negation | Repeat a failed Deception, Intimidation, or Perception check with a different one of those skills. | Gate Pass Gazette | |
Harmonic Resonance | 1st | Abjuration | Enhancement, Sound | Harmonize with the rhythm of those around you to better help allies. | Adventurer's Guide | |
Healing Word | 1st | Evocation | Divine, Healing | Restore a small number of hit points to a creature at range with only a word. | Adventurer's Guide | |
Heroism | 1st | Enchantment | Enhancement | Imbue a creature with bravery and vigor. | Adventurer's Guide | |
Hideous Laughter | 1st | Enchantment | Affliction, Arcane, Compulsion | Cripple a creature with humor. | Adventurer's Guide | |
Housekeeping |
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1st | Transmutation | Arcane, Utility | Clean a 10-foot square area of foreign substances. | Gate Pass Gazette |
Identify |
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1st | Divination | Arcane, Knowledge | Divine the nature of an enchanted item. | Adventurer's Guide |
Illusory Script | 1st | Illusion | Arcane, Communication | Hide a message with illusion. | Adventurer's Guide | |
Lesser Repair | 1st | Transmutation | Arcane, Technological, Utility | Heal hit points equal to 1d8 + your spellcasting ability modifier to a construct or object. | Gate Pass Gazette | |
Nervous Recoil | 1st | Enchantment | Negation, Psychic | When a creature succeeds on an attack roll, you cloud its perception, forcing it to either treat the attack roll as a failure or keep its success and suffer damage from cognitive dissonance. | Gate Pass Gazette | |
Phantasmal Talons | 1st | Enchantment | Psychic, Unarmed | Sprout invisible talons of pure will from your fingers. | Adventurer's Guide | |
Silent Image | 1st | Illusion | Arcane, Senses | Create an illusion that can move but has no other sensory details. | Adventurer's Guide | |
Sleep | 1st | Enchantment | Arcane, Compulsion | Cause enemies to fall into a magical slumber. | 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 |
Thunderwave | 1st | Evocation | Arcane, Nature, Thunder | Unleash a wave of thunderous force that damages creatures and pushes them back. | Adventurer's Guide | |
Traveler’s Ward | 1st | Abjuration | Protection, Sound | Protect a creature from pickpockets. | 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 |