Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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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 | |
Bless | 1st | Enchantment | Divine, Enhancement | Bless a number of creatures, improving their attack rolls and saving throws. | 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 | |
Calculated Retribution | 1st | Abjuration | Force, Law, Weaponry | Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them. | 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 |
Chef's Palate | 1st | Divination | Arcane, Divine, Protection, Utility | Learn how to prepare targeted food or drink. | Gate Pass Gazette | |
Command | 1st | Enchantment | Compulsion, Divine | Compel a creature to follow a one-word command. | Adventurer's Guide | |
Corpse Explosion | 1st | Evocation | Poison, Thunder | Make a corpse explode in a poisonous cloud. | Adventurer's Guide | |
Create or Destroy Water | 1st | Transmutation | Divine, Utility, Water | Create or destroy up to 10 gallons of water. | Adventurer's Guide | |
Cure Wounds | 1st | Evocation | Divine, Healing, Nature | Heal hit points equal to 1d8 + your spellcasting ability modifier. | Adventurer's Guide | |
Detect Evil and Good | 1st | Divination | Divine, Senses | Sense the presence and nature of otherworldly influences. | 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 |
Detect Poison and Disease |
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1st | Divination | Divine, Nature, Senses | Sense the presence and identify poisons and diseases. | Adventurer's Guide |
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 | |
Guiding Bolt | 1st | Evocation | Attack, Divine, Radiant | Attack a creature with a bolt of radiant energy that guides the attack of an ally. | 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 | |
Identify Weapon | 1st | Divination | Arcane, Divine, Knowledge, Law, Weaponry | Learn what weapon that was used to inflict a wound. | Gate Pass Gazette | |
Inflict Wounds | 1st | Necromancy | Attack, Divine, Necrotic | Assail a creature with necrotic energy. | Adventurer's Guide | |
Protection from Evil and Good | 1st | Abjuration | Arcane, Divine, Protection | Protect a creature from certain creature types. | Adventurer's Guide | |
Sanctuary | 1st | Abjuration | Divine, Protection | Guard one creature against attacks. | Adventurer's Guide | |
Shield of Faith | 1st | Abjuration | Divine, Protection | Bestow holy protection upon a creature. | Adventurer's Guide | |
Skeletal Hands | 1st | Necromancy | Arcane, Divine, Necrotic | Skeletal hands grab at targets. | Dungeon Delver's Guide | |
Traveler’s Ward | 1st | Abjuration | Protection, Sound | Protect a creature from pickpockets. | Adventurer's Guide | |
Wind Up | 1st | Evocation | Enhancement | Magically ensure that your next melee attack strikes true. | Adventurer's Guide |