| Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
|---|---|---|---|---|---|---|
| Air Wave | 1st | Conjuration | Air, Weaponry | Cut through the air with a melee weapon to damage a creature within 30 feet. | Adventurer's Guide | |
| Arcane Riposte | 1st | Evocation | Arcane, Attack | Respond to a melee attack with a damaging blast of elemental magic. | Adventurer's Guide | |
| 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 | |
| Charm Person | 1st | Enchantment | Arcane, Compulsion | Force a humanoid to view you as a trusted friend for a short time. | 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 |
| Corpse Explosion | 1st | Evocation | Poison, Thunder | Make a corpse explode in a poisonous cloud. | Adventurer's Guide | |
| Expeditious Retreat | 1st | Transmutation | Arcane, Movement | Move much faster than normal. | Adventurer's Guide | |
| Force Punch | 1st | Evocation | Attack, Force, Unarmed | Use a blast of magic to punch a creature. | Adventurer's Guide | |
| Hex | 1st | Enchantment | Affliction | Lay a mild curse which weakens one ability score. | Other | |
| Illusory Script | 1st | Illusion | Arcane, Communication | Hide a message with illusion. | Adventurer's Guide | |
| Minor Fiendish Ally | 1st | Conjuration | Arcane, Chaos, Divine, Evil, Law, Summoning | Summon an imp or quasit to bargain for services. | 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 | |
| Protection from Evil and Good | 1st | Abjuration | Arcane, Divine, Protection | Protect a creature from certain creature types. | Adventurer's Guide | |
| Searing Equation | 1st | Enchantment | Affliction, Law, Psychic | Whisper an alien equation that injures the minds of creatures and deafens them. | Adventurer's Guide | |
| Skeletal Hands | 1st | Necromancy | Arcane, Divine, Necrotic | Skeletal hands grab at targets. | Dungeon Delver'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 |
| Wind Up | 1st | Evocation | Enhancement | Magically ensure that your next melee attack strikes true. | Adventurer's Guide |