Name | Ritual | Level | Classical Spell School | Spell Schools | Summary |
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Aid | 2nd | Abjuration | Divine, Enhancement | Boost the hit points of allies. | |
Angel Paradox | 7th | Evocation | Radiant, Undead | Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead. | |
Animate Dead | 3rd | Necromancy | Necrotic, Summoning, Undead | Create undead to do your bidding. | |
Antimagic Field | 8th | Abjuration | Arcane, Negation, Planar, Protection | Negate magic within a small area. | |
Antimagic Zone | 9th | Abjuration | Arcane, Divine, Negation, Planar, Protection | Negate magic permanently. | |
Arcane Mirror | 4th | Divination | Arcane, Communication, Divine, Scrying, Utility | Scry through a distant mirror. | |
Arcane Muscles | Cantrip | Transmutation | Arcane, Enhancement, Transformation, Unarmed | Bulk your muscles to deliver lethal unarmed strikes. | |
Astral Projection | 9th | Necromancy | Movement, Planar, Utility | Travel the astral plane. | |
Augury | 2nd | Divination | Communication, Divine, Scrying | Consult fate. | |
Awaken Portal | 4th | Transmutation | Arcane, Divine, Protection | Impart sentience to a door. | |
Bane | 1st | Enchantment | Affliction | Cause enemies to be distracted from their attacks. | |
Banishment | 4th | Abjuration | Affliction, Planar | Send a creature to another plane. | |
Beacon of Hope | 3rd | Abjuration | Divine, Protection | Fill a creature with hope and vitality, improving saving throws and healing. | |
Beautify Creature | 1st | Transmutation | Arcane, Divine, Enhancement, Utility | Grant the target an expertise die to Persuasion and Performance by beautifully grooming it. | |
Bestow Curse | 3rd | Necromancy | Affliction, Arcane, Divine, Necrotic | Lay a curse upon a creature, giving it potentially long-lasting penalties. | |
Blade Barrier | 6th | Evocation | Divine, Protection, Weaponry | Create an offensive and defensive wall of slashing blades. | |
Bless | 1st | Enchantment | Divine, Enhancement | Bless a number of creatures, improving their attack rolls and saving throws. | |
Blindness/Deafness | 2nd | Necromancy | Affliction, Arcane, Divine, Senses | Strike a creature blind or deaf. | |
Blood-Writ Bargain |
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3rd | Conjuration | Evil, Good, Law, Planar, Summoning | Create a pact enforced by celestials or fiends. |
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. | |
Calm Emotions | 2nd | Enchantment | Divine, Negation | Suppress strong and harmful emotions, negating effects or sapping aggression. | |
Ceremony |
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1st | Evocation | Divine | Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage. |
Chef's Plate | 1st | Divination | Arcane, Divine, Protection, Utility | Learn how to prepare targeted food or drink. | |
Clairvoyance | 3rd | Divination | Arcane, Divine, Scrying | Create a sensor at a distance, allowing you to see or hear through it. | |
Command | 1st | Enchantment | Compulsion, Divine | Compel a creature to follow a one-word command. | |
Commune |
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5th | Divination | Divine, Knowledge, Planar | Reach out to beyond the realms material to answer your questions. |
Conjure Celestial | 7th | Conjuration | Divine, Good, Summoning | Summon an angelic being to your aid. | |
Contagion | 5th | Necromancy | Affliction, Arcane, Nature | Afflict a creature with disease. | |
Continual Flame | 2nd | Evocation | Arcane, Divine, Fire | Create a torch-like flame that can’t be extinguished. | |
Control Water | 4th | Transmutation | Arcane, Divine, Nature, Terrain, Water | A body of water moves at your command. | |
Control Weather | 8th | Transmutation | Arcane, Divine, Nature, Weather | Alter the weather in a 5-mile radius. | |
Corpse Explosion | 1st | Evocation | Poison, Thunder | Make a corpse explode in a poisonous cloud. | |
Create Food and Water | 3rd | Conjuration | Divine, Utility | Conjure food and water to sustain one or more humanoids. | |
Create or Destroy Water | 1st | Transmutation | Divine, Utility, Water | Create or destroy up to 10 gallons of water. | |
Create Undead | 6th | Necromancy | Arcane, Divine, Undead | Raise three or fewer humanoid corpses as ghouls. | |
Crushing Haymaker | 3rd | Evocation | Attack, Thunder, Unarmed, Weaponry | Deliver a devastating strike that deals thunder damage and lays your target low. | |
Cure Wounds | 1st | Evocation | Divine, Healing, Nature | Heal hit points equal to 1d8 + your spellcasting ability modifier. | |
Daylight | 3rd | Evocation | Arcane, Divine, Nature | Fill an area with magical daylight. | |
Death Ward | 4th | Abjuration | Divine, Protection | Grant a creature a one-time escape from death. | |
Detect Evil and Good | 1st | Divination | Divine, Senses | Sense the presence and nature of otherworldly influences. | |
Detect Magic |
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1st | Divination | Arcane, Divine, Nature, Senses | Sense the presence and school of magical auras. |
Detect Poison and Disease |
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1st | Divination | Divine, Nature, Senses | Sense the presence and identify poisons and diseases. |
Dispel Evil and Good | 5th | Abjuration | Divine, Protection | Gain protection from otherworldly foes and abilities to combat them. | |
Dispel Magic | 3rd | Abjuration | Arcane, Negation, Protection, Utility | End ongoing magical effects. | |
Divination |
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4th | Divination | Communication, Divine, Knowledge | Ask a higher power about the future. |
Divine Word | 7th | Evocation | Affliction, Divine | Hamper and possibly destroy otherworldly foes. | |
Earthquake | 8th | Evocation | Earth, Terrain | Shake the ground to damage creatures and structures. | |
Eavesdrop | 4th | Divination | Arcane, Divine, Law, Scrying, Senses | Create a long-lasting magical sensor that transmits sounds. | |
Enhance Ability | 2nd | Transmutation | Enhancement | Increase the effectiveness of one ability score for a creature. | |
Enrage Architecture | 7th | Transmutation | Earth, Terrain | Animate a building and make it lash out at its inhabitants and surroundings. |