Name | Ritual | Level | Classical Spell School Sort descending | Spell Schools | Summary | Source |
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Dispel Evil and Good | 5th | Abjuration | Divine, Protection | Gain protection from otherworldly foes and abilities to combat them. | Adventurer's Guide | |
Shield of Faith | 1st | Abjuration | Divine, Protection | Bestow holy protection upon a creature. | Adventurer's Guide | |
Symbol | 7th | Abjuration | Arcane, Protection | Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. | Adventurer's Guide | |
Planar Binding | 5th | Abjuration | Arcane, Compulsion, Divine, Nature, Planar, Utility | Force a creature from another plane of existence to become your servant. | Adventurer's Guide | |
Sanctuary | 1st | Abjuration | Divine, Protection | Guard one creature against attacks. | Adventurer's Guide | |
Warding Bond | 2nd | Abjuration | Divine, Protection | Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. | Adventurer's Guide | |
Traveler’s Ward | 1st | Abjuration | Protection, Sound | Protect a creature from pickpockets. | Adventurer's Guide | |
Force of Will | 2nd | Abjuration | Protection | Reduce the damage dealt by an attack. | Adventurer's Guide | |
Protection from Evil and Good | 1st | Abjuration | Arcane, Divine, Protection | Protect a creature from certain creature types. | Adventurer's Guide | |
Remove Curse | 3rd | Abjuration | Arcane, Divine, Negation | Remove all curses from a creature. | 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 | |
Lesser Restoration | 2nd | Abjuration | Divine, Good, Healing | Remove one affliction from a creature. | Adventurer's Guide | |
Protection from Energy | 2nd | Abjuration | Arcane, Divine, Protection | Grant a creature resistance to one damage type of your choice. | 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 |
Dispel Magic | 3rd | Abjuration | Arcane, Negation, Protection, Utility | End ongoing magical effects. | Adventurer's Guide | |
Glyph of Warding | 3rd | Abjuration | Utility | Create a magical trap, storing a spell or burst of harmful energy within a rune. | Adventurer's Guide | |
Freedom of Movement | 4th | Abjuration | Divine, Movement, Protection, Water | Free a creature from most constraints on its movement. | Adventurer's Guide | |
Greater Restoration | 5th | Abjuration | Divine, Healing | Restore a creature and remove a powerful debilitating effect. | Adventurer's Guide | |
Death Ward | 4th | Abjuration | Divine, Protection | Grant a creature a one-time escape from death. | Adventurer's Guide | |
Aid | 2nd | Abjuration | Divine, Enhancement | Boost the hit points of allies. | Adventurer's Guide | |
Holy Aura | 8th | Abjuration | Divine, Enhancement, Protection | Create a powerful aura that aids allies and hinders outsiders. | Adventurer's Guide | |
Banishment | 4th | Abjuration | Affliction, Planar | Send a creature to another plane. | Adventurer's Guide | |
Antimagic Zone | 9th | Abjuration | Arcane, Divine, Negation, Planar, Protection | Negate magic permanently. | Dungeon Delver's Guide | |
Antimagic Field | 8th | Abjuration | Arcane, Negation, Planar, Protection | Negate magic within a small area. | Adventurer's Guide | |
Beacon of Hope | 3rd | Abjuration | Divine, Protection | Fill a creature with hope and vitality, improving saving throws and healing. | Adventurer's Guide | |
Pestilence | Cantrip | Conjuration | Nature, Summoning | Fill a 10-foot sphere with biting insects that damage creatures and some objects. | Adventurer's Guide | |
Spirit Guardians | 3rd | Conjuration | Divine, Necrotic, Radiant | Spectral spirits surround you, damaging and slowing enemies in the area. | Adventurer's Guide | |
Planar Ally | 6th | Conjuration | Divine, Planar, Summoning | Entreat cosmic forces for assistance and summon forth an ally—for a price. | Adventurer's Guide | |
Conjure Celestial | 7th | Conjuration | Divine, Good, Summoning | Summon an angelic being to your aid. | 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 |
Insect Plague | 5th | Conjuration | Beasts, Nature, Summoning | Summon a biting, stinging swarm of insects. | Adventurer's Guide | |
Plane Shift | 7th | Conjuration | Arcane, Divine, Nature, Planar, Teleportation, Utility | Transport yourself and allies to another plane of existence or banish an enemy there instead. | Adventurer's Guide | |
Word of Recall | 6th | Conjuration | Divine, Teleportation | You and up to 5 willing creatures instantly teleport to a previously designated sanctuary. | Adventurer's Guide | |
Mental Grip | 2nd | Conjuration | Affliction | Conjure extensions of your own mental fortitude to keep your foes at bay. | Adventurer's Guide | |
Heroes’ Feast | 6th | Conjuration | Enhancement | Create a fabulous feast that feeds and bolsters those that eat it. | Adventurer's Guide | |
Reopen Rift | 6th | Conjuration | Arcane, Divine, Law, Teleportation | Magically follow creatures that teleported within the last 24 hours. | Gate Pass Gazette | |
Gate | 9th | Conjuration | Arcane, Planar | Create a portal to another plane. | Adventurer's Guide | |
Create Food and Water | 3rd | Conjuration | Divine, Utility | Conjure food and water to sustain one or more humanoids. | Adventurer's Guide | |
Legend Lore | 5th | Divination | Arcane, Communication, Knowledge, Time | Magically obtain knowledge about a creature or topic. | Adventurer's Guide | |
Locate Creature | 4th | Divination | Arcane, Beasts, Knowledge, Plants | Know the whereabouts of a specific, nearby creature. | Adventurer's Guide | |
True Seeing | 6th | Divination | Arcane, Divine, Senses | Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane. | Adventurer's Guide | |
Eavesdrop | 4th | Divination | Arcane, Divine, Law, Scrying, Senses | Create a long-lasting magical sensor that transmits sounds. | Gate Pass Gazette | |
Chef's Plate | 1st | Divination | Arcane, Divine, Protection, Utility | Learn how to prepare targeted food or drink. | Gate Pass Gazette | |
Trace Magic Aura | 3rd | Divination | Arcane, Divine, Law, Senses | Discover what spells were cast within the last few hours. | Gate Pass Gazette | |
Stonesense | 3rd | Divination | Arcane, Divine, Earth, Nature | Gain a preternatural understanding of stone. | Dungeon Delver's Guide | |
Clairvoyance | 3rd | Divination | Arcane, Divine, Scrying | Create a sensor at a distance, allowing you to see or hear through it. | Adventurer's Guide | |
Find the Path | 6th | Divination | Divine, Nature, Terrain | Know the way to a location of your choice. | Adventurer's Guide | |
Guidance | Cantrip | Divination | Divine, Knowledge | A creature you touch gains an expertise die on an ability check of its choosing. | Adventurer's Guide | |
Augury | 2nd | Divination | Communication, Divine, Scrying, Time | Consult fate. | 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 |