Name | Ritual | Level Sort ascending | Classical Spell School | Spell Schools | Summary | Source |
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Astral Projection | 9th | Necromancy | Movement, Planar, Utility | Travel the astral plane. | Adventurer's Guide | |
True Resurrection | 9th | Necromancy | Divine, Healing | Return to life a creature that has been dead up to 200 years without any of its remains. | Adventurer's Guide | |
Mass Heal | 9th | Evocation | Divine, Healing | Share 700 points of healing between any number of allies. | Adventurer's Guide | |
Antimagic Zone | 9th | Abjuration | Arcane, Divine, Negation, Planar, Protection | Negate magic permanently. | Dungeon Delver's Guide | |
Gate | 9th | Conjuration | Arcane, Planar | Create a portal to another plane. | Adventurer's Guide | |
Holy Aura | 8th | Abjuration | Divine, Enhancement, Protection | Create a powerful aura that aids allies and hinders outsiders. | Adventurer's Guide | |
Control Weather | 8th | Transmutation | Arcane, Divine, Nature, Weather | Alter the weather in a 5-mile radius. | Adventurer's Guide | |
Antimagic Field | 8th | Abjuration | Arcane, Negation, Planar, Protection | Negate magic within a small area. | Adventurer's Guide | |
Earthquake | 8th | Evocation | Earth, Terrain | Shake the ground to damage creatures and structures. | Adventurer's Guide | |
Regenerate | 7th | Transmutation | Divine, Healing, Nature | Cause a creature to heal itself over time and can regrow lost limbs. | Adventurer's Guide | |
Conjure Celestial | 7th | Conjuration | Divine, Good, Summoning | Summon an angelic being to your aid. | Adventurer's Guide | |
Resurrection | 7th | Necromancy | Divine, Healing | Return a long-dead creature to life. | Adventurer's Guide | |
Symbol | 7th | Abjuration | Arcane, Protection | Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. | Adventurer's Guide | |
Fire Storm | 7th | Evocation | Divine, Fire, Storm | Unleash flames that deal 7d10 fire damage in spaces that you choose. | Adventurer's Guide | |
Angel Paradox | 7th | Evocation | Radiant, Undead | Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead. | 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 | |
Etherealness | 7th | Transmutation | Movement, Obscurement, Planar | Enter the border of the Ethereal Plane. | Adventurer's Guide | |
Enrage Architecture | 7th | Transmutation | Earth, Terrain | Animate a building and make it lash out at its inhabitants and surroundings. | Adventurer's Guide | |
Divine Word | 7th | Evocation | Affliction, Divine | Hamper and possibly destroy otherworldly foes. | Adventurer's Guide | |
Blade Barrier | 6th | Evocation | Divine, Protection, Weaponry | Create an offensive and defensive wall of slashing blades. | 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 | |
Metabolic Stasis | 6th | Transmutation | Arcane, Divine, Nature | Create a zone of immortality. | Dungeon Delver's Guide | |
Heal | 6th | Evocation | Divine, Healing | Channel positive energy into a creature, restoring a large number of hit points and removing negative conditions. | Adventurer's Guide | |
Heroes’ Feast | 6th | Conjuration | Enhancement | Create a fabulous feast that feeds and bolsters those that eat it. | Adventurer's Guide | |
Find the Path | 6th | Divination | Divine, Nature, Terrain | Know the way to a location of your choice. | Adventurer's Guide | |
Harm | 6th | Necromancy | Attack, Divine | Wither a creature, dealing damage and reducing its maximum health. | Adventurer's Guide | |
Wormway |
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6th | Enchantment | Movement, Summoning | Call forth a purple worm that carries you and up to 50 creatures across a vast distance. | 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 | |
Create Undead | 6th | Necromancy | Arcane, Divine, Undead | Raise three or fewer humanoid corpses as ghouls. | Adventurer's Guide | |
Reopen Rift | 6th | Conjuration | Arcane, Divine, Law, Teleportation | Magically follow creatures that teleported within the last 24 hours. | Gate Pass Gazette | |
Forbiddance |
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6th | Abjuration | Divine, Negation, Teleportation | Protect an area against magical travel and damage certain trespassing creatures. | 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 | |
Insect Plague | 5th | Conjuration | Beasts, Nature, Summoning | Summon a biting, stinging swarm of insects. | 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 | |
Raise Dead | 5th | Necromancy | Divine, Healing | Return a recently-dead creature to life. | Adventurer's Guide | |
Stone Sentinel | 5th | Transmutation | Arcane, Divine, Law, Transformation | Create a walking statue that enforces the law. | Gate Pass Gazette | |
Flame Strike | 5th | Evocation | Divine, Fire | Call forth divine flames that descend from on high. | Adventurer's Guide | |
Scrying | 5th | Divination | Arcane, Divine, Nature, Scrying | Observe a creature on the same plane of existence as you. | Adventurer's Guide | |
Mass Cure Wounds | 5th | Evocation | Divine, Healing | Heal several allies a moderate amount. | Adventurer's Guide | |
Legend Lore | 5th | Divination | Arcane, Communication, Knowledge, Time | Magically obtain knowledge about a creature or topic. | Adventurer's Guide | |
Storm Kick | 5th | Transmutation | Lightning, Movement, Thunder, Unarmed | Travel across the battlefield to deliver a thunderous kick. | Adventurer's Guide | |
Hallow | 5th | Evocation | Divine, Protection | Imbue an area with powerful divine protections that help or hinder creatures of your choice. | Adventurer's Guide | |
Dispel Evil and Good | 5th | Abjuration | Divine, Protection | Gain protection from otherworldly foes and abilities to combat them. | Adventurer's Guide | |
Geas | 5th | Enchantment | Arcane, Compulsion, Divine, Law | Give a creature a command with an extremely long duration. | Adventurer's Guide | |
Contagion | 5th | Necromancy | Affliction, Arcane, Nature | Afflict a creature with disease. | Adventurer's Guide | |
Greater Restoration | 5th | Abjuration | Divine, Healing | Restore a creature and remove a powerful debilitating effect. | Adventurer's Guide | |
Commune |
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5th | Divination | Divine, Knowledge, Planar | Reach out to beyond the realms material to answer your questions. | Adventurer's Guide |
Awaken Portal | 4th | Transmutation | Arcane, Divine, Protection | Impart sentience to a door. | Dungeon Delver's Guide | |
Stone Shape | 4th | Transmutation | Nature, Transformation | Reshape stone into something beneficial, like a weapon or door. | Adventurer's Guide | |
Eavesdrop | 4th | Divination | Arcane, Divine, Law, Scrying, Senses | Create a long-lasting magical sensor that transmits sounds. | Gate Pass Gazette |