Name | Ritual Sort ascending | Level | Classical Spell School | Spell Schools | Summary | Source |
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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 |
Divination |
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4th | Divination | Communication, Divine, Knowledge, Time | Ask a higher power about the future. | 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 |
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 |
Commune |
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5th | Divination | Divine, Knowledge, Planar | Reach out to beyond the realms material to answer your questions. | 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 |
Forbiddance |
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6th | Abjuration | Divine, Negation, Teleportation | Protect an area against magical travel and damage certain trespassing creatures. | Adventurer's Guide |
Silence |
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2nd | Illusion | Arcane, Divine, Negation, Senses | Create a bubble of magical silence. | Adventurer's Guide |
Laundry Day |
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2nd | Transmutation | Arcane, Divine, Utility | Clean and restore items made of cloth. | Gate Pass Gazette |
Gentle Repose |
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2nd | Necromancy | Arcane, Divine | Prevent a corpse from decaying or being raised as undead. | Adventurer's Guide |
Reopen Rift | 6th | Conjuration | Arcane, Divine, Law, Teleportation | Magically follow creatures that teleported within the last 24 hours. | Gate Pass Gazette | |
Force of Will | 2nd | Abjuration | Protection | Reduce the damage dealt by an attack. | Adventurer's Guide | |
Insect Plague | 5th | Conjuration | Beasts, Nature, Summoning | Summon a biting, stinging swarm of insects. | Adventurer's Guide | |
Locate Object | 2nd | Divination | Arcane, Knowledge, Utility | Know the whereabouts of a specific, nearby object. | 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 | |
Protection from Evil and Good | 1st | Abjuration | Arcane, Divine, Protection | Protect a creature from certain creature types. | 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 | |
Remove Curse | 3rd | Abjuration | Arcane, Divine, Negation | Remove all curses from a creature. | Adventurer's Guide | |
Arcane Muscles | Cantrip | Transmutation | Arcane, Enhancement, Transformation, Unarmed | Bulk your muscles to deliver lethal unarmed strikes. | 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 | |
Light | Cantrip | Evocation | Arcane, Utility | Enchant one object to emit light. | Adventurer's Guide | |
Mending | Cantrip | Transmutation | Arcane, Transformation, Utility | Perform simple repairs on an object. | Adventurer's Guide | |
Spare the Dying | Cantrip | Necromancy | Divine, Healing | Stabilize a dying creature with a jolt of healing energy. | 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 | |
Cure Wounds | 1st | Evocation | Divine, Healing, Nature | Heal hit points equal to 1d8 + your spellcasting ability modifier. | Adventurer's Guide | |
Continual Flame | 2nd | Evocation | Arcane, Divine, Fire | Create a torch-like flame that can’t be extinguished. | Adventurer's Guide | |
Enhance Ability | 2nd | Transmutation | Enhancement | Increase the effectiveness of one ability score for a creature. | Adventurer's Guide | |
Find Traps | 2nd | Divination | Divine, Protection, Senses, Technological, Utility | Know whether traps are present. | Adventurer's Guide | |
Hold Person | 2nd | Enchantment | Affliction, Arcane | Paralyze a humanoid. | 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 | |
Clairvoyance | 3rd | Divination | Arcane, Divine, Scrying | Create a sensor at a distance, allowing you to see or hear through it. | Adventurer's Guide | |
Crushing Haymaker | 3rd | Evocation | Attack, Thunder, Unarmed, Weaponry | Deliver a devastating strike that deals thunder damage and lays your target low. | Adventurer's Guide | |
Create Food and Water | 3rd | Conjuration | Divine, Utility | Conjure food and water to sustain one or more humanoids. | 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 | |
Revivify | 3rd | Necromancy | Divine, Healing | Return a creature to life who has been dead for less than a minute. | Adventurer's Guide | |
Freedom of Movement | 4th | Abjuration | Divine, Movement, Protection, Water | Free a creature from most constraints on its movement. | Adventurer's Guide | |
Locate Creature | 4th | Divination | Arcane, Beasts, Knowledge, Plants | Know the whereabouts of a specific, nearby creature. | Adventurer's Guide | |
Stone Shape | 4th | Transmutation | Nature, Transformation | Reshape stone into something beneficial, like a weapon or door. | Adventurer's Guide | |
Transfer Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Transfer levels of fatigue or strife from a creature to yourself. | Gate Pass Gazette | |
Consume Vigor | 4th | Necromancy | Healing, Necrotic | Deal necrotic damage and potentially reduce your own strife and fatigue. | Gate Pass Gazette | |
Draining Nova | 4th | Necromancy | Affliction, Healing, Necrotic | Heal 1d8 hit points for each level of fatigue you inflict. | Gate Pass Gazette | |
Enervating Light | 4th | Necromancy | Affliction, Undead | Inflict fatigue on a creature to heal undead creatures. | Gate Pass Gazette | |
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 | |
Inner Solace | 3rd | Transmutation | Enhancement | Target gains 1d8 temporary hit points for each level of exhaustion and strife it suffers. | Gate Pass Gazette | |
Muddle | Cantrip | Enchantment | Affliction, Psychic | Inflict a temporary level of strife or fatigue. | Gate Pass Gazette | |
Reckless March | 2nd | Transmutation | Enhancement, Movement | Suppress the effects of exhaustion at the cost of suffering more later. | Gate Pass Gazette | |
Transmute Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Turn a target’s levels of fatigue into strife or vice-versa. | Gate Pass Gazette |