Name | Ritual | Level | Classical Spell School Sort descending | Spell Schools | Summary | Source |
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Stoneskin | 4th | Abjuration | Arcane, Nature, Protection | Make a creature resistant to weapon damage. | 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 | |
Alarm |
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1st | Abjuration | Arcane, Protection, Scrying, Utility | Set a magical warning against intrusion. | Adventurer's Guide |
Greater Restoration | 5th | Abjuration | Divine, Healing | Restore a creature and remove a powerful debilitating effect. | Adventurer's Guide | |
Resistance | Cantrip | Abjuration | Nature, Protection | Give a creature a bonus against one saving throw. | Adventurer's Guide | |
Arcane Lock | 2nd | Abjuration | Arcane, Protection | Make a nearly permanent magical lock. | Adventurer's Guide | |
Mindshield | 4th | Abjuration | Protection, Psychic | Grant resistance to psychic damage and protection from charms and fear. | 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 | |
Dispel Magic | 3rd | Abjuration | Arcane, Negation, Protection, Utility | End ongoing magical effects. | Adventurer's Guide | |
Freedom of Movement | 4th | Abjuration | Divine, Movement, Protection, Water | Free a creature from most constraints on its movement. | 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 | |
Misty Step | 2nd | Conjuration | Arcane, Chaos, Movement, Teleportation | Teleport short distances in a puff of shimmering mist. | Adventurer's Guide | |
Acid Splash | Cantrip | Conjuration | Acid, Arcane | Conjure a localized bubble of acid that splashes over creatures. | Adventurer's Guide | |
Web | 2nd | Conjuration | Arcane, Movement, Obscurement | Conjure a 20-foot cube or 5-foot layer of sticky webbing that restrains creatures and is flammable. | Adventurer's Guide | |
Cobra’s Spit | 3rd | Conjuration | Attack, Poison | Spit venom at a creature within 30 feet. | Adventurer's Guide | |
Create Food and Water | 3rd | Conjuration | Divine, Utility | Conjure food and water to sustain one or more humanoids. | Adventurer's Guide | |
Eldritch Cube | 5th | Conjuration | Law, Psychic | Summon a black, nonreflective, incorporeal cube that deals psychic damage to creatures that touch it. | Adventurer's Guide | |
Grease | 1st | Conjuration | Arcane, Earth | Coat an area in grease, making it hard to move through. | Adventurer's Guide | |
Fog Cloud | 1st | Conjuration | Arcane, Obscurement, Weather | Create an area of fog. | Adventurer's Guide | |
Dimension Door | 4th | Conjuration | Arcane, Teleportation | Teleport yourself and one willing creature great distances. | Adventurer's Guide | |
Teleportation Circle | 5th | Conjuration | Arcane, Teleportation | Draw a circle and open a shimmering portal to another location. | Adventurer's Guide | |
Mage Hand | Cantrip | Conjuration | Arcane, Utility | Conjure a hand to manipulate small objects. | Adventurer's Guide | |
Air Wave | 1st | Conjuration | Air, Weaponry | Cut through the air with a melee weapon to damage a creature within 30 feet. | Adventurer's Guide | |
Produce Flame | Cantrip | Conjuration | Attack, Fire, Nature, Utility | Create a fierce flame for utility or attack. | 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 |
Find Traps | 2nd | Divination | Divine, Protection, Senses, Technological, Utility | Know whether traps are present. | Adventurer's Guide | |
See Invisibility | 2nd | Divination | Arcane, Enhancement, Senses | See invisible creatures and objects. | Adventurer's Guide | |
Locate Creature | 4th | Divination | Arcane, Beasts, Knowledge, Plants | Know the whereabouts of a specific, nearby creature. | 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 | |
Clairvoyance | 3rd | Divination | Arcane, Divine, Scrying | Create a sensor at a distance, allowing you to see or hear through it. | Adventurer's Guide | |
Identify |
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1st | Divination | Arcane, Knowledge | Divine the nature of an enchanted item. | Adventurer's Guide |
Calculate | Cantrip | Divination | Enhancement, Law, Technological | Instantly know the answer to any mathematical equation. | 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 |
Arcane Eye | 4th | Divination | Arcane, Scrying | Use a magical eye to invisibly scout. | Adventurer's Guide | |
Hold Person | 2nd | Enchantment | Affliction, Arcane | Paralyze a humanoid. | 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 | |
Shatter | 2nd | Evocation | Arcane, Sound, Thunder | Create a painful ringing sound that damages all creatures and objects in an area. | Adventurer's Guide | |
Cure Wounds | 1st | Evocation | Divine, Healing, Nature | Heal hit points equal to 1d8 + your spellcasting ability modifier. | Adventurer's Guide | |
Wall of Stone | 5th | Evocation | Arcane, Divine, Earth, Obscurement, Protection, Terrain, Utility | Create a wall, bridge, or ramp of nonmagical stone. | Adventurer's Guide | |
Shocking Grasp | Cantrip | Evocation | Affliction, Arcane, Attack, Lightning | Deal lightning damage to a creature within reach. | Adventurer's Guide | |
Light | Cantrip | Evocation | Arcane, Utility | Enchant one object to emit light. | Adventurer's Guide | |
Fireball | 3rd | Evocation | Arcane, Fire | Engulf an area in a blast of flame that deals 6d6 fire damage. | Adventurer's Guide | |
Lightning Bolt | 3rd | Evocation | Arcane, Lightning, Nature, Storm | Shoot lighting through multiple enemies. | Adventurer's Guide | |
Wall of Force | 5th | Evocation | Arcane, Force, Planar, Protection, Utility | Create a wall of invisible force in the shape of a hemisphere, sphere, or flat surface that is almost invulnerable. | Adventurer's Guide | |
Fire Bolt | Cantrip | Evocation | Arcane, Fire | Shoot a flame at a creature to deal fire damage. | 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 | |
Dancing Lights | Cantrip | Evocation | Arcane, Utility | Create up to four floating, magical lights. | Adventurer's Guide | |
Gust of Wind | 2nd | Evocation | Air, Nature | Create a powerful gust of wind that disperses clouds and pushes creatures. | Adventurer's Guide |