Name | Ritual | Level | Classical Spell School Sort ascending | Spell Schools | Summary | Source |
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Darkvision | 2nd | Transmutation | Arcane, Nature, Senses | Grant a creature the ability to see in the dark. | Adventurer's Guide | |
Rage of the Meek | 4th | Transmutation | Force, Protection | Become a fearsome arcane-empowered warrior. | Adventurer's Guide | |
Stone Shape | 4th | Transmutation | Nature, Transformation | Reshape stone into something beneficial, like a weapon or door. | Adventurer's Guide | |
Fly | 3rd | Transmutation | Arcane, Movement | Grant a creature the ability to fly. | Adventurer's Guide | |
Haste | 3rd | Transmutation | Enhancement, Time | Allow a creature to move and act more quickly. | Adventurer's Guide | |
Gaseous Form | 3rd | Transmutation | Air, Arcane, Movement | Make a creature insubstantial and able to fly. | Adventurer's Guide | |
Animate Objects | 5th | Transmutation | Arcane, Transformation, Weaponry | Create constructs to smite foes. | Adventurer's Guide | |
Jump | 1st | Transmutation | Enhancement, Movement | Imbue a creature with astonish leaping abilities. | Adventurer's Guide | |
Longstrider | 1st | Transmutation | Movement, Utility | Increase a creature’s walking speed. | Adventurer's Guide | |
Purify Food and Drink |
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1st | Transmutation | Divine, Nature, Negation | Cleanse food and drink of poisons and disease. | Adventurer's Guide |
Blink | 3rd | Transmutation | Arcane, Planar, Protection | Have a 50% chance of vanishing each turn to avoid being harmed. | Adventurer's Guide | |
Feather Fall | 1st | Transmutation | Arcane, Protection | Reduce or eliminate damage from falling. | Adventurer's Guide | |
Deadweight | 2nd | Transmutation | Movement, Transformation | Greatly increase the weight of an object. | Adventurer's Guide | |
Enhance Ability | 2nd | Transmutation | Enhancement | Increase the effectiveness of one ability score for a creature. | Adventurer's Guide | |
Enlarge/Reduce | 2nd | Transmutation | Affliction, Arcane, Enhancement, Transformation | Increase or decrease a creature’s size. | Adventurer's Guide | |
Polymorph | 4th | Transmutation | Affliction, Arcane, Beasts, Nature, Shapechanging, Transformation | Temporarily transform a creature into another creature. | Adventurer's Guide | |
Heat Metal | 2nd | Transmutation | Affliction, Fire, Nature | Make a metallic object too hot to touch. | Adventurer's Guide | |
Storm Kick | 5th | Transmutation | Lightning, Movement, Thunder, Unarmed | Travel across the battlefield to deliver a thunderous kick. | Adventurer's Guide | |
Invigorated Strikes | 2nd | Transmutation | Attack, Enhancement, Unarmed | Increase the damage dealt by a creature’s unarmed strikes and natural weapons. | Adventurer's Guide | |
Water Breathing |
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3rd | Transmutation | Arcane, Divine, Enhancement, Utility, Water | Grant up to 10 willing creatures the ability to breathe underwater for 24 hours. | Adventurer's Guide |
Magic Weapon | 2nd | Transmutation | Arcane, Enhancement, Transformation, Weaponry | Imbue a weapon with magic, making it more powerful. | Adventurer's Guide | |
Message | Cantrip | Transmutation | Arcane, Communication | Send short messages to other creatures. | Adventurer's Guide | |
Altered Strike | Cantrip | Transmutation | Enhancement, Transformation, Unarmed, Weaponry | Briefly transform your weapon or fist into another material and strike with it. | Adventurer's Guide | |
Arcane Muscles | Cantrip | Transmutation | Arcane, Enhancement, Transformation, Unarmed | Bulk your muscles to deliver lethal unarmed strikes. | Adventurer's Guide | |
Water Walk |
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3rd | Transmutation | Arcane, Divine, Enhancement, Movement, Utility, Water | Grant up to 10 willing creatures the ability to walk on liquid surfaces as if they were solid ground for 1 hour. | Adventurer's Guide |
Mending | Cantrip | Transmutation | Arcane, Transformation, Utility | Perform simple repairs on an object. | Adventurer's Guide | |
Fabricate | 4th | Transmutation | Arcane, Transformation | Magically transform raw materials into finished items. | Adventurer's Guide | |
Prestidigitation | Cantrip | Transmutation | Arcane, Utility | Perform various minor magical tricks. | Adventurer's Guide | |
Spider Climb | 2nd | Transmutation | Arcane, Movement, Utility | Give a creature the ability to walk on walls or ceilings, hands free. | 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 | |
Chill Touch | Cantrip | Necromancy | Affliction, Arcane, Attack, Necrotic | Attack with the chill of the grave, injuring and preventing healing. | Adventurer's Guide | |
Spare the Dying | Cantrip | Necromancy | Divine, Healing | Stabilize a dying creature with a jolt of healing energy. | Adventurer's Guide | |
Invisibility | 2nd | Illusion | Arcane, Obscurement, Shadow | Render a creature invisible so long as it does not attack or cast spells. | Adventurer's Guide | |
Creation | 5th | Illusion | Arcane, Shadow | Create from shadow-stuff a physical object no larger than a 5-foot cube. | Adventurer's Guide | |
Blur | 2nd | Illusion | Arcane, Protection, Senses | Cloak yourself in distortion, imposing disadvantage on attacks against you. | Adventurer's Guide | |
Disguise Self | 1st | Illusion | Arcane, Obscurement | Create an illusion that makes you appear like another humanoid. | Adventurer's Guide | |
Greater Invisibility | 4th | Illusion | Arcane, Obscurement, Shadow | Turn a creature invisible even while it takes hostile actions. | Adventurer's Guide | |
Burning Hands | 1st | Evocation | Arcane, Fire | Shoot forth a sheet of flames from your hands, damaging creatures in a cone. | 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 Fire | 4th | Evocation | Arcane, Attack, Divine, Fire, Protection | Create a wall of fire in the shape of a line or circle that both obscures sight and deals fire damage. | 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 | |
Flame Blade | 2nd | Evocation | Attack, Fire, Weaponry | A blade of fire appears in your hand, allowing you to make fire attacks. | Adventurer's Guide | |
Fire Bolt | Cantrip | Evocation | Arcane, Fire | Shoot a flame at a creature to deal fire damage. | Adventurer's Guide | |
Light | Cantrip | Evocation | Arcane, Utility | Enchant one object to emit light. | Adventurer's Guide | |
Continual Flame | 2nd | Evocation | Arcane, Divine, Fire | Create a torch-like flame that can’t be extinguished. | 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 | |
Thunderwave | 1st | Evocation | Arcane, Nature, Thunder | Unleash a wave of thunderous force that damages creatures and pushes them back. | 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 | |
Fireball | 3rd | Evocation | Arcane, Fire | Engulf an area in a blast of flame that deals 6d6 fire damage. | Adventurer's Guide |