Name | Ritual Sort ascending | Level | Classical Spell School | Spell Schools | Summary | Source |
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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 |
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 |
Identify |
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1st | Divination | Arcane, Knowledge | Divine the nature of an enchanted item. | 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 |
Detect Magic |
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1st | Divination | Arcane, Divine, Nature, Senses | Sense the presence and school of magical auras. | 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 |
Purify Food and Drink |
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1st | Transmutation | Divine, Nature, Negation | Cleanse food and drink of poisons and disease. | Adventurer's Guide |
Alarm |
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1st | Abjuration | Arcane, Protection, Scrying, Utility | Set a magical warning against intrusion. | 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 | |
Magic Weapon | 2nd | Transmutation | Arcane, Enhancement, Transformation, Weaponry | Imbue a weapon with magic, making it more powerful. | Adventurer's Guide | |
Lightning Bolt | 3rd | Evocation | Arcane, Lightning, Nature, Storm | Shoot lighting through multiple enemies. | Adventurer's Guide | |
Hold Person | 2nd | Enchantment | Affliction, Arcane | Paralyze a humanoid. | Adventurer's Guide | |
Misty Step | 2nd | Conjuration | Arcane, Chaos, Movement, Teleportation | Teleport short distances in a puff of shimmering mist. | 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 | |
Haste | 3rd | Transmutation | Enhancement, Time | Allow a creature to move and act more quickly. | Adventurer's Guide | |
See Invisibility | 2nd | Divination | Arcane, Enhancement, Senses | See invisible creatures and objects. | 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 | |
Shatter | 2nd | Evocation | Arcane, Sound, Thunder | Create a painful ringing sound that damages all creatures and objects in an area. | 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 | |
Gaseous Form | 3rd | Transmutation | Air, Arcane, Movement | Make a creature insubstantial and able to fly. | Adventurer's Guide | |
Fly | 3rd | Transmutation | Arcane, Movement | Grant a creature the ability to fly. | Adventurer's Guide | |
Fireball | 3rd | Evocation | Arcane, Fire | Engulf an area in a blast of flame that deals 6d6 fire damage. | Adventurer's Guide | |
Dispel Magic | 3rd | Abjuration | Arcane, Negation, Protection, Utility | End ongoing magical effects. | Adventurer's Guide | |
Create Food and Water | 3rd | Conjuration | Divine, Utility | Conjure food and water to sustain one or more humanoids. | 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 | |
Cobra’s Spit | 3rd | Conjuration | Attack, Poison | Spit venom at a creature within 30 feet. | 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 | |
Blink | 3rd | Transmutation | Arcane, Planar, Protection | Have a 50% chance of vanishing each turn to avoid being harmed. | Adventurer's Guide | |
Stone Shape | 4th | Transmutation | Nature, Transformation | Reshape stone into something beneficial, like a weapon or door. | 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 | |
Shocking Grasp | Cantrip | Evocation | Affliction, Arcane, Attack, Lightning | Deal lightning damage to a creature within reach. | 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 | |
Teleportation Circle | 5th | Conjuration | Arcane, Teleportation | Draw a circle and open a shimmering portal to another location. | Adventurer's Guide | |
Storm Kick | 5th | Transmutation | Lightning, Movement, Thunder, Unarmed | Travel across the battlefield to deliver a thunderous kick. | Adventurer's Guide | |
Greater Restoration | 5th | Abjuration | Divine, Healing | Restore a creature and remove a powerful debilitating effect. | 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 | |
Creation | 5th | Illusion | Arcane, Shadow | Create from shadow-stuff a physical object no larger than a 5-foot cube. | Adventurer's Guide | |
Animate Objects | 5th | Transmutation | Arcane, Transformation, Weaponry | Create constructs to smite foes. | 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 | |
Revivify | 3rd | Necromancy | Divine, Healing | Return a creature to life who has been dead for less than a minute. | Adventurer's Guide | |
Rage of the Meek | 4th | Transmutation | Force, Protection | Become a fearsome arcane-empowered warrior. | Adventurer's Guide | |
Polymorph | 4th | Transmutation | Affliction, Arcane, Beasts, Nature, Shapechanging, Transformation | Temporarily transform a creature into another creature. | Adventurer's Guide | |
Mindshield | 4th | Abjuration | Protection, Psychic | Grant resistance to psychic damage and protection from charms and fear. | Adventurer's Guide | |
Stoneskin | 4th | Abjuration | Arcane, Nature, Protection | Make a creature resistant to weapon damage. | Adventurer's Guide | |
Locate Creature | 4th | Divination | Arcane, Beasts, Knowledge, Plants | Know the whereabouts of a specific, nearby creature. | Adventurer's Guide | |
Greater Invisibility | 4th | Illusion | Arcane, Obscurement, Shadow | Turn a creature invisible even while it takes hostile actions. | Adventurer's Guide | |
Freedom of Movement | 4th | Abjuration | Divine, Movement, Protection, Water | Free a creature from most constraints on its movement. | Adventurer's Guide | |
Fabricate | 4th | Transmutation | Arcane, Transformation | Magically transform raw materials into finished items. | Adventurer's Guide | |
Dimension Door | 4th | Conjuration | Arcane, Teleportation | Teleport yourself and one willing creature great distances. | Adventurer's Guide | |
Arcane Eye | 4th | Divination | Arcane, Scrying | Use a magical eye to invisibly scout. | Adventurer's Guide |