Name | Ritual | Level | Classical Spell School Sort ascending | Spell Schools | Summary | Source |
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Transmute Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Turn a target’s levels of fatigue into strife or vice-versa. | Gate Pass Gazette | |
Deadweight | 2nd | Transmutation | Movement, Transformation | Greatly increase the weight of an object. | 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 |
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 | |
Mending | Cantrip | Transmutation | Arcane, Transformation, Utility | Perform simple repairs on an object. | Adventurer's Guide | |
Arcane Muscles | Cantrip | Transmutation | Arcane, Enhancement, Transformation, Unarmed | Bulk your muscles to deliver lethal unarmed strikes. | 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 | |
Inner Solace | 3rd | Transmutation | Enhancement | Target gains 1d8 temporary hit points for each level of exhaustion and strife it suffers. | Gate Pass Gazette | |
Reckless March | 2nd | Transmutation | Enhancement, Movement | Suppress the effects of exhaustion at the cost of suffering more later. | Gate Pass Gazette | |
Burst of Strength | 1st | Transmutation | Enhancement, Movement, Protection | Take a level of fatigue in order to break a grapple. | Gate Pass Gazette | |
Thaumaturgy | Cantrip | Transmutation | Divine, Enhancement | Manifest a minor magical effect to display divine power. | Adventurer's Guide | |
Transfer Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Transfer levels of fatigue or strife from a creature to yourself. | Gate Pass Gazette | |
Create or Destroy Water | 1st | Transmutation | Divine, Utility, Water | Create or destroy up to 10 gallons of water. | Adventurer's Guide | |
Beautify Creature | 1st | Transmutation | Arcane, Divine, Enhancement, Utility | Grant the target an expertise die to Persuasion and Performance by beautifully grooming it. | Gate Pass Gazette | |
Stone Sentinel | 5th | Transmutation | Arcane, Divine, Law, Transformation | Create a walking statue that enforces the law. | Gate Pass Gazette | |
Raise Dead | 5th | Necromancy | Divine, Healing | Return a recently-dead creature to life. | 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 | |
Silver Shield | 3rd | Illusion | Arcane, Divine, Law | Magically conceal the identity of a shield wearer. | Gate Pass Gazette | |
Divine Favor | 1st | Evocation | Attack, Divine, Radiant, Weaponry | Deal bonus radiant damage with your attacks. | 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 |
Light | Cantrip | Evocation | Arcane, Utility | Enchant one object to emit light. | 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 | |
Daylight | 3rd | Evocation | Arcane, Divine, Nature | Fill an area with magical daylight. | Adventurer's Guide | |
Sufferer's Strike | 2nd | Evocation | Affliction, Attack, Divine, Force | Deal 2d8 force damage and an additional 1d8 for every level of fatigue and strife you have. | Gate Pass Gazette | |
Sufferer's Pact | 3rd | Evocation | Divine, Force, Healing | Deal force damage to a creature in order to grant it temporary hit points. | Gate Pass Gazette | |
Cure Wounds | 1st | Evocation | Divine, Healing, Nature | Heal hit points equal to 1d8 + your spellcasting ability modifier. | Adventurer's Guide | |
Wind Up | 1st | Evocation | Enhancement | Magically ensure that your next melee attack strikes true. | Adventurer's Guide | |
Leila's Devastating Daylight | 3rd | Evocation | Arcane, Divine, Nature | Fill an area with magical daylight. | To Save A Kingdom | |
Spellbound Oath | 6th | Enchantment | Arcane, Compulsion | Bind two creatures in an arcane agreement | 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 | |
Bless | 1st | Enchantment | Divine, Enhancement | Bless a number of creatures, improving their attack rolls and saving throws. | Adventurer's Guide | |
Fatigued Bargain | 1st | Enchantment | Compulsion, Enhancement, Psychic | Suppress the effects of a creature’s fatigue and grant it an additional action at a cost. | Gate Pass Gazette | |
Zone of Truth | 2nd | Enchantment | Communication, Compulsion, Law | Create a zone that minimizes spoken deceptions. | Adventurer's Guide | |
Command | 1st | Enchantment | Compulsion, Divine | Compel a creature to follow a one-word command. | Adventurer's Guide | |
Heroism | 1st | Enchantment | Enhancement | Imbue a creature with bravery and vigor. | Adventurer's Guide | |
Geas | 5th | Enchantment | Arcane, Compulsion, Divine, Law | Give a creature a command with an extremely long duration. | Adventurer's Guide | |
Identify Weapon | 1st | Divination | Arcane, Divine, Knowledge, Law, Weaponry | Learn what weapon that was used to inflict a wound. | Gate Pass Gazette | |
Locate Creature | 4th | Divination | Arcane, Beasts, Knowledge, Plants | Know the whereabouts of a specific, nearby creature. | Adventurer's Guide | |
Stonesense | 3rd | Divination | Arcane, Divine, Earth, Nature | Gain a preternatural understanding of stone. | Dungeon Delver's Guide | |
Eavesdrop | 4th | Divination | Arcane, Divine, Law, Scrying, Senses | Create a long-lasting magical sensor that transmits sounds. | Gate Pass Gazette | |
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 |
Guidance | Cantrip | Divination | Divine, Knowledge | A creature you touch gains an expertise die on an ability check of its choosing. | Adventurer's Guide | |
Locate Object | 2nd | Divination | Arcane, Knowledge, Utility | Know the whereabouts of a specific, nearby object. | Adventurer's Guide | |
Detect Evil and Good | 1st | Divination | Divine, Senses | Sense the presence and nature of otherworldly influences. | Adventurer's Guide | |
True Strike | Cantrip | Divination | Arcane, Attack, Enhancement | Gain advantage on attacks against a single creature. | Adventurer's Guide | |
Trace Magic Aura | 3rd | Divination | Arcane, Divine, Law, Senses | Discover what spells were cast within the last few hours. | Gate Pass Gazette | |
Create Food and Water | 3rd | Conjuration | Divine, Utility | Conjure food and water to sustain one or more humanoids. | Adventurer's Guide | |
Mental Grip | 2nd | Conjuration | Affliction | Conjure extensions of your own mental fortitude to keep your foes at bay. | Adventurer's Guide |