Blood-Writ Bargain
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r
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3rd
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Conjuration
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Evil, Good, Law, Planar, Summoning
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Create a pact enforced by celestials or fiends.
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Adventurer's Guide
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Detect Magic
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r
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1st
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Divination
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Arcane, Divine, Nature, Senses
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Sense the presence and school of magical auras.
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Adventurer's Guide
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Ceremony
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r
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1st
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Evocation
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Divine
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Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage.
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Adventurer's Guide
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Detect Poison and Disease
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r
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1st
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Divination
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Divine, Nature, Senses
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Sense the presence and identify poisons and diseases.
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Adventurer's Guide
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Purify Food and Drink
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r
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1st
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Transmutation
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Divine, Nature, Negation
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Cleanse food and drink of poisons and disease.
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Adventurer's Guide
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Magic Weapon
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2nd
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Transmutation
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Arcane, Enhancement, Transformation, Weaponry
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Imbue a weapon with magic, making it more powerful.
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Adventurer's Guide
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Silver Shield
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3rd
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Illusion
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Arcane, Divine, Law
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Magically conceal the identity of a shield wearer.
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Gate Pass Gazette
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Eavesdrop
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4th
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Divination
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Arcane, Divine, Law, Scrying, Senses
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Create a long-lasting magical sensor that transmits sounds.
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Gate Pass Gazette
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Reopen Rift
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6th
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Conjuration
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Arcane, Divine, Law, Teleportation
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Magically follow creatures that teleported within the last 24 hours.
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Gate Pass Gazette
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Identify Weapon
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1st
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Divination
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Arcane, Divine, Knowledge, Law, Weaponry
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Learn what weapon that was used to inflict a wound.
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Gate Pass Gazette
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Locate Creature
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4th
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Divination
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Arcane, Beasts, Knowledge, Plants
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Know the whereabouts of a specific, nearby creature.
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Adventurer's Guide
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Revivify
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3rd
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Necromancy
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Divine, Healing
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Return a creature to life who has been dead for less than a minute.
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Adventurer's Guide
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Dispel Magic
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3rd
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Abjuration
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Arcane, Negation, Protection, Utility
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End ongoing magical effects.
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Adventurer's Guide
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Create Food and Water
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3rd
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Conjuration
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Divine, Utility
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Conjure food and water to sustain one or more humanoids.
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Adventurer's Guide
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Crushing Haymaker
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3rd
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Evocation
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Attack, Thunder, Unarmed, Weaponry
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Deliver a devastating strike that deals thunder damage and lays your target low.
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Adventurer's Guide
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Beautify Creature
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1st
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Transmutation
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Arcane, Divine, Enhancement, Utility
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Grant the target an expertise die to Persuasion and Performance by beautifully grooming it.
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Gate Pass Gazette
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Lesser Restoration
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2nd
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Abjuration
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Divine, Good, Healing
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Remove one affliction from a creature.
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Adventurer's Guide
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Deadweight
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2nd
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Transmutation
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Movement, Transformation
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Greatly increase the weight of an object.
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Adventurer's Guide
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Cure Wounds
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1st
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Evocation
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Divine, Healing, Nature
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Heal hit points equal to 1d8 + your spellcasting ability modifier.
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Adventurer's Guide
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Stone Sentinel
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5th
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Transmutation
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Arcane, Divine, Law, Transformation
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Create a walking statue that enforces the law.
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Gate Pass Gazette
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Resistance
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Cantrip
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Abjuration
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Nature, Protection
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Give a creature a bonus against one saving throw.
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Adventurer's Guide
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Stonesense
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3rd
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Divination
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Arcane, Divine, Earth, Nature
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Gain a preternatural understanding of stone.
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Dungeon Delver's Guide
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Burst of Strength
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1st
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Transmutation
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Enhancement, Movement, Protection
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Take a level of fatigue in order to break a grapple.
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Gate Pass Gazette
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Fatigued Bargain
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1st
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Enchantment
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Compulsion, Enhancement, Psychic
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Suppress the effects of a creature’s fatigue and grant it an additional action at a cost.
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Gate Pass Gazette
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Fortified Will
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1st
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Enchantment
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Affliction, Divine, Protection
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Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws.
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Gate Pass Gazette
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Inner Solace
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3rd
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Transmutation
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Enhancement
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Target gains 1d8 temporary hit points for each level of exhaustion and strife it suffers.
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Gate Pass Gazette
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Reckless March
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2nd
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Transmutation
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Enhancement, Movement
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Suppress the effects of exhaustion at the cost of suffering more later.
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Gate Pass Gazette
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Sufferer's Pact
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3rd
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Evocation
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Divine, Force, Healing
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Deal force damage to a creature in order to grant it temporary hit points.
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Gate Pass Gazette
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Transmute Exhaustion
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2nd
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Transmutation
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Affliction, Divine, Healing
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Turn a target’s levels of fatigue into strife or vice-versa.
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Gate Pass Gazette
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Transfer Exhaustion
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2nd
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Transmutation
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Affliction, Divine, Healing
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Transfer levels of fatigue or strife from a creature to yourself.
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Gate Pass Gazette
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Sufferer's Strike
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2nd
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Evocation
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Affliction, Attack, Divine, Force
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Deal 2d8 force damage and an additional 1d8 for every level of fatigue and strife you have.
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Gate Pass Gazette
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Leila's Devastating Daylight
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|
3rd
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Evocation
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Arcane, Divine, Nature
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Fill an area with magical daylight.
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To Save A Kingdom
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Trace Magic Aura
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3rd
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Divination
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Arcane, Divine, Law, Senses
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Discover what spells were cast within the last few hours.
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Gate Pass Gazette
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Spellbound Oath
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6th
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Enchantment
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Arcane, Compulsion
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Bind two creatures in an arcane agreement
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Gate Pass Gazette
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Aid
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2nd
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Abjuration
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Divine, Enhancement
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Boost the hit points of allies.
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Adventurer's Guide
|
Divine Favor
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|
1st
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Evocation
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Attack, Divine, Radiant, Weaponry
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Deal bonus radiant damage with your attacks.
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Adventurer's Guide
|
Thaumaturgy
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|
Cantrip
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Transmutation
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Divine, Enhancement
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Manifest a minor magical effect to display divine power.
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Adventurer's Guide
|
Shield of Faith
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1st
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Abjuration
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Divine, Protection
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Bestow holy protection upon a creature.
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Adventurer's Guide
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Protection from Poison
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2nd
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Abjuration
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Divine, Nature, Negation, Protection
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Protect a creature from poison, and purge any poisons from their system.
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Adventurer's Guide
|
Raise Dead
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5th
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Necromancy
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Divine, Healing
|
Return a recently-dead creature to life.
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Adventurer's Guide
|
Magic Circle
|
|
3rd
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Abjuration
|
Compulsion, Protection
|
Create a protective cylinder of magic.
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Adventurer's Guide
|
Mental Grip
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|
2nd
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Conjuration
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Affliction
|
Conjure extensions of your own mental fortitude to keep your foes at bay.
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Adventurer's Guide
|
Geas
|
|
5th
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Enchantment
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Arcane, Compulsion, Divine, Law
|
Give a creature a command with an extremely long duration.
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Adventurer's Guide
|
Dispel Evil and Good
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|
5th
|
Abjuration
|
Divine, Protection
|
Gain protection from otherworldly foes and abilities to combat them.
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Adventurer's Guide
|
Wind Up
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|
1st
|
Evocation
|
Enhancement
|
Magically ensure that your next melee attack strikes true.
|
Adventurer's Guide
|
Find Steed
|
|
2nd
|
Conjuration
|
Beasts, Divine, Summoning
|
Summon a spirit that takes the form of a mount.
|
Adventurer's Guide
|
Create or Destroy Water
|
|
1st
|
Transmutation
|
Divine, Utility, Water
|
Create or destroy up to 10 gallons of water.
|
Adventurer's Guide
|
Death Ward
|
|
4th
|
Abjuration
|
Divine, Protection
|
Grant a creature a one-time escape from death.
|
Adventurer's Guide
|
Daylight
|
|
3rd
|
Evocation
|
Arcane, Divine, Nature
|
Fill an area with magical daylight.
|
Adventurer's Guide
|
Command
|
|
1st
|
Enchantment
|
Compulsion, Divine
|
Compel a creature to follow a one-word command.
|
Adventurer's Guide
|