Name | Ritual Sort ascending | Level | Classical Spell School | Spell Schools | Summary | Source |
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Divination |
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4th | Divination | Communication, Divine, Knowledge, Time | Ask a higher power about the future. | Adventurer's Guide |
Blood-Writ Bargain |
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3rd | Conjuration | Evil, Good, Law, Planar, Summoning | Create a pact enforced by celestials or fiends. | Adventurer's Guide |
Commune |
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5th | Divination | Divine, Knowledge, Planar | Reach out to beyond the realms material to answer your questions. | Adventurer's Guide |
Wormway |
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6th | Enchantment | Movement, Summoning | Call forth a purple worm that carries you and up to 50 creatures across a vast distance. | Adventurer's Guide |
Commune with Nature |
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5th | Divination | Knowledge, Nature | Become one with nature to learn about the surrounding land. | Adventurer's Guide |
Contact Other Plane |
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5th | Divination | Arcane, Knowledge, Planar | Risk your sanity in order to question an otherworldly being. | Adventurer's Guide |
Unseen Servant |
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1st | Conjuration | Arcane, Summoning, Utility | Use an invisible, mindless, shapeless force to perform simple tasks. | 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 |
Writhing Transformation |
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9th | Transmutation | Arcane, Evil, Transformation | Permanently transform your body into a mass of wriggling worms. | Adventurer's Guide |
Invisible Object |
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3rd | Illusion | Arcane, Obscurement, Shadow | Turn an object invisible. | Dungeon Delver's Guide |
Arcane Mirror | 4th | Divination | Arcane, Communication, Divine, Scrying, Utility | Scry through a distant mirror. | Dungeon Delver's Guide | |
Plane Shift | 7th | Conjuration | Arcane, Divine, Nature, Planar, Teleportation, Utility | Transport yourself and allies to another plane of existence or banish an enemy there instead. | Adventurer's Guide | |
Protection from Evil and Good | 1st | Abjuration | Arcane, Divine, Protection | Protect a creature from certain creature types. | Adventurer's Guide | |
Raise Hell | 9th | Transmutation | Evil, Law, Terrain | Transform the land around you into a blasted hellscape. | Adventurer's Guide | |
Unholy Star | 7th | Conjuration | Fire, Necrotic | Explode a meteor ripped from the sky into 4 fiery chunks that rain down fiery unholy energies. | Adventurer's Guide | |
Remove Curse | 3rd | Abjuration | Arcane, Divine, Negation | Remove all curses from a creature. | Adventurer's Guide | |
Calculate | Cantrip | Divination | Enhancement, Law, Technological | Instantly know the answer to any mathematical equation. | 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 | |
Dancing Lights | Cantrip | Evocation | Arcane, Utility | Create up to four floating, magical lights. | Adventurer's Guide | |
Mage Hand | Cantrip | Conjuration | Arcane, Utility | Conjure a hand to manipulate small objects. | Adventurer's Guide | |
Prestidigitation | Cantrip | Transmutation | Arcane, Utility | Perform various minor magical tricks. | 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 | |
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 | |
Force Punch | 1st | Evocation | Attack, Force, Unarmed | Use a blast of magic to punch a creature. | 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 | |
Hold Person | 2nd | Enchantment | Affliction, Arcane | Paralyze a humanoid. | 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 | |
Invisibility | 2nd | Illusion | Arcane, Obscurement, Shadow | Render a creature invisible so long as it does not attack or cast spells. | Adventurer's Guide | |
Misty Step | 2nd | Conjuration | Arcane, Chaos, Movement, Teleportation | Teleport short distances in a puff of shimmering mist. | 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 | |
Spider Climb | 2nd | Transmutation | Arcane, Movement, Utility | Give a creature the ability to walk on walls or ceilings, hands free. | 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 | |
Dispel Magic | 3rd | Abjuration | Arcane, Negation, Protection, Utility | End ongoing magical effects. | Adventurer's Guide | |
Fly | 3rd | Transmutation | Arcane, Movement | Grant a creature the ability to fly. | Adventurer's Guide | |
Gaseous Form | 3rd | Transmutation | Air, Arcane, Movement | Make a creature insubstantial and able to fly. | Adventurer's Guide | |
Glamour | Cantrip | Illusion | Enhancement, Obscurement, Prismatic | Distort light to subtly change your appearance. | Gate Pass Gazette | |
Conjure Fey | 6th | Conjuration | Arcane, Nature, Summoning | Summon a hag, hound, or redcap. | Adventurer's Guide | |
Foresight | 9th | Divination | Arcane, Senses, Time | Grant preternatural awareness to a creature that makes it immune to being surprised and grants it advantage on checks. | Adventurer's Guide | |
Void Maw | Cantrip | Conjuration | Attack, Evil, Shadow | Create an orb of hungry shadows | To Save A Kingdom | |
Transfer Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Transfer levels of fatigue or strife from a creature to yourself. | 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 | |
Muddle | Cantrip | Enchantment | Affliction, Psychic | Inflict a temporary level of strife or fatigue. | Gate Pass Gazette | |
Gate from Beyond | 3rd | Conjuration | Arcane, Teleportation | Create a short-range portal for multiple creatures in exchange for suffering strife. | Gate Pass Gazette | |
Enervating Light | 4th | Necromancy | Affliction, Undead | Inflict fatigue on a creature to heal undead creatures. | Gate Pass Gazette | |
Draining Nova | 4th | Necromancy | Affliction, Healing, Necrotic | Heal 1d8 hit points for each level of fatigue you inflict. | Gate Pass Gazette | |
Dementing Touch | 5th | Enchantment | Affliction, Evil | Plague a creature’s mind to inflict strife. | Gate Pass Gazette | |
Consume Vigor | 4th | Necromancy | Healing, Necrotic | Deal necrotic damage and potentially reduce your own strife and fatigue. | Gate Pass Gazette | |
Resplendent Refraction | 4th | Transmutation | Prismatic, Protection, Radiant | Cause a creature’s skin to become reflective, enabling it to shoot beams of fire | Gate Pass Gazette | |
Animate Painting | 6th | Transmutation | Planar, Prismatic, Transformation, Utility | Create an extraplanar space from an existing painting | Gate Pass Gazette | |
Conjure Aberration | 6th | Conjuration | Arcane, Divine, Planar, Summoning | Conjure a hideous being. | Dungeon Delver's Guide |