Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Ravaging Roots | 6th | Evocation | Arcane, Earth, Nature, Plants | Roots smash stone and capture creatures. | Dungeon Delver's Guide | |
Reckless March | 2nd | Transmutation | Enhancement, Movement | Suppress the effects of exhaustion at the cost of suffering more later. | Gate Pass Gazette | |
Regenerate | 7th | Transmutation | Divine, Healing, Nature | Cause a creature to heal itself over time and can regrow lost limbs. | Adventurer's Guide | |
Reincarnate | 5th | Transmutation | Healing, Nature, Transformation | Create a new body for a recently dead humanoid. | Adventurer's Guide | |
Resistance | Cantrip | Abjuration | Nature, Protection | Give a creature a bonus against one saving throw. | Adventurer's Guide | |
Scrying | 5th | Divination | Arcane, Divine, Nature, Scrying | Observe a creature on the same plane of existence as you. | Adventurer's Guide | |
Seed Bomb | 2nd | Conjuration | Nature, Weaponry | Conjure 4 seeds and imbue them with a variety of explosive effects. | Adventurer's Guide | |
Shapechange | 9th | Transmutation | Arcane, Nature, Shapechanging | Take on the form of another creature. | Adventurer's Guide | |
Shillelagh | Cantrip | Transmutation | Nature, Transformation, Weaponry | Imbue your staff or club with magical essence. | Adventurer's Guide | |
Sleeplessness |
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3rd | Enchantment | Compulsion, Nature | Grant a creature supernatural vigor that keeps it awake. | Gate Pass Gazette |
Sleet Storm | 2nd | Conjuration | Cold, Nature, Terrain, Weather | Conjure a magical storm of freezing rain and sleet that hampers creatures caught in it. | Adventurer's Guide | |
Speak with Animals |
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1st | Divination | Beasts, Communication, Nature, Utility | Gain the ability to talk with animals. | Adventurer's Guide |
Speak with Plants | 3rd | Transmutation | Communication, Nature, Plants, Utility | Awaken nearby plants, bestowing intelligence and animation. | Adventurer's Guide | |
Spike Growth | 2nd | Transmutation | Nature, Terrain | Create damaging difficult terrain by filling an area with sharp thorns and stones. | Adventurer's Guide | |
Sporesight | 7th | Evocation | Nature, Obscurement, Senses | Create a 50-foot radius cloud of spores that allow you to see everything in the area. | Adventurer's Guide | |
Stone Shape | 4th | Transmutation | Nature, Transformation | Reshape stone into something beneficial, like a weapon or door. | Adventurer's Guide | |
Stonesense | 3rd | Divination | Arcane, Divine, Earth, Nature | Gain a preternatural understanding of stone. | Dungeon Delver's Guide | |
Stoneskin | 4th | Abjuration | Arcane, Nature, Protection | Make a creature resistant to weapon damage. | Adventurer's Guide | |
Storm Kick | 5th | Transmutation | Lightning, Movement, Thunder, Unarmed | Travel across the battlefield to deliver a thunderous kick. | Adventurer's Guide | |
Storm of Vengeance | 9th | Conjuration | Acid, Cold, Lightning, Nature, Storm, Thunder, Weather | Create a supernatural storm that rages for a minute and produces varying effects in a wide area. | Adventurer's Guide | |
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 | |
Sunbeam | 6th | Evocation | Arcane, Radiant | A beam of sunlight damages and blinds creatures in its path each turn. | Adventurer's Guide | |
Sunburst | 8th | Evocation | Arcane, Radiant | A burst of radiant sunlight damages and blinds creatures caught in its area. | Adventurer's Guide | |
Thunder Bolt | 4th | Evocation | Arcane, Attack, Nature, Sound, Storm, Thunder | Thunder deals damage and deafens. | Dungeon Delver's Guide | |
Thunderwave | 1st | Evocation | Arcane, Nature, Thunder | Unleash a wave of thunderous force that damages creatures and pushes them back. | Adventurer's Guide | |
Transfer Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Transfer levels of fatigue or strife from a creature to yourself. | Gate Pass Gazette | |
Transmute Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Turn a target’s levels of fatigue into strife or vice-versa. | Gate Pass Gazette | |
Transport via Plants | 6th | Conjuration | Divine, Nature, Plants, Teleportation | Step into one plant and out from another plant on the same plane of existence. | Adventurer's Guide | |
Tree Stride | 5th | Conjuration | Divine, Nature, Plants, Teleportation | Step into one tree and out from another tree of the same kind within 500 feet. | Adventurer's Guide | |
True Resurrection | 9th | Necromancy | Divine, Healing | Return to life a creature that has been dead up to 200 years without any of its remains. | Adventurer's Guide | |
Venomous Succor | 3rd | Evocation | Healing, Nature, Poison | Deal a small amount of poison damage to restore a creature’s hit points. | 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 | |
Wall of Stone | 5th | Evocation | Arcane, Divine, Earth, Obscurement, Protection, Terrain, Utility | Create a wall, bridge, or ramp of nonmagical stone. | Adventurer's Guide | |
Wall of Thorns | 6th | Conjuration | Attack, Divine, Nature, Obscurement, Plants, Protection | Create a thorny bush in the shape of a line or circle that prevents line of sight and deals damage. | 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 |
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 |
Whirlwind Kick | 3rd | Transmutation | Movement, Thunder, Unarmed | Unleash a spinning kick that strikes creatures in a 60-foot line and carries you across the battlefield. | Adventurer's Guide | |
Wind Walk | 6th | Transmutation | Air, Divine, Movement, Transformation | You and up to 10 willing creatures transform into gaseous forms that have a flying speed of 300 feet and resistance to nonmagical weapons. | Adventurer's Guide | |
Wind Wall | 3rd | Evocation | Air, Attack, Divine, Protection, Weather | Create a 50-foot long wall of upwardly rushing wind that both protects and deals bludgeoning damage. | 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 |