Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Thunderwave | 1st | Evocation | Arcane, Nature, Thunder | Unleash a wave of thunderous force that damages creatures and pushes them back. | Adventurer's Guide | |
Tiny Hut |
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3rd | Evocation | Arcane, Force, Protection, Utility | Create an immobile dome of protective force that shelters the party. | Adventurer's Guide |
Tongues | 3rd | Divination | Arcane, Communication, Divine | Understand any heard language and be understood by others you speak to. | 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 | |
Traveler’s Ward | 1st | Abjuration | Protection, Sound | Protect a creature from pickpockets. | Adventurer's Guide | |
True Polymorph | 9th | Transmutation | Arcane, Shapechanging, Transformation | Change a creature into another creature or object, or an object into a creature. | Adventurer's Guide | |
True Seeing | 6th | Divination | Arcane, Divine, Senses | Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane. | Adventurer's Guide | |
True Strike | Cantrip | Divination | Arcane, Attack, Enhancement | Gain advantage on attacks against a single creature. | 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 |
Vicious Mockery | Cantrip | Enchantment | Arcane, Attack, Psychic | Make an insult that delivers psychic damage and gives disadvantage on a creature’s next attack roll. | Adventurer's Guide | |
Warrior’s Instincts | 5th | Divination | Enhancement, Protection, Senses | Sharpen your senses to anticipate incoming attacks and find weaknesses in the defenses of your foes. | Adventurer's Guide | |
Zone of Truth | 2nd | Enchantment | Communication, Compulsion, Law | Create a zone that minimizes spoken deceptions. | Adventurer's Guide |