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Spells

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Name Ritual Level Classical Spell School Spell Schools Summary Source
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