Name | Ritual | Level | Classical Spell School Sort descending | Spell Schools | Summary | Source |
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Locate Creature | 4th | Divination | Arcane, Beasts, Knowledge, Plants | Know the whereabouts of a specific, nearby creature. | Adventurer's Guide | |
Identify Weapon | 1st | Divination | Arcane, Divine, Knowledge, Law, Weaponry | Learn what weapon that was used to inflict a wound. | Gate Pass Gazette | |
Eavesdrop | 4th | Divination | Arcane, Divine, Law, Scrying, Senses | Create a long-lasting magical sensor that transmits sounds. | Gate Pass Gazette | |
Chef's Plate | 1st | Divination | Arcane, Divine, Protection, Utility | Learn how to prepare targeted food or drink. | Gate Pass Gazette | |
Stonesense | 3rd | Divination | Arcane, Divine, Earth, Nature | Gain a preternatural understanding of stone. | Dungeon Delver's Guide | |
Arcane Mirror | 4th | Divination | Arcane, Communication, Divine, Scrying, Utility | Scry through a distant mirror. | Dungeon Delver's Guide | |
Divination |
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4th | Divination | Communication, Divine, Knowledge, Time | Ask a higher power about the future. | Adventurer's Guide |
Augury | 2nd | Divination | Communication, Divine, Scrying, Time | Consult fate. | Adventurer's Guide | |
Legend Lore | 5th | Divination | Arcane, Communication, Knowledge, Time | Magically obtain knowledge about a creature or topic. | Adventurer's Guide | |
Trace Magic Aura | 3rd | Divination | Arcane, Divine, Law, Senses | Discover what spells were cast within the last few hours. | Gate Pass Gazette | |
Zone of Truth | 2nd | Enchantment | Communication, Compulsion, Law | Create a zone that minimizes spoken deceptions. | Adventurer's Guide | |
Bane | 1st | Enchantment | Affliction | Cause enemies to be distracted from their attacks. | Adventurer's Guide | |
Calm Emotions | 2nd | Enchantment | Divine, Negation | Suppress strong and harmful emotions, negating effects or sapping aggression. | Adventurer's Guide | |
Bless | 1st | Enchantment | Divine, Enhancement | Bless a number of creatures, improving their attack rolls and saving throws. | Adventurer's Guide | |
Command | 1st | Enchantment | Compulsion, Divine | Compel a creature to follow a one-word command. | Adventurer's Guide | |
Geas | 5th | Enchantment | Arcane, Compulsion, Divine, Law | Give a creature a command with an extremely long duration. | 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 |
Hold Person | 2nd | Enchantment | Affliction, Arcane | Paralyze a humanoid. | Adventurer's Guide | |
Fortified Will | 1st | Enchantment | Affliction, Divine, Protection | Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws. | Gate Pass Gazette | |
Muddle | Cantrip | Enchantment | Affliction, Psychic | Inflict a temporary level of strife or fatigue. | Gate Pass Gazette | |
Fire Storm | 7th | Evocation | Divine, Fire, Storm | Unleash flames that deal 7d10 fire damage in spaces that you choose. | Adventurer's Guide | |
Ceremony |
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1st | Evocation | Divine | Perform a religious ceremony for a funeral, last rites, offering, purification, or rite of passage. | Adventurer's Guide |
Angel Paradox | 7th | Evocation | Radiant, Undead | Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead. | Adventurer's Guide | |
Daylight | 3rd | Evocation | Arcane, Divine, Nature | Fill an area with magical daylight. | Adventurer's Guide | |
Divine Word | 7th | Evocation | Affliction, Divine | Hamper and possibly destroy otherworldly foes. | Adventurer's Guide | |
Hallow | 5th | Evocation | Divine, Protection | Imbue an area with powerful divine protections that help or hinder creatures of your choice. | Adventurer's Guide | |
Guiding Bolt | 1st | Evocation | Attack, Divine, Radiant | Attack a creature with a bolt of radiant energy that guides the attack of an ally. | Adventurer's Guide | |
Healing Word | 1st | Evocation | Divine, Healing | Restore a small number of hit points to a creature at range with only a word. | Adventurer's Guide | |
Heal | 6th | Evocation | Divine, Healing | Channel positive energy into a creature, restoring a large number of hit points and removing negative conditions. | Adventurer's Guide | |
Mass Healing Word | 3rd | Evocation | Divine, Healing | Heal up to 6 allies for a small amount. | Adventurer's Guide | |
Mass Heal | 9th | Evocation | Divine, Healing | Share 700 points of healing between any number of allies. | Adventurer's Guide | |
Mass Cure Wounds | 5th | Evocation | Divine, Healing | Heal several allies a moderate amount. | Adventurer's Guide | |
Shattering Barrage | 2nd | Evocation | Air, Terrain | Hurl orbs of jagged broken glass at up to 3 creatures. | Adventurer's Guide | |
Sending | 3rd | Evocation | Arcane, Communication, Divine | Send a short message to another creature, no matter their location. | Adventurer's Guide | |
Spiritual Weapon | 2nd | Evocation | Attack, Divine, Force | Conjure a floating, incandescent weapon to attack enemies with a bonus action. | Adventurer's Guide | |
Sacred Flame | Cantrip | Evocation | Attack, Divine, Radiant | Use radiant energy to scorch an enemy. | Adventurer's Guide | |
Wind Up | 1st | Evocation | Enhancement | Magically ensure that your next melee attack strikes true. | Adventurer's Guide | |
Prayer of Healing | 2nd | Evocation | Divine, Good, Healing | Heal up to 6 creatures during a short rest. | Adventurer's Guide | |
Blade Barrier | 6th | Evocation | Divine, Protection, Weaponry | Create an offensive and defensive wall of slashing blades. | Adventurer's Guide | |
Corpse Explosion | 1st | Evocation | Poison, Thunder | Make a corpse explode in a poisonous cloud. | Adventurer's Guide | |
Earthquake | 8th | Evocation | Earth, Terrain | Shake the ground to damage creatures and structures. | Adventurer's Guide | |
Flame Strike | 5th | Evocation | Divine, Fire | Call forth divine flames that descend from on high. | Adventurer's Guide | |
Light | Cantrip | Evocation | Arcane, Utility | Enchant one object to emit light. | Adventurer's Guide | |
Cure Wounds | 1st | Evocation | Divine, Healing, Nature | Heal hit points equal to 1d8 + your spellcasting ability modifier. | Adventurer's Guide | |
Continual Flame | 2nd | Evocation | Arcane, Divine, Fire | Create a torch-like flame that can’t be extinguished. | 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 | |
Sufferer's Strike | 2nd | Evocation | Affliction, Attack, Divine, Force | Deal 2d8 force damage and an additional 1d8 for every level of fatigue and strife you have. | Gate Pass Gazette | |
Leila's Devastating Daylight | 3rd | Evocation | Arcane, Divine, Nature | Fill an area with magical daylight. | To Save A Kingdom | |
Silence |
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2nd | Illusion | Arcane, Divine, Negation, Senses | Create a bubble of magical silence. | Adventurer's Guide |
Silver Shield | 3rd | Illusion | Arcane, Divine, Law | Magically conceal the identity of a shield wearer. | Gate Pass Gazette |