Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Prayer of Healing | 2nd | Evocation | Divine, Good, Healing | Heal up to 6 creatures during a short rest. | Adventurer's Guide | |
Protection from Energy | 2nd | Abjuration | Arcane, Divine, Protection | Grant a creature resistance to one damage type of your choice. | Adventurer's Guide | |
Protection from Evil and Good | 1st | Abjuration | Arcane, Divine, Protection | Protect a creature from certain creature types. | Adventurer's Guide | |
Raise Dead | 5th | Necromancy | Divine, Healing | Return a recently-dead creature to life. | Adventurer'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 | |
Remove Curse | 3rd | Abjuration | Arcane, Divine, Negation | Remove all curses from a creature. | Adventurer's Guide | |
Reopen Rift | 6th | Conjuration | Arcane, Divine, Law, Teleportation | Magically follow creatures that teleported within the last 24 hours. | Gate Pass Gazette | |
Resurrection | 7th | Necromancy | Divine, Healing | Return a long-dead creature to life. | Adventurer's Guide | |
Revivify | 3rd | Necromancy | Divine, Healing | Return a creature to life who has been dead for less than a minute. | Adventurer's Guide | |
Sacred Flame | Cantrip | Evocation | Attack, Divine, Radiant | Use radiant energy to scorch an enemy. | Adventurer's Guide | |
Sanctuary | 1st | Abjuration | Divine, Protection | Guard one creature against attacks. | Adventurer's Guide | |
Scrying | 5th | Divination | Arcane, Divine, Nature, Scrying | Observe a creature on the same plane of existence as you. | Adventurer's Guide | |
Sending | 3rd | Evocation | Arcane, Communication, Divine | Send a short message to another creature, no matter their location. | Adventurer's Guide | |
Shattering Barrage | 2nd | Evocation | Air, Terrain | Hurl orbs of jagged broken glass at up to 3 creatures. | Adventurer's Guide | |
Shield of Faith | 1st | Abjuration | Divine, Protection | Bestow holy protection upon a creature. | Adventurer's Guide | |
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 | |
Skeletal Hands | 1st | Necromancy | Arcane, Divine, Necrotic | Skeletal hands grab at targets. | Dungeon Delver's Guide | |
Soulwrought Fists | 2nd | Transmutation | Enhancement, Transformation, Unarmed, Weaponry | Harden a creature’s hands with inner power, turning dexterous fingers into magical iron cudgels. | Adventurer's Guide | |
Spare the Dying | Cantrip | Necromancy | Divine, Healing | Stabilize a dying creature with a jolt of healing energy. | Adventurer's Guide | |
Speak with Dead | 3rd | Necromancy | Communication, Divine, Knowledge, Utility | Call forth memories from a corpse, compelling it to answer questions. | Adventurer's Guide | |
Spirit Guardians | 3rd | Conjuration | Divine, Necrotic, Radiant | Spectral spirits surround you, damaging and slowing enemies in the area. | 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 | |
Stone Sentinel | 5th | Transmutation | Arcane, Divine, Law, Transformation | Create a walking statue that enforces the law. | Gate Pass Gazette | |
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 | |
Storm Kick | 5th | Transmutation | Lightning, Movement, Thunder, Unarmed | Travel across the battlefield to deliver a thunderous kick. | 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 | |
Symbol | 7th | Abjuration | Arcane, Protection | Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. | Adventurer's Guide | |
Thaumaturgy | Cantrip | Transmutation | Divine, Enhancement | Manifest a minor magical effect to display divine power. | Adventurer's Guide | |
Tongues | 3rd | Divination | Arcane, Communication, Divine | Understand any heard language and be understood by others you speak to. | 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 | |
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 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 | |
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 | |
Warding Bond | 2nd | Abjuration | Divine, Protection | Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. | Adventurer's Guide | |
Wind Up | 1st | Evocation | Enhancement | Magically ensure that your next melee attack strikes true. | Adventurer's Guide | |
Word of Recall | 6th | Conjuration | Divine, Teleportation | You and up to 5 willing creatures instantly teleport to a previously designated sanctuary. | 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 |
Zone of Truth | 2nd | Enchantment | Communication, Compulsion, Law | Create a zone that minimizes spoken deceptions. | Adventurer's Guide |