Name | Ritual | Level Sort descending | Classical Spell School | Spell Schools | Summary | Source |
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Lightning Bolt | 3rd | Evocation | Arcane, Lightning, Nature, Storm | Shoot lighting through multiple enemies. | 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 |
Stonesense | 3rd | Divination | Arcane, Divine, Earth, Nature | Gain a preternatural understanding of stone. | Dungeon Delver's Guide | |
Invisible Object |
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3rd | Illusion | Arcane, Obscurement, Shadow | Turn an object invisible. | Dungeon Delver'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 |
Gate from Beyond | 3rd | Conjuration | Arcane, Teleportation | Create a short-range portal for multiple creatures in exchange for suffering strife. | Gate Pass Gazette | |
Leila's Devastating Daylight | 3rd | Evocation | Arcane, Divine, Nature | Fill an area with magical daylight. | To Save A Kingdom | |
Banishment | 4th | Abjuration | Affliction, Planar | Send a creature to another plane. | Adventurer's Guide | |
Blight | 4th | Necromancy | Arcane, Nature, Necrotic, Plants | Attack a creature by drawing the moisture from it, harming most and devastating plants. | Adventurer's Guide | |
Charm Monster | 4th | Enchantment | Arcane, Compulsion | Make a creature view you as a trusted friend. | Adventurer's Guide | |
Dominate Beast | 4th | Enchantment | Beasts, Compulsion, Nature | Take over the mind of a beast. | Adventurer's Guide | |
Confusion | 4th | Enchantment | Affliction, Chaos, Compulsion | Strike confusion into the minds of your enemies, making them act randomly. | Adventurer's Guide | |
Ice Storm | 4th | Evocation | Cold, Nature, Storm | Batter an area with massive shards of ice. | Adventurer's Guide | |
Dimension Door | 4th | Conjuration | Arcane, Teleportation | Teleport yourself and one willing creature great distances. | Adventurer's Guide | |
Greater Invisibility | 4th | Illusion | Arcane, Obscurement, Shadow | Turn a creature invisible even while it takes hostile actions. | Adventurer's Guide | |
Stoneskin | 4th | Abjuration | Arcane, Nature, Protection | Make a creature resistant to weapon damage. | Adventurer's Guide | |
Mindshield | 4th | Abjuration | Protection, Psychic | Grant resistance to psychic damage and protection from charms and fear. | Adventurer's Guide | |
Polymorph | 4th | Transmutation | Affliction, Arcane, Beasts, Nature, Shapechanging, Transformation | Temporarily transform a creature into another creature. | 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 | |
Thunder Bolt | 4th | Evocation | Arcane, Attack, Nature, Sound, Storm, Thunder | Thunder deals damage and deafens. | Dungeon Delver's Guide | |
Resplendent Refraction | 4th | Transmutation | Prismatic, Protection, Radiant | Cause a creature’s skin to become reflective, enabling it to shoot beams of fire | Gate Pass Gazette | |
Draining Nova | 4th | Necromancy | Affliction, Healing, Necrotic | Heal 1d8 hit points for each level of fatigue you inflict. | Gate Pass Gazette | |
Enervating Light | 4th | Necromancy | Affliction, Undead | Inflict fatigue on a creature to heal undead creatures. | Gate Pass Gazette | |
Cone of Cold | 5th | Evocation | Arcane, Attack, Cold | Create a blast of frigid air, dealing damage in a cone. | Adventurer's Guide | |
Dominate Person | 5th | Enchantment | Compulsion | Take over the mind of a humanoid. | Adventurer's Guide | |
Hold Monster | 5th | Enchantment | Affliction, Arcane | Paralyze a creature. | Adventurer's Guide | |
Seeming | 5th | Illusion | Arcane, Obscurement, Utility | Craft an illusory appearance for as many creatures as you choose. | Adventurer's Guide | |
Telekinesis | 5th | Transmutation | Arcane, Movement | Use the power of thought to move a creature or object. | 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 | |
Cloudkill | 5th | Conjuration | Arcane, Obscurement, Poison | Create a cloud of poisonous fog that obscures the area and damages creatures. | Adventurer's Guide | |
Insect Plague | 5th | Conjuration | Beasts, Nature, Summoning | Summon a biting, stinging swarm of insects. | Adventurer's Guide | |
Animate Objects | 5th | Transmutation | Arcane, Transformation, Weaponry | Create constructs to smite foes. | Adventurer's Guide | |
Creation | 5th | Illusion | Arcane, Shadow | Create from shadow-stuff a physical object no larger than a 5-foot cube. | Adventurer's Guide | |
Storm Kick | 5th | Transmutation | Lightning, Movement, Thunder, Unarmed | Travel across the battlefield to deliver a thunderous kick. | Adventurer's Guide | |
Teleportation Circle | 5th | Conjuration | Arcane, Teleportation | Draw a circle and open a shimmering portal to another location. | 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 | |
Prismatic Mess | 5th | Evocation | Arcane, Prismatic | Unleash a disorderly burst of colorful energy that deals various types of damage and harmful effects | Gate Pass Gazette | |
Dementing Touch | 5th | Enchantment | Affliction, Evil | Plague a creature’s mind to inflict strife. | Gate Pass Gazette | |
Dancing Feet | 5th | Enchantment | Affliction, Arcane, Compulsion | Force creatures to dance | Gate Pass Gazette | |
Circle of Death | 6th | Necromancy | Necrotic | Suck the life force from an area, dealing necrotic damage in a large sphere. | Adventurer's Guide | |
Chain Lightning | 6th | Evocation | Arcane, Lightning | Fire a bolt of lightning that arcs to multiple foes. | Adventurer's Guide | |
Eyebite | 6th | Necromancy | Affliction, Arcane, Fear | Use a gaze attack to curse creatures. | Adventurer's Guide | |
Disintegrate | 6th | Transmutation | Arcane, Attack, Transformation | Use a magical ray to disintegrate a creature or object. | Adventurer's Guide | |
Globe of Invulnerability | 6th | Abjuration | Negation, Protection | Create a sphere protected from outside magic. | Adventurer's Guide | |
Mass Suggestion | 6th | Enchantment | Arcane, Chaos, Compulsion | Convince up to 12 creatures to carry out a simple instruction. | 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 | |
Move Earth | 6th | Transmutation | Earth, Nature, Terrain, Utility | Bend the earth to create permanent changes to the terrain. | Adventurer's Guide | |
Sunbeam | 6th | Evocation | Arcane, Radiant | A beam of sunlight damages and blinds creatures in its path each turn. | 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 |
Ravaging Roots | 6th | Evocation | Arcane, Earth, Nature, Plants | Roots smash stone and capture creatures. | Dungeon Delver's Guide |