Name | Ritual | Level Sort ascending | Classical Spell School | Spell Schools | Summary | Source |
---|---|---|---|---|---|---|
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 | |
Tongues | 3rd | Divination | Arcane, Communication, Divine | Understand any heard language and be understood by others you speak to. | Adventurer's Guide | |
Daylight | 3rd | Evocation | Arcane, Divine, Nature | Fill an area with magical daylight. | Adventurer's Guide | |
Darklight | 3rd | Evocation | Utility | Create a heatless flame that sheds light only you and creatures you choose are able to see. | Adventurer's Guide | |
Counterspell | 3rd | Abjuration | Arcane, Negation | Interrupt another spellcaster as they cast a spell. | Adventurer's Guide | |
Fear | 3rd | Illusion | Arcane, Fear | Frighten creatures in a cone-shaped area. | Adventurer's Guide | |
Hypnotic Pattern | 3rd | Illusion | Arcane, Prismatic | Create a beguiling pattern in the air that charms and incapacitates its viewers. | Adventurer's Guide | |
Major Image | 3rd | Illusion | Arcane, Chaos | Create a large, realistic illusion. | Adventurer's Guide | |
Slow | 3rd | Transmutation | Arcane, Movement, Negation, Time | Slow time for 6 creatures, making them sluggish and vulnerable. | Adventurer's Guide | |
Stinking Cloud | 3rd | Conjuration | Arcane, Poison | Make a thick, noxious cloud that leaves foes retching and unable to act. | Adventurer's Guide | |
Whirlwind Kick | 3rd | Transmutation | Movement, Thunder, Unarmed | Unleash a spinning kick that strikes creatures in a 60-foot line and carries you across the battlefield. | Adventurer's Guide | |
Blink | 3rd | Transmutation | Arcane, Planar, Protection | Have a 50% chance of vanishing each turn to avoid being harmed. | Adventurer's Guide | |
Clairvoyance | 3rd | Divination | Arcane, Divine, Scrying | Create a sensor at a distance, allowing you to see or hear through it. | 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 | |
Dispel Magic | 3rd | Abjuration | Arcane, Negation, Protection, Utility | End ongoing magical effects. | Adventurer's Guide | |
Fireball | 3rd | Evocation | Arcane, Fire | Engulf an area in a blast of flame that deals 6d6 fire damage. | Adventurer's Guide | |
Fly | 3rd | Transmutation | Arcane, Movement | Grant a creature the ability to fly. | Adventurer's Guide | |
Gaseous Form | 3rd | Transmutation | Air, Arcane, Movement | Make a creature insubstantial and able to fly. | Adventurer's Guide | |
Haste | 3rd | Transmutation | Enhancement, Time | Allow a creature to move and act more quickly. | Adventurer's Guide | |
Lightning Bolt | 3rd | Evocation | Arcane, Lightning, Nature, Storm | Shoot lighting through multiple enemies. | Adventurer's Guide | |
Water Breathing |
r
|
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 |
r
|
3rd | Illusion | Arcane, Obscurement, Shadow | Turn an object invisible. | Dungeon Delver's Guide |
Water Walk |
r
|
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 | |
Blindness/Deafness | 2nd | Necromancy | Affliction, Arcane, Divine, Senses | Strike a creature blind or deaf. | Adventurer's Guide | |
Acid Arrow | 2nd | Evocation | Acid, Arcane | Create a magical arrow that covers a creature or object in acid. | Adventurer's Guide | |
Alter Self | 2nd | Transmutation | Arcane, Movement, Shapechanging, Weaponry | Use magic to warp your body. | Adventurer's Guide | |
Flex | 2nd | Illusion | Enhancement, Utility | Bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. | Adventurer's Guide | |
Levitate | 2nd | Transmutation | Air, Arcane, Chaos, Movement | Cause one creature or object to float. | Adventurer's Guide | |
Mental Grip | 2nd | Conjuration | Affliction | Conjure extensions of your own mental fortitude to keep your foes at bay. | Adventurer's Guide | |
Knock | 2nd | Transmutation | Utility | Open a locked object. | Adventurer's Guide | |
Scorching Ray | 2nd | Evocation | Arcane, Attack, Fire | Shoot rays of fire damage able to target multiple creatures. | Adventurer's Guide | |
Shattering Barrage | 2nd | Evocation | Air, Terrain | Hurl orbs of jagged broken glass at up to 3 creatures. | Adventurer's Guide |