Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Sunbeam | 6th | Evocation | Arcane, Radiant | A beam of sunlight damages and blinds creatures in its path each turn. | Adventurer's Guide | |
Sunburst | 8th | Evocation | Arcane, Radiant | A burst of radiant sunlight damages and blinds creatures caught in its area. | Adventurer's Guide | |
Telekinesis | 5th | Transmutation | Arcane, Movement | Use the power of thought to move a creature or object. | Adventurer's Guide | |
Teleport |
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7th | Conjuration | Arcane, Teleportation | Teleport one or more creatures instantly across vast distances. | Adventurer's Guide |
Teleportation Circle | 5th | Conjuration | Arcane, Teleportation | Draw a circle and open a shimmering portal to another location. | Adventurer's Guide | |
Thunder Bolt | 4th | Evocation | Arcane, Attack, Nature, Sound, Storm, Thunder | Thunder deals damage and deafens. | Dungeon Delver's Guide | |
Thunderwave | 1st | Evocation | Arcane, Nature, Thunder | Unleash a wave of thunderous force that damages creatures and pushes them back. | Adventurer's Guide | |
Time Stop | 9th | Transmutation | Arcane, Time | Stop time and take extra turns. | Adventurer's Guide | |
Tongues | 3rd | Divination | Arcane, Communication, Divine | Understand any heard language and be understood by others you speak to. | 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 | |
Unholy Star | 7th | Conjuration | Fire, Necrotic | Explode a meteor ripped from the sky into 4 fiery chunks that rain down fiery unholy energies. | Adventurer's Guide | |
Void Maw | Cantrip | Conjuration | Attack, Evil, Shadow | Create an orb of hungry shadows | To Save A Kingdom | |
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 | |
Wall of Stone | 5th | Evocation | Arcane, Divine, Earth, Obscurement, Protection, Terrain, Utility | Create a wall, bridge, or ramp of nonmagical stone. | 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 | |
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 |
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 |
Web | 2nd | Conjuration | Arcane, Movement, Obscurement | Conjure a 20-foot cube or 5-foot layer of sticky webbing that restrains creatures and is flammable. | 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 | |
Wind Up | 1st | Evocation | Enhancement | Magically ensure that your next melee attack strikes true. | Adventurer's Guide | |
Wish | 9th | Conjuration | Arcane | Duplicate any other spell regardless of requirements, choose from a list of other effects, or create your own—be careful. | 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 |