Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
---|---|---|---|---|---|---|
Fly | 3rd | Transmutation | Arcane, Movement | Grant a creature the ability to fly. | Adventurer's Guide | |
Force Punch | 1st | Evocation | Attack, Force, Unarmed | Use a blast of magic to punch a creature. | Adventurer's Guide | |
Forcecage | 7th | Evocation | Arcane, Force, Planar, Teleportation | Creatures in the area are trapped in an invisible cube of force. | Adventurer's Guide | |
Foresight | 9th | Divination | Arcane, Senses, Time | Grant preternatural awareness to a creature that makes it immune to being surprised and grants it advantage on checks. | Adventurer's Guide | |
Friends | Cantrip | Enchantment | Arcane | Gain an expertise die on a Charisma check. | Adventurer's Guide | |
Gaseous Form | 3rd | Transmutation | Air, Arcane, Movement | Make a creature insubstantial and able to fly. | 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 | |
Glamour | Cantrip | Illusion | Enhancement, Obscurement, Prismatic | Distort light to subtly change your appearance. | Gate Pass Gazette | |
Glibness | 8th | Transmutation | Communication, Enhancement, Obscurement | Gain a bonus to Charisma checks and lie even under magical detection. | Adventurer's Guide | |
Hallucinatory Terrain | 4th | Illusion | Obscurement, Terrain | Cloak natural terrain in an illusion that transforms it. | Adventurer's Guide | |
Heart of Dis | 8th | Necromancy | Enhancement, Evil, Fear, Law, Planar, Protection | Magically replace your heart with one forged on the second layer of Hell. | Adventurer's Guide | |
Hex | 1st | Enchantment | Affliction | Lay a mild curse which weakens one ability score. | Other | |
Hold Monster | 5th | Enchantment | Affliction, Arcane | Paralyze a creature. | Adventurer's Guide | |
Hold Person | 2nd | Enchantment | Affliction, Arcane | Paralyze a humanoid. | 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 | |
Illusory Script | 1st | Illusion | Arcane, Communication | Hide a message with illusion. | Adventurer's Guide | |
Imprisonment | 9th | Abjuration | Affliction, Arcane | Imprison a creature with one of several powerful binding effects. | Adventurer's Guide | |
Infernal Weapon | 6th | Conjuration | Attack, Cold, Evil, Fire | Summon a weapon from Hell. | Adventurer's Guide | |
Invigorated Strikes | 2nd | Transmutation | Attack, Enhancement, Unarmed | Increase the damage dealt by a creature’s unarmed strikes and natural weapons. | Adventurer's Guide | |
Invisibility | 2nd | Illusion | Arcane, Obscurement, Shadow | Render a creature invisible so long as it does not attack or cast spells. | Adventurer's Guide | |
Invisible Object |
r
|
3rd | Illusion | Arcane, Obscurement, Shadow | Turn an object invisible. | Dungeon Delver's Guide |
Lemure Transformation | 2nd | Transmutation | Transformation | Melt your body into a humanoid-shaped mass of liquid flesh. | Adventurer's Guide | |
Mage Hand | Cantrip | Conjuration | Arcane, Utility | Conjure a hand to manipulate small objects. | Adventurer's Guide | |
Magic Circle | 3rd | Abjuration | Compulsion, Protection | Create a protective cylinder of magic. | Adventurer's Guide | |
Magic Map | 2nd | Divination | Arcane, Knowledge, Nature | Create a map showing the route you’ve traveled. | Dungeon Delver's Guide | |
Major Image | 3rd | Illusion | Arcane, Chaos | Create a large, realistic illusion. | Adventurer's Guide | |
Mass Suggestion | 6th | Enchantment | Arcane, Chaos, Compulsion | Convince up to 12 creatures to carry out a simple instruction. | Adventurer's Guide | |
Mental Grip | 2nd | Conjuration | Affliction | Conjure extensions of your own mental fortitude to keep your foes at bay. | Adventurer's Guide | |
Minor Illusion | Cantrip | Illusion | Arcane, Chaos | Create a small, limited illusion. | Adventurer's Guide | |
Mirror Image | 2nd | Illusion | Arcane, Chaos, Obscurement | Transform an area of terrain with a convincing, immersive illusion. | Adventurer's Guide | |
Misty Step | 2nd | Conjuration | Arcane, Chaos, Movement, Teleportation | Teleport short distances in a puff of shimmering mist. | Adventurer's Guide | |
Muddle | Cantrip | Enchantment | Affliction, Psychic | Inflict a temporary level of strife or fatigue. | Gate Pass Gazette | |
Pestilence | Cantrip | Conjuration | Nature, Summoning | Fill a 10-foot sphere with biting insects that damage creatures and some objects. | Adventurer's Guide | |
Phantasmal Talons | 1st | Enchantment | Psychic, Unarmed | Sprout invisible talons of pure will from your fingers. | Adventurer's Guide | |
Pigment Cloud | 2nd | Evocation | Arcane, Obscurement, Prismatic | Create a cloud of colorful pigment, causing affected creatures to leave a trail. | Gate Pass Gazette | |
Planar Ally | 6th | Conjuration | Divine, Planar, Summoning | Entreat cosmic forces for assistance and summon forth an ally—for a price. | Adventurer's Guide | |
Plane Shift | 7th | Conjuration | Arcane, Divine, Nature, Planar, Teleportation, Utility | Transport yourself and allies to another plane of existence or banish an enemy there instead. | Adventurer's Guide | |
Poison Skin | 3rd | Abjuration | Nature, Poison, Protection | Make a creature brightly colored and poisonous to the touch. | Adventurer's Guide | |
Power Word Kill | 9th | Enchantment | Arcane, Attack | Slay a creature with a single word. | Adventurer's Guide | |
Power Word Stun | 8th | Enchantment | Affliction, Arcane | Stun a creature with a single word. | Adventurer's Guide | |
Prestidigitation | Cantrip | Transmutation | Arcane, Utility | Perform various minor magical tricks. | 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 | |
Protection from Evil and Good | 1st | Abjuration | Arcane, Divine, Protection | Protect a creature from certain creature types. | Adventurer's Guide | |
Raise Hell | 9th | Transmutation | Evil, Law, Terrain | Transform the land around you into a blasted hellscape. | Adventurer's Guide | |
Ray of Enfeeblement | 2nd | Necromancy | Arcane, Necrotic | Shoot a ray of necrotic damage that weakens a creature. | Adventurer's Guide | |
Remove Curse | 3rd | Abjuration | Arcane, Divine, Negation | Remove all curses from a creature. | Adventurer'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 | |
Scrying | 5th | Divination | Arcane, Divine, Nature, Scrying | Observe a creature on the same plane of existence as you. | Adventurer's Guide | |
Searing Equation | 1st | Enchantment | Affliction, Law, Psychic | Whisper an alien equation that injures the minds of creatures and deafens them. | Adventurer's Guide | |
Shatter | 2nd | Evocation | Arcane, Sound, Thunder | Create a painful ringing sound that damages all creatures and objects in an area. | Adventurer's Guide |