Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
---|---|---|---|---|---|---|
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 Spray | 7th | Evocation | Arcane, Prismatic | Unleash a kaleidoscopic cone of energy that deals various types of damage and harmful effects. | Adventurer's Guide | |
Prismatic Wall | 9th | Abjuration | Arcane, Prismatic, Protection | Create a wall of potent kaleidoscopic energy that inflicts a number of effects on those that trespass. | Adventurer's Guide | |
Private Sanctum | 4th | Abjuration | Arcane, Obscurement, Scrying, Utility | Secure an area from spying and intrusion. | Adventurer's Guide | |
Programmed Illusion | 6th | Illusion | Arcane, Senses | Set an illusion that triggers once a specified condition is met. | Adventurer's Guide | |
Project Image | 7th | Illusion | Arcane, Senses | Create an illusionary duplicate you can sense through. | 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 | |
Rage of the Meek | 4th | Transmutation | Force, Protection | Become a fearsome arcane-empowered warrior. | 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 | |
Ray of Frost | Cantrip | Evocation | Arcane, Cold, Movement | Shoot a ray of cold damage that slows a creature. | 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 | |
Resilient Sphere | 4th | Evocation | Arcane, Protection | Create an impenetrable sphere of energy around a creature. | Adventurer's Guide | |
Reverse Gravity | 7th | Transmutation | Arcane | Reverse the gravity of a specific area. | Adventurer's Guide | |
Rope Trick | 2nd | Transmutation | Arcane, Planar, Utility | Create a pocket dimension at the end of a suspended rope. | Adventurer's Guide | |
Sabotage | 2nd | Transmutation | Chaos, Technological, Transformation, Utility | Compromise the integrity of an object. | Gate Pass Gazette | |
Scorching Ray | 2nd | Evocation | Arcane, Attack, Fire | Shoot rays of fire damage able to target multiple creatures. | Adventurer's Guide | |
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 | |
Secret Chest | 4th | Conjuration | Arcane, Planar, Utility | Hide a storage chest in the Ethereal Plane and recall it at will. | Adventurer's Guide | |
See Invisibility | 2nd | Divination | Arcane, Enhancement, Senses | See invisible creatures and objects. | Adventurer's Guide | |
Seed Bomb | 2nd | Conjuration | Nature, Weaponry | Conjure 4 seeds and imbue them with a variety of explosive effects. | Adventurer's Guide | |
Seeming | 5th | Illusion | Arcane, Obscurement, Utility | Craft an illusory appearance for as many creatures as you choose. | Adventurer's Guide | |
Sending | 3rd | Evocation | Arcane, Communication, Divine | Send a short message to another creature, no matter their location. | Adventurer's Guide | |
Sequester | 7th | Transmutation | Arcane, Obscurement, Utility | Place a willing creature in suspended animation and hide them away. | Adventurer's Guide | |
Shapechange | 9th | Transmutation | Arcane, Nature, Shapechanging | Take on the form of another creature. | 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 | |
Shattering Barrage | 2nd | Evocation | Air, Terrain | Hurl orbs of jagged broken glass at up to 3 creatures. | Adventurer's Guide | |
Shield | 1st | Abjuration | Arcane, Protection | Create a temporary barrier of arcane energy around yourself. | Adventurer's Guide | |
Shocking Grasp | Cantrip | Evocation | Affliction, Arcane, Attack, Lightning | Deal lightning damage to a creature within reach. | Adventurer's Guide | |
Silent Image | 1st | Illusion | Arcane, Senses | Create an illusion that can move but has no other sensory details. | Adventurer's Guide | |
Silver Shield | 3rd | Illusion | Arcane, Divine, Law | Magically conceal the identity of a shield wearer. | Gate Pass Gazette | |
Simulacrum | 7th | Illusion | Arcane, Transformation | Create a copy of a creature | Adventurer's Guide | |
Skeletal Hands | 1st | Necromancy | Arcane, Divine, Necrotic | Skeletal hands grab at targets. | Dungeon Delver's Guide | |
Skeleton Crew |
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2nd | Conjuration | Arcane, Summoning, Technological, Utility | Summon invisible forces to pilot a vehicle. | Gate Pass Gazette |
Sleep | 1st | Enchantment | Arcane, Compulsion | Cause enemies to fall into a magical slumber. | Adventurer's Guide | |
Sleet Storm | 2nd | Conjuration | Cold, Nature, Terrain, Weather | Conjure a magical storm of freezing rain and sleet that hampers creatures caught in it. | Adventurer's Guide | |
Slow | 3rd | Transmutation | Arcane, Movement, Negation, Time | Slow time for 6 creatures, making them sluggish and vulnerable. | Adventurer'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 | |
Spellbound Oath | 6th | Enchantment | Arcane, Compulsion | Bind two creatures in an arcane agreement | Gate Pass Gazette | |
Spider Climb | 2nd | Transmutation | Arcane, Movement, Utility | Give a creature the ability to walk on walls or ceilings, hands free. | Adventurer's Guide | |
Sporesight | 7th | Evocation | Nature, Obscurement, Senses | Create a 50-foot radius cloud of spores that allow you to see everything in the area. | 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 | |
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 |