Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Accelerando | 4th | Transmutation | Enhancement, Movement, Sound, Time | Play a jaunty tune that instills swiftness into up to 6 creatures. | Adventurer's Guide | |
Alter Self | 2nd | Transmutation | Arcane, Movement, Shapechanging, Weaponry | Use magic to warp your body. | Adventurer's Guide | |
Astral Projection | 9th | Necromancy | Movement, Planar, Utility | Travel the astral plane. | Adventurer's Guide | |
Burst of Strength | 1st | Transmutation | Enhancement, Movement, Protection | Take a level of fatigue in order to break a grapple. | Gate Pass Gazette | |
Deadweight | 2nd | Transmutation | Movement, Transformation | Greatly increase the weight of an object. | Adventurer's Guide | |
Etherealness | 7th | Transmutation | Movement, Obscurement, Planar | Enter the border of the Ethereal Plane. | Adventurer's Guide | |
Expeditious Retreat | 1st | Transmutation | Arcane, Movement | Move much faster than normal. | Adventurer's Guide | |
Floating Disk |
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1st | Conjuration | Arcane, Movement | Create a floating platform which can carry up to 500 pounds. | Adventurer's Guide |
Fly | 3rd | Transmutation | Arcane, Movement | Grant a creature the ability to fly. | Adventurer's Guide | |
Freedom of Movement | 4th | Abjuration | Divine, Movement, Protection, Water | Free a creature from most constraints on its movement. | Adventurer's Guide | |
Gaseous Form | 3rd | Transmutation | Air, Arcane, Movement | Make a creature insubstantial and able to fly. | Adventurer's Guide | |
Jump | 1st | Transmutation | Enhancement, Movement | Imbue a creature with astonish leaping abilities. | Adventurer's Guide | |
Levitate | 2nd | Transmutation | Air, Arcane, Chaos, Movement | Cause one creature or object to float. | Adventurer's Guide | |
Longstrider | 1st | Transmutation | Movement, Utility | Increase a creature’s walking speed. | Adventurer's Guide | |
Misty Step | 2nd | Conjuration | Arcane, Chaos, Movement, Teleportation | Teleport short distances in a puff of shimmering mist. | Adventurer's Guide | |
Phantom Steed |
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3rd | Illusion | Arcane, Movement, Summoning, Utility | Conjure an ephemeral creature to use as a mount. | Adventurer's Guide |
Ray of Frost | Cantrip | Evocation | Arcane, Cold, Movement | Shoot a ray of cold damage that slows a creature. | Adventurer's Guide | |
Reckless March | 2nd | Transmutation | Enhancement, Movement | Suppress the effects of exhaustion at the cost of suffering more later. | Gate Pass Gazette | |
Slow | 3rd | Transmutation | Arcane, Movement, Negation, Time | Slow time for 6 creatures, making them sluggish and vulnerable. | Adventurer's Guide | |
Spider Climb | 2nd | Transmutation | Arcane, Movement, Utility | Give a creature the ability to walk on walls or ceilings, hands free. | Adventurer's Guide | |
Storm Kick | 5th | Transmutation | Lightning, Movement, Thunder, Unarmed | Travel across the battlefield to deliver a thunderous kick. | Adventurer's Guide | |
Telekinesis | 5th | Transmutation | Arcane, Movement | Use the power of thought to move a creature or object. | 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 Walk | 6th | Transmutation | Air, Divine, Movement, Transformation | You and up to 10 willing creatures transform into gaseous forms that have a flying speed of 300 feet and resistance to nonmagical weapons. | 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 |