| Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
|---|---|---|---|---|---|---|
| Speak with Dead | 3rd | Necromancy | Communication, Divine, Knowledge, Utility | Call forth memories from a corpse, compelling it to answer questions. | Adventurer's Guide | |
| Speak with Plants | 3rd | Transmutation | Communication, Nature, Plants, Utility | Awaken nearby plants, bestowing intelligence and animation. | 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 | |
| Steady Hands | Cantrip | Transmutation | Enhancement, Technological, Utility | Gain precise control over your fine movements. | Gate Pass Gazette | |
| Tiny Hut |
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3rd | Evocation | Arcane, Force, Protection, Utility | Create an immobile dome of protective force that shelters the party. | Adventurer's Guide |
| Unseen Servant |
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1st | Conjuration | Arcane, Summoning, Utility | Use an invisible, mindless, shapeless force to perform simple tasks. | Adventurer's Guide |
| Wall of Force | 5th | Evocation | Arcane, Force, Planar, Protection, Utility | Create a wall of invisible force in the shape of a hemisphere, sphere, or flat surface that is almost invulnerable. | 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 | |
| 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 |