Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Fey Tongue | 1st | Divination | Communication, Knowledge | Better understand the fey tongues and ways of communication. | Gate Pass Gazette | |
Find Familiar |
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1st | Conjuration | Arcane, Summoning | Summon a magical creature to aid you. | Adventurer's Guide |
Find Steed | 2nd | Conjuration | Beasts, Divine, Summoning | Summon a spirit that takes the form of a mount. | Adventurer's Guide | |
Find the Path | 6th | Divination | Divine, Nature, Terrain | Know the way to a location of your choice. | Adventurer's Guide | |
Find Traps | 2nd | Divination | Divine, Protection, Senses, Technological, Utility | Know whether traps are present. | Adventurer's Guide | |
Finger of Death | 7th | Necromancy | Arcane, Necrotic, Undead | Wrack a creature with negative energy that deals 7d8+30 necrotic damage. | Adventurer's Guide | |
Fire Bolt | Cantrip | Evocation | Arcane, Fire | Shoot a flame at a creature to deal fire damage. | Adventurer's Guide | |
Fire Shield | 4th | Evocation | Arcane, Cold, Fire, Protection | Gain resistance to and deal fire or cold damage to creatures that hit you. | Adventurer's Guide | |
Fire Storm | 7th | Evocation | Divine, Fire, Storm | Unleash flames that deal 7d10 fire damage in spaces that you choose. | Adventurer's Guide | |
Fireball | 3rd | Evocation | Arcane, Fire | Engulf an area in a blast of flame that deals 6d6 fire damage. | Adventurer's Guide | |
Flame Blade | 2nd | Evocation | Attack, Fire, Weaponry | A blade of fire appears in your hand, allowing you to make fire attacks. | Adventurer's Guide | |
Flame Strike | 5th | Evocation | Divine, Fire | Call forth divine flames that descend from on high. | Adventurer's Guide | |
Flaming Sphere | 2nd | Conjuration | Arcane, Fire | Create and control a 5-foot diameter burning sphere. | Adventurer's Guide | |
Flesh to Stone | 6th | Transmutation | Arcane, Earth, Transformation | Turn a creature to stone. | Adventurer's Guide | |
Flex | 2nd | Illusion | Enhancement, Utility | Bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. | 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 | |
Fog Cloud | 1st | Conjuration | Arcane, Obscurement, Weather | Create an area of fog. | Adventurer's Guide | |
Forbiddance |
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6th | Abjuration | Divine, Negation, Teleportation | Protect an area against magical travel and damage certain trespassing creatures. | Adventurer's Guide |
Force of Will | 2nd | Abjuration | Protection | Reduce the damage dealt by an attack. | 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 | |
Forest Army | 9th | Conjuration | Nature, Plants | Awaken and control an army of trees and plants. | Adventurer's Guide | |
Fortified Will | 1st | Enchantment | Affliction, Divine, Protection | Target can choose to suffer a level of strife in exchange for succeeding at certain saving throws. | Gate Pass Gazette | |
Freedom of Movement | 4th | Abjuration | Divine, Movement, Protection, Water | Free a creature from most constraints on its movement. | Adventurer's Guide | |
Freezing Sphere | 6th | Evocation | Arcane, Cold, Water | Unleash an arctic blast that deals 8d8 cold damage and freezes water in the area. | 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 | 9th | Conjuration | Arcane, Planar | Create a portal to another plane. | 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 | |
Geas | 5th | Enchantment | Arcane, Compulsion, Divine, Law | Give a creature a command with an extremely long duration. | Adventurer's Guide | |
Gentle Repose |
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2nd | Necromancy | Arcane, Divine | Prevent a corpse from decaying or being raised as undead. | Adventurer's Guide |
Giant Insect | 4th | Transmutation | Beasts, Nature | Transform insects into monstrous versions. | Adventurer's Guide | |
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 | |
Globe of Invulnerability | 6th | Abjuration | Negation, Protection | Create a sphere protected from outside magic. | Adventurer's Guide | |
Glyph of Warding | 3rd | Abjuration | Utility | Create a magical trap, storing a spell or burst of harmful energy within a rune. | Adventurer's Guide | |
Goodberry | 1st | Transmutation | Healing, Nature, Plants | Create a handful of magical berries that can be consumed to regain 1 hit point. | Adventurer's Guide | |
Grapevine | Cantrip | Evocation | Communication, Plants | Send a message in Druidic great distances to appear on a plant or tree known to you. | Adventurer's Guide | |
Grease | 1st | Conjuration | Arcane, Earth | Coat an area in grease, making it hard to move through. | Adventurer's Guide | |
Greater Invisibility | 4th | Illusion | Arcane, Obscurement, Shadow | Turn a creature invisible even while it takes hostile actions. | Adventurer's Guide | |
Greater Restoration | 5th | Abjuration | Divine, Healing | Restore a creature and remove a powerful debilitating effect. | Adventurer's Guide | |
Guards and Wards | 6th | Abjuration | Arcane, Protection | Ward an area, making it difficult to traverse for those that you do not permit. | Adventurer's Guide | |
Guidance | Cantrip | Divination | Divine, Knowledge | A creature you touch gains an expertise die on an ability check of its choosing. | Adventurer's Guide | |
Guiding Bolt | 1st | Evocation | Attack, Divine, Radiant | Attack a creature with a bolt of radiant energy that guides the attack of an ally. | Adventurer's Guide | |
Gust of Wind | 2nd | Evocation | Air, Nature | Create a powerful gust of wind that disperses clouds and pushes creatures. | Adventurer's Guide | |
Hallow | 5th | Evocation | Divine, Protection | Imbue an area with powerful divine protections that help or hinder creatures of your choice. | Adventurer's Guide | |
Hallucinatory Terrain | 4th | Illusion | Obscurement, Terrain | Cloak natural terrain in an illusion that transforms it. | Adventurer's Guide | |
Harm | 6th | Necromancy | Attack, Divine | Wither a creature, dealing damage and reducing its maximum health. | Adventurer's Guide |