Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Locate Object | 2nd | Divination | Arcane, Knowledge, Utility | Know the whereabouts of a specific, nearby object. | Adventurer's Guide | |
Longstrider | 1st | Transmutation | Movement, Utility | Increase a creature’s walking speed. | Adventurer's Guide | |
Mage Armor | 1st | Abjuration | Arcane, Protection | Magically increase your AC. | 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 Jar | 6th | Necromancy | Arcane, Compulsion, Evil | Move your soul into a jar in order to possess another creature. | Adventurer's Guide | |
Magic Map | 2nd | Divination | Arcane, Knowledge, Nature | Create a map showing the route you’ve traveled. | Dungeon Delver's Guide | |
Magic Missile | 1st | Evocation | Arcane, Attack, Force | Shoot bolts of arcane energy certain to hit one or more creatures. | Adventurer's Guide | |
Magic Mouth |
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2nd | Illusion | Arcane, Communication, Sound | Enchant an object to repeat a message in certain circumstances. | Adventurer's Guide |
Magic Weapon | 2nd | Transmutation | Arcane, Enhancement, Transformation, Weaponry | Imbue a weapon with magic, making it more powerful. | Adventurer's Guide | |
Magnificent Mansion | 7th | Conjuration | Arcane, Planar | Create a magnificent extradimensional dwelling. | Adventurer's Guide | |
Major Image | 3rd | Illusion | Arcane, Chaos | Create a large, realistic illusion. | Adventurer's Guide | |
Map Marker | 3rd | Divination | Knowledge, Utility | Accurately mark your current position on a map depicting your location. | Gate Pass Gazette | |
Mass Cure Wounds | 5th | Evocation | Divine, Healing | Heal several allies a moderate amount. | Adventurer's Guide | |
Mass Heal | 9th | Evocation | Divine, Healing | Share 700 points of healing between any number of allies. | Adventurer's Guide | |
Mass Healing Word | 3rd | Evocation | Divine, Healing | Heal up to 6 allies for a small amount. | Adventurer's Guide | |
Mass Suggestion | 6th | Enchantment | Arcane, Chaos, Compulsion | Convince up to 12 creatures to carry out a simple instruction. | Adventurer's Guide | |
Maze | 8th | Conjuration | Arcane, Chaos, Compulsion, Planar | Banish a creature to a maze contained within its own demiplane. | Adventurer's Guide | |
Meld Into Stone | 3rd | Transmutation | Nature, Obscurement, Shapechanging, Transformation | You are enveloped by any stone surface large enough to contain you. | Adventurer's Guide | |
Mending | Cantrip | Transmutation | Arcane, Transformation, Utility | Perform simple repairs on an object. | Adventurer's Guide | |
Mental Grip | 2nd | Conjuration | Affliction | Conjure extensions of your own mental fortitude to keep your foes at bay. | Adventurer's Guide | |
Message | Cantrip | Transmutation | Arcane, Communication | Send short messages to other creatures. | Adventurer's Guide | |
Metabolic Stasis | 6th | Transmutation | Arcane, Divine, Nature | Create a zone of immortality. | Dungeon Delver's Guide | |
Meteor Swarm | 9th | Evocation | Affliction, Arcane, Attack, Fire, Storm | Cause fiery spheres to fall from the sky for up to a mile. | Adventurer's Guide | |
Mind Blank | 8th | Abjuration | Arcane, Negation | Prevent a creature’s mind from being read. | Adventurer's Guide | |
Mindshield | 4th | Abjuration | Protection, Psychic | Grant resistance to psychic damage and protection from charms and fear. | Adventurer's Guide | |
Minor Illusion | Cantrip | Illusion | Arcane, Chaos | Create a small, limited illusion. | Adventurer's Guide | |
Mirage Arcane | 7th | Illusion | Arcane, Chaos, Nature, Obscurement, Terrain, Transformation | Transform an area of terrain with a convincing, immersive illusion. | Adventurer's Guide | |
Mirror Image | 2nd | Illusion | Arcane, Chaos, Obscurement | Create copies of yourself to avoid being hit. | Adventurer's Guide | |
Mislead | 5th | Illusion | Arcane, Chaos, Obscurement, Transformation | Confuse those around you by replacing yourself with a duplicate. | Adventurer's Guide | |
Misty Step | 2nd | Conjuration | Arcane, Chaos, Movement, Teleportation | Teleport short distances in a puff of shimmering mist. | Adventurer's Guide | |
Modify Memory | 5th | Enchantment | Communication, Compulsion, Utility | Alter a creature’s memory. | Adventurer's Guide | |
Moonbeam | 2nd | Evocation | Nature, Radiant | Control a moveable beam of moonlight that harms your foes. | Adventurer's Guide | |
Move Earth | 6th | Transmutation | Earth, Nature, Terrain, Utility | Bend the earth to create permanent changes to the terrain. | Adventurer's Guide | |
Muddle | Cantrip | Enchantment | Affliction, Psychic | Inflict a temporary level of strife or fatigue. | Gate Pass Gazette | |
Nervous Recoil | 1st | Enchantment | Negation, Psychic | When a creature succeeds on an attack roll, you cloud its perception, forcing it to either treat the attack roll as a failure or keep its success and suffer damage from cognitive dissonance. | Gate Pass Gazette | |
Nondetection | 3rd | Abjuration | Arcane, Negation, Obscurement, Scrying, Utility | Hide a person, place, or thing from divination magic for 8 hours. | Adventurer's Guide | |
Object of Fascination | 2nd | Enchantment | Compulsion | Enchant a valuable item to distract or lure a now fixated creature. | Gate Pass Gazette | |
Pass Without Trace | 2nd | Abjuration | Nature, Obscurement, Utility | Give you and allies a bonus to Stealth checks and prevent tracked pursuit. | Adventurer's Guide | |
Passwall | 5th | Transmutation | Arcane, Terrain, Utility | Create a hole in certain surfaces for easy passage. | Adventurer's Guide | |
Pestilence | Cantrip | Conjuration | Nature, Summoning | Fill a 10-foot sphere with biting insects that damage creatures and some objects. | Adventurer's Guide | |
Phantasmal Killer | 4th | Illusion | Arcane, Fear, Psychic | Manifest a creature’s fears, causing it to take damage and become frightened. | Adventurer's Guide | |
Phantasmal Talons | 1st | Enchantment | Psychic, Unarmed | Sprout invisible talons of pure will from your fingers. | 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 |
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 | |
Planar Binding | 5th | Abjuration | Arcane, Compulsion, Divine, Nature, Planar, Utility | Force a creature from another plane of existence to become your servant. | 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 | |
Plant Growth | 3rd | Transmutation | Nature, Plants, Terrain | Use magic to increase the yield of plants or create difficult terrain. | Adventurer's Guide | |
Poison Skin | 3rd | Abjuration | Nature, Poison, Protection | Make a creature brightly colored and poisonous to the touch. | Adventurer's Guide |