Name | Ritual | Level | Classical Spell School | Spell Schools | Summary | Source |
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Shillelagh | Cantrip | Transmutation | Nature, Transformation, Weaponry | Imbue your staff or club with magical essence. | Adventurer's Guide | |
Shocking Grasp | Cantrip | Evocation | Affliction, Arcane, Attack, Lightning | Deal lightning damage to a creature within reach. | Adventurer's Guide | |
Silence |
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2nd | Illusion | Arcane, Divine, Negation, Senses | Create a bubble of magical silence. | 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 | |
Sleep | 1st | Enchantment | Arcane, Compulsion | Cause enemies to fall into a magical slumber. | Adventurer's Guide | |
Sleeplessness |
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3rd | Enchantment | Compulsion, Nature | Grant a creature supernatural vigor that keeps it awake. | Gate Pass Gazette |
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 | |
Spare the Dying | Cantrip | Necromancy | Divine, Healing | Stabilize a dying creature with a jolt of healing energy. | Adventurer's Guide | |
Speak with Animals |
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1st | Divination | Beasts, Communication, Nature, Utility | Gain the ability to talk with animals. | Adventurer's Guide |
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 | |
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 | |
Spike Growth | 2nd | Transmutation | Nature, Terrain | Create damaging difficult terrain by filling an area with sharp thorns and stones. | Adventurer's Guide | |
Spirit Guardians | 3rd | Conjuration | Divine, Necrotic, Radiant | Spectral spirits surround you, damaging and slowing enemies in the area. | Adventurer's Guide | |
Spiritual Weapon | 2nd | Evocation | Attack, Divine, Force | Conjure a floating, incandescent weapon to attack enemies with a bonus action. | 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 | |
Stoneskin | 4th | Abjuration | Arcane, Nature, Protection | Make a creature resistant to weapon damage. | Adventurer's Guide | |
Storm Kick | 5th | Transmutation | Lightning, Movement, Thunder, Unarmed | Travel across the battlefield to deliver a thunderous kick. | Adventurer's Guide | |
Storm of Vengeance | 9th | Conjuration | Acid, Cold, Lightning, Nature, Storm, Thunder, Weather | Create a supernatural storm that rages for a minute and produces varying effects in a wide area. | Adventurer's Guide | |
Stumble | 1st | Enchantment | Affliction, Movement | Make a creature stumble in a direction, potentially knocking them prone and dealing damage. | Gate Pass Gazette | |
Subliminal Messenger | 2nd | Enchantment | Communication, Compulsion | Implant a message in the subconscious of a creature that it recites when certain conditions are met. | Gate Pass Gazette | |
Sufferer's Pact | 3rd | Evocation | Divine, Force, Healing | Deal force damage to a creature in order to grant it temporary hit points. | Gate Pass Gazette | |
Sufferer's Strike | 2nd | Evocation | Affliction, Attack, Divine, Force | Deal 2d8 force damage and an additional 1d8 for every level of fatigue and strife you have. | Gate Pass Gazette | |
Suggestion | 2nd | Enchantment | Arcane, Compulsion | Magically influence a creature, compelling it to follow a simple suggestion. | Adventurer's Guide | |
Sunbeam | 6th | Evocation | Arcane, Radiant | A beam of sunlight damages and blinds creatures in its path each turn. | Adventurer's Guide | |
Sunburst | 8th | Evocation | Arcane, Radiant | A burst of radiant sunlight damages and blinds creatures caught in its area. | Adventurer's Guide | |
Symbol | 7th | Abjuration | Arcane, Protection | Inscribe a potent arcane glyph, setting a magical trap for unsuspecting creatures. | Adventurer's Guide | |
Tearful Sonnet | 4th | Enchantment | Compulsion, Psychic, Sound | Quietly play a tragic tune that fills those around you with magical sorrow. | Adventurer's Guide | |
Telekinesis | 5th | Transmutation | Arcane, Movement | Use the power of thought to move a creature or object. | Adventurer's Guide | |
Telepathic Bond |
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5th | Evocation | Arcane, Communication, Telepathy | Create a telepathic link between creatures. | Adventurer's Guide |
Teleport |
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7th | Conjuration | Arcane, Teleportation | Teleport one or more creatures instantly across vast distances. | Adventurer's Guide |
Teleportation Circle | 5th | Conjuration | Arcane, Teleportation | Draw a circle and open a shimmering portal to another location. | Adventurer's Guide | |
Thaumaturgy | Cantrip | Transmutation | Divine, Enhancement | Manifest a minor magical effect to display divine power. | Adventurer's Guide | |
Thunder Bolt | 4th | Evocation | Arcane, Attack, Nature, Sound, Storm, Thunder | Thunder deals damage and deafens. | Dungeon Delver's Guide | |
Thunderwave | 1st | Evocation | Arcane, Nature, Thunder | Unleash a wave of thunderous force that damages creatures and pushes them back. | Adventurer's Guide | |
Time Stop | 9th | Transmutation | Arcane, Time | Stop time and take extra turns. | Adventurer's Guide | |
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 |
Tongues | 3rd | Divination | Arcane, Communication, Divine | Understand any heard language and be understood by others you speak to. | Adventurer's Guide | |
Trace Magic Aura | 3rd | Divination | Arcane, Divine, Law, Senses | Discover what spells were cast within the last few hours. | Gate Pass Gazette | |
Transfer Exhaustion | 2nd | Transmutation | Affliction, Divine, Healing | Transfer levels of fatigue or strife from a creature to yourself. | Gate Pass Gazette |