Name | Ritual | Level Sort descending | Classical Spell School | Spell Schools | Summary | Source |
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Entangle | 1st | Conjuration | Nature, Plants, Terrain | Fill an area with plants that impede or prevent movement. | Adventurer's Guide | |
Color Spray | 1st | Illusion | Arcane, Prismatic, Senses | Create a flash of brilliant colored light, blinding creatures in front of you. | Adventurer's Guide | |
Magic Missile | 1st | Evocation | Arcane, Attack, Force | Shoot bolts of arcane energy certain to hit one or more creatures. | Adventurer's Guide | |
Calm Emotions | 2nd | Enchantment | Divine, Negation | Suppress strong and harmful emotions, negating effects or sapping aggression. | 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 | |
Zone of Truth | 2nd | Enchantment | Communication, Compulsion, Law | Create a zone that minimizes spoken deceptions. | Adventurer's Guide | |
Blindness/Deafness | 2nd | Necromancy | Affliction, Arcane, Divine, Senses | Strike a creature blind or deaf. | Adventurer's Guide | |
Arcanist’s Magic Aura | 2nd | Illusion | Arcane, Obscurement, Scrying | Disguise the true magical nature of an object or creature. | Adventurer's Guide | |
Aid | 2nd | Abjuration | Divine, Enhancement | Boost the hit points of allies. | Adventurer's Guide | |
Warding Bond | 2nd | Abjuration | Divine, Protection | Forge a mystical bond with a willing creature that grants them several benefits, but you take the damage being prevented from harming it. | Adventurer's Guide | |
Deadweight | 2nd | Transmutation | Movement, Transformation | Greatly increase the weight of an object. | Adventurer's Guide | |
Arcane Lock | 2nd | Abjuration | Arcane, Protection | Make a nearly permanent magical lock. | Adventurer's Guide | |
Levitate | 2nd | Transmutation | Air, Arcane, Chaos, Movement | Cause one creature or object to float. | 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 | |
Flaming Sphere | 2nd | Conjuration | Arcane, Fire | Create and control a 5-foot diameter burning sphere. | Adventurer's Guide | |
Suggestion | 2nd | Enchantment | Arcane, Compulsion | Magically influence a creature, compelling it to follow a simple suggestion. | Adventurer's Guide | |
Blur | 2nd | Illusion | Arcane, Protection, Senses | Cloak yourself in distortion, imposing disadvantage on attacks against you. | 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 | |
Barkskin | 2nd | Transmutation | Nature, Plants, Protection, Transformation | Turn a creature’s skin to bark, increasing its defensiveness. | 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 | |
Spider Climb | 2nd | Transmutation | Arcane, Movement, Utility | Give a creature the ability to walk on walls or ceilings, hands free. | Adventurer's Guide | |
Animal Messenger |
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2nd | Enchantment | Beasts, Communication, Nature | Use a Tiny creature as a magical messenger. | 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 | |
Invisibility | 2nd | Illusion | Arcane, Obscurement, Shadow | Render a creature invisible so long as it does not attack or cast spells. | Adventurer's Guide | |
Shatter | 2nd | Evocation | Arcane, Sound, Thunder | Create a painful ringing sound that damages all creatures and objects in an area. | Adventurer's Guide | |
Force of Will | 2nd | Abjuration | Protection | Reduce the damage dealt by an attack. | Adventurer's Guide | |
See Invisibility | 2nd | Divination | Arcane, Enhancement, Senses | See invisible creatures and objects. | Adventurer's Guide | |
Seed Bomb | 2nd | Conjuration | Nature, Weaponry | Conjure 4 seeds and imbue them with a variety of explosive effects. | Adventurer's Guide | |
Enlarge/Reduce | 2nd | Transmutation | Affliction, Arcane, Enhancement, Transformation | Increase or decrease a creature’s size. | Adventurer's Guide | |
Scorching Ray | 2nd | Evocation | Arcane, Attack, Fire | Shoot rays of fire damage able to target multiple creatures. | Adventurer's Guide | |
Rope Trick | 2nd | Transmutation | Arcane, Planar, Utility | Create a pocket dimension at the end of a suspended rope. | Adventurer's Guide | |
Find Steed | 2nd | Conjuration | Beasts, Divine, Summoning | Summon a spirit that takes the form of a mount. | Adventurer's Guide | |
Ray of Enfeeblement | 2nd | Necromancy | Arcane, Necrotic | Shoot a ray of necrotic damage that weakens a creature. | Adventurer's Guide | |
Lesser Restoration | 2nd | Abjuration | Divine, Good, Healing | Remove one affliction from a creature. | Adventurer's Guide | |
Detect Thoughts | 2nd | Divination | Arcane, Senses, Telepathy | Read the minds of nearby thinking creatures. | Adventurer's Guide | |
Protection from Poison | 2nd | Abjuration | Divine, Nature, Negation, Protection | Protect a creature from poison, and purge any poisons from their system. | Adventurer's Guide | |
Protection from Energy | 2nd | Abjuration | Arcane, Divine, Protection | Grant a creature resistance to one damage type of your choice. | Adventurer's Guide | |
Augury | 2nd | Divination | Communication, Divine, Scrying, Time | Consult fate. | Adventurer's Guide | |
Locate Animals or Plants |
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2nd | Divination | Arcane, Beasts, Knowledge, Nature, Plants, Utility | Gain knowledge about the location of flora and fauna. | Adventurer's Guide |
Hold Person | 2nd | Enchantment | Affliction, Arcane | Paralyze a humanoid. | Adventurer's Guide | |
Prayer of Healing | 2nd | Evocation | Divine, Good, Healing | Heal up to 6 creatures during a short rest. | 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 | |
Darkvision | 2nd | Transmutation | Arcane, Nature, Senses | Grant a creature the ability to see in the dark. | Adventurer's Guide | |
Alter Self | 2nd | Transmutation | Arcane, Movement, Shapechanging, Weaponry | Use magic to warp your body. | 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 |
Pass Without Trace | 2nd | Abjuration | Nature, Obscurement, Utility | Give you and allies a bonus to Stealth checks and prevent tracked pursuit. | Adventurer's Guide | |
Enthrall | 2nd | Enchantment | Compulsion | Monopolize a creature’s attention. | Adventurer's Guide | |
Continual Flame | 2nd | Evocation | Arcane, Divine, Fire | Create a torch-like flame that can’t be extinguished. | Adventurer's Guide | |
Enhance Ability | 2nd | Transmutation | Enhancement | Increase the effectiveness of one ability score for a creature. | Adventurer's Guide | |
Magic Weapon | 2nd | Transmutation | Arcane, Enhancement, Transformation, Weaponry | Imbue a weapon with magic, making it more powerful. | Adventurer's Guide |