Name | Ritual | Level Sort ascending | Classical Spell School | Spell Schools | Summary | Source |
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Mirage Arcane | 7th | Illusion | Arcane, Chaos, Nature, Obscurement, Terrain, Transformation | Transform an area of terrain with a convincing, immersive illusion. | Adventurer's Guide | |
Prismatic Spray | 7th | Evocation | Arcane, Prismatic | Unleash a kaleidoscopic cone of energy that deals various types of damage and harmful effects. | 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 | |
Forcecage | 7th | Evocation | Arcane, Force, Planar, Teleportation | Creatures in the area are trapped in an invisible cube of force. | Adventurer's Guide | |
Sequester | 7th | Transmutation | Arcane, Obscurement, Utility | Place a willing creature in suspended animation and hide them away. | Adventurer's Guide | |
Reverse Gravity | 7th | Transmutation | Arcane | Reverse the gravity of a specific area. | Adventurer's Guide | |
Resurrection | 7th | Necromancy | Divine, Healing | Return a long-dead creature to life. | Adventurer's Guide | |
Regenerate | 7th | Transmutation | Divine, Healing, Nature | Cause a creature to heal itself over time and can regrow lost limbs. | Adventurer's Guide | |
Magnificent Mansion | 7th | Conjuration | Arcane, Planar | Create a magnificent extradimensional dwelling. | Adventurer's Guide | |
Angel Paradox | 7th | Evocation | Radiant, Undead | Deal 40 radiant damage that ignores resistances and protects a corpse from being turned into undead. | Adventurer's Guide | |
Etherealness | 7th | Transmutation | Movement, Obscurement, Planar | Enter the border of the Ethereal Plane. | Adventurer's Guide | |
Ravaging Roots | 6th | Evocation | Arcane, Earth, Nature, Plants | Roots smash stone and capture creatures. | Dungeon Delver's Guide | |
Transport via Plants | 6th | Conjuration | Divine, Nature, Plants, Teleportation | Step into one plant and out from another plant on the same plane of existence. | Adventurer's Guide | |
Irresistible Dance | 6th | Enchantment | Arcane, Compulsion | Cripple a creature with the urge to dance. | Adventurer's Guide | |
Wormway |
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6th | Enchantment | Movement, Summoning | Call forth a purple worm that carries you and up to 50 creatures across a vast distance. | Adventurer's Guide |
Word of Recall | 6th | Conjuration | Divine, Teleportation | You and up to 5 willing creatures instantly teleport to a previously designated sanctuary. | Adventurer's Guide | |
Wind Walk | 6th | Transmutation | Air, Divine, Movement, Transformation | You and up to 10 willing creatures transform into gaseous forms that have a flying speed of 300 feet and resistance to nonmagical weapons. | Adventurer's Guide | |
Move Earth | 6th | Transmutation | Earth, Nature, Terrain, Utility | Bend the earth to create permanent changes to the terrain. | Adventurer's Guide | |
Heroes’ Feast | 6th | Conjuration | Enhancement | Create a fabulous feast that feeds and bolsters those that eat it. | Adventurer's Guide | |
Wall of Thorns | 6th | Conjuration | Attack, Divine, Nature, Obscurement, Plants, Protection | Create a thorny bush in the shape of a line or circle that prevents line of sight and deals damage. | Adventurer's Guide | |
Wall of Ice | 6th | Evocation | Arcane, Attack, Cold, Protection | Create a wall of ice in the shape of a hemisphere, sphere, or flat surface that deals cold damage. | Adventurer's Guide | |
Wall of Flesh | 6th | Evocation | Chaos, Evil, Protection | Create a wall of squirming bodies, groping arms and tentacles, and moaning, biting mouths. | Adventurer's Guide | |
Spellbound Oath | 6th | Enchantment | Arcane, Compulsion | Bind two creatures in an arcane agreement | Gate Pass Gazette | |
True Seeing | 6th | Divination | Arcane, Divine, Senses | Grant truesight to one creature, allowing it to notice secret doors hidden by magic and see into the Ethereal Plane. | Adventurer's Guide | |
Programmed Illusion | 6th | Illusion | Arcane, Senses | Set an illusion that triggers once a specified condition is met. | Adventurer's Guide | |
Infernal Weapon | 6th | Conjuration | Attack, Cold, Evil, Fire | Summon a weapon from Hell. | Adventurer's Guide | |
Blade Barrier | 6th | Evocation | Divine, Protection, Weaponry | Create an offensive and defensive wall of slashing blades. | Adventurer's Guide | |
Chain Lightning | 6th | Evocation | Arcane, Lightning | Fire a bolt of lightning that arcs to multiple foes. | Adventurer's Guide | |
Circle of Death | 6th | Necromancy | Necrotic | Suck the life force from an area, dealing necrotic damage in a large sphere. | Adventurer's Guide | |
Flesh to Stone | 6th | Transmutation | Arcane, Earth, Transformation | Turn a creature to stone. | Adventurer's Guide | |
Sunbeam | 6th | Evocation | Arcane, Radiant | A beam of sunlight damages and blinds creatures in its path each turn. | Adventurer's Guide | |
Eyebite | 6th | Necromancy | Affliction, Arcane, Fear | Use a gaze attack to curse creatures. | Adventurer's Guide | |
Reopen Rift | 6th | Conjuration | Arcane, Divine, Law, Teleportation | Magically follow creatures that teleported within the last 24 hours. | Gate Pass Gazette | |
Globe of Invulnerability | 6th | Abjuration | Negation, Protection | Create a sphere protected from outside magic. | Adventurer's Guide | |
Animate Painting | 6th | Transmutation | Planar, Prismatic, Transformation, Utility | Create an extraplanar space from an existing painting | Gate Pass Gazette | |
Metabolic Stasis | 6th | Transmutation | Arcane, Divine, Nature | Create a zone of immortality. | Dungeon Delver'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 | |
Conjure Aberration | 6th | Conjuration | Arcane, Divine, Planar, Summoning | Conjure a hideous being. | Dungeon Delver's Guide | |
Instant Summons |
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6th | Conjuration | Arcane, Summoning | Enchant an item so that it can be summoned with a word. | Adventurer's Guide |
Create Undead | 6th | Necromancy | Arcane, Divine, Undead | Raise three or fewer humanoid corpses as ghouls. | Adventurer's Guide | |
Disintegrate | 6th | Transmutation | Arcane, Attack, Transformation | Use a magical ray to disintegrate a creature or object. | 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 |
Contingency | 6th | Evocation | Arcane, Time | Prepare a spell to trigger under certain conditions. | Adventurer's Guide | |
Mass Suggestion | 6th | Enchantment | Arcane, Chaos, Compulsion | Convince up to 12 creatures to carry out a simple instruction. | Adventurer's Guide | |
Conjure Fey | 6th | Conjuration | Arcane, Nature, Summoning | Summon a hag, hound, or redcap. | Adventurer's Guide | |
Harm | 6th | Necromancy | Attack, Divine | Wither a creature, dealing damage and reducing its maximum health. | Adventurer's Guide | |
Planar Ally | 6th | Conjuration | Divine, Planar, Summoning | Entreat cosmic forces for assistance and summon forth an ally—for a price. | 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 | |
Find the Path | 6th | Divination | Divine, Nature, Terrain | Know the way to a location of your choice. | Adventurer's Guide | |
Heal | 6th | Evocation | Divine, Healing | Channel positive energy into a creature, restoring a large number of hit points and removing negative conditions. | Adventurer's Guide |