- Bane: Enchantment; Weaken enemies attack rolls and saving throws.
- Bless: Enchantment; Bolster allies attack rolls and saving throws.
- Ceremony: Abjuration; Ritual; Perform a divine ritual with various beneficial effects.
- Command: Enchantment; Bid a creature to approach, run, release something, lie prone, or stop.
- Create or Destroy Water: Transmutation; Conjure or destroy water in a nearby area.
- Cure Wounds: Evocation; Mend the wounds of a creature you can touch.
- Detect Evil and Good: Divination; Detect aberrations, celestials, elementals, fey, fiends, or undeads within a close proximity.
- Detect Magic: Divination; Ritual; Sense the presence of magic, and school of magic if any, within a close proximity.
- Detect Poison and Disease: Divination; Ritual; Sense the presence of poison, poisonous creatures, and diseases within a close proximity.
- Guiding Bolt: Evocation; Harm a creature with radiant energy and mark them for allies to make them easier to hit.
- Healing Word: Evocation; Quickly speak a word of healing that allows you to aid someone closeby.
- Inflict Wounds: Necromancy; Harm a creature with necrotic energy by touching them.
- Protection from Evil and Good: Abjuration; Magically enhance a creature's defenses against aberrations, celestials, elementals, fey, fiends, and undead.
- Purify Food and Drink: Transmutation; Ritual; Magically purify food and drink of poison and disease.
- Sanctuary: Abjuration; Ward a creature against attack, so long as the warded creature causes no harm.
- Shield of Faith: Abjuration; Conjure a shield of magic to protect a target.