- Aid: Abjuration; Bolster your allies with toughness, granting them additional hit points.
- Augury: Divination; Ritual; Attempt to divine an answer about a specific course of action you intend to take in the next 30 minutes.
- Blindness/Deafness: Necromancy; Blind or deafen a foe.
- Borrowed Knowledge: Divination; Gain proficiency in a skill you are not already proficient with.
- Calm Emotions: Enchantment; Attempt to suppress strong emotions in a group of people.
- Continual Flame: Evocation; Create a magical flame that produces no heat and does not need air to burn.
- Enhance Ability: Transmutation; Bolster a creatures attributes with magical effects.
- Find Traps: Divination; Reveal if a trap is present within your line of sight, but not where.
- Gentle Repose: Necromancy; Ritual; Prevent a corpse from decaying or being made undead.
- Hold Person: Enchantment; Cause a humanoid of your choice to become paralyzed on the spot.
- Lesser Restoration: Abjuration; Touch a creature to end one condition affecting it.
- Locate Object: Divination; Describe or name an object and discover the direction and distance to it within 1000 feet.
- Prayer of Healing: Evocation; Recite a lengthy prayer that heals allies.
- Protection from Poison: Abjuration; Neutralize poison in a creature's system and provide them further resistance.
- Silence: Illusion; Ritual; Create an area in which no sound can pass.
- Spiritual Weapon: Evocation; Create a floating, spectral weapon associated with your deity that fights for you.
- Warding Bond: Abjuration; Create a ward between yourself and another willing creature, offering them additional protections.
- Zone of Truth: Enchantment; Create a magical zone in which creatures are compelled to tell the truth.