- Absorb Elements: Abjuration; React to gain Resistance to a type of elemental damage, and then retaliate with the same.
- Alarm: Abjuration; Ritual; Be alerted if a creature enters a warded area.
- Animal Friendship: Enchantment; Charm a beast to make it more friendly towards you.
- Armor of Agathys: Abjuration; Shield yourself with spectral frost, which deals damage when broken.
- Arms of Hadar: Conjuration; Batter the area around you with dark tendrils of energy.
- Bane: Enchantment; Weaken enemies attack rolls and saving throws.
- Beast Bond: Divination; Create a telepathic link to a friendly beast.
- Bless: Enchantment; Bolster allies attack rolls and saving throws.
- Burning Hands: Evocation; A small cone of flame rushes from your hands.
- Catapult: Transmutation; Magically fling objects with incredible force.
- Cause Fear: Necromancy; Frighten a single living creature.
- Ceremony: Abjuration; Ritual; Perform a divine ritual with various beneficial effects.
- Chaos Bolt: Evocation; Hurl a mass of unpredictable, chaotic energy.
- Charm Person: Enchantment; Charm a humanoid to make it more friendly towards you.
- Chromatic Orb: Evocation; Hurl a sphere of elemental damage of a chosen type.
- Color Spray: Illusion; Swirling colors blind creatures.
- Command: Enchantment; Bid a creature to approach, run, release something, lie prone, or stop.
- Compelled Duel: Enchantment; Bid a creature focus their attention on you in a divinely ordained duel.
- Comprehend Languages: Divination; Ritual; Understand the meaning of any language you can see or hear.
- 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.
- Disguise Self: Illusion; Cast a simple illusory disguise over yourself.
- Dissonant Whispers: Enchantment; Harm a creature with psychic whispers, possibly causing them to flee from you.
- Distort Value: Illusion; Rare; Cast an illusion to increase or decrease the perceived value of an object.
- Divine Favor: Evocation; Empower your weapon to deal extra radiant damage.
- Earth Tremor: Evocation; Create a very small, localized earthquake.
- Ensnaring Strike: Conjuration; Hit a creature with an attack and possibly entangle it with harmful vines.
- Entangle: Conjuration; Create an area of difficult terrain with plants and vines.
- Expeditious Retreat: Transmutation; Gain the ability to dash as a bonus action for the duration.
- Faerie Fire: Evocation; Create an area of magical light that makes creatures easier to hit and disrupts invisibility.
- False Life: Necromancy; Bolster yourself with temporary hit points.
- Feather Fall: Transmutation; Slow your falling speed to avoid falling damage.
- Find Familiar: Conjuration; Ritual; Conjure a small, helpful creature.
- Fog Cloud: Conjuration; Create an area of dense, obscuring fog.
- Frost Fingers: Evocation; A small cone of frost rushes from your hands.
- Gift of Alacrity: Divination; Rare; Bolster the initiative rolls of a creature you touch.
- Goodberry: Transmutation; Conjure berries that provide a day's nourishment and a small heal.
- Grease: Conjuration; Create an area of slick grease.
- Guiding Bolt: Evocation; Harm a creature with radiant energy and mark them for allies to make them easier to hit.
- Hail of Thorns: Conjuration; Cause your ranged attack in a small damaging area of thorns.
- Healing Word: Evocation; Quickly speak a word of healing that allows you to aid someone closeby.
- Hellish Rebuke: Evocation; Respond to an enemy harming you with a burst of hellish flames.
- Heroism: Enchantment; Grant a creature immunity to fear and a bolster them with temporary hit points.
- Hex: Enchantment; Curse a creature to recieve more damage and weaken one type of ability check.
- Hunter's Mark: Divination; Place a mark on a creature that makes them easier to be tracked and take more damage.
- Ice Knife: Conjuration; Hurl a blade of ice that explodes on impact.
- Identify: Divination; Ritual; Learn the properties of a magic item you touch.
- Illusory Script: Illusion; Ritual; Utilize magic to create secret messages.
- Inflict Wounds: Necromancy; Harm a creature with necrotic energy by touching them.
- Jim's Magic Missile: Evocation; Rare; A slightly more potent magic missile that requires an attack roll and can potentially miscast.
- Jump: Transmutation; Touch a creature to increase their jump range.
- Longstrider: Transmutation; Touch a creature to increase their movement speed.
- Mage Armor: Abjuration; Touch a creature to magically bolster their armor class.
- Magic Missile: Evocation; Hurl magical darts of force that automatically hit targets.
- Magnify Gravity: Transmutation; Rare; Magically intensify gravity in a small area inflicting damage and reducing a creature's speed.
- 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.
- Ray of Sickness: Necromancy; Fire a ray of green energy that inflicts damage and poisons a target.
- Sanctuary: Abjuration; Ward a creature against attack, so long as the warded creature causes no harm.
- Searing Smite: Evocation; Smite a creature with searing flames and set them ablaze.
- Sense Emotion: Divination; Attune yourself to the emotions of others to learn their prevailing emotional state.
- Shield: Abjuration; Quickly conjure a magical barrier to ward yourself against attacks and magic missiles.
- Shield of Faith: Abjuration; Conjure a shield of magic to protect a target.
- Silent Image: Illusion; Create a detailed but soundless illusion of an object, creature, or visibile phenomenon.
- Silvery Barbs: Enchantment; Rare; Magically distract one creature, while granting advantage to another.
- Sleep: Enchantment; Place creatures into a magical slumber.
- Snare: Abjuration; Lay a magical snare trap to restrain creatures that trigger it.
- Speak with Animals: Divination; Ritual; Gain the ability to comprehend and verbally communicate with animals.
- Tasha's Caustic Brew: Evocation; A long, narrow stream of acid leaps from your hands.
- Tasha's Hideous Laughter: Enchantment; Curse a creature of your choice with magical laughter, which renders them unablee to take action.
- Tenser's Floating Disk: Conjuration; Ritual; Create a magical disk to carry great weights.
- Thunderous Smite: Evocation; Smite an emey with thunder damage, potentially driving them back.
- Thunderwave: Evocation; Unleash a wave of thunder that causes damage and potentially pushes enemies away.
- Unearthly Chorus: Illusion; Rare; Conjure unearthly music that aids your Performance checks.
- Unseen Servant: Conjuration; Ritual; Summon an invisible spirit to complete simple tasks.
- Wild Cunning: Transmutation; Ritual; Rare; Call upon the spirits of nature to aid you.
- Witch Bolt: Evocation; Launch a bolt of electrical energy that arcs between you and your target, dealing sustained damage over time.
- Wrathful Smite: Evocation; Smite a creature with psychic damage, potentially rendering them frightened of you.
- Zephyr Strike: Transmutation; Increase your move speed, ward yourself against opportunity attacks, and rush an enemy to strike them with force.