- Animate Objects: Transmutation; Cause objects to come to life at your command.
- Antilife Shell: Abjuration; Create a shimmering barrier that hedges out creatures other than undead or constructs.
- Awaken: Transmutation; Grant a huge or smaller plant or beast a higher intelligence and the gift of speech.
- Banishing Smite: Abjuration; Strike a creature with additional force damage, and potentially banish them.
- Bigby's Hand: Evocation; Create a large shimmering hand of translucent force.
- Circle of Power: Abjuration; Radiate an aura of divine energy that helps protect allies against hostile spells.
- Cloudkill: Conjuration; Conjure a cloud of poisonous, yellow-green fog.
- Commune: Divination; Ritual; Contact your deity to ask up to three questions.
- Commune with City: Divination; Ritual; Briefly become one with the city and gain knowledge of the surrounding area.
- Commune with Nature: Divination; Ritual; Briefly become one with nature and gain knowledge of the surrounding territory.
- Cone of Cold: Evocation; A large cone of cold damage erupts from your hands.
- Conjure Elemental: Conjuration; Call forth an elemental servant to aid you.
- Conjure Volley: Conjuration; Fire or hurl a piece of ammunition and cause to self replicate hundreds of times before it strikes.
- Contact Other Plane: Divination; Ritual; Contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane.
- Contagion: Necromancy; Cause your touch to inflict disease.
- Control Winds: Transmutation; Take control of the air in a large area.
- Create Spelljamming Helm: Transmutation; Ritual; Transform a chair into a spelljamming helm.
- Creation: Illusion; Weave wisps of shadow material into tangible nonliving objects.
- Danse Macabre: Necromancy; Animate a number of corpses under your command.
- Dawn: Evocation; Create a column of intense sunlight that inflicts Radiant damage.
- Destructive Wave: Evocation; Strike the ground, creating a burst of divine energy that ripples outward from you.
- Dispel Evil and Good: Abjuration; Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane.
- Dominate Person: Enchantment; Attempt to beguile a humanoid that you can see within range.
- Dream: Illusion; A spell which can shape a creature's dreams.
- Enervation: Necromancy; Conjure a tendril of inky darkness that drains life from a target.
- Far Step: Conjuration; Teleport up to 60 feet.
- Flame Strike: Evocation; Call down a vertical column of divine fire from the heavens.
- Freedom of the Winds: Abjuration; Rare; Wrap your body in the winds, gaining a flying speed, protection against being restrained, and a reactive ability to dodge a single attack or spell.
- Geas: Enchantment; Place a magical command on a creature, forcing it to carry out some service or refrain from some action or course of activity as you decide.
- Greater Restoration: Abjuration; Touch a creature with positive energy, undoing debilitating effects.
- Hallow: Evocation; Infuse an area around with Holy (or unholy) power.
- Hold Monster: Enchantment; Paralyze any non-undead creature.
- Holy Weapon: Evocation; Imbue a weapon with Holy power.
- Immolation: Evocation; Flame wreathes one creature you can see.
- Infernal Calling: Conjuration; Utter a dark incantation and summon a devil.
- Insect Plague: Conjuration; Summon a swarm of biting locusts.
- Legend Lore: Divination; Gain a brief summary of significant lore about a person, place, or thing.
- Maelstrom: Evocation; Manifest a swirling body of water to harm and hamper foes.
- Mass Cure Wounds: Evocation; Release a wave of healing energy.
- Mislead: Illusion; Become invisible while also creating an illusory double to misdirect observers.
- Modify Memory: Enchantment; Attempt to reshape another creature's memories.
- Negative Energy Flood: Necromancy; Unleash ribbons of negative energy that inflect necrotic damage and raise zombies.
- Passwall: Transmutation; Create a passage in a location of your choice on a wooden, plaster, or stone surface.
- Planar Binding: Abjuration; Attempt to bind a celestial, an elemental, a fey, or a fiend to your service.
- Raise Dead: Necromancy; Return a dead creature to life, provided it has been dead no longer than 10 days.
- Rary's Telepathic Bond: Divination; Ritual; Forge a telepathic link among up to eight willing creatures.
- Reincarnate: Transmutation; Return a creature to life in a new body.
- Scrying: Divination; See and hear a particular creature of your choice on the same plane of existence as you.
- Seeming: Illusion; Change the appearance of any number of creatures within range.
- Skill Empowerment: Transmutation; Grant a creature expertise in one skill.
- Steel Wind Strike: Conjuration; Attack up to five creatures, dealing bonus force damage on hit.
- Summon Celestial: Conjuration; Call forth a celestial spirit to aid you.
- Summon Draconic Spirit: Conjuration; Call forth a draconic spirit to aid you.
- Swift Quiver: Transmutation; Transmute a quiver so it produces endless ammunition.
- Synaptic Static: Enchantment; Cauce an explosion ot psychic energy.
- Telekinesis: Transmutation; Gain the ability to move or manipulate creatures or objects by thought.
- Teleportation Circle: Conjuration; Create a magical circle capable of teleporting you to other, permanent teleportation circles.
- Temporal Shunt: Transmutation; Rare; Hurl a creature to a different point in time as a reaction to being attacked or targeted by a spell.
- Transmute Rock: Transmutation; Transform stone into mud and vice versa.
- Tree Stride: Conjuration; Gain the ability to teleport from one tree to another.
- Wall of Force: Evocation; Create an invisible wall of force.
- Wall of Light: Evocation; Create a shimmering wall of bright light.
- Wall of Stone: Evocation; Create a wall of solid stone.
- Wrath Of Nature: Evocation; Call out to the spirits of nature to rouse them against your enemies.