All Spells: Difference between revisions
(Created page with "= All Spells = == Cantrips == === Acid Splash === {| class="wikitable" |+ Acid Splash |- | Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Shaman, Sorcerer, Warlock |- | Range: 60ft || Duration: Instant || Components: VS || Arcane |} You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.<br>...") |
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Revision as of 20:28, 24 December 2022
All Spells
Cantrips
Acid Splash
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Shaman, Sorcerer, Warlock |
Range: 60ft | Duration: Instant | Components: VS | Arcane |
You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.
This Spell’s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Amanuensis
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Sorcerer, Warlock, Wizard |
Range: Touch | Duration: Instant | Components: VS | Arcane |
You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.
This rate this Spell copies words increases by 250 when you reach 5th Level (500 words per minute), 11th Level (750 words per minute), and 17th Level (1,000 words per minute).
Booming Blade
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Shaman, Warlock, Wizard |
Range: Self | Duration: 1 Round | Components: VM (a Melee Weapon) | Arcane |
You brandish the Weapon used in the Spell’s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn.
If the target willingly moves 5ft or more before then, the target takes 1d8 Thunder Damage, and the Spell ends.
This Spell’s damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Thunder Damage to the target on a hit, and the Damage the target takes for moving increases to 2d8. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 3d8) and again at 17th Level (3d8 and 4d8).
Burning Radiance
Level: Cantrip | Casting Time: 1 Action | Evocation | Cleric |
Range: 60ft | Duration: Instant | Components: VS | Divine |
Flame-like radiance descends on a creature that you can see within Range, that target makes a Dexterity Saving Throw. on a failed Save, the target takes 1d8 Radiant Damage. This Spell ignores 1/2, 3/4, and Full Cover.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Chill Touch
Level: Cantrip | Casting Time: 1 Action | Necromancy | Sorcerer, Warlock, Wizard |
Range: 120ft | Duration: 1 Round | Components: VS | Arcane |
You create a ghostly, skeletal hand in the space of a creature within Range. Make a Ranged Spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic Damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target.
If you hit an Undead creature, it also has Disadvantage on Attack Rolls against you until the end of your next turn.
This Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Control Flames
Level: Cantrip | Casting Time: 1 Action | Transmutation | Druid, Shaman, Sorcerer, Wizard |
Range: 60ft | Duration: Instant | Components: S | Primal |
You choose nonmagical flame that you can see within Range and that fits within a 5ft Cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5ft in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the Cube.
- You double or halve the area of Bright Light and Dim Light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.
Create Bonfire
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: VS | Arcane, Primal |
You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire’s space when you cast the Spell, that moves into the bonfire's space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.
The Bonfire ignites flammable objects in its area that aren't being worn or carried.
The Spell’s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Dancing Lights
Level: Cantrip | Casting Time: 1 Action | Illusion | Artificer, Bard, Sorcerer, Wizard |
Range: 120ft Still Emanation | Duration: 1 Minute (Concentration) | Components: VSM (a bit of phosphorus or wychwood, or a glowworm) | Arcane |
You create up to 4 torch-sized lights within Range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely Humanoid shape up to Medium Size. The lights each shed Dim Light out to a Range of 10ft no matter what form they take.
As a Bonus Action you can move the lights up to 60ft each to a new space within the Range of the Spell. If a light is ever outside the Range of the Spell or farther than 20ft from any other light created by this Spell, that light vanishes.
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).
Die, Insect!
Level: Cantrip | Casting Time: 1 Action | Evocation | Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 30ft | Duration: 1 Turn (Concentration) | Components: V | Arcane |
You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within Range, that creature makes a Dexterity Saving Throw; you roll randomly to determine which enemy is affected. On a failed Save, the target takes 8 Fire Damage.
The Spell's Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).
Druidcraft
Level: Cantrip | Casting Time: 1 Action | Transmutation | Druid, Shaman |
Range: 30ft | Duration: Instant | Components: VS | Primal |
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5ft Cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
- You create a scent similar to an animal's markings in a 5ft Cube within Range. This scent lasts for 24 hours.
- You create the sound of tweeting birds, creaking crickets, or similar repetitive sound in a 5ft Cube within Range. This sound lasts for 1 hour.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.
Echoing Strike
Level: Cantrip | Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) | Evocation | Artificer, Bard, Sorcerer, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Arcane |
You hurl a wave of echoing energy at a creature you can see within Range, that creature makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Thunder Damage and is pushed 5ft away from you.
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Eldritch Blast
Level: Cantrip | Casting Time: 1 Action | Evocation | Warlock |
Range: 120ft | Duration: Instant | Components: VS | Arcane |
A beam of crackling energy streaks toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Force Damage.
The Spell creatures one more beam when you reach 5th Level (two beams), 11th Level (three beams), and 17th Level (four beams). You choose a target (multiple beams can target the same creature) for each beam and make a separate Attack for each beam.
Encode Thoughts
Level: Cantrip | Casting Time: 1 Action | Enchantment | Shaman, Wizard |
Range: Self | Duration: 8 hours | Components: VS | Arcane |
Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a Thought Strand, which persists for the Duration or until you cast this Spell again. The Thought Strand appears in an unoccupied space within 5ft of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this Spell while Concentrating on an effect that allows you to read or manipulate the thoughts of others (such as the Detect Thoughts or Modify Memory Spells), you can transform the thoughts or memories you read, rather than your own, into a Thought Strand.
Casting this Spell while holding a Thought Strand allows you to instantly receive whatever memory, idea, or message the Thought Strand contains. (Casting Detect Thoughts or using similar magic on the Strand has the same effect.)
The Spell creates an additional Thought Strand when you reach 5th Level (2 Thought Strands), 11th Level (3 Thought Strands, and 17th Level (4 Thought Strands).
Firebolt
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Shaman, Sorcerer, Wizard |
Range: 120ft | Duration: Instant | Components: VS | Arcane |
You hurl a mote of fire at a creature or object within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Fire Damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
Friends
Level: Cantrip | Casting Time: 1 Action | Enchantment | Bard, Sorcerer, Warlock, Wizard |
Range: Self | Duration: 1 Minute (Concentration) | Components: SM (a small amount of makeup applied to the face as this Spell is cast) | Arcane |
For the Duration, you have Advantage on all Charisma Checks directed at one creature of your choice that isn’t hostile toward you. When the Spell ends, the creature realizes that you used magic to influence its mood, potentially becoming hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways, depending on the nature of your interaction with it.
You can target an additional creature with the Spell when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures)
Frostbite
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Arcane, Primal |
You cause numbing frost to form on one creature that you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Cold Damage and has Disadvantage on the next Weapon Attack it makes before the end of its next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Green Flame Blade
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Shaman, Sorcerer, Warlock, Wizard |
Range: Self | Duration: Instant | Components: SM (a Melee Weapon) | Arcane |
You brandish the Weapon used in the Spell’s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.
The Spell’s Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Fire Damage to the target on a hit, and the Fire Damage to the second creature increases to 1d8 + your Spellcasting Ability Modifier. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 2d8) and 17th Level (3d8 and 3d8).
Guidance
Level: Cantrip | Casting Time: 1 Reaction (when a creature that you can see with Range fails an Ability Check) | Divination | Artificer, Cleric, Druid, Shaman |
Range: 30ft | Duration: Instant | Components: VS | Divine and Primal |
You shout words of divine or primal wisdom to the creature that failed the Ability Check that triggered the casting of this Spell. You roll a d4 and add the result to the Ability Check.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Ability Check. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Ability Check. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Ability Check.
Gust
Level: Cantrip | Casting Time: 1 Action | Transmutation | Druid, Shaman, Sorcerer, Wizard |
Range: 30ft | Duration: Instant | Components: VS | Primal |
You seize the air and compel it to create one of the following effects at a point you can see within Range:
- One Medium or smaller creature that you choose must succeed on a Strength Saving Throw. On a failed Save the creature is pushed 5ft away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5lbs. The object is pushed up to 10ft away from you, however it isn’t pushed with enough force to deal Damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
You can choose an additional effect when you reach 5th Level (2 effects), 11th Level (3 effects), and 17th Level (4 effects). You can choose an effect more than once, but the target of each effect must be different.
Infestation
Level: Cantrip | Casting Time: 1 Action | Conjuration | Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 30ft | Duration: Instant | Components: VSM (a living flea) | Primal |
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save the target takes 1d6 Poison Damage and is pushed 5ft in a direction of your choice.
The Spell’s Damage increases by 1d6 and the distance the target is pushed increases by 5ft when you reach 5th Level (2d6 and 10ft), 11th Level (3d6 and 15ft), and 17th Level (4d6 and 20ft).
Light
Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation | Artificer, Bard, Cleric, Sorcerer, Wizard |
Range: Touch | Duration: 1 Hour | Components: VSM (a firefly or phosphorescent moss) | Arcane |
You touch one object that is no larger than 10ft in any dimension. Until the Spell ends, the object sheds Bright Light out to a Range fo 20ft, and Dim Light an additional 20ft. You choose the color of the light when you cast the Spell, and completely covering the object with something opaque blocks the light. The Spell ends if you cast it again or if dismiss it as a Free Action.
If you target an object held or worn by an unwilling creature, you make a Melee Spell Attack against that creature, casting the Spell on a hit.
The Range of both the Bright Light and the Dim Light increases by 20ft when you reach 5th Level (40ft), 11th Level (60ft), and 17th Level (80ft).
Lightning Lure
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 15ft | Duration: Instant | Components: V | Arcane, Primal |
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage.
The Spell’s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Lucky Number
Level: Cantrip | Casting Time: 1 Action | Divination | Bard, Sorcerer, Warlock |
Range: Self | Duration: 24 Hours | Components: VS | Arcane |
You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only gain the benefits of this Spell once per day.
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.
Mage Hand
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Bard, Sorcerer, Warlock, Wizard |
Range: 30ft | Duration: 1 Minute | Components: VS | Arcane |
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as a Free Action. The hand vanishes if it is ever more than 30ft away from you or if you cast this Spell again.
You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30ft each time you use it. The hand can't Attack, and can only carry up to 10lbs.
The Range of this Spell and the distance the hand can be before it vanishes increases by 30ft, and the hand can lift an additional 10lbs when you reach 5th Level (60ft and 20lbs), 11th Level (90ft and 30lbs), and 17th Level (120ft and 40lbs).
Magic Stone
Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation | Artificer, Druid, Shaman, Warlock |
Range: Touch | Duration: 1 Minute | Components: VS | Primal |
You touch one to three pebbles and imbue them with magic. A creature holding one of the pebbles can make a Ranged Spell Attack with it. This Attack has a Range of 60ft and uses your Spell Attack Modifier for the Attack. The Attack also deals Bludgeoning Damage equal to 1d6 + your Spellcasting Ability Modifier. After this Attack, after the Spell ends, or if you cast the Spell again, a pebble loses its magic.
The Spell enchants three additional pebbles when you reach 5th Level (6 pebbles), 11th Level (9 pebbles), and 17th Level (12 pebbles)
Mending
Level: Cantrip | Casting Time: 1 Minute | Transmutation | Artificer, Bard, Cleric, Druid, Shaman, Sorcerer, Wizard |
Range: Touch | Duration: Instant | Components: VSM (two lodestones) | Arcane |
This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
The Spell can repair a break or tear that's 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft)
Message
Level: Cantrip | Casting Time: 1 Action | Enchantment | Artificer, Bard, Sorcerer, Wizard |
Range: 120ft | Duration: 1 Round | Components: VSM (a short copper wire) | Arcane |
You point your finger toward a creature within Range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this Spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood blocks the Spell. The Spell doesn't have to follow a straight line and can travel freely around corners or through openings.
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.
The Spell can target an additional creature when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures). Each creature targeted by the Spell hears the responses from all other creatures targeted by the Spell.
Mind Sliver
Level: Cantrip | Casting Time: 1 Action | Enchantment | Sorcerer, Warlock, Wizard |
Range: 60ft | Duration: Instant | Components: V | Arcane |
You drive a disorienting spike of psychic energy into the mind of one creature you can see within Range, the target makes an Intelligence Saving Throw. On a failed Save the target takes 1d6 Psychic Damage and subtracts 1d4 from the next Saving Throw it makes before the end of your next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Minor Illusion
Level: Cantrip | Casting Time: 1 Action | Illusion | Bard, Sorcerer, Warlock, Wizard |
Range: 30ft | Duration: 1 Minute | Components: SM (a bit of fleece) | Arcane |
You create a sound or an image of an object within Range that lasts for the duration. The illusion also ends if you dismiss it as a Free Action if you cast this Spell again.
If you create a sound, its volume can Range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the Spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5ft Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its Action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
The Spell can create an additional illusion when you reach 5th Level (up to 2 illusions), 11th Level (up to 3 illusions), and 17th Level (up to 4 illusions).
Mold Earth
Level: Cantrip | Casting Time: 1 Action | Transmutation | Druid, Shaman, Sorcerer, Wizard |
Range: 30ft | Duration: Instant | Components: S | Primal |
You choose a portion of dirt or stone that you can see within range and that fits within a 5ft cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5ft away. This movement doesn’t have enough force to deal Damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become Difficult Terrain. Alternatively, you can cause the ground to become Normal Terrain if it is already Difficult Terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have an additional effect active at a time with this Spell when you reach 5th Level (four effects), 11th Level (five effects) and 17th Level (six effects).
Poison Spray
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 10ft | Duration: Instant | Components: VS | Arcane, Primal |
You extend your hand toward a creature you can see within Range and project a puff of noxious gas from your palm, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d12 Poison Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
Prestidigitation
Level: Cantrip | Casting Time: 1 Action | Transmutation | Artificer, Druid, Sorcerer, Warlock, Wizard |
Range: 10ft | Duration: 1 Hour | Components: VS | Arcane |
This Spell is a minor magical trick that novice Spellcasters use for practice. You create one of the following magical effects within Range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than a 1ft Cube.
- You chill, warm, or flavor up to a 1ft Cube of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this Spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).
Primal Savagery
Level: Cantrip | Casting Time: 1 Action | Transmutation | Druid, Shaman |
Range: Self | Duration: 1 Hour | Components: S | Primal |
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a Melee Spell Attack against one creature within your Reach. On a hit, the target takes 1d10 Acid Damage. After you make the Attack, your teeth or fingernails return to normal.
The Spell’s Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
Produce Flame
Level: Cantrip | Casting Time: 1 Action | Conjuration | Druid, Shaman |
Range: Self | Duration: 10 Minutes | Components: VS | Primal |
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.
You can also make a Ranged Spell Attack with the Spell targeting a creature within 30ft of you. You can do so as part of the Action you use to conjure the flame or as an Action on a subsequent turn while the flame is summoned. If you hit on the Attack, you deal 1d8 Fire Damage to the target. The Spell ends if you dismiss it as a Free Action, if you cast it again, or if you make an Attack with the flame.
The flame deals an additional 1d8 Fire Damage on a hit and the flame spreads Bright Light and Dim Light an additional 10ft when you reach 5th Level (2d8 and 20ft), 11th Level (3d8 and 30ft), and 17th Level (4d8 and 40ft).
Ray of Frost
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Shaman, Sorcerer, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Arcane |
A frigid beam of blue-white light streaks toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, it takes 1d8 Cold Damage and its Speed is reduced by 10ft until the start of your next turn.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Resistance
Level: Cantrip | Casting Time: 1 Reaction (when a creature that you can see within Range fails on a Saving Throw) | Abjuration | Artificer, Cleric, Druid |
Range: 30ft | Duration: Instant | Components: VSM (a miniature cloak) | Arcane, Divine, Primal |
You shout words of wisdom to the creature that failed the Saving Throw that triggered the casting of this Spell. You roll a d4 and add the result to the Saving Throw.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Saving Throw. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Saving Throw. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Saving Throw.
Sapping Sting
Level: Cantrip | Casting Time: 1 Action | Necromancy | Druid, Sorcerer, Warlock, Wizard |
Range: 30ft | Duration: Instant | Components: VS | Primal |
You sap the vitality of one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d4 Necrotic Damage and falls Prone.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
Shape Water
Level: Cantrip | Casting Time: 1 Action | Transmutation | Druid, Shaman, Sorcerer, Wizard |
Range: 30ft | Duration: Instant | Components: VS | Arcane, Primal |
You choose an area of water that you can see within Range and that fits within a 5ft Cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5ft in any direction. This movement doesn’t have enough force to deal Damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this Spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).
Shillelagh
Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation | Druid, Shaman |
Range: Touch | Duration: 1 Minute | Components: VSM (a Druidic Focus or a Quarterstaff) | Primal |
The item used as the Material Component for this Spell becomes imbued with nature's power. For the Duration, you can use your Spellcasting Ability instead of Strength or Dexterity for the Attack and Damage Rolls for Attacks made with the object. If you hit on an Attack with the imbued object you deal Magical Bludgeoning Damage equal to 1d8 + your Spellcasting Ability Modifier, and it has the Versatile (1d10) Property. You can use the object's Damage Die instead of the 1d8 if you choose.
The imbued object gains a +1 bonus to Attack and Damage Rolls when you reach 5th Level (+1), 11th Level (+2), and 17th Level (+3)
Shocking grasp
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Bard, Druid, Shaman, Sorcerer, Wizard |
Range: Touch | Duration: 1 Minute | Components: VS | Arcane, Primal |
Lightning springs from your hand to deliver a shock to a creature of your choice within Range. Make a Melee Spell Attack against the target. You have Advantage on the Attack Roll if the target is wearing Armor made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can't take Reactions until the start of its next turn.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Shooting Star
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Cleric, Druid, Sorcerer, Warlock |
Range: 120ft | Duration: 1 Round | Components: VS | Arcane, Divine |
Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d10 Radiant Damage.
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
Spare the Dying
Level: Cantrip | Casting Time: 1 Action | Necromancy | Artificer, Cleric, Shaman |
Range: Touch | Duration: Instant | Components: VS | Divine |
You touch an creature living creature that has 0 Hit Points. The creature becomes stable. This Spell has no effect on Undead or Constructs.
Sword Burst
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Sorcerer, Warlock, Wizard |
Range: 5ft Still Emanation | Duration: Instant | Components: VS |
You create a momentary circle of spectral blades that sweep around you. All other creatures in the Emanation make a Dexterity Saving Throw. On a failed Save, a creatures takes 1d6 Force Damage
The Spell’s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Thaumaturgy
Level: Cantrip | Casting Time: 1 Action | Transmutation | Cleric |
Range: 30ft | Duration: Instant | Components: VS | Divine |
You manifest a minor wonder, a sign of supernatural power, within Range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this Spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.
Thorn Whip
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid |
Range: 30ft | Duration: Instant | Components: VSM (the stem of a plant with thorns) | Primal |
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in Range. Make a Ranged Spell Attack against the target. If you hit on the Attack, the target takes 1d6 Piercing Damage, and if it Large or smaller, it is pushed 10ft towards you.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Thunderclap
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Druid |
Range: 5ft Still Emanation | Duration: Instant | Components: S | Primal |
You create a burst of thunderous sound that can be heard up to 100ft away. All other creatures within Range make a Constitution Saving Throw. On a failed Save, a creature takes 1d6 Thunder Damage.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Level: Cantrip | Casting Time: 1 Action | Necromancy | Cleric, Warlock, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Arcane |
You point at one creature you can see within Range, and the sound of a dolorous bell fills the air around it for a moment. The target makes a Wisdom Saving Throw. On a failed Save, the target takes 1d8 Necrotic Damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic Damage on a failed Save.
The Spell's Damage increases by 1d8, or 1d12 if the target is below its missing any of its Hit Points when you reach 5th Level (2d8 and 2d12), 11th Level (3d8 and 3d12), and 17th Level (4d8 and 4d12).
True Strike
Level: Cantrip | Casting Time: 1 Reaction (when a creature that you can see within Range misses on an Attack) | Divination | Bard, Sorcerer, Warlock, Wizard |
Range: 30ft | Duration: Instant | Components: S | Arcane |
You shout words of arcane wisdom to the creature that missed on the Attack that triggered the casting of this Spell. You roll a d4 and add the result to the Attack Roll.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the missed Attack Roll. When reach 11th Level you roll 2d4 and add the result of both dice to the missed Attack Roll. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the missed Attack Roll.
Vicious Mockery
Level: Cantrip | Casting Time: 1 Action | Enchantment | Bard |
Range: 60ft | Duration: Instant | Components: V | Arcane |
You unleash a string of insults laced with subtle enchantments at a creature you can see within Range. If the target can hear you, it makes a Wisdom Saving Throw. On a failed Save the target takes 1d4 Psychic Damage and it has Disadvantage on the next Attack it makes before the end of your next turn.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
Word of Radiance
Level: Cantrip | Casting Time: 1 Action | Evocation | Cleric |
Range: 5ft Still Emanation | Duration: Instant | Components: V | Divine |
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within Range must make a Constitution Saving Throw. On a failed Save, a creature takes 1d6 Radiant Damage.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).