Sorcerer Spells: Difference between revisions

 
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= Sorcerer Spells =
= Sorcerer Spells =
== Cantrips ==
== Cantrips ==
=== Acid Splash ===
{| class="wikitable"
{| class="wikitable"
|+ Acid Splash
|+  
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Shaman, Sorcerer, Warlock
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| 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 5 feet of each other. A target must succeed on a Dexterity saving throw, taking 1d6 Acid Damage on a failed save.
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>
:This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>
 
{| class="wikitable"
|+ Amanuensis
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
You touch a work with writing, such as a book, scroll, or parchment, and you touch 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.
 
 
{| class="wikitable"
|+ Booming Blade
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
|-
| Range: Self || Duration: 1 Round || Components: VM (a melee weapon)
|}
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 5 feet 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 extra 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).
 


=== Amanuensis ===
{| class="wikitable"
{| class="wikitable"
|+ Chill Touch
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Sorcerer, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: Touch || Duration: Until Dispelled (Concentration) || 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.
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.<br>
 
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).
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
<br><br>
:This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 


=== Control Flames ===
{| class="wikitable"
{| class="wikitable"
|+ Control Flames
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: S
| Range: 60ft || Duration: Instant || Components: S || Primal
|}
|}
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
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 5 feet in one direction, provided that wood or other fuel is present in the new location.
*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 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 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.
*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 three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
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.<br>
 
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).
 
<br><br>
{| class="wikitable"
|+ Create Bonfire
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw, taking 1d8 fire damage on a failed save.
 
A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. 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).
 


=== Create Bonfire ===
{| class="wikitable"
{| class="wikitable"
|+ Dancing Lights
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Arcane, Primal
|}
|}
You create up to four 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 form of Medium size.
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.<br>
 
The Bonfire ignites flammable objects in its area that aren't being worn or carried.<br>
Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
 
<br><br>


=== Dancing Lights ===
{| class="wikitable"
{| class="wikitable"
|+ Echoing Strike
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this spell) || Evocation
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 120ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm) || Arcane
|}
|}
You hurl a wave of echoing energy at a creature you can see within range. The target must make a Constitution Saving Throw, taking 1d6 Thunder Damage on a failure and being pushed back 5ft from you in a straight line.<br>
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.<br>
This spell's damage increases by 1d16 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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.<br>
 
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).
 
<br><br>
{| class="wikitable"
|+ Firebolt
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
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.
:This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
 


=== Dazzle ===
{| class="wikitable"
{| class="wikitable"
|+ Friends
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this spell is cast)
| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal
|}
|}
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 and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.<br>
 
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).
<br><br>


=== Die, Insect! ===
{| class="wikitable"
{| class="wikitable"
|+ Frostbite
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: 1 Turn (Concentration) || Components: V || Arcane
|}
|}
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
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.<br>
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The Spell's Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).
 
<br><br>


=== Echoing Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Green-Flame Blade
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) || Evocation || Artificer, Bard, Psion, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Self || Duration: Instant || Components: SM (a melee weapon)
| Range: 60ft || Duration: Instant || Components: VS || 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 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
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.<br>
:This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 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).
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


=== Firebolt ===
{| class="wikitable"
{| class="wikitable"
|+ Gust
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
You seize the air and compel it to create one of the following effects at a point you can see within range:
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.<br>
*(One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
*You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
<br><br>
*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.
 


=== Flashburn ===
{| class="wikitable"
{| class="wikitable"
|+ Infestation
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Psion, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (a living flea)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of magnesium phosphate) || Arcane
|}
|}
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
You cause a dazzling pattern of light to appear briefly in a 5ft Cube centered on a point you choose within Range. The pattern emits Bright Light out to a Range of 15ft before immediately dissipating. A creature in the Cube and can see the pattern makes a Wisdom Saving throw. On a failed Save, the pattern is burned into its vision, causing to to subtract a d4 from the next Attack Roll or Ability Check relying on sight it makes before the Spell ends.<br>
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
After this Attack or Check is made, the Spell ends on that creature and its vision returns to normal.<br>
 
The size of the Cube created increases when you reach 5ft Level (10ft), 11th Level (15ft) and 17th Level (20ft)
<br><br>


=== Friends ===
{| class="wikitable"
{| class="wikitable"
|+ Light
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Bonus Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss)
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this Spell is cast) || Arcane
|}
|}
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a free action.
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.<br>
 
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)
If you target an object held or worn by a hostile creature, you must make a melee spell attack against that creature, casting the spell on a successful attack.
<br><br>
 


=== Frostbite ===
{| class="wikitable"
{| class="wikitable"
|+ Lightning Lure
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 15ft || Duration: Instant || Components: V
| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
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.<br>
:This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


=== Green Flame Blade ===
{| class="wikitable"
{| class="wikitable"
|+ Lucky Number
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Seeker, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: 24 Hours || Components: VS
| Range: Self || Duration: Instant || Components: SM (a Melee Weapon) || Arcane
|}
|}
You are able to tweak tiny variables affecting a creature's immediate future in order to grant yourself a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when you roll that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number per day.
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.<br>
 
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).
<br><br>


=== Gust ===
{| class="wikitable"
{| class="wikitable"
|+ Mage Hand
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
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 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 30 feet each time you use it. The hand can't attack, or carry more than 10 pounds.
*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.
<br><br>


=== Hush ===
{| class="wikitable"
{| class="wikitable"
|+ Message
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Reaction (when a noise is created that you could anticipate) || Illusion || Bard, Psion, Seeker, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VSM (a short copper wire)
| Range: 30ft || Duration: Instant || Components: S || 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.
When you hear a creature or object within Range make noise, you can hold your finger to your lips and silence that noise for the rest of the turn.<br>
 
If you can anticipate a noise, you can prevent it, such as hushing the sound of a vase you dropped before it shatters, or hushing the scream of a person you just stabbed.<br>
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
If you can't anticipate a noise, you can only interupt it. For this reason, you cannot hush the first 3 words of a sentence, nor the Verbal Components of a Spell.<br>
 
The Spell's Range increases by 30ft when you reach 5th Level (60ft), 11th Level (90ft), and 17th Level (120ft)
<br><br>


=== Illusion Bolt ===
{| class="wikitable"
{| class="wikitable"
|+ Mind Sliver
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: V
| Range: 90ft || Duration: Instant || Components: VS || Arcane
|}
|}
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal. The target perceives the Damage taken as a Type that would be appropriate to the illusory projectile.<br>
:This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
 
<br><br>


=== Infestation ===
{| class="wikitable"
{| class="wikitable"
|+ Minor Illusion
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Illusion
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute || Components: SM (a bit of fleece)
| Range: 30ft || Duration: Instant || Components: VSM (a living flea) || Primal
|}
|}
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 an action or cast this spell again.
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.<br>
 
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).
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.
<br><br>
 
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 5-foot 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.
 


=== Jolt ===
{| class="wikitable"
{| class="wikitable"
|+ Mold Earth
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: S
| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
A fraction of the storm's power can give life, or take it. Sparks fly from your fingertips, shocking a creature within Range. If the target is [[Conditions#Unconscious|Unconscious]], at 0 Hit Points, and making Death Saving Throws, it has Advantage on the next Death Saving Throw it makes, and the next Ability Check made to stabilize the target also is made at Advantage. If you target a creature that has at least 1 Hit Point or is [[Conditions#Unconscious|Unconscious]], at 0 Hit Points, and Stable, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d8 Lightning Damage.
*If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
*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.
<br><br>
*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 two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 


=== Light ===
{| class="wikitable"
{| class="wikitable"
|+ Poison Spray
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Artificer, Bard, Cleric, Psion, Seeker, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 10ft || Duration: Instant || Components: VS
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss) || Arcane
|}
|}
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
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.<br>
:This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
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.<br>
 
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).
<br><br>


=== Lightning Lure ===
{| class="wikitable"
{| class="wikitable"
|+ Prestidigitation
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Seeker, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 10ft || Duration: 1 Hour || Components: VS
| Range: 15ft || Duration: Instant || Components: V || Arcane, Primal
|}
|}
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 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.
*You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
*You instantaneously light or snuff out a candle, a torch, or a small campfire.
<br><br>
*You instantaneously clean or soil an object no larger than 1 cubic foot.
*You chill, warm, or flavor up to 1 cubic foot 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-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 


=== Lucky Number ===
{| class="wikitable"
{| class="wikitable"
|+ Ray of Frost
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Psion, Seeker, Sorcerer, Warlock
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: Self || Duration: 24 Hours || 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 10 feet until the start of your next turn.
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 cast and gain the benefits of this Spell once per day.<br>
:The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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.
 
<br><br>


=== Mage Hand ===
{| class="wikitable"
{| class="wikitable"
|+ Sapping Sting
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane
|}
|}
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
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.<br>
:This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
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.<br>
 
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).
<br><br>


=== Mending ===
{| class="wikitable"
{| class="wikitable"
|+ Shape Water
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Minute || Transmutation || Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: Touch || Duration: Instant || Components: VSM (two lodestones) || Arcane
|}
|}
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
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.<br>
*You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.<br>
*You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
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.<br>
*You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
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)
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
<br><br>
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 


=== Message ===
{| class="wikitable"
{| class="wikitable"
|+ Shocking Grasp
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Touch || Duration: 1 Round || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VSM (a short copper wire) || Arcane
|}
|}
Lightning springs from your hand to deliver a shock to a creature you try to touch. 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.
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.<br>
:The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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.<br>
 
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.
<br><br>


=== Mind Sliver ===
{| class="wikitable"
{| class="wikitable"
|+ Shooting Star
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Psion, Seeker, Sorcerer, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: 60ft || Duration: Instant || Components: V || Arcane
|}
|}
When you cast the spell, 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 5 feet of that point takes 1d10 Radiant damage.
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.<br>
:The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


=== Minor Illusion ===
{| class="wikitable"
{| class="wikitable"
|+ Sword Burst
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: Self || Duration: Instant || Components: VS
| Range: 30ft || Duration: 1 Minute || Components: SM (a bit of fleece) || Arcane
|}
|}
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
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.<br>
:This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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.<br>
 
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.<br>
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.<br>
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).
<br><br>


=== Mold Earth ===
{| class="wikitable"
{| class="wikitable"
|+ True Strike
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 30ft || Duration: 1 Round (Concentration) || Components: S
| Range: 30ft || Duration: Instant || Components: S || Primal
|}
|}
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your attack rolls against the target, provided that this spell hasn't ended.
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.<br>
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).
<br><br>


== Level 1 ==
=== Noisome Peal ===
{| class="wikitable"
{| class="wikitable"
|+ Absorb Elements
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction || Abjuration
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Round || Components: S
| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
When you take acid, cold, fire, lightning, or thunder damage, you can cast this spell to capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell. This Spell produces a thunderous boom that is audible out to a Range of 50ft.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
The Spell's Damage increases by 1d8 and the distance that the boom is audible to increases by 50ft when you reach 5th Level (2d8 and 100ft), 11th Level (3d8 and 150ft), and 17th Level (4d8 and 200ft).
 
<br><br>


=== Poison Spray ===
{| class="wikitable"
{| class="wikitable"
|+ Arcane Ammunition
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: Instant || Components: VSM (1GP per level, which the spell consumes)
| Range: 10ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
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.<br>
 
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
<br><br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the material component increases by 1GP, for each slot level above 1st.
 


=== Prestidigitation ===
{| class="wikitable"
{| class="wikitable"
|+ Blade Ward
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
| Range: 10ft || Duration: 1 Hour || Components: VS || Arcane
|}
|}
You extend your hand and trace a sigil of warding in the air. Until the end of the duration, you have Resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.
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 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
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).
<br><br>


=== Ray of Frost ===
{| class="wikitable"
{| class="wikitable"
|+ Burning Hands
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Seeker, Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
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.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
 
<br><br>


=== Sapping Sting ===
{| class="wikitable"
{| class="wikitable"
|+ Catapult
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Necromancy || Druid, Psion, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: S
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
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.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
 
<br><br>


=== Seek Phrase ===
{| class="wikitable"
{| class="wikitable"
|+ Caustic Brew
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Psion, Seeker, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food)
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
|}
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search. If you cast this Spell during the Duration of this Spell, a book you are using the Spell on flips to the next page containing the subject of your search.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes).
 
<br><br>


=== Shape Water ===
{| class="wikitable"
{| class="wikitable"
|+ Chaos Bolt
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 120ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type,  1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder), If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
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:
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
*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.
{| class="wikitable"
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
|+ Charm Person
If you cast this Spell multiple times, you can have no more than 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
|-
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).
| Level: 1 || Casting Time: 1 Action || Enchantment
<br><br>
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
|}
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
 
 
{| class="wikitable"
|+ Chromatic Orb
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP)
|}
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Cloak of Secrets
|-
| Level: 1 || Casting Time: 1 Action || Illusion
|-
| Range: Self || Duration: 1 Hour || Components: S
|}
This spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the
conversation. The bubble also disguises lip movements to match the false conversation.
 
Any creature listening to the conversation for at least 1 round can attempt to make a Wisdom (Insight) against your Spell Save DC to realize that the apparent conversation doesn't actually make any sense. The bubble also obscures the verbal components of spells cast within the area so it's impossible to identify spells by their verbal components alone.
 
 
{| class="wikitable"
|+ Color Spray
|-
| Level: 1 || Casting Time: 1 Action || Illusion
|-
| Range: 15ft Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue)
|}
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
 
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Comprehend Languages
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Self || Duration: 1 Hour || Components: VSM (a pinch of soot and salt)
|}
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
 
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
 
 
{| class="wikitable"
|+ Darting Duplicate
|-
| Level: 1 || Casting Time: Bonus Action || Illusion
|-
| Range: Touch || Duration: Instant || Components: VS
|}
An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence.
 
Any creature that threatens that square must succeed at a Wisdom save or be forced to make an attack of opportunity against the image.
 
 
{| class="wikitable"
|+ Detect Magic
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
|}
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
 
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
 
 
{| class="wikitable"
|+ Distort Value
|-
| Level: 1 || Casting Time: 1 Minute || Illusion
|-
| Range: Toch || Duration: 8 Hours || Components: V
|}
You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
 
 
{| class="wikitable"
|+ Earth Tremor
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 10ft || Duration: Instant || Components: VS
|}
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Expeditious Retreat
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
|}
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
 
 
{| class="wikitable"
|+ Feather Fall
|-
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within range falls) || Transmutation
|-
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down)
|}
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
 
 
{| class="wikitable"
|+ Flash
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 5ft || Duration: 1 Round || Components: VSM (a bit of phosphorus)
|}
You burst with blinding light that shines briefly from your skin before fading away. Each other creature within range must make a Constitution Saving Throw. On a failed saving throw, a creature is blinded until the end of your next turn, and any opportunity attacks it makes against you this turn automatically miss.<br>
Until the end of your next turn, you shed bright light in a 10-foot radius and dim light for an additional 10 feet.
 
 
{| class="wikitable"
|+ Fog Cloud
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
|-
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS
|}
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
 
 
{| class="wikitable"
|+ Gift of Alacrity
|-
| Level: 1 || Casting Time: 1 Minute || Divination
|-
| Range: Touch || Duration: 8 Hours || Components: VS
|}
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
 
 
{| class="wikitable"
|+ Ice Knife
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Hour || Components: SM (a drop of water or piece of ice)
|}
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
:'''At Higher Level.'''' When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Jump
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper's hind leg)
|}
You touch a creature. The creature's jump distance is tripled until the spell ends.
 
 
{| class="wikitable"
|+ Mage Armor
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather)
|}
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 
 
{| class="wikitable"
|+ Magic Missile
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
 
 
{| class="wikitable"
|+ Magnify Gravity
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Round || Components: VS
|}
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
 
Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Ray of Sickness
|-
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration
|-
| Range: 30ft || Duration: 1 Minute || Components: VSM (a small silver mirror)
|}
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
 
{| class="wikitable"
|+ Shield
|-
| Level: 1 || Casting Time: 1 Reaction (when you are hit by an attack or targeted by the Magic Missile or the Arcane Ammunition spell) || Abjuration
|-
| Range: 30ft || Duration: 1 Minute || Components: VS
|}
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile or Arcane Ammunition.
 
 
{| class="wikitable"
|+ Silent Image
|-
| Level: 1 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece)
|}
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
 
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
 
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.
 
 
{| class="wikitable"
|+ Silvery Barbs
|-
| Level: 1 || Casting Time: 1 Reaction (when a creature within range succeeds on an attack roll, ability check, or saving throw) || Enchantment
|-
| Range: 60ft || Duration: Instant || Components: V
|}
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
 
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
 
 
{| class="wikitable"
|+ Sleep
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket)
|}
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
 
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Sudden Spark
|-
| Level: 1 || Casting Time: 1 Reaction (When you hit with or are hit by a melee weapon attack) || Evocation
|-
| Range: Self || Duration: Instant || Components: V
|}
You electrify the attacker's weapon as it strikes its target. The spell deals a creature 2d6 lightning damage on a failed Constitution saving throw, or half as much damage on a successful save. If the attack was a critical hit, the damage increases by 1d6. The spell's target is determined by who made the triggering attack.<br>
'''Defensive.''' If you were hit by the triggering attack, the attacker makes the Saving Throw, with disadvantage if it used a metal weapon to make the attack, on a failed Save, it also drops the weapon used in the attack.<br>
'''Offensive.''' If you made the triggering attack, the target of your attack makes the Saving Throw, with disadvantage if it is wearing armor made of metal, on a failed Save, it also can't take reactions until the start of your next turn.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Thunderwave
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 15ft Cube || Duration: Instant || Components: VS
|}
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
 
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Unseen Servant
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood)
|}
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
 
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
 
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
 
 
{| class="wikitable"
|+ Witch Bolt
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning)
|}
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 lightning Damage. If you hit, then the target's speed is 0 and cannot be increased, and on each of your turns for the duration, you can use your action to deal 2d12 lightning damage to the target automatically.The spell ends if you use your action for anything else or if the target is ever outside the spell’s range or if it has total cover from you.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d12 for each slot level above 1st.
 
== Level 2 ==
{| class="wikitable"
|+ Air Bubble
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 24 Hours || Components: S
|}
You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Alter Self
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: VS
|}
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.<br>
'''Aquatic Adaptation.''' You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.<br>
'''Change Appearance.''' You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.<br>
'''Natural Weapons.''' You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
 
 
{| class="wikitable"
|+ Billowing Skirt
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Touch || Duration: 8 Hours || Components: V
|}
A skirt, kilt, or gown you are wearing enables you to control your fall through the air as it gloriously billows, catching the air. A creature wearing the enchanted item of clothing's rate of descent slows to 60ft per round until the spell ends. The target can move with a flying speed equal to half their movement speed and can, as part of this movement, make an Acrobatics check with a DC equal to your Spell Save DC. On a success, the target hovers in place until the start fo their next turn. If, during the duration of this spell, the target lands, they take no falling damage and can land on their feet.
 
 
{| class="wikitable"
|+ Binding Ice
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft Cone || Duration: Instant || Components: SM (a vial of meltwater)
|}
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Blur
|-
| Level: 2 || Casting Time: 1 Action || Illusion
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
|}
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with Blindsight, or can see through illusions, as with Truesight.
 
 
{| class="wikitable"
|+ Calamitous Flailing
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Round || Components: V
|}
You cause a creature's attacks to careen wildly, endangering itself and those around it. The target must make a Wisdom Saving Throw, on a failed Save the target has disadvantage on all attack rolls it makes until the end of your next turn. If one of the target's attacks misses, the target instead attacks a creature it considers friendly, targeting itself if there are no such creatures in range. Use the creatures original attack roll for this new attack.
 
 
{| class="wikitable"
|+ Cloud of Daggers
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a silver glass)
|}
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 Slashing Damage when it enters the spell’s area for the first time on a turn or starts its turn there.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Crown of Madness
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
|}
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.<br>
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. <br>
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. <br>
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
 


=== Shocking Grasp ===
{| class="wikitable"
{| class="wikitable"
|+ Darkness
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VM (bat fur and a drop of pitch or piece of coal)
| Range: Touch || Duration: 1 Minute || Components: VS || Arcane, Primal
|}
|}
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.<br>
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.<br>
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.<br>
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
<br><br>
 


=== Shooting Star ===
{| class="wikitable"
{| class="wikitable"
|+ Darkvision
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock
|-
|-
| Range: Touch || Duration: 8 Hours || Components: VSM (either a pinch of dried carrot or an agate)
| Range: 120ft || Duration: 1 Round || Components: VS || Arcane, Divine
|}
|}
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature treats darkness and dim light within 120 feet of it as bright light.
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 1d12 Radiant Damage.<br>
 
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
<br><br>


=== Stone Fist ===
{| class="wikitable"
{| class="wikitable"
|+ Detect Thoughts
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Divination
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Shaman, Sorcerer
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a copper piece)
| Range: Self || Duration: Instant || Components: VS || Primal
|}
|}
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.<br>
You draw power from the loose earth or stone beneath you to deliver a mighty punch kick, or other blow. Make a Melee Spell Attack against a creature of your choice within your Reach. On a hit, the target takes Bludgeoning Damage equal 1d4 + your Spellcasting Ability Modifier, and is pushed 10ft away from you.<br>
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.<br>
You make an additional Melee Spell Attack when you reach 5th Level (two Attacks), 11th Level (three Attacks), and 17th Level (four Attacks).
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.<br>
<br><br>
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.<br>
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
 


=== Sword Burst ===
{| class="wikitable"
{| class="wikitable"
|+ Dive
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Psion, Sorcerer, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (fish scales and a sea shell)
| Range: 5ft Still Emanation || Duration: Instant || Components: VS || Arcane
|}
|}
You touch one creature and imbue it with aquatic magic, allowing it to traverse watery environments with ease. Until the spell ends, the target gains a Swimming Speed of 60ft, it can breathe underwater, and it doesn't suffer disadvantage on attack rolls for being underwater.<br>
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<br>
While the spell lasts, the target also has advantage on saving throws made to resist the dark lagoon, scalding sphere, and watery sphere spells, and it ignores any difficult terrain or obscurement caused by the presence of water (but not the effects of water currents)
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd
<br><br>
 


=== True Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Draconic Scorcher
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Reaction (when a creature that you can see within Range misses on an Attack) || Divination || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (a red dragon's scale)
| Range: 30ft || Duration: Instant || Components: VS || Arcane
|}
|}
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
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.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
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.  
 
<br><br>


=== Venomous Spines ===
{| class="wikitable"
{| class="wikitable"
|+ Dragon's Breath
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a hot pepper)
| Range: 60ft || Duration: Instant || Components: VS || Primal
|}
|}
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d4 Poison Damage.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
The Spell's Damage increases by 1d4 Piercing and 1d6 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).
<br><br>




== Level 1 Spells ==
=== Absorb Elements ===
{| class="wikitable"
{| class="wikitable"
|+ Drown
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) || Abjuration || Artificer, Druid, Maledictor, Seeker, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater)
| Range: Self || Duration: 1 Round || Components: S || Arcane, Primal
|}
|}
You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot breathe or speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, the target loses 2d8 hit points at the start of each of its turns.
You gain Resistance to the triggering Damage Type until the start of your next turn. The next Melee Attack you make before the end of your next turn deals an additional 1d6 Damage of the Damage Type of the Type you gained Resistance to with this Spell. The Spell then ends.<br>
At the end of each of its turns, the target can repeat the saving throw. On a success, it breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the extra Damage dealt increases by 1d6 for each Slot Level above 1st.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating.
<br><br>
 


=== Arcane Ammunition ===
{| class="wikitable"
{| class="wikitable"
|+ Dust Devil
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust)
| Range: 120ft || Duration: Instant || Components: VSM (1GP, which the Spell's consumes) || Arcane
|}
|}
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.<br>
You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within Range. Make a Ranged Spell Attack for each dart. On a hit, a dart deals 2d4 Force Damage to the target.<br>
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.<br>
If you score a Crit on one of the darts, you roll an additional d4 for the Damage before doubling it. If you roll a 1 on the d20 for the Attack, all the darts miss and blow up in your face, dealing 1 Force Damage to you for each dart created by the Spell.<br>
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart, and the Material Component increases by 1GP, for each Slot Level above 1st.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
<br><br>
 


=== Blade Ward ===
{| class="wikitable"
{| class="wikitable"
|+ Earthbind
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Abjuration || Bard, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
|}
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
You extend your hand and trace a sigil of warding in the air. Until the Spell ends, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within 30ft of you. That creature also gains the benefits of the Spell for the Duration. You can target an additional creature in this way for every two Slot Levels above 1st.
<br><br>


=== Burning Hands ===
{| class="wikitable"
{| class="wikitable"
|+ Earthen Grasp
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Evocation || Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a miniature hand sculpted from clay)
| Range: 15ft Emanated Cone || Duration: Instant || Components: VS || Arcane
|}
|}
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in the area of the Spell makes a Dexterity Saving Throw. On a failed Save, a target takes 3d6 Fire Damage. The fire ignites any flammable objects in the area that aren't being worn or carried.<br>
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slots of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.<br>
<br><br>
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
 


=== Catapult ===
{| class="wikitable"
{| class="wikitable"
|+ Enhance Ability
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (fur or a feather from a beast)
| Range: 60ft || Duration: Instant || Components: S || Arcane
|}
|}
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Choose one object weighing 5lbs or less within Range that isn't being worn or carried by a non-willing creature. The object flies in a Line from the object to a point of your choice within 90ft of the object. When the object reaches the point you chose it falls to the ground and it stops early if it impacts a solid object. If the object would strike a creature, that creature makes a Dexterity Saving Throw. On a failed Save, the object strikes the target and stops moving. On a successful Save the object keeps flying towards the point you chose. If the object strikes a creature or surface, the object and the thing it strikes both takes 3d8 Bludgeoning Damage.<br>
'''Bear's Endurance.''' The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the maximum weight of the object you can target increases by 5lbs and the Damage dealt increases by 1d8 for each Slot Level above 1st.
'''Bull's Strength.''' The target has advantage on Strength checks, and his or her carrying capacity doubles.
<br><br>
'''Cat's Grace.''' The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
'''Eagle's Splendor.''' The target has advantage on Charisma checks.
'''Fox's Cunning.''' The target has advantage on Intelligence checks.
'''Owl's Wisdom.''' The target has advantage on Wisdom checks.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
 


=== Caustic Brew ===
{| class="wikitable"
{| class="wikitable"
|+ Enlarge/Reduce
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of powdered iron)
| Range: 30x5ft Emanated Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food) || Arcane
|}
|}
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.<br>
Acid streams from you in the area of the Spell. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature becomes covered in acid for the Spell's Duration. Any creature can use its Action to scrape or wash the acid off itself or another creature within 5ft of it to cause that creature to no longer be effected by the Spell. A creature coated in Acid takes 2d4 Acid Damage at the start of each of its turns.<br>
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 2d4 for each Slot Level above 1st.
'''Enlarge.''' The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.<br>
<br><br>
'''Reduce.''' The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
 


=== Chaos Bolt ===
{| class="wikitable"
{| class="wikitable"
|+ Fortune's Favor
|+
|-
|-
| Level: 2 || Casting Time: 1 Minute || Divination
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer
|-
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a white pearl worth at least 100GP, which the spell consumes)
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.<br>
You hurl an undulating, warbling mass of chaotic energy at one creature in Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 + 1d6 Damage. Choose one of the d8s. The number rolled on that die determines the Damage Type of the Attack, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30ft of it. Repeat the Spell Attack targeting that creature. A creature can only be affected by this Spell once for each casting.<br>
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d6 Damage when you hit on the Spell Attack.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
<br><br>
 


=== Charm Person ===
{| class="wikitable"
{| class="wikitable"
|+ Gust of Wind
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Druid, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a legume seed)
| Range: 30ft || Duration: 1 Hour || Components: VS || Arcane
|}
|}
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.<br>
You attempt to Charm a Humanoid you can see within Range. The target makes a Wisdom Saving Throw, however it has Advantage on the Save if your or your companions are fighting it. On a failed Save the target is Charmed by you for the Duration of the Spell. When the Spell ends, the creature knows it was Charmed by you.<br>
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.<br>
<br><br>
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
 


=== Chromatic Orb ===
{| class="wikitable"
{| class="wikitable"
|+ Hold Person
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight, piece of iron)
| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP) || Arcane
|}
|}
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
You hurl a 4 inch diameter sphere of energy at a creature that you can see within Range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder Damage. Make a Ranged Spell Attack against the target. On a hit, you deal 3d8 Damage of Type you chose.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
<br><br>


=== Cloak of Secrets ===
{| class="wikitable"
{| class="wikitable"
|+ Invisibility
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (an eyelash encased in gum arabic)
| Range: 5ft Still Emanation || Duration: 1 Hour || Components: S || Arcane
|}
|}
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
conversation. The bubble also disguises lip movements to match the false conversation.<br>
 
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn't actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it's impossible to identify Spells by their Verbal Components alone.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 5ft and Duration increases by 1 Hour for each Slot Level above 1st.
<br><br>


=== Color Spray ===
{| class="wikitable"
{| class="wikitable"
|+ Iron Spine
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Illusion || Maledictor, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot)
| Range: 15ft Emanated Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue) || Arcane
|}
|}
You launch an ingot of iron at a creature in range. Make a Ranged Spell Attack, on a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the targets turns, it may make a Constitution Saving Throw, ending the effect on a success. Fey creatures make this save at disadvantage.
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.<br>
 
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creatures Blinded until the end of your next turn. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 3d10 for each Slot Level above 1st.
<br><br>


=== Comprehend Langauges ===
{| class="wikitable"
{| class="wikitable"
|+ Jolt of Pain
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination || Bard, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: Self || Duration: 1 Hour || Components: VSM (a pinch of soot and salt) || Arcane
|}
|}
A bolt of white lightning infused with magical pain leaps from your outstretched finger to strike one creature that you can see within range. You make a Ranged Spell attack against the target. On a hit, the target takes 5d8 Lightning damage and can't take Reactions until the end of your next turn.
For the duration, you understand the literal meaning of any spoken Language that you hear. You also understand any written Language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.<br>
If damage dealt by this spell forces the target to make a saving throw to maintain concentration, the DC is increased by an amount equal to your spellcasting modifier and the target has disadvantage on the Saving Throw.
This Spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written Language.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd
''' At Higher Levels.''' When you cast this Spell using a Spell Slot fo 3rd Level or higher, you understand the meaning of any Language you hear past purely the literal meaning, such as the meanings of idioms and figures of speech. When you cause this Spell using a Spell Slot of 5th Level or higher, you can understand any written Language that you can see without needing to be touching the written words.
 
<br><br>


=== Darting Duplicate ===
{| class="wikitable"
{| class="wikitable"
|+ Kinetic Jaunt
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation
| Level: 1 || Casting Time: Bonus Action || Illusion || Artificer, Bard, Maledictor, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: S
| Range: Self || Duration: Instant || Components: VS || Arcane
|}
|}
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
An illusory duplicate of you steps clumsily into a space of your choir within 5ft of you, presenting a tempting target before winking out of existence.<br>
*Your walking speed increases by 10 feet.
Any creature that could make any Opportunity Attack against you makes a Wisdom Saving Throw. On a failed Save, the creature makes an Opportunity Attack against the duplicate which has no effect.<br>
*You don’t provoke opportunity attacks.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create one more duplicate that steps into a different space of your choice within 5ft of you. When you cast this Spell using a Spell Slot of 9th Level, all creatures that make a Wisdom Saving Throw against this Spell have Disadvantage on the Save.
*You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
<br><br>
 


=== Detect Magic ===
{| class="wikitable"
{| class="wikitable"
|+ Knell of the Depths
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 10 Minutes || Components: VS
| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Arcane, Divine, Primal
|}
|}
You invest a target with cursed elemental energy for the duration of the spell, causing nearby bodies of water to roil when the target draws near and tendrils of water to drag it deeper under the waves. The target must make a Charisma Saving Throw. On a failure, it is Slowed and automatically sinks 15ft at the beginning of each of its turns when in any body of liquid.
For the Duration, you sense the presence of magic within the Emanation. If you sense magic in this way, you can use your Action to see a fain aura around any visible creature or object in the area that bears the magic, and you learn the School of Magic.<br>
 
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.
<br><br>


=== Disguise Self ===
{| class="wikitable"
{| class="wikitable"
|+ Knock
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion || Artificer, Bard, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: V
| Range: Self || Duration: 1 Hour || Components: VS || Arcane
|}
|}
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.<br>
You make yourself--including your clothing, Armor, Weapons, and other belongings on your person--look different until the Spell ends or until you dismiss it as an Action. The limits of the Spell are as follows:
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.<br>
*You can only seem up to 1ft taller or 1ft shorter.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.<br>
*You can't change your basic body shape and must retain your arrangement of limbs.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
The changes are not physical, only illusory, and do not hold up to physical inspection. A creature can use its Action to inspect your appearance and make an Intelligence (Investigation) Check against your Spell Saving DC. On a successful Check, the creature determines you are disguised in some way magic.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, any creature that uses its Action to inspect your appearance suffers a -1 penalty to the Check for every Slot Level above 1st.
<br><br>


=== Distort Value ===
{| class="wikitable"
{| class="wikitable"
|+ Levitate
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Minute || Illusion || Bard, Maledictor, Sorcerer, Wizard, Warlock
|-
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
| Range: Touch || Duration: 8 Hours || Components: V || Arcane
|}
|}
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.<br>
You cast this Spell on an object no more than 1ft on any side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) Check against your Spell Save DC. These illusory embellishments or blemishes last until the Spell ends.<br>
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd level or higher, the maximum size of the object you can target with this Spell increases by 1ft for each Slot Level above 1st.
When the spell ends, the target floats gently to the ground if it is still aloft.
<br><br>
 


=== Earth Tremor ===
{| class="wikitable"
{| class="wikitable"
|+ Magic Mischief
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Action || Evocation || Bard, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: SM (a piece of crust from an apple pie)
| Range: 10ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll a d4 to determine the effect, and roll again at the start of each fo your turns until the spell ends.<br>
You cause a tremor in the ground within Range. Each creature other than you in that area must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d6 Bludgeoning Damage and is knocked [[Conditions#Prone|Prone]]. If the ground in that area is loose earth or stone, it becomes Difficult Terrain until cleared, with each 5ft space requiring at least 1 minute to clear by hand.<br>
'''1:''' The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
'''2:''' Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.<br>
<br><br>
'''3:''' Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.<br>
'''4:''' Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.<br>
You can move the cube up to 10 feet before you roll.
 


=== Expeditious Retreat ===
{| class="wikitable"
{| class="wikitable"
|+ Mind Spike
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Divination
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: S
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Arcane
|}
|}
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 Psychic Damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.<br>
This Spell allows you to move at an incredible pace. When you cast this Spell, and as a Bonus Action on subsequent turns until the Spell ends, you can take the Dash Action.<br>
On subsequent turns, you can cast this spell without expending spell slots on target while you maintain concentration. Create the range of this spell as infinite for the purpose of this casting of the spell.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Minutes for each Slot Level above 1st.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
<br><br>
 


=== False Life ===
{| class="wikitable"
{| class="wikitable"
|+ Mind Whip
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: 90ft || Duration: 1 Round || Components: v
| Range: Self || Duration: 1 Hour || Components: VSM (a small amount of alcohol or distilled spirits) || Arcane
|}
|}
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 Psychic Damage, and it can’t take a Reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a Move, an Action, or a Bonus Action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you gain an additional 1d4 + 4 Temporary Hit Points for each Slot Level above 1st.
 
<br><br>


=== Feather Fall ===
{| class="wikitable"
{| class="wikitable"
|+ Mirror Image
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within Range falls) || Transmutation || Artificer, Bard, Maledictor, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down) || Arcane
|}
|}
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.<br>
Choose up to five falling Creatures within Range. A falling Creature's rate of descent slows to 60ft per Round until the Spell ends. If the Creatures lands before the spell ends, it takes no Falling Damage and can land on its feet, and the Spell ends for that Creature.<br>
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration of this Spell increases by 1 minute for each Slot Level above 1st.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.<br>
<br><br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.<br>
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.
 


=== Fog Cloud ===
{| class="wikitable"
{| class="wikitable"
|+ Misty Step
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: V
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS || Arcane, Primal
|}
|}
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You create a 20ft Radius Sphere of fog centered on a point you choose within Range. The Sphere spreads around corners, and its area is Heavy Obscured. It lasts for the Duration, or until a wind of moderate or greater speed (at least 15 miles per hour) disperses it.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the fog increases by 20ft for each Slot Level above 1st.
<br><br>


=== Gift of Alacrity ===
{| class="wikitable"
{| class="wikitable"
|+ Phantasmal Force
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Minute || Divination || Bard, Cleric, Maledictor, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of fleece)
| Range: Touch || Duration: 8 Hours || Components: VS || Arcane
|}
|}
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.<br>
You touch a willing creature. For the Duration, the target adds 1d8 to its Initiative Rolls.<br>
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional willing creature for each Slot Level above 1st.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.<br>
<br><br>
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.<br>
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
 


=== Ice Knife ===
{| class="wikitable"
{| class="wikitable"
|+ Pyrotechnics
|+
|-
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: 1 Hour || Components: SM (a drop of water or piece of ice) || Arcane, Primal
|}
|}
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so, you can create other similar effects at the GM's discretion.<br>
You create a shard of ice and fling it at one creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Piercing Damage, and the shard then explodes forcing the target and all creatures within 5ft of the target to make a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Cold Damage.<br>
:'''Fireworks.''' The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become Blinded and Stunned until the end of your next turn.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Piercing Damage increases by 1d10 and the Cold Damage increases by 1d6 for each Slot Level above 1st.
'''Smoke.''' Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 10 minutes or until a strong wind disperses it.
<br><br>
 


=== Jump ===
{| class="wikitable"
{| class="wikitable"
|+ Scorching Ray
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Maledictor, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Hour || Components: VS
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper's hind leg) || Arcane
|}
|}
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a Ranged Spell Attack for each ray. On a hit, the target takes 2d6 Fire Damage.
You touch a creature. The creature's Jump distance is tripled until the Spell ends.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
 
<br><br>


=== Mage Armor ===
{| class="wikitable"
{| class="wikitable"
|+ See Invisibility
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Divination
| Level: 1 || Casting Time: 1 Bonus Action (Ritual) || Abjuration || Artificer, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Hour || Components: VSM
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather) || Arcane
|}
|}
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Second Ward. Creatures, dreams, and objects in the Second Ward appear ghostly and translucent.
You touch a willing creature, causing a protective magical force surrounds it until the Spell ends. The target's base AC becomes 13 + its Dexterity Modifier. The Spell ends if you dismiss the it as a Free Action.
 
<br><br>


=== Magic Missile ===
{| class="wikitable"
{| class="wikitable"
|+ Shadow Blade
|+
|-
|-
| Level: 2 || Casting Time: 1 Bonus Action || Illusion
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.<br>
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within Range. Roll 1d4 + 1, each dart deals that much Damage to its target. The darts can be directed at one target or several.<br>
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart for each Slot Level above 1st.
:'''At Higher Levels.''' When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
<br><br>
 


=== Magnify Gravity ===
{| class="wikitable"
{| class="wikitable"
|+ Shatter
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VSM (a chip of mica)
| Range: 60ft || Duration: 1 Round || Components: VS || Arcane
|}
|}
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.<br>
The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Force Damage and is [[Conditions#Slowed|Slowed]], or half as much Damage on a successful Save and is not [[Conditions#Slowed|Slowed]].<br>
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
 
<br><br>


=== Ray of Sickness ===
{| class="wikitable"
{| class="wikitable"
|+ Snowball Swarm
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Necromancy || Shaman, Sorcerer, Wizard
|-
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (a piece of ice or a small white rock chip)
| Range: 60ft || Duration: Instant || Components: VS || Primal
|}
|}
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d6 Cold Damage on a failed save, or half as much damage on a successful one.
A ray of sickening greenish energy lashes out toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 Poison Damage and it makes a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Poisoned|Poisoned]] until the end of your next turn.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
 
<br><br>


=== Shield ===
{| class="wikitable"
{| class="wikitable"
|+ Spider Climb
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Reaction (when you are hit by an Attack or targeted by the [[Level 1#Magic Missile|Magic Missile]] or the [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spell) || Abjuration || Artificer, Maledictor, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (a drop of bitumen and a spider)
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane
|}
|}
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack, and you take no Damage from the [[Level 1#Magic Missile|Magic Missile]] and [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spells.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you increase the AC bonus by 1d4 for every two Slot Levels above 1st.
<br><br>


=== Silent Image ===
{| class="wikitable"
{| class="wikitable"
|+ Suggestion
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: 8 Hours (Concentration) || Components: VM (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece) || Arcane
|}
|}
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.<br>
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15ft Cube. The image appears at a point of your choice within Range and lasts for the Duration. The image is only visual; it isn't accompanied by sound, smell, or other sensory effects.<br>
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.<br>
You can use your Action to cause the image to move to any point of your choice within Range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.<br>
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.<br>
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its Action to examine the image 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 creature can see through the image.<br>
If you or any of your companions damage the target, the spell ends.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can create an additional illusion for each Slot Level above 1st. Whenever you use an Action to move an illusion, you can move all of them.
 
<br><br>


=== Sleep ===
{| class="wikitable"
{| class="wikitable"
|+ They Know
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) || Arcane
|}
|}
Choose a creature within range, it makes a Wisdom Saving Throw, on a failed Save, the creature believes that one creature of your choice within range knows a piece of information of your choice. You can either choose a specific or general piece of information. For example, a general piece of information would be the target's deepest secret, probably causing the target to be hostile and defensive in regards to the creature they think knows that information. Another example is you make a creature believe it knows the specific piece of information, an underground auctions password, potentially making them try to get in and have the password on the tip of their tongue but just can't remember it.
This Spell sends creatures into a magical slumber in a 20ft Radius Sphere centered on a point you choice within Range. Roll 5d8, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.
 
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creature falls [[Conditions#Unconscious|Unconscious]] until he Spell ends, it takes Damage, or another creature uses an Action to shake or slap it awake. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 2d8 for each Slot Level above 1st.
<br><br>


=== Sudden Spark ===
{| class="wikitable"
{| class="wikitable"
|+ Unspoken Name
|+
|-
|-
| Level: 2 || Casting Time: 1 Minute || Divination
| Level: 1 || Casting Time: 1 Reaction (when you hit on a Melee Weapon Attack or are hit by a Melee Weapon Attack) || Evocation || Artificer, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Day || Components: V
| Range: Self || Duration: Instant || Components: V || Arcane
|}
|}
When you cast this spell, designate a word, phrase, or mane. If a creature within 1 mile of you uses that word, phrase, or name to refer to you, you immediately learn that creature's name, appearance, and location. After this, the spell ends.
You electrify the Attacker's Weapon as it strikes it target. The effect of this Spell is determined based on whether you were hit with the triggering Attack (Defensive), or if you hit a creature with the triggering Attack (Offensive).
 
*'''Defensive.''' The creature that hit you with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if the Attack was made with a metal Weapon, and on a failed Save the target also drops the Weapon.
*'''Offensive.''' The creature that you hit with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if it is wearing metal Armor, and on a failed Save, it can't take Reactions until the start of your next turn.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
<br><br>


=== Thunderwave ===
{| class="wikitable"
{| class="wikitable"
|+ Vortex Warp
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 90ft || Duration: Instant || Components: VS
| Range: 15ft Still Emanation || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
A wave of thunderous force sweeps out from you. Each creature in the area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Thunder Damage and is pushed 10ft away from you. On a successful Save, a creature takes half as much Damage and isn't pushed.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
In addition, unsecured objects in the area are pushed 10ft away from you. The Spell also emits a thunderous boom, audible out to a Range of 300ft.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
<br><br>


=== Unseen Servant ===
{| class="wikitable"
{| class="wikitable"
|+ Warding Wind
|+  
|-
|-
| Level: 2 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration || Artificer, Bard, Druid, Sorcerer, Wizard
|-
|-
| Range: 10 Emanation || Duration: 10 Minutes || Components: V
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood) || Arcane
|}
|}
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:
This Spell creates an [[Conditions#Invisible|Invisible]], mindless, shapeless, Medium force that performs simple tasks at your command until the Spell ends. The servant springs into existence in an unoccupied space on the ground within Range. It has AC 10, 1 Hit Point, a Strength of 2, and it can't Attack. If it drops to 0 Hit Points, the Spell ends.<br>
*It deafens you and other creatures in its area.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.<br>
*It extinguishes unprotected flames in its area that are torch-sized or smaller.
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.<br>
*It hedges out vapor, gas, and fog that can be dispersed by strong wind.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional servant for each Slot Level above 1st.
*The area is difficult terrain for creatures other than you.
<br><br>
*The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
 


=== Warp Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Web
|+  
|-
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Conjuration || Bard, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a bit of spiderweb)
| Range: 60ft || Duration: Instant || Components: VM (a Melee Weapon) || Arcane
|}
|}
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.<br>
You brandish the Weapon as the Spell's Material Component then slash with it, warping space. Choose one creature you can see within 60ft of you. Make a Melee Weapon Attack against the target using the Weapon used as the Spell's Material Component. On a hit, the Attack deals an additional 2d6 Force Damage to the target.<br>
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 and the Range increases by 10ft for each Slot Level above 1st.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.<br>
<br><br>
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.<br>
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
 


=== Witch Bolt ===
{| class="wikitable"
{| class="wikitable"
|+ Wither and Bloom
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VSM (a withered vine twisted into a loop)
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning) || Primal
|}
|}
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.<br>
A beam of crackling, blue energy lances out toward a creature within Range, forming a sustained arc of lightning between you and the target. Make a Ranged Spell Attack against that creature. If you miss, the Spell ends. On a hit, the target takes 2d12 Lightning Damage, and its Speed is reduced to 0 and cannot be increased until the Spell ends. For the Duration of the Spell, you can use your Action to deal 2d12 Lightning Damage to the target. If you use your Action to do anything but deal this Damage, if the target is ever more than 30ft away from you, or if the target has Total Cover from you, the Spell ends.<br>
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the initial Damage increases by 2d12 for each Slot Level above 1st.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
<br><br>
 
 
== Level 3 ==

Latest revision as of 22:18, 8 May 2026

Sorcerer 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: Until Dispelled (Concentration) 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).

Control Flames

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, 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, Soul-Binder, 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).

Dazzle

Level: Cantrip Casting Time: 1 Action Illusion Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: 1 Round Components: VS Arcane, Primal

You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).

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).

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, Psion, Sorcerer, Soul-Binder, 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).

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).

Flashburn

Level: Cantrip Casting Time: 1 Action Illusion Artificer, Bard, Psion, Sorcerer, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (a bit of magnesium phosphate) Arcane

You cause a dazzling pattern of light to appear briefly in a 5ft Cube centered on a point you choose within Range. The pattern emits Bright Light out to a Range of 15ft before immediately dissipating. A creature in the Cube and can see the pattern makes a Wisdom Saving throw. On a failed Save, the pattern is burned into its vision, causing to to subtract a d4 from the next Attack Roll or Ability Check relying on sight it makes before the Spell ends.
After this Attack or Check is made, the Spell ends on that creature and its vision returns to normal.
The size of the Cube created increases when you reach 5ft Level (10ft), 11th Level (15ft) and 17th Level (20ft)

Friends

Level: Cantrip Casting Time: 1 Action Enchantment Bard, Psion, Seeker, Sorcerer, Soul-Binder, 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, Seeker, 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).

Gust

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Seeker, Shaman, Sorcerer, Soul-Binder, 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.

Hush

Level: Cantrip Casting Time: 1 Reaction (when a noise is created that you could anticipate) Illusion Bard, Psion, Seeker, Sorcerer, Wizard
Range: 30ft Duration: Instant Components: S Arcane

When you hear a creature or object within Range make noise, you can hold your finger to your lips and silence that noise for the rest of the turn.
If you can anticipate a noise, you can prevent it, such as hushing the sound of a vase you dropped before it shatters, or hushing the scream of a person you just stabbed.
If you can't anticipate a noise, you can only interupt it. For this reason, you cannot hush the first 3 words of a sentence, nor the Verbal Components of a Spell.
The Spell's Range increases by 30ft when you reach 5th Level (60ft), 11th Level (90ft), and 17th Level (120ft)

Illusion Bolt

Level: Cantrip Casting Time: 1 Action Illusion Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 90ft Duration: Instant Components: VS Arcane

You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal. The target perceives the Damage taken as a Type that would be appropriate to the illusory projectile.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Infestation

Level: Cantrip Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Soul-Binder, 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).

Jolt

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 30ft Duration: Instant Components: VS Arcane, Primal

A fraction of the storm's power can give life, or take it. Sparks fly from your fingertips, shocking a creature within Range. If the target is Unconscious, at 0 Hit Points, and making Death Saving Throws, it has Advantage on the next Death Saving Throw it makes, and the next Ability Check made to stabilize the target also is made at Advantage. If you target a creature that has at least 1 Hit Point or is Unconscious, at 0 Hit Points, and Stable, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d8 Lightning Damage. The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Light

Level: Cantrip Casting Time: 1 Bonus Action Transmutation Artificer, Bard, Cleric, Psion, Seeker, Sorcerer, Soul-Binder, 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, Seeker, 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, Psion, Seeker, 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 cast and 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, Psion, Seeker, Sorcerer, Soul-Binder, 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).

Mending

Level: Cantrip Casting Time: 1 Minute Transmutation Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, 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.
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 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, Psion, Seeker, Sorcerer, Soul-Binder, 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.
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 Psion, Seeker, 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, Psion, Seeker, Sorcerer, Soul-Binder, 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, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, 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).

Noisome Peal

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Bard, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: Instant Components: VS Arcane, Primal

You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell. This Spell produces a thunderous boom that is audible out to a Range of 50ft.
The Spell's Damage increases by 1d8 and the distance that the boom is audible to increases by 50ft when you reach 5th Level (2d8 and 100ft), 11th Level (3d8 and 150ft), and 17th Level (4d8 and 200ft).

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, Psion, Seeker, Sorcerer, Soul-Binder, 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 3 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).

Ray of Frost

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Seeker, 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).

Sapping Sting

Level: Cantrip Casting Time: 1 Action Necromancy Druid, Psion, Sorcerer, Soul-Binder, 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).

Seek Phrase

Level: Cantrip Casting Time: 1 Action Divination Bard, Psion, Seeker, Sorcerer, Warlock, Wizard
Range: Touch Duration: 1 Minute (Concentration) Components: VS Arcane

Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search. If you cast this Spell during the Duration of this Spell, a book you are using the Spell on flips to the next page containing the subject of your search.
The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes).

Shape Water

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, 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 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).

Shocking Grasp

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Bard, Druid, Psion, Seeker, 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, Psion, Seeker, Sorcerer, Soul-Binder, 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 1d12 Radiant Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).

Stone Fist

Level: Cantrip Casting Time: 1 Action Transmutation Artificer, Druid, Shaman, Sorcerer
Range: Self Duration: Instant Components: VS Primal

You draw power from the loose earth or stone beneath you to deliver a mighty punch kick, or other blow. Make a Melee Spell Attack against a creature of your choice within your Reach. On a hit, the target takes Bludgeoning Damage equal 1d4 + your Spellcasting Ability Modifier, and is pushed 10ft away from you.
You make an additional Melee Spell Attack when you reach 5th Level (two Attacks), 11th Level (three Attacks), and 17th Level (four Attacks).

Sword Burst

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Psion, Sorcerer, Warlock, Wizard
Range: 5ft Still Emanation Duration: Instant Components: VS Arcane

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).

True Strike

Level: Cantrip Casting Time: 1 Reaction (when a creature that you can see within Range misses on an Attack) Divination Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: Instant Components: VS 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.

Venomous Spines

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: Instant Components: VS Primal

You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d4 Poison Damage.
The Spell's Damage increases by 1d4 Piercing and 1d6 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).


Level 1 Spells

Absorb Elements

Level: 1 Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) Abjuration Artificer, Druid, Maledictor, Seeker, Shaman, Sorcerer, Wizard
Range: Self Duration: 1 Round Components: S Arcane, Primal

You gain Resistance to the triggering Damage Type until the start of your next turn. The next Melee Attack you make before the end of your next turn deals an additional 1d6 Damage of the Damage Type of the Type you gained Resistance to with this Spell. The Spell then ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the extra Damage dealt increases by 1d6 for each Slot Level above 1st.

Arcane Ammunition

Level: 1 Casting Time: 1 Action Evocation Sorcerer, Warlock, Wizard
Range: 120ft Duration: Instant Components: VSM (1GP, which the Spell's consumes) Arcane

You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within Range. Make a Ranged Spell Attack for each dart. On a hit, a dart deals 2d4 Force Damage to the target.
If you score a Crit on one of the darts, you roll an additional d4 for the Damage before doubling it. If you roll a 1 on the d20 for the Attack, all the darts miss and blow up in your face, dealing 1 Force Damage to you for each dart created by the Spell.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart, and the Material Component increases by 1GP, for each Slot Level above 1st.

Blade Ward

Level: 1 Casting Time: 1 Action Abjuration Bard, Maledictor, Sorcerer, Warlock, Wizard
Range: Self Duration: 1 Minute (Concentration) Components: VS Arcane

You extend your hand and trace a sigil of warding in the air. Until the Spell ends, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within 30ft of you. That creature also gains the benefits of the Spell for the Duration. You can target an additional creature in this way for every two Slot Levels above 1st.

Burning Hands

Level: 1 Casting Time: 1 Action Evocation Shaman, Sorcerer, Wizard
Range: 15ft Emanated Cone Duration: Instant Components: VS Arcane

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in the area of the Spell makes a Dexterity Saving Throw. On a failed Save, a target takes 3d6 Fire Damage. The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this Spell using a Spell Slots of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.

Catapult

Level: 1 Casting Time: 1 Action Transmutation Artificer, Sorcerer, Wizard
Range: 60ft Duration: Instant Components: S Arcane

Choose one object weighing 5lbs or less within Range that isn't being worn or carried by a non-willing creature. The object flies in a Line from the object to a point of your choice within 90ft of the object. When the object reaches the point you chose it falls to the ground and it stops early if it impacts a solid object. If the object would strike a creature, that creature makes a Dexterity Saving Throw. On a failed Save, the object strikes the target and stops moving. On a successful Save the object keeps flying towards the point you chose. If the object strikes a creature or surface, the object and the thing it strikes both takes 3d8 Bludgeoning Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the maximum weight of the object you can target increases by 5lbs and the Damage dealt increases by 1d8 for each Slot Level above 1st.

Caustic Brew

Level: 1 Casting Time: 1 Action Evocation Artificer, Shaman, Sorcerer, Wizard
Range: 30x5ft Emanated Line Duration: 1 Minute (Concentration) Components: VSM (a bit of rotten food) Arcane

Acid streams from you in the area of the Spell. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature becomes covered in acid for the Spell's Duration. Any creature can use its Action to scrape or wash the acid off itself or another creature within 5ft of it to cause that creature to no longer be effected by the Spell. A creature coated in Acid takes 2d4 Acid Damage at the start of each of its turns.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 2d4 for each Slot Level above 1st.

Chaos Bolt

Level: 1 Casting Time: 1 Action Evocation Sorcerer
Range: 120ft Duration: Instant Components: VS Arcane

You hurl an undulating, warbling mass of chaotic energy at one creature in Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 + 1d6 Damage. Choose one of the d8s. The number rolled on that die determines the Damage Type of the Attack, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30ft of it. Repeat the Spell Attack targeting that creature. A creature can only be affected by this Spell once for each casting.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d6 Damage when you hit on the Spell Attack.

Charm Person

Level: 1 Casting Time: 1 Action Enchantment Bard, Druid, Sorcerer, Warlock, Wizard
Range: 30ft Duration: 1 Hour Components: VS Arcane

You attempt to Charm a Humanoid you can see within Range. The target makes a Wisdom Saving Throw, however it has Advantage on the Save if your or your companions are fighting it. On a failed Save the target is Charmed by you for the Duration of the Spell. When the Spell ends, the creature knows it was Charmed by you.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.

Chromatic Orb

Level: 1 Casting Time: 1 Action Evocation Sorcerer, Wizard
Range: 90ft Duration: Instant Components: VSM (a diamond worth at least 50GP) Arcane

You hurl a 4 inch diameter sphere of energy at a creature that you can see within Range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder Damage. Make a Ranged Spell Attack against the target. On a hit, you deal 3d8 Damage of Type you chose.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.

Cloak of Secrets

Level: 1 Casting Time: 1 Action Illusion Bard, Maledictor, Sorcerer, Warlock, Wizard
Range: 5ft Still Emanation Duration: 1 Hour Components: S Arcane

This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the conversation. The bubble also disguises lip movements to match the false conversation.
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn't actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it's impossible to identify Spells by their Verbal Components alone.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 5ft and Duration increases by 1 Hour for each Slot Level above 1st.

Color Spray

Level: 1 Casting Time: 1 Action Illusion Maledictor, Sorcerer, Wizard
Range: 15ft Emanated Cone Duration: Instant Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue) Arcane

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creatures Blinded until the end of your next turn. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 3d10 for each Slot Level above 1st.

Comprehend Langauges

Level: 1 Casting Time: 1 Action (Ritual) Divination Bard, Sorcerer, Warlock, Wizard
Range: Self Duration: 1 Hour Components: VSM (a pinch of soot and salt) Arcane

For the duration, you understand the literal meaning of any spoken Language that you hear. You also understand any written Language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This Spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written Language.
At Higher Levels. When you cast this Spell using a Spell Slot fo 3rd Level or higher, you understand the meaning of any Language you hear past purely the literal meaning, such as the meanings of idioms and figures of speech. When you cause this Spell using a Spell Slot of 5th Level or higher, you can understand any written Language that you can see without needing to be touching the written words.

Darting Duplicate

Level: 1 Casting Time: Bonus Action Illusion Artificer, Bard, Maledictor, Sorcerer, Wizard
Range: Self Duration: Instant Components: VS Arcane

An illusory duplicate of you steps clumsily into a space of your choir within 5ft of you, presenting a tempting target before winking out of existence.
Any creature that could make any Opportunity Attack against you makes a Wisdom Saving Throw. On a failed Save, the creature makes an Opportunity Attack against the duplicate which has no effect.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you create one more duplicate that steps into a different space of your choice within 5ft of you. When you cast this Spell using a Spell Slot of 9th Level, all creatures that make a Wisdom Saving Throw against this Spell have Disadvantage on the Save.

Detect Magic

Level: 1 Casting Time: 1 Minute (Ritual) Divination Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard
Range: 30ft Emanation Duration: 10 Minutes (Concentration) Components: VS Arcane, Divine, Primal

For the Duration, you sense the presence of magic within the Emanation. If you sense magic in this way, you can use your Action to see a fain aura around any visible creature or object in the area that bears the magic, and you learn the School of Magic.
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.

Disguise Self

Level: 1 Casting Time: 1 Action (Ritual) Illusion Artificer, Bard, Sorcerer, Wizard
Range: Self Duration: 1 Hour Components: VS Arcane

You make yourself--including your clothing, Armor, Weapons, and other belongings on your person--look different until the Spell ends or until you dismiss it as an Action. The limits of the Spell are as follows:

  • You can only seem up to 1ft taller or 1ft shorter.
  • You can't change your basic body shape and must retain your arrangement of limbs.

The changes are not physical, only illusory, and do not hold up to physical inspection. A creature can use its Action to inspect your appearance and make an Intelligence (Investigation) Check against your Spell Saving DC. On a successful Check, the creature determines you are disguised in some way magic.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, any creature that uses its Action to inspect your appearance suffers a -1 penalty to the Check for every Slot Level above 1st.

Distort Value

Level: 1 Casting Time: 1 Minute Illusion Bard, Maledictor, Sorcerer, Wizard, Warlock
Range: Touch Duration: 8 Hours Components: V Arcane

You cast this Spell on an object no more than 1ft on any side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) Check against your Spell Save DC. These illusory embellishments or blemishes last until the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd level or higher, the maximum size of the object you can target with this Spell increases by 1ft for each Slot Level above 1st.

Earth Tremor

Level: 1 Casting Time: 1 Action Evocation Bard, Druid, Shaman, Sorcerer, Wizard
Range: 10ft Duration: Instant Components: VS Arcane, Primal

You cause a tremor in the ground within Range. Each creature other than you in that area must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d6 Bludgeoning Damage and is knocked Prone. If the ground in that area is loose earth or stone, it becomes Difficult Terrain until cleared, with each 5ft space requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd level or higher, the Damage increases by 1d6 for each Slot Level above 1st.

Expeditious Retreat

Level: 1 Casting Time: 1 Bonus Action Transmutation Artificer, Maledictor, Sorcerer, Warlock, Wizard
Range: Self Duration: 10 Minutes (Concentration) Components: VS Arcane

This Spell allows you to move at an incredible pace. When you cast this Spell, and as a Bonus Action on subsequent turns until the Spell ends, you can take the Dash Action.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Minutes for each Slot Level above 1st.

False Life

Level: 1 Casting Time: 1 Action Necromancy Artificer, Maledictor, Shaman, Sorcerer, Wizard
Range: Self Duration: 1 Hour Components: VSM (a small amount of alcohol or distilled spirits) Arcane

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you gain an additional 1d4 + 4 Temporary Hit Points for each Slot Level above 1st.

Feather Fall

Level: 1 Casting Time: 1 Reaction (when you or a creature within Range falls) Transmutation Artificer, Bard, Maledictor, Sorcerer, Wizard
Range: 60ft Duration: 1 Minute Components: VM (a small feather or piece of down) Arcane

Choose up to five falling Creatures within Range. A falling Creature's rate of descent slows to 60ft per Round until the Spell ends. If the Creatures lands before the spell ends, it takes no Falling Damage and can land on its feet, and the Spell ends for that Creature.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration of this Spell increases by 1 minute for each Slot Level above 1st.

Fog Cloud

Level: 1 Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Wizard
Range: 120ft Duration: 1 Hour (Concentration) Components: VS Arcane, Primal

You create a 20ft Radius Sphere of fog centered on a point you choose within Range. The Sphere spreads around corners, and its area is Heavy Obscured. It lasts for the Duration, or until a wind of moderate or greater speed (at least 15 miles per hour) disperses it.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the fog increases by 20ft for each Slot Level above 1st.

Gift of Alacrity

Level: 1 Casting Time: 1 Minute Divination Bard, Cleric, Maledictor, Sorcerer, Wizard
Range: Touch Duration: 8 Hours Components: VS Arcane

You touch a willing creature. For the Duration, the target adds 1d8 to its Initiative Rolls.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional willing creature for each Slot Level above 1st.

Ice Knife

Level: 1 Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Wizard
Range: 60ft Duration: 1 Hour Components: SM (a drop of water or piece of ice) Arcane, Primal

You create a shard of ice and fling it at one creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Piercing Damage, and the shard then explodes forcing the target and all creatures within 5ft of the target to make a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Cold Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Piercing Damage increases by 1d10 and the Cold Damage increases by 1d6 for each Slot Level above 1st.

Jump

Level: 1 Casting Time: 1 Bonus Action Transmutation Artificer, Druid, Maledictor, Sorcerer, Wizard
Range: Touch Duration: 1 Minute Components: VSM (a grasshopper's hind leg) Arcane

You touch a creature. The creature's Jump distance is tripled until the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.

Mage Armor

Level: 1 Casting Time: 1 Bonus Action (Ritual) Abjuration Artificer, Sorcerer, Wizard
Range: Touch Duration: 8 Hours Components: VSM (a piece of cured leather) Arcane

You touch a willing creature, causing a protective magical force surrounds it until the Spell ends. The target's base AC becomes 13 + its Dexterity Modifier. The Spell ends if you dismiss the it as a Free Action.

Magic Missile

Level: 1 Casting Time: 1 Action Evocation Sorcerer, Wizard
Range: 120ft Duration: Instant Components: VS Arcane

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within Range. Roll 1d4 + 1, each dart deals that much Damage to its target. The darts can be directed at one target or several.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart for each Slot Level above 1st.

Magnify Gravity

Level: 1 Casting Time: 1 Action Transmutation Artificer, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Round Components: VS Arcane

The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Force Damage and is Slowed, or half as much Damage on a successful Save and is not Slowed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.

Ray of Sickness

Level: 1 Casting Time: 1 Action Necromancy Shaman, Sorcerer, Wizard
Range: 60ft Duration: Instant Components: VS Primal

A ray of sickening greenish energy lashes out toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 Poison Damage and it makes a Constitution Saving Throw. On a failed Save, a creature is Poisoned until the end of your next turn.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.

Shield

Level: 1 Casting Time: 1 Reaction (when you are hit by an Attack or targeted by the Magic Missile or the Arcane Ammunition Spell) Abjuration Artificer, Maledictor, Sorcerer, Wizard
Range: 30ft Duration: 1 Minute Components: VS Arcane

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack, and you take no Damage from the Magic Missile and Arcane Ammunition Spells.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you increase the AC bonus by 1d4 for every two Slot Levels above 1st.

Silent Image

Level: 1 Casting Time: 1 Action Illusion Bard, Sorcerer, Wizard
Range: 60ft Duration: 10 Minutes (Concentration) Components: VSM (a bit of fleece) Arcane

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15ft Cube. The image appears at a point of your choice within Range and lasts for the Duration. The image is only visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your Action to cause the image to move to any point of your choice within Range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its Action to examine the image 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 creature can see through the image.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can create an additional illusion for each Slot Level above 1st. Whenever you use an Action to move an illusion, you can move all of them.

Sleep

Level: 1 Casting Time: 1 Action Enchantment Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard
Range: 90ft Duration: 1 Minute Components: VSM (a pinch of fine sand, rose petals, or a cricket) Arcane

This Spell sends creatures into a magical slumber in a 20ft Radius Sphere centered on a point you choice within Range. Roll 5d8, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points. Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creature falls Unconscious until he Spell ends, it takes Damage, or another creature uses an Action to shake or slap it awake. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 2d8 for each Slot Level above 1st.

Sudden Spark

Level: 1 Casting Time: 1 Reaction (when you hit on a Melee Weapon Attack or are hit by a Melee Weapon Attack) Evocation Artificer, Maledictor, Shaman, Sorcerer, Wizard
Range: Self Duration: Instant Components: V Arcane

You electrify the Attacker's Weapon as it strikes it target. The effect of this Spell is determined based on whether you were hit with the triggering Attack (Defensive), or if you hit a creature with the triggering Attack (Offensive).

  • Defensive. The creature that hit you with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if the Attack was made with a metal Weapon, and on a failed Save the target also drops the Weapon.
  • Offensive. The creature that you hit with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if it is wearing metal Armor, and on a failed Save, it can't take Reactions until the start of your next turn.

At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.

Thunderwave

Level: 1 Casting Time: 1 Action Evocation Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
Range: 15ft Still Emanation Duration: Instant Components: VS Arcane, Primal

A wave of thunderous force sweeps out from you. Each creature in the area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Thunder Damage and is pushed 10ft away from you. On a successful Save, a creature takes half as much Damage and isn't pushed.
In addition, unsecured objects in the area are pushed 10ft away from you. The Spell also emits a thunderous boom, audible out to a Range of 300ft.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.

Unseen Servant

Level: 1 Casting Time: 1 Action (Ritual) Conjuration Artificer, Bard, Druid, Sorcerer, Wizard
Range: 60ft Duration: 1 Hour Components: VSM (a bit of string and wood) Arcane

This Spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the Spell ends. The servant springs into existence in an unoccupied space on the ground within Range. It has AC 10, 1 Hit Point, a Strength of 2, and it can't Attack. If it drops to 0 Hit Points, the Spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional servant for each Slot Level above 1st.

Warp Strike

Level: 1 Casting Time: 1 Action Conjuration Bard, Sorcerer, Wizard
Range: 60ft Duration: Instant Components: VM (a Melee Weapon) Arcane

You brandish the Weapon as the Spell's Material Component then slash with it, warping space. Choose one creature you can see within 60ft of you. Make a Melee Weapon Attack against the target using the Weapon used as the Spell's Material Component. On a hit, the Attack deals an additional 2d6 Force Damage to the target.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 and the Range increases by 10ft for each Slot Level above 1st.

Witch Bolt

Level: 1 Casting Time: 1 Action Evocation Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a twig from a tree that has been struck by lightning) Primal

A beam of crackling, blue energy lances out toward a creature within Range, forming a sustained arc of lightning between you and the target. Make a Ranged Spell Attack against that creature. If you miss, the Spell ends. On a hit, the target takes 2d12 Lightning Damage, and its Speed is reduced to 0 and cannot be increased until the Spell ends. For the Duration of the Spell, you can use your Action to deal 2d12 Lightning Damage to the target. If you use your Action to do anything but deal this Damage, if the target is ever more than 30ft away from you, or if the target has Total Cover from you, the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the initial Damage increases by 2d12 for each Slot Level above 1st.