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= Bard Spells =
= Bard Spells =
== Cantrips ==
== Cantrips ==
 
=== Arachnophobia ===
{| class="wikitable"
|+ Dancing Lights
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm)
|}
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.
 
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.
 
 
{| class="wikitable"
|+ Friends
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this spell is cast)
|}
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.
 
 
{| class="wikitable"
|+ Light
|-
| Level: Cantrip || Casting Time: 1 Bonus Action || Evocation
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss)
|}
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.
 
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.
 
 
{| class="wikitable"
|+ Lucky Number
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 24 Hours || Components: VS
|}
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.
 
 
{| class="wikitable"
|+ Mage Hand
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: 1 Minute || Components: VS
|}
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 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.
 
 
{| class="wikitable"
|+ Mending
|-
| Level: Cantrip || Casting Time: 1 Minute || Transmutation
|-
| Range: Touch || Duration: Instant || Components: VSM (two lodestones)
|}
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 1 foot 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.
 
 
{| class="wikitable"
|+ Message
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: 1 Round || Components: VSM (a short copper wire)
|}
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, 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.
 
 
{| class="wikitable"
|+ Minor Illusion
|-
| Level: Cantrip || Casting Time: 1 Action || Illusion
|-
| Range: 30ft || Duration: 1 Minute || Components: SM (a bit of fleece)
|}
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.
 
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 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.
 
 
{| class="wikitable"
|+ Shocking Grasp
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
|-
| Range: Touch || Duration: 1 Minute || Components: VS
|}
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.
:The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 
 
{| class="wikitable"
|+ True Strike
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: 1 Round (Concentration) || Components: S
|}
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.
 
 
{| class="wikitable"
|+ Vicious Mockery
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: Instant || Components: V
|}
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
:This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
 
== Level 1 Spells ==
 
 
{| class="wikitable"
|+ Animal Friendship
|-
| Level: 1 || Casting Time: 1 Action || Enchantement
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food)
|}
This spell lets you convince a Beast that you mean it no harm. Choose a Beast that you can see within range. It must see and hear you. If the Beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
 
 
{| class="wikitable"
|+ Bane
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a drop of blood)
|}
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
:'''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.
 
 
{| class="wikitable"
|+ Blade Ward
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
|}
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.
 
 
{| class="wikitable"
{| class="wikitable"
|+ Charm Person
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Druid, Psion, Shaman, Warlock
|-
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
| Range: 30ft || Duration: Instant || Components: VM (a live spider) || Arcane, Primal
|}
|}
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.
You plant a terrifying phantasm of arachnids in the mind of a creature you can see within Range, forcing it to make a Charisma Saving Throw. On a failed Save, the target becomes convinced that it is covered in skittering, biting spiders until the beginning of its next turn. It takes 1d4 Psychic Damage and can't take Reactions until the beginning of its next turn due to the distracting sensations.
:'''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.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
 
<br><br>


=== Dancing Lights ===
{| class="wikitable"
{| class="wikitable"
|+ Cloak of Secrets
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Illusion
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Self || Duration: 1 Hour || Components: S
| Range: 120ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm) || 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
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>
conversation. The bubble also disguises lip movements to match the false conversation.
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).
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.
<br><br>
 


=== Dazzle ===
{| class="wikitable"
{| class="wikitable"
|+ Command
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Round || Components: V
| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal
|}
|}
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to 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).
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
<br><br>
:'''Approach.''' The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
:'''Drop.''' The target drops whatever it is holding and then ends its turn.
:'''Flee.''' The target spends its turn moving away from you by the fastest available means.
:'''Grovel.''' The target falls prone and then ends its turn.
:'''Halt.''' The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
:'''Silence.''' The target stops speaking for the duration of the spell.
:'''Speak.''' The target speaks for the duration of the spell.
 
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can affect 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"
|+ 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"
|+ Cure Wounds
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: 1 Instant || Components: VS
|}
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
 


=== Echoing Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Darting Duplicate
|+
|-
|-
| Level: 1 || Casting Time: Bonus Action || Illusion
| 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: Touch || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence.
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 by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Any creature that threatens that square must succeed at a Wisdom save or be forced to make an attack of opportunity against the image.
<br><br>
 


=== Flashburn ===
{| class="wikitable"
{| class="wikitable"
|+ Detect Magic
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Psion, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of magnesium phosphate) || Arcane
|}
|}
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.
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>
 
After this Attack or Check is made, the Spell ends on that creature and its vision returns to normal.<br>
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.
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"
|+ Dissonant Whisper
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: Self || Duration: Instant || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this Spell is cast) || Arcane
|}
|}
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
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>
:'''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.
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)
 
<br><br>


=== Hush ===
{| class="wikitable"
{| class="wikitable"
|+ Distort Value
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Illusion
| Level: Cantrip || Casting Time: 1 Reaction (when a noise is created that you could anticipate) || Illusion || Bard, Psion, Seeker, Sorcerer, Wizard
|-
|-
| Range: Toch || Duration: 8 Hours || Components: V
| Range: 30ft || Duration: Instant || Components: S || Arcane
|}
|}
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.
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>
:'''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.
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>
 
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"
|+ Earth Tremor
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 10ft || Duration: Instant || Components: VS
| Range: 90ft || Duration: Instant || Components: VS || Arcane
|}
|}
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.
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>
:'''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>


=== Light ===
{| class="wikitable"
{| class="wikitable"
|+ Faerie Fire
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Artificer, Bard, Cleric, Psion, Seeker, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss) || Arcane
|}
|}
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
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>
 
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>
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
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>


=== Lucky Number ===
{| class="wikitable"
{| class="wikitable"
|+ Feather Fall
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within range falls) || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Psion, Seeker, Sorcerer, Warlock
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down)
| Range: Self || Duration: 24 Hours || Components: VS || Arcane
|}
|}
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.
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>
 
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"
|+ Gift of Alacrity
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Divination
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 8 Hours || Components: VS
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane
|}
|}
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
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>
 
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"
|+ Healing Word
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Necromancy
| Level: Cantrip || Casting Time: 1 Minute || Transmutation || Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: V
| Range: Touch || Duration: Instant || Components: VSM (two lodestones) || Arcane
|}
|}
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
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>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.<br>
 
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>
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)
<br><br>


=== Message ===
{| class="wikitable"
{| class="wikitable"
|+ Heroism
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VSM (a short copper wire) || Arcane
|}
|}
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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>
:'''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.
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>


=== Minor Illusion ===
{| class="wikitable"
{| class="wikitable"
|+ Hideous Laughter
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (tiny tarts and a feather that is waved in the air)
| Range: 30ft || Duration: 1 Minute || Components: SM (a bit of fleece) || Arcane
|}
|}
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
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>
 
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>
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, 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.<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>


=== Noisome Peal ===
{| class="wikitable"
{| class="wikitable"
|+ Identify
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Shaman Sorcerer, Warlock, Wizard
|-
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (a pearl worth at least 100GP and an owl feather)
| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
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>
 
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).
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
<br><br>
 


=== Seek Phrase ===
{| class="wikitable"
{| class="wikitable"
|+ Illusory Script
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Psion, Seeker, Sorcerer, Warlock, Wizard
|-
|-
| Range: 90ft || Duration: 10 Days || Components: VM (a lead-based ink worth at least 10GP which the spell consumes)
| Range: Touch || Duration: 1 Minute || Components: VS || Arcane
|}
|}
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
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>
 
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).  
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
<br><br>
 
 
{| class="wikitable"
|+ Longstrider
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of dirt)
|}
You touch a creature. The target's speed increases by 10 feet 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.
 
 
{| 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"
|+ Speak With Animals
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Self || Duration: 10 Minutes || Components: VS
|}
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
 
 
{| 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.
 


=== Shocking Grasp ===
{| class="wikitable"
{| class="wikitable"
|+ Witch Bolt
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning)
| Range: Touch || Duration: 1 Minute || Components: VS || Arcane, 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. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
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>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 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>

Latest revision as of 15:01, 11 January 2023

Bard Spells

Cantrips

Arachnophobia

Level: Cantrip Casting Time: 1 Action Illusion Bard, Druid, Psion, Shaman, Warlock
Range: 30ft Duration: Instant Components: VM (a live spider) Arcane, Primal

You plant a terrifying phantasm of arachnids in the mind of a creature you can see within Range, forcing it to make a Charisma Saving Throw. On a failed Save, the target becomes convinced that it is covered in skittering, biting spiders until the beginning of its next turn. It takes 1d4 Psychic Damage and can't take Reactions until the beginning of its next turn due to the distracting sensations. The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).

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).

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).

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)

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).

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).

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.

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).

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).

Seek Phrase

Level: Cantrip Casting Time: 1 Action Divination Bard, Psion, Seeker, Sorcerer, Warlock, Wizard
Range: Touch Duration: 1 Minute 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).

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).