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= Druid Spells =
= Druid Spells =
== Cantrips ==
== Cantrips ==
=== Arachnophobia ===
{| class="wikitable"
{| class="wikitable"
|+ Control Flames
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Druid, Psion, Shaman, Warlock
|-
|-
| Range: 60ft || Duration: Instant || Components: S
| Range: 30ft || Duration: Instant || Components: VM (a live spider) || Arcane, 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 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.
*You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
*You instantaneously extinguish the flames within the cube.
<br><br>
*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 three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 


=== Control Flames ===
{| class="wikitable"
{| class="wikitable"
|+ Create Bonfire
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 60ft || Duration: Instant || Components: S || Primal
|}
|}
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.  
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.
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.
*You instantaneously extinguish the flames within the Cube.
:The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
*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.<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>


=== Create Bonfire ===
{| class="wikitable"
{| class="wikitable"
|+ Druidcraft
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Arcane, Primal
|}
|}
Whispering to the spirits of nature, you create one of the following effects within range:
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>
*You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
The Bonfire ignites flammable objects in its area that aren't being worn or carried.<br>
*You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
*You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
<br><br>
*You instantly light or snuff out a candle, a torch, or a small campfire.
 


=== Dazzle ===
{| class="wikitable"
{| class="wikitable"
|+ Frostbite
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal
|}
|}
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 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 spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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"
|+ Guidance
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS
| Range: 30ft || Duration: 1 Turn (Concentration) || Components: V || Arcane
|}
|}
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
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 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).
<br><br>


=== Druidcraft ===
{| class="wikitable"
{| class="wikitable"
|+ Gust of Wind
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Shaman
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| 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:
Whispering to the spirits of nature, you create one of the following effects within range:
*(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.
*You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
*You 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.
*You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
*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 create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5ft Cube.
 
*You instantly light or snuff out a candle, a torch, or a small campfire.
*You create a scent similar to an animal's markings in a 5ft Cube within Range. This scent lasts for 24 hours.
*You create the sound of tweeting birds, creaking crickets, or similar repetitive sound in a 5ft Cube within Range. This sound lasts for 1 hour.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<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>


=== Frostbite ===
{| class="wikitable"
{| class="wikitable"
|+ Infestation
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (a living flea)
| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
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 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>
: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 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


=== Guidance ===
{| class="wikitable"
{| class="wikitable"
|+ Magic Stone
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation
| Level: Cantrip || Casting Time: 1 Reaction (when a creature that you can see with Range fails an Ability Check) || Divination || Artificer, Cleric, Druid, Psion, Seeker, Shaman
|-
|-
| Range: Touch || Duration: 1 Minute || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Divine, Primal
|}
|}
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
You shout words of divine or primal wisdom to the creature that failed the Ability Check that triggered the casting of this Spell. You roll a d4 and add the result to the Ability Check.<br>
 
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Ability Check. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Ability Check. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Ability Check.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
<br><br>
 


=== Gust ===
{| class="wikitable"
{| class="wikitable"
|+ Mending
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Minute || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VSM (two lodestones)
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
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.
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.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
*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>


=== Infestation ===
{| class="wikitable"
{| class="wikitable"
|+ Mold Earth
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: S
| Range: 30ft || Duration: Instant || Components: VSM (a living flea) || 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:
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>
*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 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).
*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.
 


=== Jolt ===
{| class="wikitable"
{| class="wikitable"
|+ Poison Spray
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 10ft || Duration: Instant || Components: VS
| Range: 30ft || 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 creature must succeed on a Constitution saving throw or take 1d12 poison damage.
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.
:This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
 
<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.
 


=== Magic Stone ===
{| class="wikitable"
{| class="wikitable"
|+ Primal Savagery
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Shaman, Warlock
|-
|-
| Range: Self || Duration: 1 Hour || Components: S
| Range: Touch || Duration: 1 Minute || Components: VS || Primal
|}
|}
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
You touch one to three pebbles and imbue them with magic. A creature holding one of the pebbles can make a Ranged Spell Attack with it. This Attack has a Range of 60ft and uses your Spell Attack Modifier for the Attack. The Attack also deals Bludgeoning Damage equal to 1d6 + your Spellcasting Ability Modifier. After this Attack, after the Spell ends, or if you cast the Spell again, a pebble loses its magic.<br>
:The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
The Spell enchants three additional pebbles when you reach 5th Level (6 pebbles), 11th Level (9 pebbles), and 17th Level (12 pebbles)
 
<br><br>


=== Mending ===
{| class="wikitable"
{| class="wikitable"
|+ Produce Flame
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Minute || Transmutation || Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes || Components: VS
| Range: Touch || Duration: Instant || Components: VSM (two lodestones) || Arcane
|}
|}
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
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>
 
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 attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
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>
:This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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>


=== Mold Earth ===
{| class="wikitable"
{| class="wikitable"
|+ Resistance
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Abjuration
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a miniature cloak)
| Range: 30ft || Duration: Instant || Components: S || Primal
|}
|}
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
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 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 an additional effect active at a time with this Spell when you reach 5th Level (4 effects), 11th Level (5 effects) and 17th Level (6 effects).
<br><br>


=== Poison Spray ===
{| class="wikitable"
{| class="wikitable"
|+ Sapping Sting
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 10ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
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.
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>
:This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
 
<br><br>


=== Prestidigitation ===
{| class="wikitable"
{| class="wikitable"
|+ Shape Water
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 10ft || Duration: 1 Hour || Components: VS || 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 is a minor magical trick that novice Spellcasters use for practice. You create one of the following magical effects within Range:
*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.
*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 cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
*You instantaneously light or snuff out a candle, a torch, or a small campfire.
*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 instantaneously clean or soil an object no larger than a 1ft Cube.
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
*You chill, warm, or flavor up to a 1ft Cube of nonliving material 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.
*You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
 
*You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this Spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<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>


=== Primal Savagery ===
{| class="wikitable"
{| class="wikitable"
|+ Shillelagh
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Shaman, Soul-Binder
|-
|-
| Range: Touch || Duration: 1 Minute || Components: VSM (mistletoe, a shamrock leaf, and a club or quarterstaff)
| Range: Self || Duration: 1 Hour || Components: S || Primal
|}
|}
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again.
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a Melee Spell Attack against one creature within your Reach. On a hit, the target takes 1d10 Acid Damage. After you make the Attack, your teeth or fingernails return to normal.<br>
 
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
<br><br>


=== Produce Flame ===
{| class="wikitable"
{| class="wikitable"
|+ Shocking Grasp
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Psion, Shaman
|-
|-
| Range: Touch || Duration: 1 Minute || Components: VS
| Range: Self || Duration: 10 Minutes || Components: VS || Primal
|}
|}
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.
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.<br>
:The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You can also make a Ranged Spell Attack with the Spell targeting a creature within 30ft of you. You can do so as part of the Action you use to conjure the flame or as an Action on a subsequent turn while the flame is summoned. If you hit on the Attack, you deal 1d8 Fire Damage to the target. The Spell ends if you dismiss it as a Free Action, if you cast it again, or if you make an Attack with the flame.
 
The flame deals an additional 1d8 Fire Damage on a hit and the flame spreads Bright Light and Dim Light an additional 10ft when you reach 5th Level (2d8 and 20ft), 11th Level (3d8 and 30ft), and 17th Level (4d8 and 40ft).
<br><br>


=== Sapping Sting ===
{| class="wikitable"
{| class="wikitable"
|+ Shooting Star
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Necromancy || Druid, Psion, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
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 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>
: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 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
 
<br><br>


=== Shape Water ===
{| class="wikitable"
{| class="wikitable"
|+ Thorn Whip
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (the stem of a plant with thorns)
| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you may pull the creature up to 10 feet closer to you.
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:
:The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
*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.
== Level 1 ==
*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.
|+ Absorb Elements
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 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 Reaction || Abjuration
<br><br>
|-
| Range: Self || Duration: 1 Round || Components: S
|}
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.
:'''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.
 
 
{| 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"
|+ Beast Bond
|-
| Level: 1 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fur wrapped in cloth)
|}
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
 


=== Shillelagh ===
{| class="wikitable"
{| class="wikitable"
|+ Charm Person
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Druid, Shaman
|-
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
| Range: Touch || Duration: 1 Minute || Components: VSM (a Druidic Focus or a Quarterstaff) || 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.
The item used as the Material Component for this Spell becomes imbued with nature's power. For the Duration, you can use your Spellcasting Ability instead of Strength or Dexterity for the Attack and Damage Rolls for Attacks made with the object. If you hit on an Attack with the imbued object you deal Magical Bludgeoning Damage equal to 1d8 + your Spellcasting Ability Modifier, and it has the Versatile (1d10) Property. You can use the object's Damage Die instead of the 1d8 if you choose.<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. The creatures must be within 30 feet of each other when you target them.
The imbued object gains a +1 bonus to Attack and Damage Rolls when you reach 5th Level (+1), 11th Level (+2), and 17th Level (+3)
 
<br><br>


=== Shocking Grasp ===
{| class="wikitable"
{| class="wikitable"
|+ Create or Destroy Water
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: 1 Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it)
| Range: Touch || Duration: 1 Minute || Components: VS || Arcane, Primal
|}
|}
You either create or destroy water.
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>
:'''Create Water.''' You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
:'''Destroy Water.''' You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
<br><br>
 
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
 


=== Shooting Star ===
{| class="wikitable"
{| class="wikitable"
|+ Cure Wounds
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock
|-
|-
| Range: Touch || Duration: 1 Instant || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VS || Arcane, Divine
|}
|}
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.
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>
:'''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.
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 Magic
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Shaman, Sorcerer
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
| Range: Self || Duration: Instant || Components: VS || Primal
|}
|}
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 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 make an additional Melee Spell Attack when you reach 5th Level (two Attacks), 11th Level (three Attacks), and 17th Level (four Attacks).
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.
<br><br>
 


=== Thorn Whip ===
{| class="wikitable"
{| class="wikitable"
|+ Detect Poison
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a yea leaf)
| Range: 30ft || Duration: Instant || Components: VSM (the stem of a plant with thorns) || Primal
|}
|}
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in Range. Make a Ranged Spell Attack against the target. If you hit on the Attack, the target takes 1d6 Piercing Damage, and if it Large or smaller, it is pushed 10ft towards you.<br>
 
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
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.
<br><br>
 


=== Thunderclap ===
{| class="wikitable"
{| class="wikitable"
|+ Disguise Self
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Psion
|-
|-
| Range: Self || Duration: 1 Hour || Components: VS
| Range: 5ft Still Emanation || Duration: Instant || Components: S || Primal
|}
|}
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
You create a burst of thunderous sound that can be heard up to 100ft away. All other creatures within Range make a Constitution Saving Throw. On a failed Save, a creature takes 1d6 Thunder Damage.<br>
 
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
<br><br>
 
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
 


=== Unkindness ===
{| class="wikitable"
{| class="wikitable"
|+ Earth Tremor (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Psion, Seeker, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 10ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VSM (a raven feather) || 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.
Uttering a strange incantation, you call upon multiple ravens to descend upon a target that you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Piercing Damage and it subtracts a d4 from the next Ability Check it makes before the end of its 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 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>
 
{| class="wikitable"
|+ Entangle
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VS
|}
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
 
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
 
 
{| class="wikitable"
|+ Faerie Fire
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
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.
 
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.
 
 
{| 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"
|+ Goodberry
|-
| Level: 1 || Casting Time: 1 Minute || Divination
|-
| Range: Touch || Duration: Instant || Components: VSM (a sprig of mistletoe)
|}
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
 
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
 
 
{| class="wikitable"
|+ Healing Word
|-
| Level: 1 || Casting Time: 1 Bonus Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: V
|}
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.
:'''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.
 
 
{| 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"
|+ 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"
|+ Purify Food and Drink
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: 10ft || Duration: Instant || Components: VS
|}
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
 
 
{| class="wikitable"
|+ Snare
|-
| Level: 1 || Casting Time: 1 Minute || Abjuration
|-
| Range: Touch || Duration: 8 Hours|| Components: VSM (25 feet of rope which the spell consumes)
|}
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
 
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
 
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
 
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
 
 
{| 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.
 


=== Venomous Spines ===
{| class="wikitable"
{| class="wikitable"
|+ Witch Bolt
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning)
| Range: 60ft || Duration: Instant || Components: VS || 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.
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 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
The Spell's Damage increases by 1d4 Piercing and 1d4 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).
<br><br>

Latest revision as of 15:07, 11 January 2023

Druid 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).

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).

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).

Druidcraft

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Shaman
Range: 30ft Duration: Instant Components: VS Primal

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5ft Cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You create a scent similar to an animal's markings in a 5ft Cube within Range. This scent lasts for 24 hours.
  • You create the sound of tweeting birds, creaking crickets, or similar repetitive sound in a 5ft Cube within Range. This sound lasts for 1 hour.

If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.

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).

Guidance

Level: Cantrip Casting Time: 1 Reaction (when a creature that you can see with Range fails an Ability Check) Divination Artificer, Cleric, Druid, Psion, Seeker, Shaman
Range: 30ft Duration: Instant Components: VS Divine, Primal

You shout words of divine or primal wisdom to the creature that failed the Ability Check that triggered the casting of this Spell. You roll a d4 and add the result to the Ability Check.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Ability Check. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Ability Check. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Ability Check.

Gust

Level: Cantrip Casting Time: 1 Action Transmutation Druid, 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.

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).

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).

Magic Stone

Level: Cantrip Casting Time: 1 Bonus Action Transmutation Artificer, Druid, Shaman, Warlock
Range: Touch Duration: 1 Minute Components: VS Primal

You touch one to three pebbles and imbue them with magic. A creature holding one of the pebbles can make a Ranged Spell Attack with it. This Attack has a Range of 60ft and uses your Spell Attack Modifier for the Attack. The Attack also deals Bludgeoning Damage equal to 1d6 + your Spellcasting Ability Modifier. After this Attack, after the Spell ends, or if you cast the Spell again, a pebble loses its magic.
The Spell enchants three additional pebbles when you reach 5th Level (6 pebbles), 11th Level (9 pebbles), and 17th Level (12 pebbles)

Mending

Level: Cantrip Casting Time: 1 Minute Transmutation Artificer, Bard, Cleric, Druid, 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)

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 3 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 (4 effects), 11th Level (5 effects) and 17th Level (6 effects).

Poison Spray

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 10ft Duration: Instant Components: VS Arcane, Primal

You extend your hand toward a creature you can see within Range and project a puff of noxious gas from your palm, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d12 Poison Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).

Prestidigitation

Level: Cantrip Casting Time: 1 Action Transmutation Artificer, Druid, 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 three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).

Primal Savagery

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Shaman, Soul-Binder
Range: Self Duration: 1 Hour Components: S Primal

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a Melee Spell Attack against one creature within your Reach. On a hit, the target takes 1d10 Acid Damage. After you make the Attack, your teeth or fingernails return to normal.
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).

Produce Flame

Level: Cantrip Casting Time: 1 Action Conjuration Druid, Psion, Shaman
Range: Self Duration: 10 Minutes Components: VS Primal

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.
You can also make a Ranged Spell Attack with the Spell targeting a creature within 30ft of you. You can do so as part of the Action you use to conjure the flame or as an Action on a subsequent turn while the flame is summoned. If you hit on the Attack, you deal 1d8 Fire Damage to the target. The Spell ends if you dismiss it as a Free Action, if you cast it again, or if you make an Attack with the flame. The flame deals an additional 1d8 Fire Damage on a hit and the flame spreads Bright Light and Dim Light an additional 10ft when you reach 5th Level (2d8 and 20ft), 11th Level (3d8 and 30ft), and 17th Level (4d8 and 40ft).

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).

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 three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).

Shillelagh

Level: Cantrip Casting Time: 1 Bonus Action Transmutation Druid, Shaman
Range: Touch Duration: 1 Minute Components: VSM (a Druidic Focus or a Quarterstaff) Primal

The item used as the Material Component for this Spell becomes imbued with nature's power. For the Duration, you can use your Spellcasting Ability instead of Strength or Dexterity for the Attack and Damage Rolls for Attacks made with the object. If you hit on an Attack with the imbued object you deal Magical Bludgeoning Damage equal to 1d8 + your Spellcasting Ability Modifier, and it has the Versatile (1d10) Property. You can use the object's Damage Die instead of the 1d8 if you choose.
The imbued object gains a +1 bonus to Attack and Damage Rolls when you reach 5th Level (+1), 11th Level (+2), and 17th Level (+3)

Shocking Grasp

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

Thorn Whip

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Druid
Range: 30ft Duration: Instant Components: VSM (the stem of a plant with thorns) Primal

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in Range. Make a Ranged Spell Attack against the target. If you hit on the Attack, the target takes 1d6 Piercing Damage, and if it Large or smaller, it is pushed 10ft towards you.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Thunderclap

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Druid, Psion
Range: 5ft Still Emanation Duration: Instant Components: S Primal

You create a burst of thunderous sound that can be heard up to 100ft away. All other creatures within Range make a Constitution Saving Throw. On a failed Save, a creature takes 1d6 Thunder Damage.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Unkindness

Level: Cantrip Casting Time: 1 Action Conjuration Druid, Psion, Seeker, Soul-Binder, Warlock, Wizard
Range: 60ft Duration: Instant Components: VSM (a raven feather) Arcane

Uttering a strange incantation, you call upon multiple ravens to descend upon a target that you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Piercing Damage and it subtracts a d4 from the next Ability Check 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).

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 1d4 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).