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== Level 1 Spells ==
= Level 1 Spells =
 
=== Absorb Elements ===
=== A-C ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) || Abjuration || Artificer, Druid, Maledictor, Seeker, Shaman, Sorcerer, Wizard
|-
| Range: Self || Duration: 1 Round || Components: S || Arcane, Primal
|}
You gain Resistance to the triggering Damage Type until the start of your next turn. The next Melee Attack you make before the end of your next turn deals an additional 1d6 Damage of the Damage Type of the Type you gained Resistance to with this Spell. The Spell then ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the extra Damage dealt increases by 1d6 for each Slot Level above 1st.
<br><br>


=== Alarm ===
{| class="wikitable"
{| class="wikitable"
|+ Absorb Elements (Druid, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction || Abjuration
| Level: 1 || Casting Time: 1 Minute (Ritual) || Abjuration || Artificer, Maledictor, Seeker, Wizard
|-
|-
| Range: Self || Duration: 1 Round || Components: S
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny bell and a piece of fine silver wire) || Arcane
|}
|}
When you take acid, cold, fire, lightning, or thunder damage, you can cast this spell to capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within Range that is no larger than a 20ft Cube. Until the Spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the Spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.<br>
 
An audible alarm produces the sound of a hand bell for 1 minute that is audible out to a Range of 60ft.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Spell increases by 30ft and you can choose an area that is 20ft larger for each Slot Level above 1st.
<br><br>


=== Animal Friendship ===
{| class="wikitable"
{| class="wikitable"
|+ Alarm (Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Abjuration
| Level: 1 || Casting Time: 1 Action || Enchantement || Bard, Druid, Shaman
|-
|-
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny bell and a piece of fine silver wire)
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food) || Primal
|}
|}
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
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 makes a Wisdom Saving Throw. On a failed Save, the target is Charmed by you for the Spell's Duration. The Spell ends early if you or one of your companions harms the target.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional Beast for each Slot Level above 1st.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
<br><br>
 
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
 


=== Arcane Ammunition ===
{| class="wikitable"
{| class="wikitable"
|+ Animal Friendship (Bard, Druid)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantement
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food)
| Range: 120ft || Duration: Instant || Components: VSM (1GP, which the Spell's consumes) || Arcane
|}
|}
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.
You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within Range. Make a Ranged Spell Attack for each dart. On a hit, a dart deals 2d4 Force Damage to the target.<br>
:'''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.
If you score a Crit on one of the darts, you roll an additional d4 for the Damage before doubling it. If you roll a 1 on the d20 for the Attack, all the darts miss and blow up in your face, dealing 1 Force Damage to you for each dart created by the Spell.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart, and the Material Component increases by 1GP, for each Slot Level above 1st.
<br><br>


=== Armor of Faethon ===
{| class="wikitable"
{| class="wikitable"
|+ Arcane Ammunition (Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Abjuration || Maledictor, Warlock
|-
|-
| Range: Touch || Duration: Instant || Components: VSM (1GP)
| Range: Self || Duration: 1 Hour || Components: VSM (a cup of water) || Arcane
|}
|}
You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
A protective magical force surrounds you, manifesting as a spectral frost that covers you all objects you're wearing or carrying. You gain 5 Temporary Hit Points for the Duration. If a creature hits you with a Melee Attack while you have these Temporary Hit Points, that creature takes 5 Acid Damage.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, both the Temporary Hit Points and the Acid Damage increase by 5 for each Slot Level above 1st.
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
<br><br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the material component increases by 1GP, for each slot level above 1st.
 


=== Arms of Brokhziqiel ===
{| class="wikitable"
{| class="wikitable"
|+ Armor of Agathys (Warlock)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Conjuration || Warlock
|-
|-
| Range: Self || Duration: 1 Hour || Components: VSM (a cup of water)
| Range: 10ft Still Emanation || Duration: Instant || Components: VS || Arcane
|}
|}
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
You invoke the power of the Aberrant Lord, Brokhziqiel. Tendrils of dark energy erupt from you. Each creature in the Emanation make a Strength Saving Throw. On a failed Save, a creature takes 2d6 Necrotic Damage and can't take Reactions until the end of your next turn.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
 
<br><br>


=== Bane ===
{| class="wikitable"
{| class="wikitable"
|+ Arms of Hadar (Warlock)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Cleric
|-
|-
| Range: Self || Duration: Instant || Components: VS
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a drop of blood) || Divine
|}
|}
You invoke the power of darkness. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.  
Up to three creatures of your choice that you can see within Range must make Charisma Saving Throws. On a failed Save, whenever the target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, it rolls a d4 and subtracts the result from the number rolled.<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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
 
<br><br>


=== Beast Bond ===
{| class="wikitable"
{| class="wikitable"
|+ Bane (Bard, Cleric)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Divination || Druid, Shaman
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a drop of blood)
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fur wrapped in cloth) || Primal
|}
|}
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.
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 Attacks it makes a creature that you can see within 5ft of you.<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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional Beast and the Beasts gain Advantage on Attacks against creatures 5ft farther than you for every Slot Level above 1st.
 
<br><br>


=== Bless ===
{| class="wikitable"
{| class="wikitable"
|+ Beast Bond (Druid)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Divination
| Level: 1 || Casting Time: 1 Action || Enchantment || Cleric, Paladin
|-
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fur wrapped in cloth)
| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a sprinkling of holy water) || Divine
|}
|}
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.
You bless up to three creatures of your choice within Range. Whenever a target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, the target can roll a d4 and add the result to the roll.<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.
<br><br>


=== Blade Ward ===
{| class="wikitable"
{| class="wikitable"
|+ Bless (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Abjuration || Bard, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a sprinkling of holy water)
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
|}
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
You extend your hand and trace a sigil of warding in the air. Until the Spell ends, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within 30ft of you. That creature also gains the benefits of the Spell for the Duration. You can target an additional creature in this way for every two Slot Levels above 1st.
 
<br><br>


=== Burning Hands ===
{| class="wikitable"
{| class="wikitable"
|+ Blade Ward (Bard, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Evocation || Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
| Range: 15ft Emanated Cone || Duration: Instant || Components: VS || Arcane
|}
|}
You extend your hand and trace a sigil of warding in the air. Until the end of the duration, you have Resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in the area of the Spell makes a Dexterity Saving Throw. On a failed Save, a target takes 3d6 Fire Damage. The fire ignites any flammable objects in the area that aren't being worn or carried.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slots of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
<br><br>


=== Catapult ===
{| class="wikitable"
{| class="wikitable"
|+ Burning Hands (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: S || Arcane
|}
|}
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Choose one object weighing 5lbs or less within Range that isn't being worn or carried by a non-willing creature. The object flies in a Line from the object to a point of your choice within 90ft of the object. When the object reaches the point you chose it falls to the ground and it stops early if it impacts a solid object. If the object would strike a creature, that creature makes a Dexterity Saving Throw. On a failed Save, the object strikes the target and stops moving. On a successful Save the object keeps flying towards the point you chose. If the object strikes a creature or surface, the object and the thing it strikes both takes 3d8 Bludgeoning Damage.<br>
:'''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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the maximum weight of the object you can target increases by 5lbs and the Damage dealt increases by 1d8 for each Slot Level above 1st.
 
<br><br>


=== Cause Fear ===
{| class="wikitable"
{| class="wikitable"
|+ Catapult (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Necromancy || Maledictor, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: S
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V || Arcane
|}
|}
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
You awaken the sense of mortality in one creature you can see within Range. You cannot target Constructs or Undead with this Spell. The target makes a Wisdom Saving Throw. On a failed Save the target becomes Frightened of you for the Duration of the Spell. The Frightened creature can repeat this Saving throw at the end of each of its turns, ending the effect on itself on a successful Save.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
 
<br><br>


=== Caustic Brew ===
{| class="wikitable"
{| class="wikitable"
|+ Cause Fear (Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
| Range: 30x5ft Emanated Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food) || Arcane
|}
|}
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Acid streams from you in the area of the Spell. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature becomes covered in acid for the Spell's Duration. Any creature can use its Action to scrape or wash the acid off itself or another creature within 5ft of it to cause that creature to no longer be effected by the Spell. A creature coated in Acid takes 2d4 Acid Damage at the start of each of its turns.<br>
:'''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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 2d4 for each Slot Level above 1st.
 
<br><br>


=== Ceremony ===
{| class="wikitable"
{| class="wikitable"
|+ Caustic Brew (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Hour (Ritual) || Abjuration || Cleric, Paladin
|-
|-
| Range: 30ft Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food)
| Range: Touch || Duration: Instant || Components: VSM (powdered silver worth 25GP which the Spell consumes) || Divine
|}
|}
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
You preform a special religious ceremony that is infused with magic. When you cast this Spell, choose one of the following rites, the target of which must be within 10ft of you through the casting for the Spell. Several of these rites have role-play tied into them. Because of these, it is encouraged to use these in an appropriate scenario. Alternatively, you can work with your DM for a rite that is not listed but would be appropriate to the situation.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
*'''Atonement.''' You touch one willing creature whose alignment has changed. You make a DC20 Wisdom (Insight) Check. On a successful Check, you restore the original alignment of the creature.
 
*'''Bless Water.''' You touch one vial of water. It becomes a vial of Holy Water.
*'''Coming of Age.''' You touch one willing creature that has recently matured significantly. For the next 10 days, whenever the target makes an Ability Check, it rolls a d4 and adds the result to the Check.
*'''Dedication.''' You touch one willing creature that wishes to be dedicated to your religion. For the next 10 days, whenever the target makes a Saving Throw, it rolls a d4 and adds the result to the Save.
*'''Knighting.''' You touch one willing creature that desires to become a warrior of the divine. For the next 10 days, whenever the target makes an Attack Roll, it rolls a d4 and adds the result to the Attack.
*'''Funeral Rite.''' You touch one corpse. For the next 10 days, the target cannot be raised as an Undead by any means short of the Wish Spell.
*'''Wedding.''' You touch two willing adult creatures that wish to be bonded together by marriage. For the next 10 days, each creature gains a +2 bonus to its AC while it is within 30ft of the other creature.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can perform the chosen rite an additional time with a different target for each Slot Level above 1st.
<br><br>


=== Chaos Bolt ===
{| class="wikitable"
{| class="wikitable"
|+ Ceremony (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Hour (Concentration) || Abjuration
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer
|-
|-
| Range: Touch || Duration: Instant || Components: VSM (25 gp worth of powdered silver, which the spell consumes)
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
You hurl an undulating, warbling mass of chaotic energy at one creature in Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 + 1d6 Damage. Choose one of the d8s. The number rolled on that die determines the Damage Type of the Attack, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30ft of it. Repeat the Spell Attack targeting that creature. A creature can only be affected by this Spell once for each casting.<br>
:'''Atonement.''' You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d6 Damage when you hit on the Spell Attack.
:'''Bless Water.''' You touch one vial of water and cause it to become holy water.
<br><br>
:'''Coming of Age.''' You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
:'''Dedication.''' You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
:'''Funeral Rite.''' You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
:'''Wedding.''' You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
 


=== Charm Person ===
{| class="wikitable"
{| class="wikitable"
|+ Chaos Bolt (Sorcerer)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Druid, Sorcerer, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: 1 Hour || Components: VS || Arcane
|}
|}
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder), If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
You attempt to Charm a Humanoid you can see within Range. The target makes a Wisdom Saving Throw, however it has Advantage on the Save if your or your companions are fighting it. On a failed Save the target is Charmed by you for the Duration of the Spell. When the Spell ends, the creature knows it was Charmed by you.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.
 
<br><br>


=== Chromatic Orb ===
{| class="wikitable"
{| class="wikitable"
|+ Charm Person (Bard, Druid, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP) || Arcane
|}
|}
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 hurl a 4 inch diameter sphere of energy at a creature that you can see within Range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder Damage. Make a Ranged Spell Attack against the target. On a hit, you deal 3d8 Damage of Type you chose.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
 
<br><br>


=== Cloak of Secrets ===
{| class="wikitable"
{| class="wikitable"
|+ Chromatic Orb (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP)
| Range: 5ft Still Emanation || Duration: 1 Hour || Components: S || Arcane
|}
|}
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
conversation. The bubble also disguises lip movements to match the false conversation.<br>
 
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn't actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it's impossible to identify Spells by their Verbal Components alone.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 5ft and Duration increases by 1 Hour for each Slot Level above 1st.
<br><br>


=== Color Spray ===
{| class="wikitable"
{| class="wikitable"
|+ Cloak of Secrets (Bard, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Action || Illusion || Maledictor, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 1 Hour || Components: S
| Range: 15ft Emanated Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue) || 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
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.<br>
conversation. The bubble also disguises lip movements to match the false conversation.
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creatures Blinded until the end of your next turn. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 3d10 for each Slot Level above 1st.
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>
 


=== Command ===
{| class="wikitable"
{| class="wikitable"
|+ Color Spray (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Maledictor, Paladin
|-
|-
| Range: 15ft Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue)
| Range: 60ft || Duration: 1 Round || Components: V || Divine
|}
|}
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
You speak a one-word command to a creature that you can see within Range that can understand you, that creature makes a Wisdom Saving Throw. On a failed Save, the target follows the command to the best of its abilities until the end of its next turn. The command given cannot cause direct harm to the target of the Spell.<br>
 
Some common commands and their effects are described below, but you can, and are encouraged to create some of your own. If you give a command not listed below, the DM determines how the target behaves. If the target cannot follow your command, the Spell ends.
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
*'''Approach.''' The target attempts to get as close to you as possible.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
*'''Drop.''' The target uses its Action to drop all objects it is holding and does nothing else.
 
*'''Flee.''' The target attempt to get as far away from you as possible.
*'''Grovel.''' The target falls Prone and does nothing else.
*'''Halt.''' The target does nothing except remain in its current position.
*'''Silence.''' The target does not speak and attempts to make as little noise as possible otherwise.
*'''Speak.''' The target speaks as much as possible and makes as much noise as it possibly can.
'''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. All targets of the Spell follow the same one word command.
<br><br>


=== Compelled Duel ===
{| class="wikitable"
{| class="wikitable"
|+ Command (Bard, Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment || Maledictor, Paladin
|-
|-
| Range: 60ft || Duration: 1 Round || Components: V
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
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 attempt to compel a creature into a duel. One creature that you can see within Range makes a Wisdom Saving Throw. On a failed Save, the target is drawn to you, compelled by your divine demand. For the Duration, the target has Disadvantage on Attacks made against creatures other than you. If the target attempts to move to a space that is more than 30ft away from you and farther away from you than its current space, it makes a Wisdom Saving Throw. On a failed Save, the creature is unable to move farther away from you until the start of its next turn.<br>
 
This Spell ends early if you Attack any creature other than a target of the Spell, if you cast a Spell that targets a non-willing creature other than a target of the Spell, if a creature friendly to you deals Damage to a target, or if you end your turn more than 30ft away from a target.<br>
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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.
:'''Approach.''' The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
<br><br>
:'''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.
 


=== Comprehend Langauges ===
{| class="wikitable"
{| class="wikitable"
|+ Compelled Duel (Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination || Bard, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Hour || Components: VSM (a pinch of soot and salt) || Arcane
|}
|}
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.
For the duration, you understand the literal meaning of any spoken Language that you hear. You also understand any written Language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.<br>
 
This Spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written Language.<br>
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
''' At Higher Levels.''' When you cast this Spell using a Spell Slot fo 3rd Level or higher, you understand the meaning of any Language you hear past purely the literal meaning, such as the meanings of idioms and figures of speech. When you cause this Spell using a Spell Slot of 5th Level or higher, you can understand any written Language that you can see without needing to be touching the written words.
 
<br><br>


=== Create or Destroy Water ===
{| class="wikitable"
{| class="wikitable"
|+ Comprehend Languages (Bard, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Cleric, Druid, Shaman
|-
|-
| Range: Self || Duration: 1 Hour || Components: VSM (a pinch of soot and salt)
| Range: 30ft || Duration: Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it) || Primal
|}
|}
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.
You either create or destroy water:
 
*'''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 30ft Cube within Range, extinguishing exposed flames in the area.
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.
*'''Destroy Water.''' You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30ft Cube within Range.
 
'''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 5ft, for each Slot Level above 1st.
<br><br>


=== Cure Wounds ===
{| class="wikitable"
{| class="wikitable"
|+ Create or Destroy Water (Cleric, Druid)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Bard, Cleric, Druid, Paladin, Shaman
|-
|-
| 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: Instant || Components: VS || Divine, Primal
|}
|}
You either create or destroy water.
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.<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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Hit Points regained increases by 1d8 for each Slot Level above 1st.
:'''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.
 


=== Darting Duplicate ===
{| class="wikitable"
{| class="wikitable"
|+ Cure Wounds (Bard, Cleric, Druid, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: Bonus Action || Illusion || Artificer, Bard, Maledictor, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 1 Instant || Components: VS
| Range: Self || Duration: Instant || Components: VS || Arcane
|}
|}
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.
An illusory duplicate of you steps clumsily into a space of your choir within 5ft of you, presenting a tempting target before winking out of existence.<br>
:'''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.
Any creature that could make any Opportunity Attack against you makes a Wisdom Saving Throw. On a failed Save, the creature makes an Opportunity Attack against the duplicate which has no effect.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create one more duplicate that steps into a different space of your choice within 5ft of you. When you cast this Spell using a Spell Slot of 9th Level, all creatures that make a Wisdom Saving Throw against this Spell have Disadvantage on the Save.
=== D-G ===
<br><br>
 


=== Detect Evil and Good ===
{| class="wikitable"
{| class="wikitable"
|+ Darting Duplicate (Bard, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: Bonus Action || Illusion
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Cleric, Paladin
|-
|-
| Range: Touch || Duration: Instant || Components: VS
| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Divine
|}
|}
An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence.
For the Duration, you know if there is an Aberration, Elemental, Highling, or Undead, or an object that has been magically consecrated or desecrated within the Emanation.<br>
 
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.<br>
Any creature that threatens that square must succeed at a Wisdom save or be forced to make an attack of opportunity against the image.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.
 
<br><br>


=== Detect Magic ===
{| class="wikitable"
{| class="wikitable"
|+ Detect Evil and Good (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Arcane, Divine, Primal
|}
|}
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
For the Duration, you sense the presence of magic within the Emanation. If you sense magic in this way, you can use your Action to see a fain aura around any visible creature or object in the area that bears the magic, and you learn the School of Magic.<br>
 
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.<br>
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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.
 
<br><br>


=== Detect Poison ===
{| class="wikitable"
{| class="wikitable"
|+ Detect Magic (Bard, Cleric, Druid, Paladin, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination || Cleric, Druid, Paladin, Shaman
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VSM (a yea leaf) || Divine, 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.
For the Duration, you sense the presence and locations of poisons, poisonous creatures, and diseases within the Emanation. You also identify the kind of poison, poisonous creature, or disease.<br>
 
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.<br>
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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.
 
<br><br>


=== Disguise Self ===
{| class="wikitable"
{| class="wikitable"
|+ Detect Poison (Cleric, Druid, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion || Artificer, Bard, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a yea leaf)
| Range: Self || Duration: 1 Hour || Components: VS || Arcane
|}
|}
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 make yourself--including your clothing, Armor, Weapons, and other belongings on your person--look different until the Spell ends or until you dismiss it as an Action. The limits of the Spell are as follows:
 
*You can only seem up to 1ft taller or 1ft shorter.
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.
*You can't change your basic body shape and must retain your arrangement of limbs.
 
The changes are not physical, only illusory, and do not hold up to physical inspection. A creature can use its Action to inspect your appearance and make an Intelligence (Investigation) Check against your Spell Saving DC. On a successful Check, the creature determines you are disguised in some way magic.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, any creature that uses its Action to inspect your appearance suffers a -1 penalty to the Check for every Slot Level above 1st.
<br><br>


=== Dissonant Whispers ===
{| class="wikitable"
{| class="wikitable"
|+ Disguise Self (Cleric, Druid, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion
| Level: 1 || Casting Time: 1 Action (Ritual) || Enchantment || Bard
|-
|-
| Range: Self || Duration: 1 Hour || Components: VS
| Range: 60ft || Duration: Instant || Components: V || Arcane
|}
|}
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 whisper a discordant melody that only one creature of your choice within Range can hear, wracking it with terrible pain, causing it to make a Wisdom Saving Throw. On a failed Save, the target takes 3d6 Psychic Damage and uses its Reaction to move as far away from you as possible while remaining safe. On a successful save, the target takes half as much Damage and doesn’t move away. A Deafened creature automatically succeeds on the Saving Throw.<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 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.
 


=== Distort Value ===
{| class="wikitable"
{| class="wikitable"
|+ Dissonant Whisper (Bard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Enchantment
| Level: 1 || Casting Time: 1 Minute || Illusion || Bard, Maledictor, Sorcerer, Wizard, Warlock
|-
|-
| Range: Self || Duration: Instant || Components: V
| Range: Touch || Duration: 8 Hours || Components: V || 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.
You cast this Spell on an object no more than 1ft on any side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) Check against your Spell Save DC. These illusory embellishments or blemishes last until the Spell ends.<br>
:'''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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd level or higher, the maximum size of the object you can target with this Spell increases by 1ft for each Slot Level above 1st.
 
<br><br>


=== Divine Favor ===
{| class="wikitable"
{| class="wikitable"
|+ Distort Value (Bard, Sorcerer, Wizard, Warlock)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Illusion
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Cleric, Paladin
|-
|-
| Range: Toch || Duration: 8 Hours || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Divine
|}
|}
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.
Your prayer empowers you with divine radiance. Until the Spell ends, your Weapon Attacks deal an additional 1d4 Radiant Damage on a hit.<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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the additional Radiant Damage dealt increases by 1d4 for every two Slot Levels above 1st.
<br><br>


=== Earth Tremor ===
{| class="wikitable"
{| class="wikitable"
|+ Divine Favor (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation || Bard, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
| Range: 10ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
You cause a tremor in the ground within Range. Each creature other than you in that area must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d6 Bludgeoning Damage and is knocked [[Conditions#Prone|Prone]]. If the ground in that area is loose earth or stone, it becomes Difficult Terrain until cleared, with each 5ft space requiring at least 1 minute to clear by hand.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
<br><br>


=== Ensnaring Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Earth Tremor (Bard, Druid, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration || Shaman
|-
|-
| Range: 10ft || Duration: Instant || Components: VS
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Primal
|}
|}
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
The next time you hit a creature with a Weapon Attack before the Spell ends, a writhing mass of thorny vines appears at the point of impact, forcing the target to make a Strength Saving Throw. On a failed Save, the target is [[Conditions#Restrained|Restrained]] by magical vines until the Spell ends. a Large or larger creature has Advantage on this Saving Throw.<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.
While [[Conditions#Restrained|Restrained]] in this way, the target takes 1d6 Piercing Damage at the start of each of its turns. A creature [[Conditions#Restrained|Restrained]] in this way or a creature that can reach a creature [[Conditions#Restrained|Restrained]] in this way can use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Check, the Spell ends.<br>
 
'''At Higher Levels.''' If you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
<br><br>


=== Entangle ===
{| class="wikitable"
{| class="wikitable"
|+ Entangle (Druid)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman
|-
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VS || Primal
|}
|}
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.
Grasping weeds and vines sprout from the ground in a 20ft Square centered from a point within Range. For the duration, these plants turn the ground in the area into Difficult Terrain.<br>
 
A creature in the area when you cast the Spell makes a Strength Saving Throw. On a failed Save, the creature is [[Conditions#Restrained|Restrained]] until the Spell ends. While [[Conditions#Restrained|Restrained]] in this way, a creature can use its Action to make a Strength Check against your Spell Save DC. On a successful Check, the creature frees itself. When the Spell ends, the conjured plants wilt away.<br>
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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the size of the Square created increases by 10ft and and Duration of the Spell increases by 1 minute for each Slot Level above 1st.
 
<br><br>


=== Expeditious Retreat ===
{| class="wikitable"
{| class="wikitable"
|+ Expeditious Retreat (Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Arcane
|}
|}
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
This Spell allows you to move at an incredible pace. When you cast this Spell, and as a Bonus Action on subsequent turns until the Spell ends, you can take the Dash Action.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Minutes for each Slot Level above 1st.
<br><br>


=== Faerie Fire ===
{| class="wikitable"
{| class="wikitable"
|+ Faerie Fire (Bard, Druid)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Artificer, Bard, Druid, Maledictor, Shaman
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V || Primal
|}
|}
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.
Choose a point you can see within Range. All objects in a 20ft Cube centered on the point are outlined in some vibrant color of light of your choice. All creatures in the area of the Spell also make a Dexterity Saving Throw. On a failed Save, a creature is also outlined in that light. For the Duration, creatures and objects outlined in the light emit Dim Light out to a Range of 10ft.<br>
 
Any Attack made against a creature or object outlined in the light has Advantage if the Attacker can see the creature or object. All creatures or objects coated in this light do not gain the benefits of being [[Conditions#Invisible|Invisible]]<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.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of Cube created by the Spell increases by 10ft for each Slot Level above 1st.
 
<br><br>


=== False Life ===
{| class="wikitable"
{| class="wikitable"
|+ Feather Fall (Bard, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within range falls) || Transmutation
| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down)
| Range: Self || Duration: 1 Hour || Components: VSM (a small amount of alcohol or distilled spirits) || 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.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you gain an additional 1d4 + 4 Temporary Hit Points for each Slot Level above 1st.
<br><br>


=== Feather Fall ===
{| class="wikitable"
{| class="wikitable"
|+ Find Familiar (Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Hour (Ritual) || Conjuration
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within Range falls) || Transmutation || Artificer, Bard, Maledictor, Sorcerer, Wizard
|-
|-
| Range: 10ft || Duration: Instant || Components: VSM (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down) || Arcane
|}
|}
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a fey or highling (your choice) instead of a beast.
Choose up to five falling creatures within Range. A falling creature's rate of descent slows to 60ft per Round until the Spell ends. If the creatures lands before the spell ends, it takes no Falling Damage and can land on its feet, and the Spell ends for that creature.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration of this Spell increases by 1 minute for each Slot Level above 1st.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
<br><br>
 
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
 
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
 
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
 
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
 


=== Find Familiar ===
{| class="wikitable"
{| class="wikitable"
|+ Flash (Cleric, Paladin, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Hour (Ritual) || Conjuration || Shaman, Wizard
|-
|-
| Range: 5ft || Duration: 1 Round || Components: VSM (a bit of phosphorus)
| Range: 10ft || Duration: Instant || Components: VSM (10GP worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) || Arcane
|}
|}
You burst with blinding light that shines briefly from your skin before fading away. Each other creature within range must make a Constitution Saving Throw. On a failed saving throw, a creature is blinded until the end of your next turn, and any opportunity attacks it makes against you this turn automatically miss.<br>
You gain the service of a Familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within Range, the familiar has the statistics of the chosen form, though it is a Fey or Highling (your choice) instead of a Beast.<br>
Until the end of your next turn, you shed bright light in a 10-foot radius and dim light for an additional 10 feet.
Your Familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own Initiative and acts on its own turn. A Familiar can't attack, but it can take other Actions as normal.<br>
 
When the Familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this Spell again. As an Action, you can temporarily dismiss the Familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30ft of you. Whenever the Familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.<br>
While your Familiar is within 100ft of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are [[Conditions#Deafened|Deaf]] and [[Conditions#Blinded|Blind]] with regard to your own senses.<br>
You can't have more than one Familiar at a time. If you cast this Spell while you already have a Familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your Familiar transforms into the chosen creature.<br>
Finally, you can cast your Spells from your Familiar's space if it is within 100ft of you and it uses its Reaction to do so.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Familiar you summon increases its Speed by 10ft, the Range which you can communicate with it telepathically, see through its senses, and cast Spells from its space increases by 50ft, and it has 10 additional Maximum Hit Points for each Slot Level above 1st.
<br><br>


=== Flash ===
{| class="wikitable"
{| class="wikitable"
|+ Floating Disk (Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Hour (Ritual) || Conjuration
| Level: 1 || Casting Time: 1 Action || Evocation || Cleric, Paladin
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (a drop of mercury)
| Range: 5ft || Duration: 1 Round || Components: VSM (a bit of phosphorus) || Divine
|}
|}
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
You burst with blinding light that shines briefly from your skin before fading away. Each other creature within Range makes a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn, and any Opportunity Attacks it makes against you this turn automatically miss.<br>
 
Until the end of your next turn, you shed Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.<br>
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of of 2nd Level or higher, the Range of this Spell increases by 5ft for each Slot Level above 1st.
 
<br><br>
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
 


=== Floating Disk ===
{| class="wikitable"
{| class="wikitable"
|+ Fog Cloud (Druid, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration || Wizard
|-
|-
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS
| Range: 30ft || Duration: 1 Hour || Components: VSM (a drop of mercury) || Arcane
|}
|}
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.
This Spell creates a circular, horizontal plane of force, 3ft in diameter and 1 inch thick, that floats 3ft above the ground in an unoccupied space of your choice that you can see within Range. The disk remains for the Duration, and can hold up to 500lbs. If more weight is placed on it, the Spell ends, and everything on the disk falls to the ground.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1
The disk is immobile while you are within 20ft of it. If you move more than 20ft away from it, the disk follows you so that it remains within 20ft of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10ft or more.<br>
 
If you move more than 100ft from the disk, the Spell ends.<br>
'''At Higher Levels.''' when you cast this Spell at 2nd Level or higher, the disk can lift 250lbs more for each Slot Level above 1st.
<br><br>


=== Fog Cloud ===
{| class="wikitable"
{| class="wikitable"
|+ Frost Fingers (Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 15ft Cone || Duration: Instant || Components: VS
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS || Arcane, Primal
|}
|}
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren’t being worn or carried.
You create a 20ft Radius Sphere of fog centered on a point you choose within Range. The Sphere spreads around corners, and its area is Heavy Obscured. It lasts for the Duration, or until a wind of moderate or greater speed (at least 15 miles per hour) disperses it.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the fog increases by 20ft for each Slot Level above 1st.
 
<br><br>


=== Frost Fingers ===
{| class="wikitable"
{| class="wikitable"
|+ Gift of Alacrity (Bard, Cleric, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Divination
| Level: 1 || Casting Time: 1 Action || Evocation || Shaman, Wizard
|-
|-
| Range: Touch || Duration: 8 Hours || Components: VS
| Range: 15ft Emanated Cone || Duration: Instant || Components: VS || Arcane
|}
|}
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
Freezing cold blasts from your fingertips. Every creatures in the area makes a Constitution Saving Throw. On a failed Save, a creatures takes 2d8 Cold Damage, or half as much Damage on a successful Save. The cold freezes non-magical liquids in the area that aren’t being worn or carried.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
<br><br>


=== Gift of Alacrity ===
{| class="wikitable"
{| class="wikitable"
|+ Glowing Coin (Bard, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Enchantment
| Level: 1 || Casting Time: 1 Minute || Divination || Bard, Cleric, Maledictor, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VSM (1GP, which the spell consumes)
| Range: Touch || Duration: 8 Hours || Components: VS || Arcane
|}
|}
When you cast the spell, you hurl the coin that is the spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.
You touch a willing creature. For the Duration, the target adds 1d8 to its Initiative Rolls.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional willing creature for each Slot Level above 1st.
<br><br>


=== Glowing Coin ===
{| class="wikitable"
{| class="wikitable"
|+ Goodberry (Druid)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Divination
| Level: 1 || Casting Time: 1 Minute || Enchantment || Artificer, Bard, Maledictor, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VSM (a sprig of mistletoe)
| Range: 60ft || Duration: 1 Minute || Components: VSM (1GP, which the Spell consumes) || Arcane
|}
|}
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.
When you cast the Spell, you hurl the coin used for the Spell's Material Component to point of your choice within Range. For the Duration of the Spell, the coin emits Bright Light out to a Range of 30ft and Dim Light an additional 30ft. Each creature of your choice in the Bright Light created by the coin makes a Wisdom Saving Throw. On a failed Save, a creature has Disadvantage on Wisdom (Perception) Checks and Initiative Rolls for the Duration.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the coin emits Bright Light and Dim Light an additional 15ft for each Slot Level above 1st.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
<br><br>
 


=== Goodberry ===
{| class="wikitable"
{| class="wikitable"
|+ Grease (Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Divination
| Level: 1 || Casting Time: 1 Minute || Conjuration || Druid
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VSM (a bit of pork rind or butter)
| Range: Touch || Duration: Instant || Components: VS || Primal
|}
|}
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
Up to 10 berries appear in your hand and are infused with magic. A creature can use its Action to eat a number of berries equal to its Proficiency Bonus. Eating a berry restores 1 Hit Point, and the berry the remaining nourishment to sustain the creature for that day.<br>
 
The berries lose all magic if they have not been consumed within 24 hours of the casting of this Spell.<br>
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or Higher, you summon an additional 5 berries for each Slot Level above 1st.
 
<br><br>


=== Grease ===
{| class="wikitable"
{| class="wikitable"
|+ Guiding Bolt (Cleric)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Conjuration || Artificer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: 60ft || Duration: 1 Minute || Components: VSM (a bit of pork rind or butter)
|}
|}
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Slick grease covers the ground in a 10ft Square centered on a point within Range, causing the area to become Difficult Terrain for the Duration.<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.
Any creature standing in the area when the Spell is cast, that enters the area for the first time on a turn, or ends its turn there makes a Dexterity Saving Throw. On a failed Save, a creature falls Prone.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional 10ft Square at a different point of your choice within Range for each Slot Level above 1st.
=== H-R ===
<br><br>


=== Guiding Bolt ===
{| class="wikitable"
{| class="wikitable"
|+ Halo of Glory (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Evocation || Cleric, Shaman
|-
|-
| Range: Touch || Duration: 10 Minutes || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VS || Divine
|}
|}
A glowing halo of light appears above the head of a creature you touch and lasts for the duration. The halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet, follows the target as it moves, and bathes the target in an impression of heavenly glory, granting it advantage on Charisma (Intimidation) and Charisma (Persuasion) checks.<br>
A flash of light streaks toward a creature of your choice within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 4d6 Radiant Damage, and the target is bathed in mystical glimmering light. The next Attack made against the target before the end of your next turn has Advantage.<br>
If a creature hits the target with an attack before the spell ends, the halo shoots a ray of light at the attacker, which must make a Dexterity saving throw if it is within 60 feet of the target. On a failed saving throw, the attacker takes 2d6 Radiant Damage. The spell ends after shooting one ray.
'''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.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the number of rays the halo can shoot before the spell ends increases by one for each slot level above 1st.
<br><br>
 


{| class="wikitable"
{| class="wikitable"
|+ Healing Word (Bard, Cleric, Druid)
|+ Hail of Thorns (Shaman)
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Necromancy
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration
|-
|-
| Range: 60ft || Duration: Instant || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || 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.
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
:'''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.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
 


=== Halo of Glory ===
{| class="wikitable"
{| class="wikitable"
|+ Hellish Rebuke (Warlock)
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (when you are damaged by a creature within 60ft of you that you an see) || Evocation
| Level: 1 || Casting Time: 1 Action || Abjuration || Cleric, Paladin
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: Touch || Duration: 10 Minutes || Components: VS || Divine
|}
|}
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
A glowing halo of light appears above the head of a creature you touch and lasts for the Spell's Duration. The halo sheds Bright Light out to a Range of 10ft and Dim Light an additional 10ft. It also follows the target as it moves and bathes the target in an impression of heavenly glory, causing it to add a d4 to its Strength or Charisma (Intimidation) and Charisma (Persuasion) Checks.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
If a creature hits the target with an Attack before the Spell ends, the halo shoots a ray of light at the Attacker if it is within 60ft of the target, which makes a Dexterity Saving Throw. On a failed Save, the Attacker takes 2d6 Radiant Damage. After shooting one ray, the Spell ends.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the number of rays the halo can shoot before the Spell ends increases by 1 for each Slot Level above 1st.
<br><br>


=== Healing Word ===
{| class="wikitable"
{| class="wikitable"
|+ Heroism (Bard, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Bonus Action || Necromancy || Bard, Cleric, Druid
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 60ft || Duration: Instant || Components: V || Divine
|}
|}
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.
A creature of your choice that can hear you within Range regains a number of Hit Points equal to 1d4 + your Spellcasting Ability Modifier. This spell has no effect on Undead and Constructs.<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.
'''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.
 
<br><br>


=== Hellish Rebuke ===
{| class="wikitable"
{| class="wikitable"
|+ Hex (Warlock)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment
| Level: 1 || Casting Time: 1 Reaction (when you are Damaged by a creature within 60ft of you that you an see) || Evocation || Warlock
|-
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (the petrified eye of a newt)
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
You point your finger, and the creature that Damaged you is momentarily surrounded by hellish flames, it makes a Dexterity Saving Throw. On a failed Save it takes 2d10 Fire Damage, and it takes half as much Damage on a successful Save.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d10 for each Slot Level above 1st.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
<br><br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
 


=== Heroism ===
{| class="wikitable"
{| class="wikitable"
|+ Hideous Laughter (Bard, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Paladin
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (tiny tarts and a feather that is waved in the air)
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Divine
|}
|}
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.
A willing creature you touch is imbued with bravery. Until the Spell ends, the creature is Immune to being [[Conditions#Frightened|Frightened]] and gains a number of 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 given by this Spell.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional willing creature within Range for each Slot Level above 1st.
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.
<br><br>
 


=== Hex ===
{| class="wikitable"
{| class="wikitable"
|+ Ice Knife (Druid, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment || Maledictor, Shaman, Warlock
|-
|-
| Range: 60ft || Duration: 1 Hour || Components: SM (a drop of water or piece of ice)
| Range: 90ft || Duration: 1 Hour || Components: VSM (the petrified eye of a newt) || Arcane
|}
|}
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.
You place a curse on a creature that you can see within Range. Until the Spell ends, you deal an additional 1d6 Necrotic Damage to the target whenever you hit it with an Attack. Also, choose one Ability Score when you cast the Spell. The target has Disadvantage on Ability Checks made with the chosen Ability Score.<br>
:'''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.
If the target drops to 0 Hit Points before this Spell ends, you can use a Bonus Action on a subsequent turn to curse a new creature. A [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic cast on the target ends this Spell early.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Duration of the Spell increases to 8 Hours. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 24 Hours. When you cast this Spell using a Spell Slot of 6th Level or higher, you increase the Duration for each Slot Level above 5th.
<br><br>


=== Hideous Laughter ===
{| class="wikitable"
{| class="wikitable"
|+ Identify (Bard, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Wizard
|-
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (a pearl worth at least 100GP and an owl feather)
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (tiny tarts and a feather that is waved in the air) || Arcane
|}
|}
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.
A creature of your choice that you can see within Range makes a Wisdom Saving Throw. On a failed Save, a creature perceives everything as hilariously funny and falls into fits of laughter, falling [[Conditions#Prone|Prone]], becoming unable to stand up, and becoming [[Conditions#Incapacitated|Incapacitated]] until the Spell ends. A creature with an Intelligence Score of 4 or less is unaffected by the Spell.<br>
 
At the end of each of the target's turns and every time it takes Damage, it can repeat the Save, ending the effect on itself on a successful Save. If a repeated Save was caused by taking Damage, it has Advantage on that Save.<br>
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature within Range.
 
<br><br>


=== Hunter's Mark ===
{| class="wikitable"
{| class="wikitable"
|+ Illusory Script (Bard, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: 1 || Casting Time: 1 Bonus Action || Divination || Maledictor
|-
|-
| Range: 90ft || Duration: 10 Days || Components: VM (a lead-based ink worth at least 10GP which the spell consumes)
| Range: 90ft || Duration: 1 Hour (Concentration) || Components: V || Arcane
|}
|}
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
You choose a creature you can see within Range and mystically mark it as your quarry. Until the Spell ends, you deal an additional 1d6 Damage to the target whenever you hit it with an Attack. You also have Advantage on Wisdom (Perception) and (Survival) Checks you make to find the marked creature. If the target drops to 0 Hit Points before this Spell ends, you can use a Bonus Action on a subsequent turn to curse a new creature.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Duration of the Spell increases to 8 Hours. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 24 Hours. When you cast this Spell using a Spell Slot of 6th Level or higher, you increase the Duration for each Slot Level above 5th.
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>
 


=== Ice Knife ===
{| class="wikitable"
{| class="wikitable"
|+ Inflict Wounds (Cleric)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VS
| Range: 60ft || Duration: 1 Hour || Components: SM (a drop of water or piece of ice) || Arcane, Primal
|}
|}
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
You create a shard of ice and fling it at one creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Piercing Damage, and the shard then explodes forcing the target and all creatures within 5ft of the target to make a Dexterity Saving Throw. On a failed Save, a creature takes 2d6 Cold Damage.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Piercing Damage increases by 1d10 and the Cold Damage increases by 1d6 for each Slot Level above 1st.
 
<br><br>


=== Identify ===
{| class="wikitable"
{| class="wikitable"
|+ Jump (Druid, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Maledictor, Shaman, Wizard
|-
|-
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper's hind leg)
| Range: Touch || Duration: Instant || Components: VSM (a pearl worth at least 100GP and an owl feather) || Arcane
|}
|}
You touch a creature. The creature's jump distance is tripled until the spell ends.
You choose one object that you must touch during 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.<br>
 
If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature or object which you must also be touching for during the casting of the Spell for each Slot Level above 1st.
<br><br>


=== Illusory Script ===
{| class="wikitable"
{| class="wikitable"
|+ Longstrider (Bard, Druid, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Bard, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of dirt)
| Range: 90ft || Duration: 10 Days || Components: VM (a lead-based ink worth at least 10GP which the Spell consumes) || Arcane
|}
|}
You touch a creature. The target's speed increases by 10 feet until the spell ends.
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the Duration.<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.
To you and any creatures you choose 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. If the Spell is dispelled, the original script and the illusion both disappear. A creature with Truesight can read the hidden message.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Days for each Slot Level above 1st.
<br><br>


=== Inflict Wounds ===
{| class="wikitable"
{| class="wikitable"
|+ Mage Armor (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Necromancy || Cleric
|-
|-
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather)
| Range: Touch || Duration: Instant || Components: VS || Divine
|}
|}
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Make a Melee Spell Attack against a creature of your choice within Reach. On a hit, the target takes 3d10 Necrotic Damage.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d10 for each Slot Level above 1st.
<br><br>


=== Jump ===
{| class="wikitable"
{| class="wikitable"
|+ Magic Missile (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Maledictor, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: Instant || Components: VS
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper's hind leg) || Arcane
|}
|}
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
You touch a creature. The creature's Jump distance is tripled until the Spell ends.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
 
<br><br>


=== Longstrider ===
{| class="wikitable"
{| class="wikitable"
|+ Magnify Gravity (Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Bard, Druid, Maledictor, Wizard
|-
|-
| Range: 60ft || Duration: 1 Round || Components: VS
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of dirt) || Arcane
|}
|}
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
You touch a creature. The target's Speed increases by 10ft until the Spell ends.<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.
Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
<br><br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
 


=== Mage Armor ===
{| class="wikitable"
{| class="wikitable"
|+ Protection From Evil and Good (Cleric, Paladin, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Bonus Action (Ritual) || Abjuration || Artificer, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes)
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather) || Arcane
|}
|}
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
You touch a willing creature, causing a protective magical force surrounds it until the Spell ends. The target's base AC becomes 13 + its Dexterity Modifier. The Spell ends if you dismiss the it as a Free Action.
 
<br><br>
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
 


=== Magic Missile ===
{| class="wikitable"
{| class="wikitable"
|+ Purify Food and Drink (Cleric, Druid, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard
|-
|-
| Range: 10ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
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.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within Range. Roll 1d4 + 1, each dart deals that much Damage to its target. The darts can be directed at one target or several.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart for each Slot Level above 1st.
<br><br>


=== Magnify Gravity ===
{| class="wikitable"
{| class="wikitable"
|+ Ray of Sickness (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: 1 Round || Components: VS || Arcane
|}
|}
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Force Damage and is [[Conditions#Slowed|Slowed]], or half as much Damage on a successful Save and is not [[Conditions#Slowed|Slowed]].<br>
:'''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.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
=== S-Z ===
<br><br>
 


=== Protection From Evil and Good ===
{| class="wikitable"
{| class="wikitable"
|+ Sanctuary (Cleric)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Abjuration || Cleric, Paladin, Shaman, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute || Components: VSM (a small silver mirror)
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM ([[Adventuring Gear#Holy Water|Holy Water]] or powdered silver and iron worth at least 25GP, which the Spell consumes) || Arcane, Divine
|}
|}
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
Until the Spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Elementals, Highlings, and Undead.<br>
 
The protection grants several benefits. Creatures of those types have Disadvantage on Attack Rolls against the target. The target also can't be [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], or Possessed by them. If the target is already [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], or Possessed by such a creature, the target has Advantage on any Saving Throw against the effect.<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.
<br><br>


=== Purify Food and Drink ===
{| class="wikitable"
{| class="wikitable"
|+ Searing Smite (Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation || Artificer, Cleric, Druid, Paladin, Shaman
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: 10ft || Duration: Instant || Components: VS || Divine, Primal
|}
|}
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
All non-magical food and drink within a 5ft Radius Sphere centered on a point of your choice within Range is purified and rendered free of Poison and Disease.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the Sphere increases by 5ft for each Slot Level above 1st.
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
<br><br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
 


=== Ray of Sickness ===
{| class="wikitable"
{| class="wikitable"
|+ Shield (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (when you are hit by an attack or targeted by the Magic Missile or the Arcane Ammunition spell) || Abjuration
| Level: 1 || Casting Time: 1 Action || Necromancy || Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Primal
|}
|}
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile or Arcane Ammunition.
A ray of sickening greenish energy lashes out toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 Poison Damage and it makes a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Poisoned|Poisoned]] until the end of your next turn.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
<br><br>


=== Sanctuary ===
{| class="wikitable"
{| class="wikitable"
|+ Shield of Faith (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration || Artificer, Cleric, Shaman
|-
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small parchment with a bit of holy text written on it)
| Range: 30ft || Duration: 1 Minute || Components: VSM (a small silver mirror) || Divine, Primal
|}
|}
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
You ward a creature of your choice within Range against Attack. Until the Spell ends, any creature that targets the warded creature with an Attack or a non-area harmful Spell first makes a Wisdom Saving Throw. On a failed Save, the creature must choose a new target or lose that Attack or Spell.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target an additional creature within Range for every two Slot Levels above 1st.
<br><br>


=== Searing Smite ===
{| class="wikitable"
{| class="wikitable"
|+ Silent Image (Bard, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Paladin
|-
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece)
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
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.
The next time you hit a creature with a Melee Weapon Attack during the Spell's Duration, your Weapon flares with white-hot intensity, and the Attack deals an additional 1d6 Fire Damage to the target, and causes the target to ignite in flames. At the start of each of the targets turns until the Spell ends, it makes a Constitution Saving Throw. On a failed Save, it takes 1d6 Fire Damage. On a successful Save, the Spell ends. If the target or a creature within Reach of the target can use its Action to put out the flames, or if some other effect douses the flames, such as being submerged in water, the Spell ends.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the additional Damage dealt by the Attack increases by 1d6 for each Slot Level above 1st.
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.
<br><br>
 
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
 


=== Shield ===
{| class="wikitable"
{| class="wikitable"
|+ Silvery Barbs (Bard, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (when a creature within range succeeds on an attack roll, ability check, or saving throw) || Enchantment
| Level: 1 || Casting Time: 1 Reaction (when you are hit by an Attack or targeted by the [[Level 1#Magic Missile|Magic Missile]] or the [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spell) || Abjuration || Artificer, Maledictor, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: V
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane
|}
|}
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.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack, and you take no Damage from the [[Level 1#Magic Missile|Magic Missile]] and [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spells.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you increase the AC bonus by 1d4 for every two Slot Levels above 1st.
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.
<br><br>
 


=== Shield of Faith ===
{| class="wikitable"
{| class="wikitable"
|+ Sleep (Bard, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration || Cleric, Paladin
|-
|-
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket)
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small parchment with a bit of holy text written on it) || Divine
|}
|}
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).<br>
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the Duration.<br>
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 3rd Level or higher, the bonus to AC increases by 1 for every two Slot Levels above 1st.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
<br><br>
 


=== Silent Image ===
{| class="wikitable"
{| class="wikitable"
|+ Snare (Druid, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Abjuration
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 8 Hours|| Components: VSM (25 feet of rope which the spell consumes)
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece) || Arcane
|}
|}
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.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15ft Cube. The image appears at a point of your choice within Range and lasts for the Duration. The image is only visual; it isn't accompanied by sound, smell, or other sensory effects.<br>
 
You can use your Action to cause the image to move to any point of your choice within Range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.<br>
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its Action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the creature can see through the image.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can create an additional illusion for each Slot Level above 1st. Whenever you use an Action to move an illusion, you can move all of them.
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.
<br><br>
 
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.
 


=== Sleep ===
{| class="wikitable"
{| class="wikitable"
|+ Speak With Animals (Bard, Druid)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
| Level: 1 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes || Components: VS
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) || Arcane
|}
|}
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.
This Spell sends creatures into a magical slumber in a 20ft Radius Sphere centered on a point you choice within Range. Roll 5d8, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.
 
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creature falls [[Conditions#Unconscious|Unconscious]] until he Spell ends, it takes Damage, or another creature uses an Action to shake or slap it awake. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 2d8 for each Slot Level above 1st.
<br><br>


=== Snare ===
{| class="wikitable"
{| class="wikitable"
|+ Sudden Spark (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (When you hit with or are hit by a melee weapon attack) || Evocation
| Level: 1 || Casting Time: 1 Minute || Abjuration || Artificer, Druid, Shaman, Wizard
|-
|-
| Range: Self || Duration: Instant || Components: V
| Range: Touch || Duration: 8 Hours|| Components: VSM (25ft of rope which the Spell consumes) || Primal
|}
|}
You electrify the attacker's weapon as it strikes its target. The spell deals a creature 2d6 lightning damage on a failed Constitution saving throw, or half as much damage on a successful save. If the attack was a critical hit, the damage increases by 1d6. The spell's target is determined by who made the triggering attack.<br>
As you cast this Spell, you use the rope to create a 5ft Radius Circle on the ground or the floor. When you finish the casting, the rope disappears and the circle becomes a magic trap.<br>
'''Defensive.''' If you were hit by the triggering attack, the attacker makes the Saving Throw, with disadvantage if it used a metal weapon to make the attack, on a failed Save, it also drops the weapon used in the attack.<br>
This trap is nearly invisible, requiring a successful Intelligence (Investigation) Check against your Spell Save DC to be discerned.<br>
'''Offensive.''' If you made the triggering attack, the target of your attack makes the Saving Throw, with disadvantage if it is wearing armor made of metal, on a failed Save, it also can't take reactions until the start of your next turn.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the Spell's area, that creature makes a Dexterity Saving Throw. On a failed Save, the target is magically hoisted into the air, leaving it hanging upside down 3ft above the ground or floor. The creature is [[Conditions#Restrained|Restrained]] there until the Spell ends.<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.
A creature [[Conditions#Restrained|Restrained]] in this way can make a Dexterity Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. 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 successful Check, the [[Conditions#Restrained|Restrained]] effect ends. After the trap is triggered, the Spell ends when no creature is Restrained by it.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of the Circle increases by 5ft and the Duration of the Spell increases by 8 hours for each Slot Level above 1st.
<br><br>


=== Speak with Animals ===
{| class="wikitable"
{| class="wikitable"
|+ Thunderous Smite (Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination || Bard, Druid, Shaman
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 10 Minutes || Components: VS || Primal
|}
|}
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
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 DM discretion.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level, the Duration increases to 1 hour. When you cast this Spell using a Spell Slot fo 3rd Level or higher, the Duration increases by 1 hour for each Slot Level above 2nd.
<br><br>


=== Sudden Spark ===
{| class="wikitable"
{| class="wikitable"
|+ Thunderwave (Bard, Druid, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Reaction (when you hit on a Melee Weapon Attack or are hit by a Melee Weapon Attack) || Evocation || Artificer, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: 15ft Cube || Duration: Instant || Components: VS
| Range: Self || Duration: Instant || Components: V || Arcane
|}
|}
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.
You electrify the Attacker's Weapon as it strikes it target. The effect of this Spell is determined based on whether you were hit with the triggering Attack (Defensive), or if you hit a creature with the triggering Attack (Offensive).
 
*'''Defensive.''' The creature that hit you with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if the Attack was made with a metal Weapon, and on a failed Save the target also drops the Weapon.
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.
*'''Offensive.''' The creature that you hit with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if it is wearing metal Armor, and on a failed Save, it can't take Reactions until the start of your next turn.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
 
<br><br>


=== Thunderous Smite ===
{| class="wikitable"
{| class="wikitable"
|+ Unseen Servant (Bard, Druid, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Maledictor, Paladin
|-
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood)
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
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.
The next time you hit a creature with a Melee Weapon Attack during the Spell's Duration, your Weapon rings with thunder and is audible out to a Range of 300ft, and the Attack deals an additional 2d6 Thunder Damage to the target. Additionally, the target makes a Strength Saving Throw. On a failed Save, it is pushed 10ft away from you and is knocked [[Conditions#Prone|Prone]].<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 2d6 Thunder Damage on a hit for each Slot Level above 1st.
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.
<br><br>
 
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
 


=== Thunderwave ===
{| class="wikitable"
{| class="wikitable"
|+ Witch Bolt (Bard, Druid, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning)
| Range: 15ft Still Emanation || Duration: Instant || 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.
A wave of thunderous force sweeps out from you. Each creature in the area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Thunder Damage and is pushed 10ft away from you. On a successful Save, a creature takes half as much Damage and isn't pushed.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
In addition, unsecured objects in the area are pushed 10ft away from you. The Spell also emits a thunderous boom, audible out to a Range of 300ft.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
<br><br>


=== Unseen Servant ===
{| class="wikitable"
{| class="wikitable"
|+ Wrathful Smite (Paladin)
|+  
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration || Artificer, Bard, Druid, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood) || Arcane
|}
|}
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
This Spell creates an [[Conditions#Invisible|Invisible]], mindless, shapeless, Medium force that performs simple tasks at your command until the Spell ends. The servant springs into existence in an unoccupied space on the ground within Range. It has AC 10, 1 Hit Point, a Strength of 2, and it can't Attack. If it drops to 0 Hit Points, the Spell ends.<br>
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.<br>
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional servant for each Slot Level above 1st.
<br><br>


=== Uncommon Spells ===
=== Warp Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Create Homestone
|+  
|-
|-
| Level: 1 || Casting Time: 1 Minute || Transmutation
| Level: 1 || Casting Time: 1 Action || Conjuration || Bard, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VSM (a gem or jewel worth at least 50GP)
| Range: 60ft || Duration: Instant || Components: VM (a Melee Weapon) || Arcane
|}
|}
You touch a the gem or jewel in the material components for the spell for one minute. After the casting, the gem or jewel becomes an untethered Homestone.
You brandish the Weapon as the Spell's Material Component then slash with it, warping space. Choose one creature you can see within 60ft of you. Make a Melee Weapon Attack against the target using the Weapon used as the Spell's Material Component. On a hit, the Attack deals an additional 2d6 Force Damage to the target.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 and the Range increases by 10ft for each Slot Level above 1st.
<br><br>


=== Witch Bolt ===
{| class="wikitable"
{| class="wikitable"
|+ Ensnaring Strike
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning) || Primal
|}
|}
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.  
A beam of crackling, blue energy lances out toward a creature within Range, forming a sustained arc of lightning between you and the target. Make a Ranged Spell Attack against that creature. If you miss, the Spell ends. On a hit, the target takes 2d12 Lightning Damage, and its Speed is reduced to 0 and cannot be increased until the Spell ends. For the Duration of the Spell, you can use your Action to deal 2d12 Lightning Damage to the target. If you use your Action to do anything but deal this Damage, if the target is ever more than 30ft away from you, or if the target has Total Cover from you, the Spell ends.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the initial Damage increases by 2d12 for each Slot Level above 1st.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.  
<br><br>
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
 


=== Wrathful Smite ===
{| class="wikitable"
{| class="wikitable"
|+ Hail of Thorns
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Paladin
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
The next time you hit a creature with a Melee Weapon Attack during the Spell's Duration, your Weapon glows purple, and the Attack deals an additional 1d6 Psychic Damage to the target. The target makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the Spell ends. As an Action, the target can repeat the Save, ending the effect on a successful Save.<br>
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Attack deals an additional 1d6 Psychic Damage for each Slot Level above 1st.
 
<br><br>


=== Zephyr Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Hunter's Mark
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Divination
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Paladin
|-
|-
| Range: 90ft || Duration: 1 Hour (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Arcane
|}
|}
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
You move like the wind. Until the Spell ends, you don't provoke Opportunity Attacks. Once before the Spell ends, you can give yourself Advantage on a Weapon Attack you make. This Attack deals an additional 1d8 Force Damage on a hit, and your Speed increases by 30ft after the Attack.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d8 Force Damage with the Attack you give yourself Advantage on, and your Speed increases by 5ft during the Duration of the Spell for each Slot Level above 1st.
 
<br><br>


=== Zrib's Searing Coins ===
{| class="wikitable"
{| class="wikitable"
|+ Zephyr Strike
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Cleric, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: 60ft || Duration: Instant || Components: SM (up to 3 golden coins worth at least 1GP each, which the Spell consumes) || Arcane
|}
|}
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
You throw superheated gold coins at one creature within Range. Make a Ranged Spell Attack. On a hit, the target takes 1d10 Fire Damage for each golden coin used for the Material Components of the Spell.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can consume up to 2 more golden coins worth 1GP each for the Spell's Material Component for each Slot Level above 1st.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
<br><br>

Latest revision as of 15:17, 16 January 2023

Level 1 Spells

Absorb Elements

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

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

Alarm

Level: 1 Casting Time: 1 Minute (Ritual) Abjuration Artificer, Maledictor, Seeker, Wizard
Range: 30ft Duration: 8 Hours Components: VSM (a tiny bell and a piece of fine silver wire) Arcane

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within Range that is no larger than a 20ft Cube. Until the Spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the Spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 1 minute that is audible out to a Range of 60ft.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Spell increases by 30ft and you can choose an area that is 20ft larger for each Slot Level above 1st.

Animal Friendship

Level: 1 Casting Time: 1 Action Enchantement Bard, Druid, Shaman
Range: 30ft Duration: 24 Hours Components: VSM (a morsel of food) Primal

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 makes a Wisdom Saving Throw. On a failed Save, the target is Charmed by you for the Spell's Duration. The Spell ends early if you or one of your companions harms the target.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional Beast for each Slot Level above 1st.

Arcane Ammunition

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

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

Armor of Faethon

Level: 1 Casting Time: 1 Action Abjuration Maledictor, Warlock
Range: Self Duration: 1 Hour Components: VSM (a cup of water) Arcane

A protective magical force surrounds you, manifesting as a spectral frost that covers you all objects you're wearing or carrying. You gain 5 Temporary Hit Points for the Duration. If a creature hits you with a Melee Attack while you have these Temporary Hit Points, that creature takes 5 Acid Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, both the Temporary Hit Points and the Acid Damage increase by 5 for each Slot Level above 1st.

Arms of Brokhziqiel

Level: 1 Casting Time: 1 Action Conjuration Warlock
Range: 10ft Still Emanation Duration: Instant Components: VS Arcane

You invoke the power of the Aberrant Lord, Brokhziqiel. Tendrils of dark energy erupt from you. Each creature in the Emanation make a Strength Saving Throw. On a failed Save, a creature takes 2d6 Necrotic Damage and can't take Reactions until the end of your next turn.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.

Bane

Level: 1 Casting Time: 1 Action Enchantment Bard, Cleric
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a drop of blood) Divine

Up to three creatures of your choice that you can see within Range must make Charisma Saving Throws. On a failed Save, whenever the target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, it rolls a d4 and subtracts the result from the number rolled.
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.

Beast Bond

Level: 1 Casting Time: 1 Action Divination Druid, Shaman
Range: Touch Duration: 10 Minutes (Concentration) Components: VSM (a bit of fur wrapped in cloth) Primal

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 Attacks it makes a creature that you can see within 5ft of you.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional Beast and the Beasts gain Advantage on Attacks against creatures 5ft farther than you for every Slot Level above 1st.

Bless

Level: 1 Casting Time: 1 Action Enchantment Cleric, Paladin
Range: 30ft Duration: 10 Minutes (Concentration) Components: VSM (a sprinkling of holy water) Divine

You bless up to three creatures of your choice within Range. Whenever a target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, the target can roll a d4 and add the result to the roll.
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.

Blade Ward

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

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

Burning Hands

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

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

Catapult

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

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

Cause Fear

Level: 1 Casting Time: 1 Action Necromancy Maledictor, Warlock, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: V Arcane

You awaken the sense of mortality in one creature you can see within Range. You cannot target Constructs or Undead with this Spell. The target makes a Wisdom Saving Throw. On a failed Save the target becomes Frightened of you for the Duration of the Spell. The Frightened creature can repeat this Saving throw at the end of each of its turns, ending the effect on itself on a successful Save.
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.

Caustic Brew

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

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

Ceremony

Level: 1 Casting Time: 1 Hour (Ritual) Abjuration Cleric, Paladin
Range: Touch Duration: Instant Components: VSM (powdered silver worth 25GP which the Spell consumes) Divine

You preform a special religious ceremony that is infused with magic. When you cast this Spell, choose one of the following rites, the target of which must be within 10ft of you through the casting for the Spell. Several of these rites have role-play tied into them. Because of these, it is encouraged to use these in an appropriate scenario. Alternatively, you can work with your DM for a rite that is not listed but would be appropriate to the situation.

  • Atonement. You touch one willing creature whose alignment has changed. You make a DC20 Wisdom (Insight) Check. On a successful Check, you restore the original alignment of the creature.
  • Bless Water. You touch one vial of water. It becomes a vial of Holy Water.
  • Coming of Age. You touch one willing creature that has recently matured significantly. For the next 10 days, whenever the target makes an Ability Check, it rolls a d4 and adds the result to the Check.
  • Dedication. You touch one willing creature that wishes to be dedicated to your religion. For the next 10 days, whenever the target makes a Saving Throw, it rolls a d4 and adds the result to the Save.
  • Knighting. You touch one willing creature that desires to become a warrior of the divine. For the next 10 days, whenever the target makes an Attack Roll, it rolls a d4 and adds the result to the Attack.
  • Funeral Rite. You touch one corpse. For the next 10 days, the target cannot be raised as an Undead by any means short of the Wish Spell.
  • Wedding. You touch two willing adult creatures that wish to be bonded together by marriage. For the next 10 days, each creature gains a +2 bonus to its AC while it is within 30ft of the other creature.

At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can perform the chosen rite an additional time with a different target for each Slot Level above 1st.

Chaos Bolt

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

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

Charm Person

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

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

Chromatic Orb

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

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

Cloak of Secrets

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

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

Color Spray

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

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

Command

Level: 1 Casting Time: 1 Action Enchantment Bard, Cleric, Maledictor, Paladin
Range: 60ft Duration: 1 Round Components: V Divine

You speak a one-word command to a creature that you can see within Range that can understand you, that creature makes a Wisdom Saving Throw. On a failed Save, the target follows the command to the best of its abilities until the end of its next turn. The command given cannot cause direct harm to the target of the Spell.
Some common commands and their effects are described below, but you can, and are encouraged to create some of your own. If you give a command not listed below, the DM determines how the target behaves. If the target cannot follow your command, the Spell ends.

  • Approach. The target attempts to get as close to you as possible.
  • Drop. The target uses its Action to drop all objects it is holding and does nothing else.
  • Flee. The target attempt to get as far away from you as possible.
  • Grovel. The target falls Prone and does nothing else.
  • Halt. The target does nothing except remain in its current position.
  • Silence. The target does not speak and attempts to make as little noise as possible otherwise.
  • Speak. The target speaks as much as possible and makes as much noise as it possibly can.

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. All targets of the Spell follow the same one word command.

Compelled Duel

Level: 1 Casting Time: 1 Bonus Action Enchantment Maledictor, Paladin
Range: 30ft Duration: 1 Minute (Concentration) Components: V Divine

You attempt to compel a creature into a duel. One creature that you can see within Range makes a Wisdom Saving Throw. On a failed Save, the target is drawn to you, compelled by your divine demand. For the Duration, the target has Disadvantage on Attacks made against creatures other than you. If the target attempts to move to a space that is more than 30ft away from you and farther away from you than its current space, it makes a Wisdom Saving Throw. On a failed Save, the creature is unable to move farther away from you until the start of its next turn.
This Spell ends early if you Attack any creature other than a target of the Spell, if you cast a Spell that targets a non-willing creature other than a target of the Spell, if a creature friendly to you deals Damage to a target, or if you end your turn more than 30ft away from a target.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.

Comprehend Langauges

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

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

Create or Destroy Water

Level: 1 Casting Time: 1 Action Transmutation Artificer, Cleric, Druid, Shaman
Range: 30ft Duration: Instant Components: VSM (a drop of water if creating water or a few grains of sand if destroying it) Primal

You either create or destroy water:

  • 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 30ft Cube within Range, extinguishing exposed flames in the area.
  • Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30ft Cube within Range.

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 5ft, for each Slot Level above 1st.

Cure Wounds

Level: 1 Casting Time: 1 Action Necromancy Artificer, Bard, Cleric, Druid, Paladin, Shaman
Range: Touch Duration: Instant Components: VS Divine, Primal

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 Hit Points regained increases by 1d8 for each Slot Level above 1st.

Darting Duplicate

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

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

Detect Evil and Good

Level: 1 Casting Time: 1 Minute (Ritual) Divination Cleric, Paladin
Range: 30ft Moving Emanation Duration: 10 Minutes (Concentration) Components: VS Divine

For the Duration, you know if there is an Aberration, Elemental, Highling, or Undead, or an object that has been magically consecrated or desecrated within the Emanation.
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.

Detect Magic

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

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

Detect Poison

Level: 1 Casting Time: 1 Action (Ritual) Divination Cleric, Druid, Paladin, Shaman
Range: 30ft Moving Emanation Duration: 10 Minutes (Concentration) Components: VSM (a yea leaf) Divine, Primal

For the Duration, you sense the presence and locations of poisons, poisonous creatures, and diseases within the Emanation. You also identify the kind of poison, poisonous creature, or disease.
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.

Disguise Self

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

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

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

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

Dissonant Whispers

Level: 1 Casting Time: 1 Action (Ritual) Enchantment Bard
Range: 60ft Duration: Instant Components: V Arcane

You whisper a discordant melody that only one creature of your choice within Range can hear, wracking it with terrible pain, causing it to make a Wisdom Saving Throw. On a failed Save, the target takes 3d6 Psychic Damage and uses its Reaction to move as far away from you as possible while remaining safe. On a successful save, the target takes half as much Damage and doesn’t move away. A Deafened creature automatically succeeds on the Saving Throw.
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.

Distort Value

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

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

Divine Favor

Level: 1 Casting Time: 1 Bonus Action Evocation Cleric, Paladin
Range: Self Duration: 1 Minute (Concentration) Components: VS Divine

Your prayer empowers you with divine radiance. Until the Spell ends, your Weapon Attacks deal an additional 1d4 Radiant Damage on a hit.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the additional Radiant Damage dealt increases by 1d4 for every two Slot Levels above 1st.

Earth Tremor

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

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

Ensnaring Strike

Level: 1 Casting Time: 1 Bonus Action Conjuration Shaman
Range: Self Duration: 1 Minute (Concentration) Components: V Primal

The next time you hit a creature with a Weapon Attack before the Spell ends, a writhing mass of thorny vines appears at the point of impact, forcing the target to make a Strength Saving Throw. On a failed Save, the target is Restrained by magical vines until the Spell ends. a Large or larger creature has Advantage on this Saving Throw.
While Restrained in this way, the target takes 1d6 Piercing Damage at the start of each of its turns. A creature Restrained in this way or a creature that can reach a creature Restrained in this way can use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Check, the Spell ends.
At Higher Levels. If you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.

Entangle

Level: 1 Casting Time: 1 Action Conjuration Druid, Shaman
Range: 90ft Duration: 1 Minute (Concentration) Components: VS Primal

Grasping weeds and vines sprout from the ground in a 20ft Square centered 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 makes a Strength Saving Throw. On a failed Save, the creature is Restrained until the Spell ends. While Restrained in this way, a creature can use its Action to make a Strength Check against your Spell Save DC. On a successful Check, the creature frees itself. When the Spell ends, the conjured plants wilt away.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the size of the Square created increases by 10ft and and Duration of the Spell increases by 1 minute for each Slot Level above 1st.

Expeditious Retreat

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

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

Faerie Fire

Level: 1 Casting Time: 1 Bonus Action Evocation Artificer, Bard, Druid, Maledictor, Shaman
Range: 60ft Duration: 1 Minute (Concentration) Components: V Primal

Choose a point you can see within Range. All objects in a 20ft Cube centered on the point are outlined in some vibrant color of light of your choice. All creatures in the area of the Spell also make a Dexterity Saving Throw. On a failed Save, a creature is also outlined in that light. For the Duration, creatures and objects outlined in the light emit Dim Light out to a Range of 10ft.
Any Attack made against a creature or object outlined in the light has Advantage if the Attacker can see the creature or object. All creatures or objects coated in this light do not gain the benefits of being Invisible
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of Cube created by the Spell increases by 10ft for each Slot Level above 1st.

False Life

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

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

Feather Fall

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

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

Find Familiar

Level: 1 Casting Time: 1 Hour (Ritual) Conjuration Shaman, Wizard
Range: 10ft Duration: Instant Components: VSM (10GP worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Arcane

You gain the service of a Familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within Range, the familiar has the statistics of the chosen form, though it is a Fey or Highling (your choice) instead of a Beast.
Your Familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own Initiative and acts on its own turn. A Familiar can't attack, but it can take other Actions as normal.
When the Familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this Spell again. As an Action, you can temporarily dismiss the Familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an Action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30ft of you. Whenever the Familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your Familiar is within 100ft of you, you can communicate with it telepathically. Additionally, as an Action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are Deaf and Blind with regard to your own senses.
You can't have more than one Familiar at a time. If you cast this Spell while you already have a Familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your Familiar transforms into the chosen creature.
Finally, you can cast your Spells from your Familiar's space if it is within 100ft of you and it uses its Reaction to do so.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Familiar you summon increases its Speed by 10ft, the Range which you can communicate with it telepathically, see through its senses, and cast Spells from its space increases by 50ft, and it has 10 additional Maximum Hit Points for each Slot Level above 1st.

Flash

Level: 1 Casting Time: 1 Action Evocation Cleric, Paladin
Range: 5ft Duration: 1 Round Components: VSM (a bit of phosphorus) Divine

You burst with blinding light that shines briefly from your skin before fading away. Each other creature within Range makes a Constitution Saving Throw. On a failed Save, a creature is Blinded until the end of your next turn, and any Opportunity Attacks it makes against you this turn automatically miss.
Until the end of your next turn, you shed Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.
At Higher Levels. When you cast this Spell using a Spell Slot of of 2nd Level or higher, the Range of this Spell increases by 5ft for each Slot Level above 1st.

Floating Disk

Level: 1 Casting Time: 1 Action (Ritual) Conjuration Wizard
Range: 30ft Duration: 1 Hour Components: VSM (a drop of mercury) Arcane

This Spell creates a circular, horizontal plane of force, 3ft in diameter and 1 inch thick, that floats 3ft above the ground in an unoccupied space of your choice that you can see within Range. The disk remains for the Duration, and can hold up to 500lbs. If more weight is placed on it, the Spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20ft of it. If you move more than 20ft away from it, the disk follows you so that it remains within 20ft of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10ft or more.
If you move more than 100ft from the disk, the Spell ends.
At Higher Levels. when you cast this Spell at 2nd Level or higher, the disk can lift 250lbs more for each Slot Level above 1st.

Fog Cloud

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

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

Frost Fingers

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

Freezing cold blasts from your fingertips. Every creatures in the area makes a Constitution Saving Throw. On a failed Save, a creatures takes 2d8 Cold Damage, or half as much Damage on a successful Save. The cold freezes non-magical liquids in the area that aren’t being worn or carried.
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.

Gift of Alacrity

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

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

Glowing Coin

Level: 1 Casting Time: 1 Minute Enchantment Artificer, Bard, Maledictor, Wizard
Range: 60ft Duration: 1 Minute Components: VSM (1GP, which the Spell consumes) Arcane

When you cast the Spell, you hurl the coin used for the Spell's Material Component to point of your choice within Range. For the Duration of the Spell, the coin emits Bright Light out to a Range of 30ft and Dim Light an additional 30ft. Each creature of your choice in the Bright Light created by the coin makes a Wisdom Saving Throw. On a failed Save, a creature has Disadvantage on Wisdom (Perception) Checks and Initiative Rolls for the Duration.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the coin emits Bright Light and Dim Light an additional 15ft for each Slot Level above 1st.

Goodberry

Level: 1 Casting Time: 1 Minute Conjuration Druid
Range: Touch Duration: Instant Components: VS Primal

Up to 10 berries appear in your hand and are infused with magic. A creature can use its Action to eat a number of berries equal to its Proficiency Bonus. Eating a berry restores 1 Hit Point, and the berry the remaining nourishment to sustain the creature for that day.
The berries lose all magic if they have not been consumed within 24 hours of the casting of this Spell.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or Higher, you summon an additional 5 berries for each Slot Level above 1st.

Grease

Level: 1 Casting Time: 1 Action Conjuration Artificer, Wizard
Range: 60ft Duration: 1 Minute Components: VSM (a bit of pork rind or butter)

Slick grease covers the ground in a 10ft Square centered on a point within Range, causing the area to become Difficult Terrain for the Duration.
Any creature standing in the area when the Spell is cast, that enters the area for the first time on a turn, or ends its turn there makes a Dexterity Saving Throw. On a failed Save, a creature falls Prone.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional 10ft Square at a different point of your choice within Range for each Slot Level above 1st.

Guiding Bolt

Level: 1 Casting Time: 1 Action Evocation Cleric, Shaman
Range: 120ft Duration: 1 Round Components: VS Divine

A flash of light streaks toward a creature of your choice within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 4d6 Radiant Damage, and the target is bathed in mystical glimmering light. The next Attack made against the target before the end of your next turn has Advantage.
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.

Hail of Thorns (Shaman)
Level: 1 Casting Time: 1 Bonus Action Conjuration
Range: Self Duration: 1 Minute (Concentration) Components: V

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Halo of Glory

Level: 1 Casting Time: 1 Action Abjuration Cleric, Paladin
Range: Touch Duration: 10 Minutes Components: VS Divine

A glowing halo of light appears above the head of a creature you touch and lasts for the Spell's Duration. The halo sheds Bright Light out to a Range of 10ft and Dim Light an additional 10ft. It also follows the target as it moves and bathes the target in an impression of heavenly glory, causing it to add a d4 to its Strength or Charisma (Intimidation) and Charisma (Persuasion) Checks.
If a creature hits the target with an Attack before the Spell ends, the halo shoots a ray of light at the Attacker if it is within 60ft of the target, which makes a Dexterity Saving Throw. On a failed Save, the Attacker takes 2d6 Radiant Damage. After shooting one ray, the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the number of rays the halo can shoot before the Spell ends increases by 1 for each Slot Level above 1st.

Healing Word

Level: 1 Casting Time: 1 Bonus Action Necromancy Bard, Cleric, Druid
Range: 60ft Duration: Instant Components: V Divine

A creature of your choice that can hear you within Range regains a number of Hit Points equal to 1d4 + your Spellcasting Ability Modifier. This spell has no effect on Undead and 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.

Hellish Rebuke

Level: 1 Casting Time: 1 Reaction (when you are Damaged by a creature within 60ft of you that you an see) Evocation Warlock
Range: 60ft Duration: Instant Components: VS Arcane

You point your finger, and the creature that Damaged you is momentarily surrounded by hellish flames, it makes a Dexterity Saving Throw. On a failed Save it takes 2d10 Fire Damage, and it takes half as much Damage on a successful Save.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d10 for each Slot Level above 1st.

Heroism

Level: 1 Casting Time: 1 Action Enchantment Bard, Paladin
Range: Touch Duration: 1 Minute (Concentration) Components: VS Divine

A willing creature you touch is imbued with bravery. Until the Spell ends, the creature is Immune to being Frightened and gains a number of 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 given by this Spell.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional willing creature within Range for each Slot Level above 1st.

Hex

Level: 1 Casting Time: 1 Bonus Action Enchantment Maledictor, Shaman, Warlock
Range: 90ft Duration: 1 Hour Components: VSM (the petrified eye of a newt) Arcane

You place a curse on a creature that you can see within Range. Until the Spell ends, you deal an additional 1d6 Necrotic Damage to the target whenever you hit it with an Attack. Also, choose one Ability Score when you cast the Spell. The target has Disadvantage on Ability Checks made with the chosen Ability Score.
If the target drops to 0 Hit Points before this Spell ends, you can use a Bonus Action on a subsequent turn to curse a new creature. A Remove Curse Spell or similar magic cast on the target ends this Spell early.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Duration of the Spell increases to 8 Hours. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 24 Hours. When you cast this Spell using a Spell Slot of 6th Level or higher, you increase the Duration for each Slot Level above 5th.

Hideous Laughter

Level: 1 Casting Time: 1 Action Enchantment Bard, Wizard
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (tiny tarts and a feather that is waved in the air) Arcane

A creature of your choice that you can see within Range makes a Wisdom Saving Throw. On a failed Save, a creature perceives everything as hilariously funny and falls into fits of laughter, falling Prone, becoming unable to stand up, and becoming Incapacitated until the Spell ends. A creature with an Intelligence Score of 4 or less is unaffected by the Spell.
At the end of each of the target's turns and every time it takes Damage, it can repeat the Save, ending the effect on itself on a successful Save. If a repeated Save was caused by taking Damage, it has Advantage on that Save.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature within Range.

Hunter's Mark

Level: 1 Casting Time: 1 Bonus Action Divination Maledictor
Range: 90ft Duration: 1 Hour (Concentration) Components: V Arcane

You choose a creature you can see within Range and mystically mark it as your quarry. Until the Spell ends, you deal an additional 1d6 Damage to the target whenever you hit it with an Attack. You also have Advantage on Wisdom (Perception) and (Survival) Checks you make to find the marked creature. If the target drops to 0 Hit Points before this Spell ends, you can use a Bonus Action on a subsequent turn to curse a new creature.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Duration of the Spell increases to 8 Hours. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 24 Hours. When you cast this Spell using a Spell Slot of 6th Level or higher, you increase the Duration for each Slot Level above 5th.

Ice Knife

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

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

Identify

Level: 1 Casting Time: 1 Minute (Ritual) Divination Artificer, Bard, Maledictor, Shaman, Wizard
Range: Touch Duration: Instant Components: VSM (a pearl worth at least 100GP and an owl feather) Arcane

You choose one object that you must touch during 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.
If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature or object which you must also be touching for during the casting of the Spell for each Slot Level above 1st.

Illusory Script

Level: 1 Casting Time: 1 Minute (Ritual) Divination Bard, Warlock, Wizard
Range: 90ft Duration: 10 Days Components: VM (a lead-based ink worth at least 10GP which the Spell consumes) Arcane

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the Duration.
To you and any creatures you choose 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. If the Spell is dispelled, the original script and the illusion both disappear. A creature with Truesight can read the hidden message.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Days for each Slot Level above 1st.

Inflict Wounds

Level: 1 Casting Time: 1 Action Necromancy Cleric
Range: Touch Duration: Instant Components: VS Divine

Make a Melee Spell Attack against a creature of your choice within Reach. On a hit, the target takes 3d10 Necrotic Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d10 for each Slot Level above 1st.

Jump

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

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

Longstrider

Level: 1 Casting Time: 1 Bonus Action Transmutation Artificer, Bard, Druid, Maledictor, Wizard
Range: Touch Duration: 1 Hour Components: VSM (a pinch of dirt) Arcane

You touch a creature. The target's Speed increases by 10ft until the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.

Mage Armor

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

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

Magic Missile

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

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

Magnify Gravity

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

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

Protection From Evil and Good

Level: 1 Casting Time: 1 Action Abjuration Cleric, Paladin, Shaman, Warlock, Wizard
Range: Touch Duration: 10 Minutes (Concentration) Components: VSM (Holy Water or powdered silver and iron worth at least 25GP, which the Spell consumes) Arcane, Divine

Until the Spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Elementals, Highlings, and Undead.
The protection grants several benefits. Creatures of those types have Disadvantage on Attack Rolls against the target. The target also can't be Charmed, Frightened, or Possessed by them. If the target is already Charmed, Frightened, or Possessed by such a creature, the target has Advantage on any Saving Throw against the effect.
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.

Purify Food and Drink

Level: 1 Casting Time: 1 Action (Ritual) Transmutation Artificer, Cleric, Druid, Paladin, Shaman
Range: 10ft Duration: Instant Components: VS Divine, Primal

All non-magical food and drink within a 5ft Radius Sphere centered on a point of your choice within Range is purified and rendered free of Poison and Disease.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the Sphere increases by 5ft for each Slot Level above 1st.

Ray of Sickness

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

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

Sanctuary

Level: 1 Casting Time: 1 Bonus Action Abjuration Artificer, Cleric, Shaman
Range: 30ft Duration: 1 Minute Components: VSM (a small silver mirror) Divine, Primal

You ward a creature of your choice within Range against Attack. Until the Spell ends, any creature that targets the warded creature with an Attack or a non-area harmful Spell first makes a Wisdom Saving Throw. On a failed Save, the creature must choose a new target or lose that Attack or Spell.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target an additional creature within Range for every two Slot Levels above 1st.

Searing Smite

Level: 1 Casting Time: 1 Bonus Action Evocation Paladin
Range: Self Duration: 1 Minute (Concentration) Components: V Divine

The next time you hit a creature with a Melee Weapon Attack during the Spell's Duration, your Weapon flares with white-hot intensity, and the Attack deals an additional 1d6 Fire Damage to the target, and causes the target to ignite in flames. At the start of each of the targets turns until the Spell ends, it makes a Constitution Saving Throw. On a failed Save, it takes 1d6 Fire Damage. On a successful Save, the Spell ends. If the target or a creature within Reach of the target can use its Action to put out the flames, or if some other effect douses the flames, such as being submerged in water, the Spell ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the additional Damage dealt by the Attack increases by 1d6 for each Slot Level above 1st.

Shield

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

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

Shield of Faith

Level: 1 Casting Time: 1 Bonus Action Abjuration Cleric, Paladin
Range: 60ft Duration: 10 Minutes (Concentration) Components: VSM (a small parchment with a bit of holy text written on it) Divine

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the Duration.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, the bonus to AC increases by 1 for every two Slot Levels above 1st.

Silent Image

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

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

Sleep

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

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

Snare

Level: 1 Casting Time: 1 Minute Abjuration Artificer, Druid, Shaman, Wizard
Range: Touch Duration: 8 Hours Components: VSM (25ft of rope which the Spell consumes) Primal

As you cast this Spell, you use the rope to create a 5ft Radius Circle on the ground or the floor. When you finish the 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 area, that creature makes a Dexterity Saving Throw. On a failed Save, the target is magically hoisted into the air, leaving it hanging upside down 3ft above the ground or floor. The creature is Restrained there until the Spell ends.
A creature Restrained in this way can make a Dexterity Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. 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 successful Check, the Restrained effect ends. After the trap is triggered, the Spell ends when no creature is Restrained by it.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of the Circle increases by 5ft and the Duration of the Spell increases by 8 hours for each Slot Level above 1st.

Speak with Animals

Level: 1 Casting Time: 1 Action (Ritual) Divination Bard, Druid, Shaman
Range: Self Duration: 10 Minutes Components: VS Primal

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 DM discretion.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level, the Duration increases to 1 hour. When you cast this Spell using a Spell Slot fo 3rd Level or higher, the Duration increases by 1 hour for each Slot Level above 2nd.

Sudden Spark

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

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

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

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

Thunderous Smite

Level: 1 Casting Time: 1 Bonus Action Evocation Maledictor, Paladin
Range: Self Duration: 1 Minute (Concentration) Components: V Divine

The next time you hit a creature with a Melee Weapon Attack during the Spell's Duration, your Weapon rings with thunder and is audible out to a Range of 300ft, and the Attack deals an additional 2d6 Thunder Damage to the target. Additionally, the target makes a Strength Saving Throw. On a failed Save, it is pushed 10ft away from you and is knocked Prone.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 2d6 Thunder Damage on a hit for each Slot Level above 1st.

Thunderwave

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

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

Unseen Servant

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

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

Warp Strike

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

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

Witch Bolt

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

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

Wrathful Smite

Level: 1 Casting Time: 1 Bonus Action Evocation Paladin
Range: Self Duration: 1 Minute (Concentration) Components: V Divine

The next time you hit a creature with a Melee Weapon Attack during the Spell's Duration, your Weapon glows purple, and the Attack deals an additional 1d6 Psychic Damage to the target. The target makes a Wisdom Saving Throw. On a failed Save, it is Frightened of you until the Spell ends. As an Action, the target can repeat the Save, ending the effect on a successful Save.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Attack deals an additional 1d6 Psychic Damage for each Slot Level above 1st.

Zephyr Strike

Level: 1 Casting Time: 1 Bonus Action Transmutation Artificer, Maledictor, Paladin
Range: Self Duration: 1 Minute (Concentration) Components: V Arcane

You move like the wind. Until the Spell ends, you don't provoke Opportunity Attacks. Once before the Spell ends, you can give yourself Advantage on a Weapon Attack you make. This Attack deals an additional 1d8 Force Damage on a hit, and your Speed increases by 30ft after the Attack.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d8 Force Damage with the Attack you give yourself Advantage on, and your Speed increases by 5ft during the Duration of the Spell for each Slot Level above 1st.

Zrib's Searing Coins

Level: 1 Casting Time: 1 Action Transmutation Artificer, Bard, Cleric, Warlock, Wizard
Range: 60ft Duration: Instant Components: SM (up to 3 golden coins worth at least 1GP each, which the Spell consumes) Arcane

You throw superheated gold coins at one creature within Range. Make a Ranged Spell Attack. On a hit, the target takes 1d10 Fire Damage for each golden coin used for the Material Components of the Spell.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can consume up to 2 more golden coins worth 1GP each for the Spell's Material Component for each Slot Level above 1st.