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= Druid Spells =
= Druid Spells =
== Cantrips ==
== Cantrips ==
=== Arachnophobia ===
{| class="wikitable"
{| class="wikitable"
|+ Control Flames
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Druid, Psion, Shaman, Warlock
|-
|-
| Range: 60ft || Duration: Instant || Components: S
| Range: 30ft || Duration: Instant || Components: VM (a live spider) || Arcane, Primal
|}
|}
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You plant a terrifying phantasm of arachnids in the mind of a creature you can see within Range, forcing it to make a Charisma Saving Throw. On a failed Save, the target becomes convinced that it is covered in skittering, biting spiders until the beginning of its next turn. It takes 1d4 Psychic Damage and can't take Reactions until the beginning of its next turn due to the distracting sensations.
*You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
*You instantaneously extinguish the flames within the cube.
<br><br>
*You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
*You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 


=== Control Flames ===
{| class="wikitable"
{| class="wikitable"
|+ Create Bonfire
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 60ft || Duration: Instant || Components: S || Primal
|}
|}
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw, taking 1d8 fire damage on a failed save.  
You choose nonmagical flame that you can see within Range and that fits within a 5ft Cube. You affect it in one of the following ways:
 
*You instantaneously expand the flame 5ft in one direction, provided that wood or other fuel is present in the new location.
A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.
*You instantaneously extinguish the flames within the Cube.
:The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
*You double or halve the area of Bright Light and Dim Light cast by the flame, change its color, or both. The change lasts for 1 hour.
 
*You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).
<br><br>


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


=== Dazzle ===
{| class="wikitable"
{| class="wikitable"
|+ Frostbite
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal
|}
|}
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.<br>
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).
 
<br><br>


=== Die, Insect! ===
{| class="wikitable"
{| class="wikitable"
|+ Guidance
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS
| Range: 30ft || Duration: 1 Turn (Concentration) || Components: V || Arcane
|}
|}
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within Range, that creature makes a Dexterity Saving Throw; you roll randomly to determine which enemy is affected. On a failed Save, the target takes 8 Fire Damage.<br>
 
The Spell's Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).
<br><br>


=== Druidcraft ===
{| class="wikitable"
{| class="wikitable"
|+ Gust of Wind
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Shaman
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
You seize the air and compel it to create one of the following effects at a point you can see within range:
Whispering to the spirits of nature, you create one of the following effects within range:
*(One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
*You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
*You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
*You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
*You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
*You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5ft Cube.
 
*You instantly light or snuff out a candle, a torch, or a small campfire.
*You create a scent similar to an animal's markings in a 5ft Cube within Range. This scent lasts for 24 hours.
*You create the sound of tweeting birds, creaking crickets, or similar repetitive sound in a 5ft Cube within Range. This sound lasts for 1 hour.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.
<br><br>


=== Frostbite ===
{| class="wikitable"
{| class="wikitable"
|+ Infestation
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (a living flea)
| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
You cause numbing frost to form on one creature that you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Cold Damage and has Disadvantage on the next Weapon Attack it makes before the end of its next turn.<br>
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


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


=== Gust ===
{| class="wikitable"
{| class="wikitable"
|+ Mending
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Minute || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VSM (two lodestones)
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
You seize the air and compel it to create one of the following effects at a point you can see within Range:
 
*One Medium or smaller creature that you choose must succeed on a Strength Saving Throw. On a failed Save the creature is pushed 5ft away from you.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
*You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5lbs. The object is pushed up to 10ft away from you, however it isn't pushed with enough force to deal Damage.
 
*You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
You can choose an additional effect when you reach 5th Level (2 effects), 11th Level (3 effects), and 17th Level (4 effects). You can choose an effect more than once, but the target of each effect must be different.
<br><br>


=== Infestation ===
{| class="wikitable"
{| class="wikitable"
|+ Mold Earth
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: S
| Range: 30ft || Duration: Instant || Components: VSM (a living flea) || Primal
|}
|}
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save the target takes 1d6 Poison Damage and is pushed 5ft in a direction of your choice.<br>
*If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
The Spell's Damage increases by 1d6 and the distance the target is pushed increases by 5ft when you reach 5th Level (2d6 and 10ft), 11th Level (3d6 and 15ft), and 17th Level (4d6 and 20ft).
*You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
<br><br>
*If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 


=== Jolt ===
{| class="wikitable"
{| class="wikitable"
|+ Poison Spray
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 10ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
A fraction of the storm's power can give life, or take it. Sparks fly from your fingertips, shocking a creature within Range. If the target is [[Conditions#Unconscious|Unconscious]], at 0 Hit Points, and making Death Saving Throws, it has Advantage on the next Death Saving Throw it makes, and the next Ability Check made to stabilize the target also is made at Advantage. If you target a creature that has at least 1 Hit Point or is [[Conditions#Unconscious|Unconscious]], at 0 Hit Points, and Stable, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d8 Lightning Damage.
:This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
 
<br><br>


=== Lightning Lure ===
{| class="wikitable"
{| class="wikitable"
|+ Prestidigitation
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Seeker, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 10ft || Duration: 1 Hour || Components: VS
| Range: 15ft || Duration: Instant || Components: V || Arcane, Primal
|}
|}
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage.
*You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
*You instantaneously light or snuff out a candle, a torch, or a small campfire.
<br><br>
*You instantaneously clean or soil an object no larger than 1 cubic foot.
*You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
*You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
*You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 


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


=== Mending ===
{| class="wikitable"
{| class="wikitable"
|+ Produce Flame
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Minute || Transmutation || Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes || Components: VS
| Range: Touch || Duration: Instant || Components: VSM (two lodestones) || Arcane
|}
|}
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.<br>
 
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.<br>
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.<br>
:This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
The Spell can repair a break or tear that's 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft)
 
<br><br>


=== Mold Earth ===
{| class="wikitable"
{| class="wikitable"
|+ Resistance
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Abjuration
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a miniature cloak)
| Range: 30ft || Duration: Instant || Components: S || Primal
|}
|}
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
You choose a portion of dirt or stone that you can see within range and that fits within a 5ft Cube. You manipulate it in one of the following ways:
 
*If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5ft away. This movement doesn't have enough force to deal Damage.
*You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
*If the dirt or stone you target is on the ground, you cause it to become Difficult Terrain. Alternatively, you can cause the ground to become Normal Terrain if it is already Difficult Terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have an additional effect active at a time with this Spell when you reach 5th Level (4 effects), 11th Level (5 effects) and 17th Level (6 effects).
<br><br>


=== Poison Spray ===
{| class="wikitable"
{| class="wikitable"
|+ Sapping Sting
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 10ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
You extend your hand toward a creature you can see within Range and project a puff of noxious gas from your palm, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d12 Poison Damage.<br>
:This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
 
<br><br>


=== Prestidigitation ===
{| class="wikitable"
{| class="wikitable"
|+ Shape Water
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 10ft || Duration: 1 Hour || Components: VS || Arcane
|}
|}
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
This Spell is a minor magical trick that novice Spellcasters use for practice. You create one of the following magical effects within Range:
*You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
*You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
*You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
*You instantaneously light or snuff out a candle, a torch, or a small campfire.
*You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
*You instantaneously clean or soil an object no larger than a 1ft Cube.
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
*You chill, warm, or flavor up to a 1ft Cube of nonliving material for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
*You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
 
*You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this Spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).
<br><br>


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


=== Produce Flame ===
{| class="wikitable"
{| class="wikitable"
|+ Shocking Grasp
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Psion, Shaman
|-
|-
| Range: Touch || Duration: 1 Minute || Components: VS
| Range: Self || Duration: 10 Minutes || Components: VS || Primal
|}
|}
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.<br>
:The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You can also make a Ranged Spell Attack with the Spell targeting a creature within 30ft of you. You can do so as part of the Action you use to conjure the flame or as an Action on a subsequent turn while the flame is summoned. If you hit on the Attack, you deal 1d8 Fire Damage to the target. The Spell ends if you dismiss it as a Free Action, if you cast it again, or if you make an Attack with the flame.
 
The flame deals an additional 1d8 Fire Damage on a hit and the flame spreads Bright Light and Dim Light an additional 10ft when you reach 5th Level (2d8 and 20ft), 11th Level (3d8 and 30ft), and 17th Level (4d8 and 40ft).
<br><br>


=== Sapping Sting ===
{| class="wikitable"
{| class="wikitable"
|+ Shooting Star
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Necromancy || Druid, Psion, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
When you cast the spell, choose a point you can see within range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5 feet of that point takes 1d10 Radiant damage.
You sap the vitality of one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d4 Necrotic Damage and falls Prone.<br>
:The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
 
<br><br>


=== Shape Water ===
{| class="wikitable"
{| class="wikitable"
|+ Thorn Whip
|+
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (the stem of a plant with thorns)
| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you may pull the creature up to 10 feet closer to you.
You choose an area of water that you can see within Range and that fits within a 5ft Cube. You manipulate it in one of the following ways:
:The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
*You instantaneously move or otherwise change the flow of the water as you direct, up to 5ft in any direction. This movement doesn't have enough force to deal Damage.
 
*You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
== Level 1 ==
*You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
{| class="wikitable"
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
|+ Absorb Elements
If you cast this Spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
|-
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).
| Level: 1 || Casting Time: 1 Reaction || Abjuration
<br><br>
|-
| Range: Self || Duration: 1 Round || Components: S
|}
When you take acid, cold, fire, lightning, or thunder damage, you can cast this spell to capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Animal Friendship
|-
| Level: 1 || Casting Time: 1 Action || Enchantement
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food)
|}
This spell lets you convince a Beast that you mean it no harm. Choose a Beast that you can see within range. It must see and hear you. If the Beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
 


=== Shillelagh ===
{| class="wikitable"
{| class="wikitable"
|+ Beast Bond
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Divination
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Druid, Shaman
|-
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fur wrapped in cloth)
| Range: Touch || Duration: 1 Minute || Components: VSM (a Druidic Focus or a Quarterstaff) || 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 attack rolls against any creature within 5 feet of you that you can see.
The item used as the Material Component for this Spell becomes imbued with nature's power. For the Duration, you can use your Spellcasting Ability instead of Strength or Dexterity for the Attack and Damage Rolls for Attacks made with the object. If you hit on an Attack with the imbued object you deal Magical Bludgeoning Damage equal to 1d8 + your Spellcasting Ability Modifier, and it has the Versatile (1d10) Property. You can use the object's Damage Die instead of the 1d8 if you choose.<br>
 
The imbued object gains a +1 bonus to Attack and Damage Rolls when you reach 5th Level (+1), 11th Level (+2), and 17th Level (+3)
<br><br>


=== Shocking Grasp ===
{| class="wikitable"
{| class="wikitable"
|+ Charm Person
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
| Range: Touch || Duration: 1 Minute || Components: VS || Arcane, Primal
|}
|}
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Lightning springs from your hand to deliver a shock to a creature of your choice within Range. Make a Melee Spell Attack against the target. You have Advantage on the Attack Roll if the target is wearing Armor made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can't take Reactions until the start of its next turn.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
 
<br><br>


=== Shooting Star ===
{| class="wikitable"
{| class="wikitable"
|+ Create or Destroy Water
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock
|-
|-
| Range: 30ft || Duration: 1 Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it)
| Range: 120ft || Duration: 1 Round || Components: VS || Arcane, Divine
|}
|}
You either create or destroy water.
Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d12 Radiant Damage.<br>
:'''Create Water.''' You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
:'''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.
 


=== Stone Fist ===
{| class="wikitable"
{| class="wikitable"
|+ Cure Wounds
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Shaman, Sorcerer
|-
|-
| Range: Touch || Duration: 1 Instant || Components: VS
| Range: Self || Duration: Instant || Components: VS || 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.
You draw power from the loose earth or stone beneath you to deliver a mighty punch kick, or other blow. Make a Melee Spell Attack against a creature of your choice within your Reach. On a hit, the target takes Bludgeoning Damage equal 1d4 + your Spellcasting Ability Modifier, and is pushed 10ft away from you.<br>
:'''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.
You make an additional Melee Spell Attack when you reach 5th Level (two Attacks), 11th Level (three Attacks), and 17th Level (four Attacks).
 
<br><br>


=== Thorn Whip ===
{| class="wikitable"
{| class="wikitable"
|+ Detect Magic
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
| Range: 30ft || Duration: Instant || Components: VSM (the stem of a plant with thorns) || Primal
|}
|}
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in Range. Make a Ranged Spell Attack against the target. If you hit on the Attack, the target takes 1d6 Piercing Damage, and if it Large or smaller, it is pushed 10ft towards you.<br>
 
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
<br><br>
 


=== Thunderclap ===
{| class="wikitable"
{| class="wikitable"
|+ Detect Poison
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Psion
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a yea leaf)
| Range: 5ft Still Emanation || Duration: Instant || Components: S || Primal
|}
|}
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
You create a burst of thunderous sound that can be heard up to 100ft away. All other creatures within Range make a Constitution Saving Throw. On a failed Save, a creature takes 1d6 Thunder Damage.<br>
 
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
<br><br>
 


=== Unkindness ===
{| class="wikitable"
{| class="wikitable"
|+ Disguise Self
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Psion, Seeker, Soul-Binder, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Hour || Components: VS
| Range: 60ft || Duration: Instant || Components: VSM (a raven feather) || 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.
Uttering a strange incantation, you call upon multiple ravens to descend upon a target that you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Piercing Damage and it subtracts a d4 from the next Ability Check it makes before the end of its next turn.<br>
 
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
<br><br>
 
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
 
 
{| class="wikitable"
|+ Earth Tremor (Sorcerer, Wizard)
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 10ft || Duration: Instant || Components: VS
|}
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Entangle
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VS
|}
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
 
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
 
 
{| class="wikitable"
|+ Faerie Fire
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
 
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
 
 
{| class="wikitable"
|+ Fog Cloud
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
|-
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS
|}
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
 
 
{| class="wikitable"
|+ Goodberry
|-
| Level: 1 || Casting Time: 1 Minute || Divination
|-
| Range: Touch || Duration: Instant || Components: VSM (a sprig of mistletoe)
|}
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
 
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
 
 
{| class="wikitable"
|+ Healing Word
|-
| Level: 1 || Casting Time: 1 Bonus Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: V
|}
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Ice Knife
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Hour || Components: SM (a drop of water or piece of ice)
|}
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
:'''At Higher Level.'''' When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Jump
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper's hind leg)
|}
You touch a creature. The creature's jump distance is tripled until the spell ends.
 
 
{| class="wikitable"
|+ Longstrider
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of dirt)
|}
You touch a creature. The target's speed increases by 10 feet until the spell ends.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
 
 
{| class="wikitable"
|+ Purify Food and Drink
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: 10ft || Duration: Instant || Components: VS
|}
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
 
 
{| class="wikitable"
|+ Snare
|-
| Level: 1 || Casting Time: 1 Minute || Abjuration
|-
| Range: Touch || Duration: 8 Hours|| Components: VSM (25 feet of rope which the spell consumes)
|}
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.<br>
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.<br>
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>
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
 
 
{| class="wikitable"
|+ Speak With Animals
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Self || Duration: 10 Minutes || Components: VS
|}
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
 
 
{| class="wikitable"
|+ Thunderwave
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 15ft Cube || Duration: Instant || Components: VS
|}
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
 
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Unseen Servant
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood)
|}
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.<br>
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>
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
 
 
{| class="wikitable"
|+ Witch Bolt
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning)
|}
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 Lightning Damage. If you hit, then the target's speed is 0 and cannot be increased, and on each of your turns for the duration, you can use your action to deal 2d12 Lightning Damage to the target automatically.The spell ends if you use your action for anything else or if the target is ever outside the spell’s range or if it has total cover from you.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d12 for each slot level above 1st.
 
== Level 2 ==
{| class="wikitable"
|+ Air Bubble
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 24 Hours || Components: S
|}
You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Animal Messenger
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Enchantment
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food)
|}
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.<br>
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Ashen Memory
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a bit of powdered dust)
|}
You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned leather might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The DM determines the details of what is revealed.
 
 
{| class="wikitable"
|+ Augmenting Wall
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant || Components: V
|}
You create a wall of faintly shimmering elemental energy at a point you choose within range that is 20ft high and 20ft across. Upon casting this spell choose either acid, cold, fire, or lightning. Any attacks that pass through the augmenting wall deal additional damage of the type you chose equal to 1d6. You can also limit the wall so only attacks passing through one side of the wall are augmented while attacks passing through from the other side remain unaffected.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 3rd level or higher, the additional damage increases by 1d6 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Barkskin
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (a handful of oak bark)
|}
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
 
 
{| class="wikitable"
|+ Beanstalk
|-
| Level: 2 || Casting Time: 1 Minute || Conjuration
|-
| Range: Touch || Duration: 24 Hours || Components: VM (a handful of beans)
|}
When casting this spell, you must plant the material components in soil. When you do, at the end of casting, a large beanstalk rises up 100ft from the ground. Its strong enough to support Huge or smaller creatures weighing no more than 2,000lbs total, and has enough handholds and footholds that it can be climbed as if it were a knotted rope (Climb DC5). At the end of the spells' duration, the beanstalk withers and dies at an accelerated rate, leaving nothing more than a pile of compost.
:'''At Higher Levels.''' When you cast this spell with a 3rd level spell slot or above, the beanstalk grows for an additional 50ft for each slot level about 2nd.
 
 
{| class="wikitable"
|+ Beast Sense
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Touch || Duration: 1 Hour || Components: S
|}
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
 
 
{| class="wikitable"
|+ Cape of Wasps
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
|}
You summon a wasp swarm which harmlessly fills your space. The dense cloud gives Ranged Attack rolls against you disadvantage. Any creature that hits you with a Melee Attack takes 2d6 Poison Damage. You also have a Flying Speed of 20ft, however while flying, you do not gain the previous benefits of this spell.
 
 
{| class="wikitable"
|+ Dive
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (fish scales and a sea shell)
|}
You touch one creature and imbue it with aquatic magic, allowing it to traverse watery environments with ease. Until the spell ends, the target gains a Swimming Speed of 60ft, it can breathe underwater, and it doesn't suffer disadvantage on attack rolls for being underwater.<br>
While the spell lasts, the target also has advantage on saving throws made to resist the dark lagoon, scalding sphere, and watery sphere spells, and it ignores any difficult terrain or obscurement caused by the presence of water (but not the effects of water currents)
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd
 
 
{| class="wikitable"
|+ Dragon's Voice (Paladin)
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Self || Duration: 1 Hour || Components: V
|}
By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of dragons. When you make a Charisma (Persuasion) or Charisma (Deception) check while dealing with Dragons, you can treat a d20 roll of 9 or lower as a 10.
 
 
{| class="wikitable"
|+ Drown
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (teeth, seaweed, and seawater)
|}
You conjure a globe of magical water to surround a foe's head and drown it. Choose one creature in range that you can see. The target must make a Strength saving throw. On a failed saving throw, the target cannot breathe or speak and has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight or hearing until the spell ends. While the spell continues, the target loses 2d8 hit points at the start of each of its turns.
At the end of each of its turns, the target can repeat the saving throw. On a success, it breaks free and the spell ends. Creatures that can breathe water or do not have to breathe automatically succeed on the saving throw.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by ld8 for each slot level above 2nd When you cast this spell using a spell slot of 5th level or higher, the duration increases to Concentration up to 10 minutes, and the target can only hold its breath for up to 30 seconds before suffocating.
 
 
{| class="wikitable"
|+ Dust Devil
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a pinch of dust)
|}
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.<br>
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.<br>
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Earthbind
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 300ft || Duration: 1 Minute (Concentration) || Components: V
|}
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
 
 
{| class="wikitable"
|+ Enhance Ability
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (fur or a feather from a beast)
|}
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
'''Bear's Endurance.''' The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
'''Bull's Strength.''' The target has advantage on Strength checks, and his or her carrying capacity doubles.
'''Cat's Grace.''' The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
'''Eagle's Splendor.''' The target has advantage on Charisma checks.
'''Fox's Cunning.''' The target has advantage on Intelligence checks.
'''Owl's Wisdom.''' The target has advantage on Wisdom checks.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Find Traps (Druid)
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.<br>
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
 
 
{| class="wikitable"
|+ Flame Blade (Druid)
|-
| Level: 2 || Casting Time: 1 Bonus Action || Evocation
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a leaf of sumac)
|}
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.<br>
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.<br>
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
 
 
{| class="wikitable"
|+ Flaming Sphere
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron.)
|}
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.<br>
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.<br>
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Gust of Wind (Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a legume seed)
|}
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.<br>
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.<br>
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.<br>
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
 
 
{| class="wikitable"
|+ Healing Spirit (Druid)
|-
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).<br>
Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.<br>
As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Heat Metal (Druid)
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of iron and a flame)
|}
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire Damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.<br>
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Hold Person (Druid, Sorcerer, Warlock, Wizard)
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight, piece of iron)
|}
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
 
 
{| class="wikitable"
|+ Immovable Object (Druid, Warlock)
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (gold dust worth at least 25GP, which the spell consumes)
|}
You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.<br>
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
 
 
{| class="wikitable"
|+ Iron Spine
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot)
|}
You launch an ingot of iron at a creature in range. Make a Ranged Spell Attack, on a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the targets turns, it may make a Constitution Saving Throw, ending the effect on a success. Fey creatures make this save at disadvantage.
 
 
{| class="wikitable"
|+ Knell of the Depths
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 10 Minutes || Components: VS
|}
You invest a target with cursed elemental energy causing nearby bodies of water to roil when the target draws near and tendrils of water to drag it deeper under the waves. The target must make a Charisma Saving Throw. On a failure, it is Slowed and automatically sinks 15ft at the beginning of each of its turns when in any body of liquid.
 
 
{| class="wikitable"
|+ Lesser Restoration
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
 
 
{| class="wikitable"
|+ Locate Animals or Plants
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Self || Duration: Instant || Components: VSM (a bit of fur from a bloodhound)
|}
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
 
 
{| class="wikitable"
|+ Locate Object
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig)
|}
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.<br>
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.<br>
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
 
 
{| class="wikitable"
|+ Moonbeam
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (several seeds of any moonseed plant and a piece of opalescent feldspar)
|}
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.<br>
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 Radiant Damage on a failed save, or half as much damage on a successful one.<br>
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its, original form and can’t assume a different form until it leaves the spell’s light.<br>
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Pass Without Trace
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (ashes from a burned leaf of mistletoe and a sprig of spruce)
|}
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
 
 
{| class="wikitable"
|+ Protection From Poison
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour || Components: VS
|}
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.<br>
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to Poison damage.
 
 
{| class="wikitable"
|+ Skywrite
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: Sight || Duration: 1 Hour || Components: VS
|}
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends.
 
 
{| class="wikitable"
|+ Snowball Swarm
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (a piece of ice or a small white rock chip)
|}
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d6 Cold Damage on a failed save, or half as much damage on a successful one.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Spike Growth
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 150ft || Duration: 10 Minutes (Concentration) || Components: VSM (seven sharp thorns or seven small twigs, each sharpened to a point)
|}
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.<br>
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
 
 
{| class="wikitable"
|+ Warding Wind
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 10 Emanation || Duration: 10 Minutes || Components: V
|}
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:
*It deafens you and other creatures in its area.
*It extinguishes unprotected flames in its area that are torch-sized or smaller.
*It hedges out vapor, gas, and fog that can be dispersed by strong wind.
*The area is difficult terrain for creatures other than you.
*The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
 
 
{| class="wikitable"
|+ Web
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a bit of spiderweb)
|}
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.<br>
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.<br>
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.<br>
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.<br>
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
 


=== Venomous Spines ===
{| class="wikitable"
{| class="wikitable"
|+ Wither and Bloom
|+
|-
|-
| Level: 2 || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VSM (a withered vine twisted into a loop)
| Range: 60ft || Duration: Instant || Components: VS || Primal
|}
|}
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.<br>
You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d4 Poison Damage.<br>
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
The Spell's Damage increases by 1d4 Piercing and 1d4 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
<br><br>

Latest revision as of 15:07, 11 January 2023

Druid Spells

Cantrips

Arachnophobia

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

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

Control Flames

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 60ft Duration: Instant Components: S Primal

You choose nonmagical flame that you can see within Range and that fits within a 5ft Cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5ft in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the Cube.
  • You double or halve the area of Bright Light and Dim Light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

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

Create Bonfire

Level: Cantrip Casting Time: 1 Action Conjuration Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VS Arcane, Primal

You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire's space when you cast the Spell, that moves into the bonfire's space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.
The Bonfire ignites flammable objects in its area that aren't being worn or carried.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Dazzle

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

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

Die, Insect!

Level: Cantrip Casting Time: 1 Action Evocation Druid, Shaman, Sorcerer, Warlock, Wizard
Range: 30ft Duration: 1 Turn (Concentration) Components: V Arcane

You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within Range, that creature makes a Dexterity Saving Throw; you roll randomly to determine which enemy is affected. On a failed Save, the target takes 8 Fire Damage.
The Spell's Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).

Druidcraft

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

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

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

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

Frostbite

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

You cause numbing frost to form on one creature that you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Cold Damage and has Disadvantage on the next Weapon Attack it makes before the end of its next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Guidance

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

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

Gust

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 30ft Duration: Instant Components: VS Primal

You seize the air and compel it to create one of the following effects at a point you can see within Range:

  • One Medium or smaller creature that you choose must succeed on a Strength Saving Throw. On a failed Save the creature is pushed 5ft away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5lbs. The object is pushed up to 10ft away from you, however it isn't pushed with enough force to deal Damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

You can choose an additional effect when you reach 5th Level (2 effects), 11th Level (3 effects), and 17th Level (4 effects). You can choose an effect more than once, but the target of each effect must be different.

Infestation

Level: Cantrip Casting Time: 1 Action Conjuration Druid, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: Instant Components: VSM (a living flea) Primal

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save the target takes 1d6 Poison Damage and is pushed 5ft in a direction of your choice.
The Spell's Damage increases by 1d6 and the distance the target is pushed increases by 5ft when you reach 5th Level (2d6 and 10ft), 11th Level (3d6 and 15ft), and 17th Level (4d6 and 20ft).

Jolt

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

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

Lightning Lure

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Druid, Seeker, Shaman, Sorcerer, Warlock, Wizard
Range: 15ft Duration: Instant Components: V Arcane, Primal

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage. The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Magic Stone

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

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

Mending

Level: Cantrip Casting Time: 1 Minute Transmutation Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: Touch Duration: Instant Components: VSM (two lodestones) Arcane

This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.
The Spell can repair a break or tear that's 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft)

Mold Earth

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 30ft Duration: Instant Components: S Primal

You choose a portion of dirt or stone that you can see within range and that fits within a 5ft Cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5ft away. This movement doesn't have enough force to deal Damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become Difficult Terrain. Alternatively, you can cause the ground to become Normal Terrain if it is already Difficult Terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have an additional effect active at a time with this Spell when you reach 5th Level (4 effects), 11th Level (5 effects) and 17th Level (6 effects).

Poison Spray

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

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

Prestidigitation

Level: Cantrip Casting Time: 1 Action Transmutation Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 10ft Duration: 1 Hour Components: VS Arcane

This Spell is a minor magical trick that novice Spellcasters use for practice. You create one of the following magical effects within Range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than a 1ft Cube.
  • You chill, warm, or flavor up to a 1ft Cube of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this Spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).

Primal Savagery

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

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

Produce Flame

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

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

Sapping Sting

Level: Cantrip Casting Time: 1 Action Necromancy Druid, Psion, Sorcerer, Soul-Binder, Warlock, Wizard
Range: 30ft Duration: Instant Components: VS Primal

You sap the vitality of one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d4 Necrotic Damage and falls Prone.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).

Shape Water

Level: Cantrip Casting Time: 1 Action Transmutation Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
Range: 30ft Duration: Instant Components: VS Arcane, Primal

You choose an area of water that you can see within Range and that fits within a 5ft Cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5ft in any direction. This movement doesn't have enough force to deal Damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this Spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).

Shillelagh

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

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

Shocking Grasp

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard
Range: Touch Duration: 1 Minute Components: VS Arcane, Primal

Lightning springs from your hand to deliver a shock to a creature of your choice within Range. Make a Melee Spell Attack against the target. You have Advantage on the Attack Roll if the target is wearing Armor made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can't take Reactions until the start of its next turn.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).

Shooting Star

Level: Cantrip Casting Time: 1 Action Evocation Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock
Range: 120ft Duration: 1 Round Components: VS Arcane, Divine

Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d12 Radiant Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).

Stone Fist

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

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

Thorn Whip

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

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

Thunderclap

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

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

Unkindness

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

Uttering a strange incantation, you call upon multiple ravens to descend upon a target that you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Piercing Damage and it subtracts a d4 from the next Ability Check it makes before the end of its next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).

Venomous Spines

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

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