Sorcerer Spells

Cantrips

Acid Splash
Level: Cantrip Casting Time: 1 Action Conjuration
Range: 60ft Duration: Instant Components: VS

You hurl a bubble of acid. Choose one or two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw, taking 1d6 Acid Damage on a failed save.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Amanuensis
Level: Cantrip Casting Time: 1 Action Conjuration
Range: Touch Duration: Instant Components: VS

You touch a work with writing, such as a book, scroll, or parchment, and you touch medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the spell ends. the spell does not translate the copied writing, it remains in the language it was copied from.


Booming Blade
Level: Cantrip Casting Time: 1 Action Evocation
Range: Self Duration: 1 Round Components: VM (a melee weapon)

You brandish the weapon used in the spell’s casting and make a melee weapon attack with it. On a hit, the target suffers the attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn.

If the target willingly moves 5 feet or more before then, the target takes 1d8 Thunder Damage, and the spell ends.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 Thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).


Chill Touch
Level: Cantrip Casting Time: 1 Action Necromancy
Range: 120ft Duration: 1 Round Components: VS

You create a ghostly, skeletal hand in the space of a creature within range. Make a Ranged Spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic Damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Control Flames
Level: Cantrip Casting Time: 1 Action Transmutation
Range: 60ft Duration: Instant Components: S

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 instantaneously expand the flame 5 feet 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 three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Create Bonfire
Level: Cantrip Casting Time: 1 Action Conjuration
Range: 60ft Duration: 1 Minute (Concentration) Components: VS

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw, taking 1d8 fire damage on a failed save.

A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Dancing Lights
Level: Cantrip Casting Time: 1 Action Evocation
Range: 120ft Duration: 1 Minute (Concentration) Components: VSM (a bit of phosphorus or wychwood, or a glowworm)

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size.

Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.


Firebolt
Level: Cantrip Casting Time: 1 Action Evocation
Range: 120ft Duration: Instant Components: VS

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Friends
Level: Cantrip Casting Time: 1 Action Enchantment
Range: Self Duration: 1 Minute (Concentration) Components: SM (a small amount of makeup applied to the face as this spell is cast)

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.


Frostbite
Level: Cantrip Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant Components: VS

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.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Green-Flame Blade
Level: Cantrip Casting Time: 1 Action Evocation
Range: Self Duration: Instant Components: SM (a melee weapon)

You brandish the weapon used in the spell’s casting and make a melee weapon attack with it. On a hit, the target suffers the attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).


Gust of Wind
Level: Cantrip Casting Time: 1 Action Transmutation
Range: 30ft Duration: Instant Components: VS

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 or be pushed up to 5 feet 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 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause 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.


Infestation
Level: Cantrip Casting Time: 1 Action Conjuration
Range: 30ft Duration: Instant Components: VSM (a living flea)

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.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Light
Level: Cantrip Casting Time: 1 Bonus Action Evocation
Range: Touch Duration: 1 Hour Components: VSM (a firefly or phosphorescent moss)

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a free action.

If you target an object held or worn by a hostile creature, you must make a melee spell attack against that creature, casting the spell on a successful attack.


Lightning Lure
Level: Cantrip Casting Time: 1 Action Evocation
Range: 15ft Duration: Instant Components: V

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Lucky Number
Level: Cantrip Casting Time: 1 Action Divination
Range: Self Duration: 24 Hours Components: VS

You are able to tweak tiny variables affecting a creature's immediate future in order to grant yourself a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when you roll that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number per day.


Mage Hand
Level: Cantrip Casting Time: 1 Action Conjuration
Range: 30ft Duration: 1 Minute Components: VS

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, or carry more than 10 pounds.


Message
Level: Cantrip Casting Time: 1 Action Enchantment
Range: 120ft Duration: 1 Round Components: VSM (a short copper wire)

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.


Mind Sliver
Level: Cantrip Casting Time: 1 Action Enchantment
Range: 60ft Duration: Instant Components: V

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Minor Illusion
Level: Cantrip Casting Time: 1 Action Illusion
Range: 30ft Duration: 1 Minute Components: SM (a bit of fleece)

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.


Mold Earth
Level: Cantrip Casting Time: 1 Action Transmutation
Range: 30ft Duration: Instant Components: S

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:

  • 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.
  • 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 two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Poison Spray
Level: Cantrip Casting Time: 1 Action Conjuration
Range: 10ft Duration: Instant Components: VS

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.

This 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
Range: 10ft Duration: 1 Hour Components: VS

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 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.


Ray of Frost
Level: Cantrip Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant Components: VS

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Sapping Sting
Level: Cantrip Casting Time: 1 Action Necromancy
Range: 30ft Duration: Instant Components: VS

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.

This 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
Range: 30ft Duration: Instant Components: VS

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:

  • 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 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 two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Shocking Grasp
Level: Cantrip Casting Time: 1 Action Evocation
Range: Touch Duration: 1 Minute Components: VS

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Shooting Star
Level: Cantrip Casting Time: 1 Action Evocation
Range: 120ft Duration: 1 Round Components: VS

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.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Sword Burst
Level: Cantrip Casting Time: 1 Action Conjuration
Range: Self Duration: Instant Components: VS

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


True Strike
Level: Cantrip Casting Time: 1 Action Divination
Range: 30ft Duration: 1 Round (Concentration) Components: S

You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your attack rolls against the target, provided that this spell hasn't ended.

Level 1

Absorb Elements
Level: 1 Casting Time: 1 Reaction Abjuration
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.


Arcane Ammunition
Level: 1 Casting Time: 1 Action Evocation
Range: Touch Duration: Instant Components: VSM (1GP)

You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.

If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the material component increases by 1GP, for each slot level above 1st.


Blade Ward
Level: 1 Casting Time: 1 Action Abjuration
Range: Self Duration: 1 Minute (Concentration) Components: VS

You extend your hand and trace a sigil of warding in the air. Until the end of the duration, you have Resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.


Burning Hands
Level: 1 Casting Time: 1 Action Evocation
Range: Self Duration: Instant Components: VS

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

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.


Catapult
Level: 1 Casting Time: 1 Action Transmutation
Range: 60ft Duration: Instant Components: S

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.


Caustic Brew
Level: 1 Casting Time: 1 Action Evocation
Range: 30ft Line Duration: 1 Minute (Concentration) Components: VSM (a bit of rotten food)

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.


Chaos Bolt
Level: 1 Casting Time: 1 Action Evocation
Range: 120ft Duration: Instant Components: VS

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder), If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.


Charm Person
Level: 1 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 1 Hour Components: VS

You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Chromatic Orb
Level: 1 Casting Time: 1 Action Evocation
Range: 90ft Duration: Instant Components: VSM (a diamond worth at least 50GP)

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Cloak of Secrets
Level: 1 Casting Time: 1 Action Illusion
Range: Self Duration: 1 Hour Components: S

This spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the conversation. The bubble also disguises lip movements to match the false conversation.

Any creature listening to the conversation for at least 1 round can attempt to make a Wisdom (Insight) against your Spell Save DC to realize that the apparent conversation doesn't actually make any sense. The bubble also obscures the verbal components of spells cast within the area so it's impossible to identify spells by their verbal components alone.


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

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.


Comprehend Languages
Level: 1 Casting Time: 1 Action (Ritual) Divination
Range: Self Duration: 1 Hour Components: VSM (a pinch of soot and salt)

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.


Darting Duplicate
Level: 1 Casting Time: Bonus Action Illusion
Range: Touch Duration: Instant Components: VS

An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence.

Any creature that threatens that square must succeed at a Wisdom save or be forced to make an attack of opportunity against the image.


Detect Magic
Level: 1 Casting Time: 1 Minute (Ritual) Divination
Range: Self Duration: 10 Minutes (Concentration) Components: VS

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Distort Value
Level: 1 Casting Time: 1 Minute Illusion
Range: Toch Duration: 8 Hours Components: V

You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.


Earth Tremor
Level: 1 Casting Time: 1 Action Evocation
Range: 10ft Duration: Instant Components: VS

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Expeditious Retreat
Level: 1 Casting Time: 1 Bonus Action Transmutation
Range: Self Duration: 10 Minutes (Concentration) Components: VS

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.


Feather Fall
Level: 1 Casting Time: 1 Reaction (when you or a creature within range falls) Transmutation
Range: 60ft Duration: 1 Minute Components: VM (a small feather or piece of down)

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.


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.


Gift of Alacrity
Level: 1 Casting Time: 1 Minute Divination
Range: Touch Duration: 8 Hours Components: VS

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.


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.


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.


Mage Armor
Level: 1 Casting Time: 1 Action Abjuration
Range: Touch Duration: 8 Hours Components: VSM (a piece of cured leather)

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.


Magic Missile
Level: 1 Casting Time: 1 Action Evocation
Range: 120ft Duration: Instant Components: VS

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.


Magnify Gravity
Level: 1 Casting Time: 1 Action Transmutation
Range: 60ft Duration: 1 Round Components: VS

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


Ray of Sickness
Level: 1 Casting Time: 1 Bonus Action Abjuration
Range: 30ft Duration: 1 Minute Components: VSM (a small silver mirror)

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

Shield
Level: 1 Casting Time: 1 Reaction (when you are hit by an attack or targeted by the Magic Missile or the Arcane Ammunition spell) Abjuration
Range: 30ft Duration: 1 Minute Components: VS

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile or Arcane Ammunition.


Silent Image
Level: 1 Casting Time: 1 Action Illusion
Range: 60ft Duration: 10 Minutes (Concentration) Components: VSM (a bit of fleece)

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.


Silvery Barbs
Level: 1 Casting Time: 1 Reaction (when a creature within range succeeds on an attack roll, ability check, or saving throw) Enchantment
Range: 60ft Duration: Instant Components: V

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.


Sleep
Level: 1 Casting Time: 1 Action Enchantment
Range: 90ft Duration: 1 Minute Components: VSM (a pinch of fine sand, rose petals, or a cricket)

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.


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.


Unseen Servant
Level: 1 Casting Time: 1 Action (Ritual) Conjuration
Range: 60ft Duration: 1 Hour Components: VSM (a bit of string and wood)

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.


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 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.