Level 1 Spells
Absorb Elements
Level: 1 | Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) | Abjuration | Artificer, Druid, Maledictor, Shaman, Sorcerer, Wizard |
Range: Self | Duration: 1 Round | Components: S | Arcane, Primal |
You gain Resistance to the triggering Damage Type until the start of your next turn. The next Melee Attack you make before the end of your next turn deals an additional 1d6 Damage of the Damage Type of the Type you gained Resistance to with this Spell. The Spell then ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the extra Damage dealt increases by 1d6 for each Slot Level above 1st.
Alarm
Level: 1 | Casting Time: 1 Minute (Ritual) | Abjuration | Artificer, Maledictor, Wizard |
Range: 30ft | Duration: 8 Hours | Components: VSM (a tiny bell and a piece of fine silver wire) | Arcane |
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within Range that is no larger than a 20ft Cube. Until the Spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the Spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 1 minute that is audible out to a Range of 60ft.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Spell increases by 30ft and you can choose an area that is 20ft larger for each Slot Level above 1st.
Animal Friendship
Level: 1 | Casting Time: 1 Action | Enchantement | Bard, Druid, Shaman |
Range: 30ft | Duration: 24 Hours | Components: VSM (a morsel of food) | Primal |
Choose a Beast that you can see within Range. It must see and hear you. If the Beast's Intelligence is 4 or higher, the Spell fails. Otherwise, the Beast makes a Wisdom Saving Throw. On a failed Save, the target is Charmed by you for the Spell's Duration. The Spell ends early if you or one of your companions harms the target.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional Beast for each Slot Level above 1st.
Arcane Ammunition
Level: 1 | Casting Time: 1 Action | Evocation | Sorcerer, Warlock, Wizard |
Range: Touch | Duration: Instant | Components: VSM (1GP, which the Spell's consumes) | Arcane |
You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within Range. Make a Ranged Spell Attack for each dart. On a hit, a dart deals 2d4 Force Damage to the target.
If you score a Crit on one of the darts, you roll an additional d4 for the Damage before doubling it. If you roll a 1 on the d20 for the Attack, all the darts miss and blow up in your face, dealing 1 Force Damage to you for each dart created by the Spell.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Spell creates one more dart, and the Material Component increases by 1GP, for each Slot Level above 1st.
Armor of Faethon
Level: 1 | Casting Time: 1 Action | Abjuration | Maledictor, Warlock |
Range: Self | Duration: 1 Hour | Components: VSM (a cup of water) | Arcane |
A protective magical force surrounds you, manifesting as a spectral frost that covers you all objects you're wearing or carrying. You gain 5 Temporary Hit Points for the Duration. If a creature hits you with a Melee Attack while you have these Temporary Hit Points, that creature takes 5 Acid Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, both the Temporary Hit Points and the Acid Damage increase by 5 for each Slot Level above 1st.
Arms of Brokhziqiel
Level: 1 | Casting Time: 1 Action | Conjuration | Warlock |
Range: 10ft Still Emanation | Duration: Instant | Components: VS | Arcane |
You invoke the power of the Aberrant Lord, Brokhziqiel. Tendrils of dark energy erupt from you. Each creature in the Emanation make a Strength Saving Throw. On a failed Save, a creature takes 2d6 Necrotic Damage and can't take Reactions until the end of your next turn.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
Bane
Level: 1 | Casting Time: 1 Action | Enchantment | Bard, Cleric |
Range: 30ft | Duration: 1 Minute (Concentration) | Components: VSM (a drop of blood) | Divine |
Up to three creatures of your choice that you can see within Range must make Charisma Saving Throws. On a failed Save, whenever the target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, it rolls a d4 and subtracts the result from the number rolled.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
Beast Bond
Level: 1 | Casting Time: 1 Action | Divination | Druid, Shaman |
Range: Touch | Duration: 10 Minutes (Concentration) | Components: VSM (a bit of fur wrapped in cloth) | Primal |
You establish a telepathic link with one Beast you touch that is friendly to you or Charmed by you. The Spell fails if the Beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the Beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the Beast gains Advantage on Attacks it makes a creature that you can see within 5ft of you.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional Beast and the Beasts gain Advantage on Attacks against creatures 5ft farther than you for every Slot Level above 1st.
Bless
Level: 1 | Casting Time: 1 Action | Enchantment | Cleric, Paladin |
Range: 30ft | Duration: 10 Minutes (Concentration) | Components: VSM (a sprinkling of holy water) | Divine |
You bless up to three creatures of your choice within Range. Whenever a target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, the target can roll a d4 and add the result to the roll.
- At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
Blade Ward
Level: 1 | Casting Time: 1 Action | Abjuration | Bard, Maledictor, Sorcerer, Warlock, Wizard |
Range: Self | Duration: 1 Minute (Concentration) | Components: VS | Arcane |
You extend your hand and trace a sigil of warding in the air. Until the Spell ends, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within 30ft of you. That creature also gains the benefits of the Spell for the Duration. You can target an additional creature in this way for every two Slot Levels above 1st.
Burning Hands
Level: 1 | Casting Time: 1 Action | Evocation | Shaman, Sorcerer, Wizard |
Range: 15ft Emanated Cone | Duration: Instant | Components: VS | Arcane |
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in the area of the Spell makes a Dexterity Saving Throw. On a failed Save, a target takes 3d6 Fire Damage. The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this Spell using a Spell Slots of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
Catapult
Level: 1 | Casting Time: 1 Action | Transmutation | Artificer, Sorcerer, Wizard |
Range: 60ft | Duration: Instant | Components: S | Arcane |
Choose one object weighing 5lbs or less within Range that isn't being worn or carried by a non-willing creature. The object flies in a Line from the object to a point of your choice within 90ft of the object. When the object reaches the point you chose it falls to the ground and it stops early if it impacts a solid object. If the object would strike a creature, that creature makes a Dexterity Saving Throw. On a failed Save, the object strikes the target and stops moving. On a successful Save the object keeps flying towards the point you chose. If the object strikes a creature or surface, the object and the thing it strikes both takes 3d8 Bludgeoning Damage.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the maximum weight of the object you can target increases by 5lbs and the Damage dealt increases by 1d8 for each Slot Level above 1st.
Cause Fear
Level: 1 | Casting Time: 1 Action | Necromancy | Maledictor, Warlock, Wizard |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: V | Arcane |
You awaken the sense of mortality in one creature you can see within Range. You cannot target Constructs or Undead with this Spell. The target makes a Wisdom Saving Throw. On a failed Save the target becomes Frightened of you for the Duration of the Spell. The Frightened creature can repeat this Saving throw at the end of each of its turns, ending the effect on itself on a successful Save.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
Caustic Brew
Level: 1 | Casting Time: 1 Action | Evocation | Artificer, Shaman, Sorcerer, Wizard |
Range: 30x5ft Emanated Line | Duration: 1 Minute (Concentration) | Components: VSM (a bit of rotten food) | Arcane |
Acid streams from you in the area of the Spell. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature becomes covered in acid for the Spell's Duration. Any creature can use its Action to scrape or wash the acid off itself or another creature within 5ft of it to cause that creature to no longer be effected by the Spell. A creature coated in Acid takes 2d4 Acid Damage at the start of each of its turns.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 2d4 for each Slot Level above 1st.
Ceremony
Level: 1 | Casting Time: 1 Hour (Ritual) | Abjuration | Cleric, Paladin |
Range: Touch | Duration: Instant | Components: VSM (powdered silver worth 25GP which the Spell consumes) | Divine |
You preform a special religious ceremony that is infused with magic. When you cast this Spell, choose one of the following rites, the target of which must be within 10ft of you through the casting for the Spell. Several of these rites have role-play tied into them. Because of these, it is encouraged to use these in an appropriate scenario.
- Atonement. You touch one willing creature whose alignment has changed. You make a DC20 Wisdom (Insight) Check. On a successful Check, you restore the original alignment of the creature.
- Bless Water. You touch one vial of water. It becomes a vial of Holy Water.
- Coming of Age. You touch one willing creature that has recently matured significantly. For the next 10 days, whenever the target makes an Ability Check, it rolls a d4 and adds the result to the Check.
- Dedication. You touch one willing creature that wishes to be dedicated to your religion. For the next 10 days, whenever the target makes a Saving Throw, it rolls a d4 and adds the result to the Save.
- Knighting. You touch one willing creature that desires to become a warrior of the divine. For the next 10 days, whenever the target makes an Attack Roll, it rolls a d4 and adds the result to the Attack.
- Funeral Rite. You touch one corpse. For the next 10 days, the target cannot be raised as an Undead by any means short of the Wish Spell.
- Wedding. You touch two willing adult creatures that wish to be bonded together by marriage. For the next 10 days, each creature gains a +2 bonus to its AC while it is within 30ft of the other creature.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can perform the chosen rite an additional time with a different target for each Slot Level above 1st.
Chaos Bolt
Level: 1 | Casting Time: 1 Action | Evocation | Sorcerer |
Range: 120ft | Duration: Instant | Components: VS | Arcane |
You hurl an undulating, warbling mass of chaotic energy at one creature in Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 + 1d6 Damage. Choose one of the d8s. The number rolled on that die determines the Damage Type of the Attack, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30ft of it. Repeat the Spell Attack targeting that creature. A creature can only be affected by this Spell once for each casting.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d6 Damage when you hit on the Spell Attack.
Charm Person
Level: 1 | Casting Time: 1 Action | Enchantment | Bard, Druid, Sorcerer, Warlock, Wizard |
Range: 30ft | Duration: 1 Hour | Components: VS | Arcane |
You attempt to Charm a Humanoid you can see within Range. The target makes a Wisdom Saving Throw, however it has Advantage on the Save if your or your companions are fighting it. On a failed Save the target is Charmed by you for the Duration of the Spell. When the Spell ends, the creature knows it was Charmed by you.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.
Chromatic Orb
Level: 1 | Casting Time: 1 Action | Evocation | Sorcerer, Wizard |
Range: 90ft | Duration: Instant | Components: VSM (a diamond worth at least 50GP) | Arcane |
You hurl a 4 inch diameter sphere of energy at a creature that you can see within Range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder Damage. Make a Ranged Spell Attack against the target. On a hit, you deal 3d8 Damage of Type you chose.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
Cloak of Secrets
Level: 1 | Casting Time: 1 Action | Illusion | Bard, Maledictor, Sorcerer, Warlock, Wizard |
Range: 5ft Still Emanation | Duration: 1 Hour | Components: S | Arcane |
This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the
conversation. The bubble also disguises lip movements to match the false conversation.
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn't actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it's impossible to identify Spells by their Verbal Components alone.
Color Spray
Level: 1 | Casting Time: 1 Action | Illusion | Maledictor, Sorcerer, Wizard |
Range: 15ft Emanated Cone | Duration: Instant | Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue) | Arcane |
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creatures Blinded until the end of your next turn. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 3d10 for each Slot Level above 1st.
Command
Level: 1 | Casting Time: 1 Action | Enchantment | Bard, Cleric, Maledictor, Paladin |
Range: 60ft | Duration: 1 Round | Components: V | Arcane, Divine |
You speak a one-word command to a creature that you can see within Range that can understand you, that creature makes a Wisdom Saving Throw. On a failed Save, the target follows the command to the best of its abilities until the end of its next turn. The command given cannot cause direct harm to the target of the Spell.
Some common commands and their effects are described below, but you can, and are encouraged to create some of your own. If you give a command not listed below, the DM determines how the target behaves. If the target cannot follow your command, the Spell ends.
- Approach. The target attempts to get as close to you as possible.
- Drop. The target uses its Action to drop all objects it is holding and does nothing else.
- Flee. The target attempt to get as far away from you as possible.
- Grovel. The target falls Prone and does nothing else.
- Halt. The target does nothing except remain in its current position.
- Silence. The target does not speak and attempts to make as little noise as possible otherwise.
- Speak. The target speaks as much as possible and makes as much noise as it possibly can.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st. All targets of the Spell follow the same one word command.
Compelled Duel
Level: 1 | Casting Time: 1 Bonus Action | Enchantment | Maledictor, Paladin |
Range: 30ft | Duration: 1 Minute (Concentration) | Components: V | Divine |
You attempt to compel a creature into a duel. One creature that you can see within Range makes a Wisdom Saving Throw. On a failed Save, the target is drawn to you, compelled by your divine demand. For the Duration, the target has Disadvantage on Attacks made against creatures other than you. If the target attempts to move to a space that is more than 30ft away from you and farther away from you than its current space, it makes a Wisdom Saving Throw. On a failed Save, the creature is unable to move farther away from you until the start of its next turn.
This Spell ends early if you Attack any creature other than a target of the Spell, if you cast a Spell that targets a non-willing creature other than a target of the Spell, if a creature friendly to you deals Damage to a target, or if you end your turn more than 30ft away from a target.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.
Comprehend Langauges
Level: 1 | Casting Time: 1 Action (Ritual) | Divination | Bard, Sorcerer, Warlock, Wizard |
Range: Self | Duration: 1 Hour | Components: VSM (a pinch of soot and salt) | Arcane |
For the duration, you understand the literal meaning of any spoken Language that you hear. You also understand any written Language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This Spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written Language.
At Higher Levels. When you cast this Spell using a Spell Slot fo 3rd Level or higher, you understand the meaning of any Language you hear past purely the literal meaning, such as the meanings of idioms and figures of speech. When you cause this Spell using a Spell Slot of 5th Level or higher, you can understand any written Language that you can see without needing to be touching the written words.
Create or Destroy Water
Level: 1 | Casting Time: 1 Action | Transmutation | Artificer, Cleric, Druid, Shaman |
Range: 30ft | Duration: Instant | Components: VSM (a drop of water if creating water or a few grains of sand if destroying it) | Primal |
You either create or destroy water:
- Create Water. You create up to 10 gallons of clean water within Range in an open container. Alternatively, the water falls as rain in a 30ft Cube within Range, extinguishing exposed flames in the area.
- Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30ft Cube within Range.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you create or destroy 10 additional gallons of water, or the size of the Cube increases by 5ft, for each Slot Level above 1st.
Cure Wounds
Level: 1 | Casting Time: 1 Action | Necromancy | Artificer, Bard, Cleric, Druid, Paladin, Shaman |
Range: Touch | Duration: 1 Instant | Components: VS | Divine, Primal |
A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Ability Modifier. This Spell has no effect on Undead or Constructs.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Hit Points regained increases by 1d8 for each Slot Level above 1st.
Darting Duplicate
Level: 1 | Casting Time: Bonus Action | Illusion | Artificer, Bard, Maledictor, Sorcerer, Wizard |
Range: Self | Duration: Instant | Components: VS | Arcane |
An illusory duplicate of you steps clumsily into a space of your choir within 5ft of you, presenting a tempting target before winking out of existence.
Any creature that could make any Opportunity Attack against you makes a Wisdom Saving Throw. On a failed Save, the creature makes an Opportunity Attack against the duplicate which has no effect.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, you create one more duplicate that steps into a different space of your choice within 5ft of you. When you cast this Spell using a Spell Slot of 9th Level, all creatures that make a Wisdom Saving Throw against this Spell have Disadvantage on the Save.
Detect Evil and Good
Level: 1 | Casting Time: 1 Minute (Ritual) | Divination | Cleric, Paladin |
Range: 30ft Moving Emanation | Duration: 10 Minutes (Concentration) | Components: VS | Divine |
For the Duration, you know if there is an Aberration, Elemental, Highling, or Undead, or an object that has been magically consecrated or desecrated within the Emanation.
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.
Detect Magic
Level: 1 | Casting Time: 1 Minute (Ritual) | Divination | Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard |
Range: 30ft Emanation | Duration: 10 Minutes (Concentration) | Components: VS | Arcane, Divine, Primal |
For the Duration, you sense the presence of magic within the Emanation. If you sense magic in this way, you can use your Action to see a fain aura around any visible creature or object in the area that bears the magic, and you learn the School of Magic.
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.
Detect Poison
Level: 1 | Casting Time: 1 Action (Ritual) | Divination | Cleric, Druid, Paladin, Shaman |
Range: 30ft Moving Emanation | Duration: 10 Minutes (Concentration) | Components: VSM (a yea leaf) | Divine, Primal |
For the Duration, you sense the presence and locations of poisons, poisonous creatures, and diseases within the Emanation. You also identify the kind of poison, poisonous creature, or disease.
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 15ft for every Slot Level above 1st.
Disguise Self
Level: 1 | Casting Time: 1 Action (Ritual) | Illusion | Artificer, Bard, Sorcerer, Wizard |
Range: Self | Duration: 1 Hour | Components: VS | Arcane |
You make yourself--including your clothing, Armor, Weapons, and other belongings on your person--look different until the Spell ends or until you dismiss it as an Action. The limits of the Spell are as follows:
- You can only seem up to 1ft taller or 1ft shorter.
- You can't change your basic body shape and must retain your arrangement of limbs.
The changes are not physical, only illusory, and do not hold up to physical inspection. A creature can use its Action to inspect your appearance and make an Intelligence (Investigation) Check against your Spell Saving DC. On a successful Check, the creature determines you are disguised in some way magic.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, any creature that uses its Action to inspect your appearance suffers a -1 penalty to the Check for every Slot Level above 1st.
Dissonant Whispers
Level: 1 | Casting Time: 1 Action (Ritual) | Enchantment | Bard |
Range: 60ft | Duration: Instant | Components: V | Arcane |
You whisper a discordant melody that only one creature of your choice within Range can hear, wracking it with terrible pain, causing it to make a Wisdom Saving Throw. On a failed Save, the target takes 3d6 Psychic Damage and uses its Reaction to move as far away from you as possible while remaining safe. On a successful save, the target takes half as much Damage and doesn’t move away. A Deafened creature automatically succeeds on the Saving Throw.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
Distort Value
Level: 1 | Casting Time: 1 Minute | Illusion |
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.
Level: 1 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: VS |
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Earth Tremor
Level: 1 | Casting Time: 1 Action | Evocation | Bard, Druid, Shaman, Sorcerer, Wizard |
Range: 10ft | Duration: Instant | Components: VS | Arcane, Primal |
You cause a tremor in the ground within Range. Each creature other than you in that area must make a Dexterity Saving Throw. On a failed Save, a creature takes 1d6 Bludgeoning Damage and is knocked Prone. If the ground in that area is loose earth or stone, it becomes Difficult Terrain until cleared, with each 5ft space requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
Level: 1 | Casting Time: 1 Bonus Action | Conjuration |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
- At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Entangle
Level: 1 | Casting Time: 1 Action | Conjuration | Druid, Shaman |
Range: 90ft | Duration: 1 Minute (Concentration) | Components: VS | Primal |
Grasping weeds and vines sprout from the ground in a 20ft Square centered from a point within Range. For the duration, these plants turn the ground in the area into Difficult Terrain.
A creature in the area when you cast the Spell makes a Strength Saving Throw. On a failed Save, the creature is Restrained until the Spell ends. While Restrained in this way, a creature can use its Action to make a Strength Check against your Spell Save DC. On a successful Check, the creature frees itself. When the Spell ends, the conjured plants wilt away.
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the size of the Square created increases by 10ft and and Duration of the Spell increases by 1 minute for each Slot Level above 1st.
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.
Faerie Fire
Level: 1 | Casting Time: 1 Bonus Action | Evocation | Bard, Druid, Maledictor, Shaman |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: V | Primal |
Choose a point you can see within Range. All objects in a 20ft Cube centered on the point are outlined in some vibrant color of light of your choice. All creatures in the area of the Spell also make a Dexterity Saving Throw. On a failed Save, a creature is also outlined in that light. For the Duration, creatures and objects outlined in the light emit Dim Light out to a Range of 10ft.
Any Attack made against a creature or object outlined in the light has Advantage if the Attacker can see the creature or object. All creatures or objects coated in this light do not gain the benefits of being Invisible
At Higher Levels. When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of Cube created by the Spell increases by 10ft for each Slot Level above 1st.
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.
Level: 1 | Casting Time: 1 Hour (Ritual) | Conjuration |
Range: 10ft | Duration: Instant | Components: VSM (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) |
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog, hawk, lizard, octopus, owl, poisonous snake, fish, rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a fey or highling (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 5ft | Duration: 1 Round | Components: VSM (a bit of phosphorus) |
You burst with blinding light that shines briefly from your skin before fading away. Each other creature within range must make a Constitution Saving Throw. On a failed saving throw, a creature is blinded until the end of your next turn, and any opportunity attacks it makes against you this turn automatically miss.
Until the end of your next turn, you shed bright light in a 10-foot radius and dim light for an additional 10 feet.
Level: 1 | Casting Time: 1 Hour (Ritual) | Conjuration |
Range: 30ft | Duration: Instant | Components: VSM (a drop of mercury) |
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
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 15 miles per hour) disperses it.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 15ft Cone | Duration: Instant | Components: VS |
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren’t being worn or carried.
- 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.
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.
Level: 1 | Casting Time: 1 Minute | Enchantment |
Range: 60ft | Duration: 1 Minute | Components: VSM (1GP, which the spell consumes) |
When you cast the spell, you hurl the coin that is the spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.
Level: 1 | Casting Time: 1 Minute | Conjuration |
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.
Level: 1 | Casting Time: 1 Action | Conjuration |
Range: 60ft | Duration: 1 Minute | Components: VSM (a bit of pork rind or butter) |
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Level: 1 | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: 1 Round | Components: VS |
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
- 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.
H-R
Level: 1 | Casting Time: 1 Bonus Action | Conjuration |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
- At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Level: 1 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 10 Minutes | Components: VS |
A glowing halo of light appears above the head of a creature you touch and lasts for the duration. The halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet, follows the target as it moves, and bathes the target in an impression of heavenly glory, granting it advantage on Charisma (Intimidation) and Charisma (Persuasion) checks.
If a creature hits the target with an attack before the spell ends, the halo shoots a ray of light at the attacker, which must make a Dexterity saving throw if it is within 60 feet of the target. On a failed saving throw, the attacker takes 2d6 Radiant Damage. The spell ends after shooting one ray.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of rays the halo can shoot before the spell ends increases by one for each slot level above 1st.
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.
Level: 1 | Casting Time: 1 Reaction (when you are damaged by a creature within 60ft of you that you an see) | Evocation |
Range: 60ft | Duration: Instant | Components: VS |
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Level: 1 | Casting Time: 1 Action | Enchantment |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: VS |
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
- 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.
Level: 1 | Casting Time: 1 Bonus Action | Enchantment |
Range: 90ft | Duration: 1 Hour | Components: VSM (the petrified eye of a newt) |
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
- At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Level: 1 | Casting Time: 1 Action | Enchantment |
Range: 30ft | Duration: 1 Minute (Concentration) | Components: VSM (tiny tarts and a feather that is waved in the air) |
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Level: 1 | Casting Time: 1 Bonus Action | Divination |
Range: 90ft | Duration: 1 Hour (Concentration) | Components: V |
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
- At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
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.
Level: 1 | Casting Time: 1 Minute (Ritual) | Divination |
Range: 90ft | Duration: 1 Hour | Components: VSM (a pearl worth at least 100GP and an owl feather) |
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Level: 1 | Casting Time: 1 Minute (Ritual) | Divination |
Range: 90ft | Duration: 10 Days | Components: VM (a lead-based ink worth at least 10GP which the spell consumes) |
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Level: 1 | Casting Time: 1 Action | Necromancy |
Range: Touch | Duration: Instant | Components: VS |
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
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.
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.
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.
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.
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.
Level: 1 | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 10 Minutes (Concentration) | Components: VSM (holy water or powdered silver and iron, which the spell consumes) |
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, highlings, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
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.
Level: 1 | Casting Time: 1 Action | Necromancy |
Range: 60ft | Duration: Instant | Components: VS |
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
S-Z
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.
Level: 1 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
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.
Level: 1 | Casting Time: 1 Bonus Action | Abjuration |
Range: 60ft | Duration: 10 Minutes (Concentration) | Components: VSM (a small parchment with a bit of holy text written on it) |
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
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.
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.
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.
Level: 1 | Casting Time: 1 Minute | Abjuration |
Range: Touch | Duration: 8 Hours | Components: VSM (25 feet of rope which the spell consumes) |
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
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.
Level: 1 | Casting Time: 1 Reaction (When you hit with or are hit by a melee weapon attack) | Evocation |
Range: Self | Duration: Instant | Components: V |
You electrify the attacker's weapon as it strikes its target. The spell deals a creature 2d6 lightning damage on a failed Constitution saving throw, or half as much damage on a successful save. If the attack was a critical hit, the damage increases by 1d6. The spell's target is determined by who made the triggering attack.
Defensive. If you were hit by the triggering attack, the attacker makes the Saving Throw, with disadvantage if it used a metal weapon to make the attack, on a failed Save, it also drops the weapon used in the attack.
Offensive. If you made the triggering attack, the target of your attack makes the Saving Throw, with disadvantage if it is wearing armor made of metal, on a failed Save, it also can't take reactions until the start of your next turn.
- 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.
Level: 1 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
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.
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.
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: 1 | Casting Time: 1 Bonus Action | Evocation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
Level: 1 | Casting Time: 1 Bonus Action | Transmutation |
Range: Self | Duration: 1 Minute (Concentration) | Components: V |
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Level: 1 | Casting Time: 1 Action | Transmutation |
Range: 60ft | Duration: Instant | Components: SM (up to three golden coins worth at least 1GP each, which the spell consumes) |
As an Action you throw superheated gold coins at one creature within range, make a Ranged Spell Attack, on a hit, you deal 1d10 Fire Damage to the target for every Gold Coin you consumed for the material components for this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can consume up to three more Gold Coins worth 1GP each for the spells material components for each slot level above 1st.