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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).
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).
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).
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.
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).
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.
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 30ft | Duration: Instant | Components: VS |
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Level: Cantrip | Casting Time: 1 Action | Evocation |
Range: 120ft | Duration: Instant | Components: VS |
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Force damage.
- The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Level: Cantrip | Casting Time: 1 Action | Enchantment |
Range: Self | Duration: 8 hours | Components: VS |
Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
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).
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.
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).
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).
Level: Cantrip | Casting Time: 1 Action | Divination |
Range: Touch | Duration: 1 Minute (Concentration) | Components: VS |
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
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.
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).
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.
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).
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.
Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation |
Range: Touch | Duration: 1 Minute | Components: VS |
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
Level: Cantrip | Casting Time: 1 Minute | Transmutation |
Range: Touch | Duration: Instant | Components: VSM (two lodestones) |
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
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.
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).
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.
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.