Cantrips: Difference between revisions

2,990 bytes added ,  17:22, 24 December 2022
Line 1: Line 1:
__FORCETOC__
__FORCETOC__
== Cantrips ==
= Cantrips =
 
== A-M ==
=== A-M ===
=== Acid Splash ===
{| class="wikitable"
{| class="wikitable"
|+ Acid Splash (Shaman, Sorcerer, Warlock)
|+ Acid Splash
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Shaman, Sorcerer, Warlock
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
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.
You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.<br>
:This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This Spell’s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


=== Amanuensis ===
{| class="wikitable"
{| class="wikitable"
|+ Amanuensis (Sorcerer, Warlock, Wizard)
|+ Amanuensis
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Sorcerer, Warlock, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VS
| Range: Touch || Duration: Instant || Components: VS || Arcane
|}
|}
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.  
You touch a work with writing, such as a book, scroll, or parchment, and you touch a 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.<br>
 
This rate this Spell copies words increases by 250 when you reach 5th Level (500 words per minute), 11th Level (750 words per minute), and 17th Level (1,000 words per minute).
<br><br>


=== Booming Blade ===
{| class="wikitable"
{| class="wikitable"
|+ Booming Blade (Shaman, Sorcerer, Warlock, Wizard)
|+ Booming Blade
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Shaman, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Round || Components: VM (a melee weapon)
| Range: Self || Duration: 1 Round || Components: VM (a Melee Weapon) || Arcane
|}
|}
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.
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.<br>
 
If the target willingly moves 5ft or more before then, the target takes 1d8 Thunder Damage, and the Spell ends.<br>
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 additional 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).
: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).
<br><br>
 


=== Chill Touch ===
{| class="wikitable"
{| class="wikitable"
|+ Chill Touch (Sorcerer, Warlock, Wizard)
|+ Chill Touch
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Necromancy || Sorcerer, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VS || Arcane
|}
|}
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.
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.<br>
 
If you hit an Undead creature, it also has Disadvantage on Attack Rolls against you until the end of your next turn.<br>
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).
:This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
<br><br>
 


=== Control Flames ===
{| class="wikitable"
{| class="wikitable"
|+ Control Flames (Druid, Shaman, Sorcerer, Wizard)
|+ Control Flames
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: S
| Range: 60ft || Duration: Instant || Components: S || Primal
|}
|}
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You choose nonmagical flame that you can see within Range and that fits within a 5ft Cube. You affect it in one of the following ways:
*You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
*You instantaneously expand the flame 5ft in one direction, provided that wood or other fuel is present in the new location.
*You instantaneously extinguish the flames within the cube.
*You 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 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.
*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.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
 
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.
<br><br>


=== Create Bonfire ===
{| class="wikitable"
{| class="wikitable"
|+ Create Bonfire (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+ Create Bonfire
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS || Primal
|}
|}
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw, taking 1d8 fire damage on a failed save.
You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire’s space when you cast the Spell, that moves into the bonfire's space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.<br>
 
The Bonfire ignites flammable objects in its area that aren't being worn or carried.<br>
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).
:The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
<br><br>
 


=== Dancing Lights ===
{| class="wikitable"
{| class="wikitable"
|+ Dancing Lights (Bard, Sorcerer, Wizard)
|+ Dancing Lights
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm)
| Range: 120ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm) || Arcane
|}
|}
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.
You create up to 4 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 shape up to Medium Size. The lights each shed Dim Light out to a Range of 10ft no matter what form they take.<br>
 
As a Bonus Action you can move the lights up to 60ft each to a new space within the Range of the Spell. If a light is ever outside the Range of the Spell or farther than 20ft from any other light created by this Spell, that light vanishes.<br>
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.
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).
 
<br><br>


=== Die, Insect! ===
{| class="wikitable"
{| class="wikitable"
|+ Die, Insect! (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+ Die, Insect!
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Turn (Concentration) || Components: V
| Range: 30ft || Duration: 1 Turn (Concentration) || Components: V || Arcane
|}
|}
You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within range; you roll randomly to determine which enemy is affected. That enemy must succeed on a Dexterity saving throw or take 8 Fire Damage.<br>
You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within Range, that creature makes a Dexterity Saving Throw; you roll randomly to determine which enemy is affected. On a failed Save, the target takes 8 Fire Damage.<br>
This spell's damage increases by 8 when you reach 5th level (16), 11th level (24), and 17th level (32).
The Spell's Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).
 
<br><br>


=== Druidcraft ===
{| class="wikitable"
{| class="wikitable"
|+ Druidcraft (Druid, Shaman)
|+ Druidcraft
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Shaman
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
Whispering to the spirits of nature, you create one of the following effects within range:
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 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 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 create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5ft Cube.
*You instantly light or snuff out a candle, a torch, or a small campfire.
*You instantly light or snuff out a candle, a torch, or a small campfire.
*You create a scent similar to an animal's markings in a 5ft Cube within Range. This scent lasts for 24 hours.
*You create the sound of tweeting birds, creaking crickets, or similar repetitive sound in a 5ft Cube within Range. This sound lasts for 1 hour.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.
<br><br>


 
=== Echoing Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Echoing Strike (Bard, Shaman, Sorcerer, Wizard)
|+ Echoing Strike
|-
|-
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this spell) || Evocation
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) || Evocation || Bard, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
You hurl a wave of echoing energy at a creature you can see within range. The target must make a Constitution Saving Throw, taking 1d6 Thunder Damage on a failure and being pushed back 5ft from you in a straight line.<br>
You hurl a wave of echoing energy at a creature you can see within Range, that creature makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Thunder Damage and is pushed 5ft away from you.<br>
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


=== Eldritch Blast ===
{| class="wikitable"
{| class="wikitable"
|+ Eldritch Blast (Warlock)
|+ Eldritch Blast
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Warlock
|-
|-
| Range: 120ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
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.<br>
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.<br>
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.
The Spell creatures one more beam when you reach 5th Level (two beams), 11th Level (three beams), and 17th Level (four beams). You choose a target (multiple beams can target the same creature) for each beam and make a separate Attack for each beam.
 
<br><br>


=== Encode Thoughts ===
{| class="wikitable"
{| class="wikitable"
|+ Encode Thoughts (Shaman, Wizard)
|+ Encode Thoughts
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Shaman, Wizard
|-
|-
| Range: Self || Duration: 8 hours || Components: VS
| Range: Self || Duration: 8 hours || Components: VS || Arcane
|}
|}
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.
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 5ft of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.<br>
 
If you cast this Spell while Concentrating on an effect that allows you to read or manipulate the thoughts of others (such as the Detect Thoughts or Modify Memory Spells), you can transform the thoughts or memories you read, rather than your own, into a Thought Strand.<br>
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 or using similar magic on the Strand has the same effect.)<br>
 
The Spell creates an additional Thought Strand when you reach 5th Level (2 Thought Strands), 11th Level (3 Thought Strands, and 17th Level (4 Thought Strands).
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.)
<br><br>
 


=== Firebolt ===
{| class="wikitable"
{| class="wikitable"
|+ Firebolt (Shaman, Sorcerer, Wizard)
|+ Firebolt
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Shaman, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
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.
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.<br>
:This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
 
<br><br>


=== Friends ===
{| class="wikitable"
{| class="wikitable"
|+ Friends (Bard, Sorcerer, Warlock, Wizard)
|+ Friends
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Bard, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this spell is cast)
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this Spell is cast) || Arcane
|}
|}
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.
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, potentially becoming hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways, depending on the nature of your interaction with it.<br>
 
You can target an additional creature with the Spell when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures)
<br><br>


=== Frostbite ===
{| class="wikitable"
{| class="wikitable"
|+ Frostbite (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+ Frostbite
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
You cause numbing frost to form on one creature that you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Cold Damage and has Disadvantage on the next Weapon Attack it makes before the end of its next turn.<br>
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
 
<br><br>


=== Green Flame Blade ===
{| class="wikitable"
{| class="wikitable"
|+ Green-Flame Blade (Shaman, Sorcerer, Warlock, Wizard)
|+ Green Flame Blade
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: Instant || Components: SM (a melee weapon)
| Range: Self || Duration: Instant || Components: SM (a Melee Weapon) || Arcane
|}
|}
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.
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 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.<br>
: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).
The Spell’s Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 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).
 
<br><br>


=== Guidance ===
{| class="wikitable"
{| class="wikitable"
|+ Guidance (Cleric, Druid, Shaman)
|+ Guidance
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
| Level: Cantrip || Casting Time: 1 Reaction (when a creature you can see fails an Ability Check) || Divination || Cleric, Druid, Shaman
|-
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Divine and Primal
|}
|}
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You shout words of divine or primal wisdom to the creature that failed the Ability Check that triggered the casting of this Spell. You roll a d4 and add the result to the Ability Check.<br>
 
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Ability Check. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Ability Check. Finally when you reach 17th Level yo roll 4d4 and add the two highest results to the failed Ability Check.
<br><br>


=== Gust ===
{| class="wikitable"
{| class="wikitable"
|+ Gust of Wind (Druid, Shaman, Sorcerer, Wizard)
|+ Gust of Wind
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
|}
You seize the air and compel it to create one of the following effects at a point you can see within range:
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.
*One Medium or smaller creature that you choose must succeed on a Strength Saving Throw. On a failed Save the creature is pushed 5ft away from you.
*You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 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 small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5lbs. The object is pushed up to 10ft away from you, however it isn’t pushed with enough force to deal Damage.
*You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
*You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
You can choose an additional effect when you reach 5th Level (2 effects), 11th Level (3 effects), and 17th Level (4 effects). You can choose an effect more than once, but the target of each effect must be different.
<br><br>


 
=== Infestation ===
{| class="wikitable"
{| class="wikitable"
|+ Infestation (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+ Infestation
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (a living flea)
| Range: 30ft || Duration: Instant || Components: VSM (a living flea) || Primal
|}
|}
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save the target takes 1d6 Poison Damage and is pushed 5ft in a direction of your choice.<br>
:The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
The Spell’s Damage increases by 1d6 and the distance the target is pushed increases by 5ft when you reach 5th Level (2d6 and 10ft), 11th Level (3d6 and 15ft), and 17th Level (4d6 and 20ft).
 
<br><br>


=== Light ===
{| class="wikitable"
{| class="wikitable"
|+ Light (Bard, Cleric, Sorcerer, Wizard)
|+ Light
|-
|-
| Level: Cantrip || Casting Time: 1 Bonus Action || Evocation
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Bard, Cleric, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss)
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss) || Arcane
|}
|}
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.
You touch one object that is no larger than 10ft in any dimension. Until the Spell ends, the object sheds Bright Light out to a Range fo 20ft, and Dim Light an additional 20ft. You choose the color of the light when you cast the Spell, and completely covering the object with something opaque blocks the light. The Spell ends if you cast it again or if dismiss it as a Free Action.<br>
 
If you target an object held or worn by an unwilling creature, you make a Melee Spell Attack against that creature, casting the Spell on a hit.<br>
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.
The Range of both the Bright Light and the Dim Light increases by 20ft when you reach 5th Level (40ft), 11th Level (60ft), and 17th Level (80ft).
 
<br><br>


=== Lightning Lure ===
{| class="wikitable"
{| class="wikitable"
|+ Lightning Lure (Druid, Shaman, Sorcerer, Warlock, Wizard)
|+ Lightning Lure (Druid, Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 15ft || Duration: Instant || Components: V
| Range: 15ft || Duration: Instant || Components: V || Arcane, Primal
|}
|}
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 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.
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage.
:This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
The Spell’s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
 
<br><br>


=== Lucky Number ===
{| class="wikitable"
{| class="wikitable"
|+ Lucky Number (Bard, Sorcerer, Warlock)
|+ Lucky Number
|-
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Sorcerer, Warlock
|-
|-
| Range: Self || Duration: 24 Hours || Components: VS
| Range: Self || Duration: 24 Hours || Components: VS || Arcane
|}
|}
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.
You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only gain the benefits of this Spell once per day.<br>
 
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.
<br><br>


=== Mage Hand ===
{| class="wikitable"
{| class="wikitable"
|+ Mage Hand (Bard, Sorcerer, Warlock, Wizard)
|+ Mage Hand (Bard, Sorcerer, Warlock, Wizard)