Bard Spells: Difference between revisions

124,613 bytes removed ,  22:49, 8 January 2023
Line 1: Line 1:
= Bard Spells =
= Bard Spells =
You gain the ability to cast spells at 1st level.<br>
'''Spellcasting Ability.''' Charisma<br>
'''Spell Save DC.''' 8 + Your Proficiency Bonus + Your Charisma Modifier<br>
'''Spell Attack Bonus.''' Proficiency Bonus + Your Charisma Modifier<br>
'''Ritual Casting.''' You can cast any prepared spell as a ritual if it has the ritual tag.<br>
'''Spellcasting Focus.''' A Musical Instrument or a Set of Artisan’s Tools<br>
'''Spell Learning Method.''' You learn one new spell every even level and two new spells every odd level.
{| class="wikitable"
|+ Spells known and spell slots per level
|-
! Level !! Cantrips Known !! Spells Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
|-
| 1st || 2 || 4 || 2 || - || - || - || - || - || - || - || -
|-
| 2nd || 2 || 5 || 3 || - || - || - || - || - || - || - || -
|-
| 3rd || 2 || 7 || 4 || 2 || - || - || - || - || - || - || -
|-
| 4th || 3 || 8 || 4 || 3 || - || - || - || - || - || - || -
|-
| 5th || 3 || 10 || 4 || 3 || 2 || - || - || - || - || - || -
|-
| 6th || 3 || 11 || 4 || 3 || 3 || - || - || - || - || - || -
|-
| 7th || 3 || 13 || 4 || 3 || 3 || 1 || - || - || - || - || -
|-
| 8th || 3 || 14 || 4 || 3 || 3 || 2 || - || - || - || - || -
|-
| 9th || 3 || 16 || 4 || 3 || 3 || 3 || 1 || - || - || - || -
|-
| 10th || 4 || 17 || 4 || 3 || 3 || 3 || 2 || - || - || - || -
|-
| 11th || 4 || 19 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -
|-
| 12th || 4 || 20 || 4 || 3 || 3 || 3 || 2 || 1 || - || - || -
|-
| 13th || 4 || 22 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -
|-
| 14th || 4 || 23 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || - || -
|-
| 15th || 4 || 25 || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || -
|-
| 16th || 4 || 26 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || -
|-
| 17th || 4 || 28 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|-
| 18th || 4 || 29 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|-
| 19th || 4 || 31 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|-
| 20th || 4 || 32 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|}
== Cantrips ==
== Cantrips ==
 
=== Arachnophobia ===
{| class="wikitable"
|+ Dancing Lights
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm)
|}
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size.
 
Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
 
 
{| class="wikitable"
|+ Echoing Strike
|-
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this spell) || Evocation
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
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>
This spell's damage increases by 1d16 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
 
 
{| class="wikitable"
|+ Friends
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this spell is cast)
|}
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
 
 
{| class="wikitable"
|+ Light
|-
| Level: Cantrip || Casting Time: 1 Bonus Action || Evocation
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss)
|}
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as a free action.
 
If you target an object held or worn by a hostile creature, you must make a melee spell attack against that creature, casting the spell on a successful attack.
 
 
{| class="wikitable"
|+ Lucky Number
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 24 Hours || Components: VS
|}
You are able to tweak tiny variables affecting a creature's immediate future in order to grant yourself a bit of luck at the right time. Roll a d20; once during the duration of lucky number, when you roll that result (regardless of what type of dice the target rolls), the creature has the option to either reroll the result or add a +2 bonus to the result. The creature must decide to use this ability before the success or failure of the original roll is known. A creature can have only one lucky number per day.
 
 
{| class="wikitable"
|+ Mage Hand
|-
| Level: Cantrip || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: 1 Minute || Components: VS
|}
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
 
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, or carry more than 10 pounds.
 
 
{| class="wikitable"
|+ Mending
|-
| 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.
 
 
{| class="wikitable"
|+ Message
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: 1 Round || Components: VSM (a short copper wire)
|}
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
 
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 
 
{| class="wikitable"
|+ Minor Illusion
|-
| Level: Cantrip || Casting Time: 1 Action || Illusion
|-
| Range: 30ft || Duration: 1 Minute || Components: SM (a bit of fleece)
|}
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
 
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
 
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
 
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
 
 
{| class="wikitable"
|+ Shocking Grasp
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation
|-
| Range: Touch || Duration: 1 Minute || Components: VS
|}
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
:The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 
 
{| class="wikitable"
|+ True Strike
|-
| Level: Cantrip || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: 1 Round (Concentration) || Components: S
|}
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your attack rolls against the target, provided that this spell hasn't ended.
 
 
{| class="wikitable"
|+ Vicious Mockery
|-
| Level: Cantrip || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: Instant || Components: V
|}
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
:This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
 
== Level 1 ==
 
 
{| class="wikitable"
|+ Animal Friendship
|-
| Level: 1 || Casting Time: 1 Action || Enchantement
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food)
|}
This spell lets you convince a Beast that you mean it no harm. Choose a Beast that you can see within range. It must see and hear you. If the Beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
 
 
{| class="wikitable"
|+ Bane
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a drop of blood)
|}
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
 
 
{| class="wikitable"
|+ Blade Ward
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
|}
You extend your hand and trace a sigil of warding in the air. Until the end of the duration, you have Resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.
 
 
{| class="wikitable"
|+ Charm Person
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
|}
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
 
 
{| class="wikitable"
|+ Cloak of Secrets
|-
| Level: 1 || Casting Time: 1 Action || Illusion
|-
| Range: Self || Duration: 1 Hour || Components: S
|}
This spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the
conversation. The bubble also disguises lip movements to match the false conversation.
 
Any creature listening to the conversation for at least 1 round can attempt to make a Wisdom (Insight) against your Spell Save DC to realize that the apparent conversation doesn't actually make any sense. The bubble also obscures the verbal components of spells cast within the area so it's impossible to identify spells by their verbal components alone.
 
 
{| class="wikitable"
|+ Command
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Round || Components: V
|}
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
 
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
:'''Approach.''' The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
:'''Drop.''' The target drops whatever it is holding and then ends its turn.
:'''Flee.''' The target spends its turn moving away from you by the fastest available means.
:'''Grovel.''' The target falls prone and then ends its turn.
:'''Halt.''' The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
:'''Silence.''' The target stops speaking for the duration of the spell.
:'''Speak.''' The target speaks for the duration of the spell.
 
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
 
 
{| class="wikitable"
{| class="wikitable"
|+ Comprehend Languages
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Druid, Psion, Shaman, Warlock
|-
|-
| Range: Self || Duration: 1 Hour || Components: VSM (a pinch of soot and salt)
| Range: 30ft || Duration: Instant || Components: VM (a live spider) || Arcane, Primal
|}
|}
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.
You plant a terrifying phantasm of arachnids in the mind of a creature you can see within Range, forcing it to make a Charisma Saving Throw. On a failed Save, the target becomes convinced that it is covered in skittering, biting spiders until the beginning of its next turn. It takes 1d4 Psychic Damage and can't take Reactions until the beginning of its next turn due to the distracting sensations.
 
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
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.
<br><br>
 


=== Dazzle ===
{| class="wikitable"
{| class="wikitable"
|+ Cure Wounds
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 1 Instant || Components: VS
| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal
|}
|}
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).
 
<br><br>


=== Dancing Lights ===
{| class="wikitable"
{| class="wikitable"
|+ Darting Duplicate
|+
|-
|-
| Level: 1 || Casting Time: Bonus Action || Illusion
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VS
| Range: 120ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VSM (a bit of phosphorus or wychwood, or a glowworm) || Arcane
|}
|}
An illusory duplicate of you steps clumsily into an adjacent square, presenting a tempting target before winking out of existence.
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>
Any creature that threatens that square must succeed at a Wisdom save or be forced to make an attack of opportunity against the image.
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).
 
<br><br>


=== Echoing Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Detect Magic
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) || Evocation || Artificer, Bard, Psion, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
You 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).
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
<br><br>
 


=== Flasbhurn ===
{| class="wikitable"
{| class="wikitable"
|+ Dissonant Whispers
|+
|-
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Psion, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: V
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of magnesium phosphate) || Arcane
|}
|}
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
You cause a dazzling pattern of light to appear briefly in a 5ft Cube centered on a point you choose within Range. The pattern emits Bright Light out to a Range of 15ft before immediately dissipating. A creature in the Cube and can see the pattern makes a Wisdom Saving throw. On a failed Save, the pattern is burned into its vision, causing to to subtract a d4 from the next Attack Roll or Ability Check relying on sight it makes before the Spell ends.<br>
:'''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.
After this Attack or Check is made, the Spell ends on that creature and its vision returns to normal.<br>
 
The size of the Cube created increases when you reach 5ft Level (10ft), 11th Level (15ft) and 17th Level (20ft)
<br><br>


=== Friends ===
{| class="wikitable"
{| class="wikitable"
|+ Distort Value
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Illusion
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: Toch || Duration: 8 Hours || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: SM (a small amount of makeup applied to the face as this Spell is cast) || Arcane
|}
|}
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.
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>
:'''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.
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>


=== Hush ===
{| class="wikitable"
{| class="wikitable"
|+ Earth Tremor
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: Cantrip || Casting Time: 1 Reaction (when a noise is created that you could anticipate) || Illusion || Bard, Psion, Seeker, Sorcerer, Wizard
|-
|-
| Range: 10ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: S || Arcane
|}
|}
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
When you hear a creature or object within Range make noise, you can hold your finger to your lips and silence that noise for the rest of the turn.<br>
:'''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.
If you can anticipate a noise, you can prevent it, such as hushing the sound of a vase you dropped before it shatters, or hushing the scream of a person you just stabbed.<br>
 
If you can't anticipate a noise, you can only interupt it. For this reason, you cannot hush the first 3 words of a sentence, nor the Verbal Components of a Spell.<br>
The Spell's Range increases by 30ft when you reach 5th Level (60ft), 11th Level (90ft), and 17th Level (120ft)
<br><br>


=== Illusion Bolt ===
{| class="wikitable"
{| class="wikitable"
|+ Faerie Fire
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
| Range: 90ft || Duration: Instant || Components: VS || Arcane
|}
|}
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal.<br>
 
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
<br><br>
 


=== Light ===
{| class="wikitable"
{| class="wikitable"
|+ Feather Fall
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within range falls) || Transmutation
| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Artificer, Bard, Cleric, Psion, Seeker, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down)
| Range: Touch || Duration: 1 Hour || Components: VSM (a firefly or phosphorescent moss) || Arcane
|}
|}
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.
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>
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>


=== Lucky Number ===
{| class="wikitable"
{| class="wikitable"
|+ Gift of Alacrity
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Divination
| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Psion, Seeker, Sorcerer, Warlock
|-
|-
| Range: Touch || Duration: 8 Hours || Components: VS
| Range: Self || Duration: 24 Hours || Components: VS || Arcane
|}
|}
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
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"
|+ Glowing Coin
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VSM (1GP, which the spell consumes)
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane
|}
|}
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.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as a Free Action. The hand vanishes if it is ever more than 30ft away from you or if you cast this Spell again.<br>
 
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 30ft each time you use it. The hand can't Attack, and can only carry up to 10lbs.<br>
The Range of this Spell and the distance the hand can be before it vanishes increases by 30ft, and the hand can lift an additional 10lbs when you reach 5th Level (60ft and 20lbs), 11th Level (90ft and 30lbs), and 17th Level (120ft and 40lbs).
<br><br>


=== Mending ===
{| class="wikitable"
{| class="wikitable"
|+ Healing Word
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Necromancy
| Level: Cantrip || Casting Time: 1 Minute || Transmutation || Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: V
| Range: Touch || Duration: Instant || Components: VSM (two lodestones) || Arcane
|}
|}
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.
This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.<br>
:'''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.
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.<br>
 
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.<br>
The Spell can repair a break or tear that's 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft)
<br><br>


=== Message ===
{| class="wikitable"
{| class="wikitable"
|+ Heroism
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Enchantment || Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VSM (a short copper wire) || Arcane
|}
|}
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.
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.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You can cast this Spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood blocks the Spell. The Spell doesn't have to follow a straight line and can travel freely around corners or through openings.<br>
 
The Spell can target an additional creature when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures). Each creature targeted by the Spell hears the responses from all other creatures targeted by the Spell.
<br><br>


=== Minor Illusion ===
{| class="wikitable"
{| class="wikitable"
|+ Hideous Laughter
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: Cantrip || Casting Time: 1 Action || Illusion || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (tiny tarts and a feather that is waved in the air)
| Range: 30ft || Duration: 1 Minute || Components: SM (a bit of fleece) || Arcane
|}
|}
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.
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 a Free Action if you cast this Spell again.<br>
 
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.<br>
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.
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 5ft 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.<br>
 
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.<br>
The Spell can create an additional illusion when you reach 5th Level (up to 2 illusions), 11th Level (up to 3 illusions), and 17th Level (up to 4 illusions).
<br><br>


=== Noisome Peal ===
{| class="wikitable"
{| class="wikitable"
|+ Identify
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Shaman Sorcerer, Warlock, Wizard
|-
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (a pearl worth at least 100GP and an owl feather)
| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal
|}
|}
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.
You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell.<br>
 
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
<br><br>
 


=== Seek Phrase ===
{| class="wikitable"
{| class="wikitable"
|+ Illusory Script
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Psion, Seeker, Sorcerer, Warlock, Wizard
|-
|-
| Range: 90ft || Duration: 10 Days || Components: VM (a lead-based ink worth at least 10GP which the spell consumes)
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
|}
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search.<br>
 
The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes).
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.
<br><br>
 
 
{| class="wikitable"
|+ Longstrider
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of dirt)
|}
You touch a creature. The target's speed increases by 10 feet until the spell ends.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
 
 
{| class="wikitable"
|+ Silent Image
|-
| Level: 1 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece)
|}
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
 
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
 
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
 
 
{| class="wikitable"
|+ Silvery Barbs
|-
| Level: 1 || Casting Time: 1 Reaction (when a creature within range succeeds on an attack roll, ability check, or saving throw) || Enchantment
|-
| Range: 60ft || Duration: Instant || Components: V
|}
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
 
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
 
 
{| class="wikitable"
|+ Sleep
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket)
|}
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
 
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Speak With Animals
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Self || Duration: 10 Minutes || Components: VS
|}
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
 
 
{| class="wikitable"
|+ Thunderwave
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 15ft Cube || Duration: Instant || Components: VS
|}
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
 
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Unseen Servant
|-
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood)
|}
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
 
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.
 
 
{| class="wikitable"
|+ Witch Bolt
|-
| Level: 1 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning)
|}
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 Lightning Damage. If you hit, then the target's speed is 0 and cannot be increased, and on each of your turns for the duration, you can use your action to deal 2d12 Lightning Damage to the target automatically.The spell ends if you use your action for anything else or if the target is ever outside the spell’s range or if it has total cover from you.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d12 for each slot level above 1st.
 
 
{| class="wikitable"
|+ Zrib's Searing Coins
|-
| 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.<br>
'''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.
 
== Level 2 ==
{| class="wikitable"
|+ Animal Messenger
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Enchantment
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food)
|}
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.<br>
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Augmenting Wall
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant || Components: V
|}
You create a wall of faintly shimmering elemental energy at a point you choose within range that is 20ft high and 20ft across. Upon casting this spell choose either acid, cold, fire, or lightning. Any attacks that pass through the augmenting wall deal additional damage of the type you chose equal to 1d6. You can also limit the wall so only attacks passing through one side of the wall are augmented while attacks passing through from the other side remain unaffected.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 3rd level or higher, the additional damage increases by 1d6 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Bestow Proficiency
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: Touch || Duration: 8 Hours || Components: V
|}
You touch a willing creature. Choose a skill, tool, weapon, or language proficiency you are proficient with, the target gains proficiency with the chosen proficiency for the duration.
 
 
{| class="wikitable"
|+ Calamitous Flailing
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Round || Components: V
|}
You cause a creature's attacks to careen wildly, endangering itself and those around it. The target must make a Wisdom Saving Throw, on a failed Save the target has disadvantage on all attack rolls it makes until the end of your next turn. If one of the target's attacks misses, the target instead attacks a creature it considers friendly, targeting itself if there are no such creatures in range. Use the creatures original attack roll for this new attack.
 
 
{| class="wikitable"
|+ Calm Emotions
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.<br>
'''Focus.''' You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.<br>
'''Suppress.''' You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
 
 
{| class="wikitable"
|+ Cloud of Daggers
|-
| Level: 2 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a silver glass)
|}
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 Slashing Damage when it enters the spell’s area for the first time on a turn or starts its turn there.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Crown of Madness
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
|}
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.<br>
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. <br>
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. <br>
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
 
 
{| class="wikitable"
|+ Darkvision
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 8 Hours || Components: VSM (either a pinch of dried carrot or an agate)
|}
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature treats darkness and dim light within 120 feet of it as bright light.
 
 
{| class="wikitable"
|+ Demand Offering
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: Touch || Duration: Instant || Components: V
|}
You reach out and touch a creature holding one or more items, forcing it to make a Wisdom Saving Throw. On a failure, the target uses its reaction to hand you the objects it's holding.
 
 
{| class="wikitable"
|+ Detect Thoughts
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VSM (a copper piece)
|}
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.<br>
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.<br>
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.<br>
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.<br>
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
 
 
{| class="wikitable"
|+ Dragon's Voice
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Self || Duration: 1 Hour || Components: V
|}
By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of dragons. When you make a Charisma (Persuasion) or Charisma (Deception) check while dealing with Dragons, you can treat a d20 roll of 9 or lower as a 10.
 
 
{| class="wikitable"
|+ Enhance Ability
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (fur or a feather from a beast)
|}
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
'''Bear's Endurance.''' The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
'''Bull's Strength.''' The target has advantage on Strength checks, and his or her carrying capacity doubles.
'''Cat's Grace.''' The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
'''Eagle's Splendor.''' The target has advantage on Charisma checks.
'''Fox's Cunning.''' The target has advantage on Intelligence checks.
'''Owl's Wisdom.''' The target has advantage on Wisdom checks.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Enthrall
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute || Components: VS
|}
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
 
 
{| class="wikitable"
|+ Fortune's Favor
|-
| Level: 2 || Casting Time: 1 Minute || Divination
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a white pearl worth at least 100GP, which the spell consumes)
|}
You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.<br>
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Gift of Gab
|-
| Level: 2 || Casting Time: 1 Reaction (when you speak to another creature) || Enchantment
|-
| Range: Self || Duration: Instant || Components: VSM (2GP which the spell consumes)
|}
When you cast this spell, you reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.
 
 
{| class="wikitable"
|+ Heat Metal
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of iron and a flame)
|}
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire Damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.<br>
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Hold Person
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight, piece of iron)
|}
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
 
 
{| class="wikitable"
|+ Immovable Object
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (gold dust worth at least 25GP, which the spell consumes)
|}
You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.<br>
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
 
 
{| class="wikitable"
|+ Invisibility
|-
| Level: 2 || Casting Time: 1 Action || Illusion
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (an eyelash encased in gum arabic)
|}
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Iron Spine
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot)
|}
You launch an ingot of iron at a creature in range. Make a Ranged Spell Attack, on a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the targets turns, it may make a Constitution Saving Throw, ending the effect on a success. Fey creatures make this save at disadvantage.
 
 
{| class="wikitable"
|+ Kinetic Jaunt (Sorcerer, Wizard)
|-
| Level: 2 || Casting Time: 1 Bonus Action || Transmutation
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: S
|}
You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
*Your walking speed increases by 10 feet.
*You don’t provoke opportunity attacks.
*You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
 
 
{| class="wikitable"
|+ Knock
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: Instant || Components: V
|}
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.<br>
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.<br>
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.<br>
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
 
 
{| class="wikitable"
|+ Lesser Restoration
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
 
 
{| class="wikitable"
|+ Locate Animals or Plants
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Divination
|-
| Range: Self || Duration: Instant || Components: VSM (a bit of fur from a bloodhound)
|}
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
 
 
{| class="wikitable"
|+ Locate Object
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig)
|}
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.<br>
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.<br>
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
 
 
{| class="wikitable"
|+ Magic Mischief
|-
| Level: 2 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: SM (a piece of crust from an apple pie)
|}
You fill a 20-foot cube you can see within range with fey and draconic magic. Roll a d4 to determine the effect, and roll again at the start of each fo your turns until the spell ends.<br>
'''1:''' The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.<br>
'''2:''' Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.<br>
'''3:''' Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.<br>
'''4:''' Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn.<br>
You can move the cube up to 10 feet before you roll.
 
 
{| class="wikitable"
|+ Magic Mouth
|-
| Level: 2 || Casting Time: 1 Minute (Ritual) || Illusion
|-
| Range: 30ft || Duration: Until Dispelled || Components: VSM (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
|}
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.<br>
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.<br>
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
 
 
{| class="wikitable"
|+ Misty Step
|-
| Level: 2 || Casting Time: 1 Bonus Action || Conjuration
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: V
|}
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
 
 
{| class="wikitable"
|+ Phantasmal Force
|-
| Level: 2 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a bit of fleece)
|}
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.<br>
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.<br>
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.<br>
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.<br>
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
 
 
{| class="wikitable"
|+ Pyrotechnics
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so, you can create other similar effects at the GM's discretion.<br>
:'''Fireworks.''' The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become Blinded and Stunned until the end of your next turn.<br>
'''Smoke.''' Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 10 minutes or until a strong wind disperses it.
 
 
{| class="wikitable"
|+ Rope Trick
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (powdered corn extract and a twisted loop of parchment)
|}
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.<br>
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.<br>
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.<br>
Anything inside the extradimensional space drops out when the spell ends.
 
 
{| class="wikitable"
|+ See Invisibility
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: 120ft || Duration: 1 Hour || Components: VSM
|}
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Second Ward. Creatures, dreams, and objects in the Second Ward appear ghostly and translucent.
 
 
{| class="wikitable"
|+ Shatter
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant || Components: VSM (a chip of mica)
|}
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.<br>
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Silence
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Illusion
|-
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS
|}
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
 
 
{| class="wikitable"
|+ Skywrite
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: Sight || Duration: 1 Hour || Components: VS
|}
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends.
 
 
{| class="wikitable"
|+ Snowball Swarm
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (a piece of ice or a small white rock chip)
|}
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d6 Cold Damage on a failed save, or half as much damage on a successful one.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
 
 
{| class="wikitable"
|+ Suggestion
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 8 Hours (Concentration) || Components: VM (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
|}
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.<br>
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.<br>
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.<br>
If you or any of your companions damage the target, the spell ends.
 
 
{| class="wikitable"
|+ They Know
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: VS
|}
Choose a creature within range, it makes a Wisdom Saving Throw, on a failed Save, the creature believes that one creature of your choice within range knows a piece of information of your choice. You can either choose a specific or general piece of information. For example, a general piece of information would be the target's deepest secret, probably causing the target to be hostile and defensive in regards to the creature they think knows that information. Another example is you make a creature believe it knows the specific piece of information, an underground auctions password, potentially making them try to get in and have the password on the tip of their tongue but just can't remember it.
 
 
{| class="wikitable"
|+ Warding Wind
|-
| Level: 2 || Casting Time: 1 Action || Evocation
|-
| Range: 10 Emanation || Duration: 10 Minutes || Components: V
|}
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:
*It deafens you and other creatures in its area.
*It extinguishes unprotected flames in its area that are torch-sized or smaller.
*It hedges out vapor, gas, and fog that can be dispersed by strong wind.
*The area is difficult terrain for creatures other than you.
*The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
 
 
{| class="wikitable"
|+ Wristpocket
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Conjuration
|-
| Range: 120ft || Duration: 1 Hour (Concentration) || Components: S
|}
You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.<br>
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
 
 
{| class="wikitable"
|+ Zone of Truth
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 10 Minutes || Components: VS
|}
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.<br>
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
 
== Level 3 ==
{| class="wikitable"
|+ Allegro
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: 120ft || Duration: 1 Minute || Components: VSM (A few small gears of copper)
|}
You alter time around up to six creature of your choice in a 40ft cube within range. An affected creature can use a Bonus Action to take the Dash and Disengage actions.
 
 
{| class="wikitable"
|+ Alone
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom Saving Throw, on a failure, it treats its allies as if they were invisible and silenced. The target cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the target can repeat the Saving throw. On a successful Save, the spell ends.
 
 
{| class="wikitable"
|+ Anticipate Thought
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (Something that belongs to the target, worth at least 1CP)
|}
This spell taps into a target's mind so you get an impression of the actions it will take. The target must make a Wisdom Saving Throw, on a failure, you have advantage on all attacks against the target, and on all saves imposed by the target.
 
 
{| class="wikitable"
|+ Battle Trance
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
You are transformed into a single-minded force of destruction. For the duration of the spell, you gain the following benefits:
*Your critical range increases by 1
*On your turn when you score a critical hit or reduce a creature to 0 Hit Points, you can make one melee weapon attack as a Bonus Action
*You are immune to the Frightened and Charmed conditions
 
 
{| class="wikitable"
|+ Bestow Curse
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: Instant, 1 Minute (Concentration) || Components: VS
|}
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
*Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
*While cursed, the target has disadvantage on attack rolls against you.
*While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
*While the target is cursed, your attacks and spells deal an extra 1d8 Necrotic Damage to the target.
*While cursed, target is Slowed.
*While cursed, the target cannot speak.
*While cursed, the target shouts its thoughts out loud.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.<br>
'''At Higher Levels.''' If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
 
 
{| class="wikitable"
|+ Body Double (Warlock)
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: V
|}
Choose a creature within range, it makes a Charisma Saving Throw, on a failed Save, the target's appearance, scent, sounds, and mannerisms change to match those of another creature within range of your choice of the same size category. The target can choose to fail the Saving Throw. As long as the two targets are the same size, they are indistinguishable from each other.<br>
'''At Higher Levels.''' If you cast this with a spell slot of 5th level or higher, the duration is instead 8 hours.
 
 
{| class="wikitable"
|+ Bolstering Brew (Cleric)
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: Instant || Components: VSM (Exotic ingredients worth 100GP which the spell consumes)
|}
Invoking the deep magic of ancient brewers, you bring forth a vibrant brew of beer or ale. You and up to five other creatures within range can partake of this drink and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains the following benefits for 8 hours:
*The creature gains 2d4 Temporary Hit Points
*The creature is immune to the Frightened condition
*The creature has Resistance to Cold Damage
*The creature has Advantage on Constitution Saving Throws
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature and creatures gain 1d4 additional Temporary Hit Points for each spell slot above 3rd. When you cast this spell using a spell slot of 7th level or higher, the benefits last for 24 hours and the creatures are immune to the Poisoned condition for the duration.
 
 
{| class="wikitable"
|+ Clairvoyance
|-
| Level: 3 || Casting Time: 10 Minutes || Divination
|-
| Range: 1 Mile || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
|}
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.<br>
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.<br>
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
 
 
{| class="wikitable"
|+ Discovery Torch
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
An object you touch emanates a 20ft radius of Bright Light that clings to objects carrying a weight of significance. Creatures of your choice within the area of this light gain Advantage on checks discover secrets and clues.
 
 
{| class="wikitable"
|+ Dispel Magic
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
 
 
{| class="wikitable"
|+ Dream Reality
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 30ft || Duration: 10 Minutes || Components: V
|}
You cause the target to perceive the world as if in a dream. When the spell ends, the target must make a Wisdom Saving Throw, forgetting all identifying details of events that transpired while the spell lasted on a failure. The creature treats these memories as if they were a dream, and will not believe otherwise by non-magical means.
 
 
{| class="wikitable"
|+ Elemental Weapon
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: Instant, 1 Hour (Concentration) || Components: VS
|}
A weapon you touch becomes a magic weapon if it was not already. Additionally, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d6 damage of the chosen type when it hits.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d6.
 
 
{| class="wikitable"
|+ Enemies Abound
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.<br>
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
 
 
{| class="wikitable"
|+ Fast Friends
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: V
|}
When you cast this spell, choose one Humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.<br>
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.<br>
When the spell ends, the creature knows it was charmed by you.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
 
 
{| class="wikitable"
|+ Fear
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 30ft Emanated Cone || Duration: 1 Minute (Concentration) || Components: VSM (w white feather or the heart of a hen)
|}
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot emanated cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.<br>
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
 
 
{| class="wikitable"
|+ Feign Death
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Necromancy
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of graveyard dirt)
|}
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.<br>
For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
 
 
{| class="wikitable"
|+ Glyph of Warding
|-
| Level: 3 || Casting Time: 1 Hour (Ritual) || Abjuration
|-
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (incense and powdered diamond worth at least 200 gp, which the spell consumes)
|}
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.<br>
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.<br>
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.<br>
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.<br>
When you inscribe the glyph, choose explosive runes or a spell glyph.<br>
'''Explosive Runes.''' When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.<br>
'''Spell Glyph.''' You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
 
 
{| class="wikitable"
|+ Healing Wave
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS
|}
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within range regain a number of hit points equal to 1d6 + your spellcasting ability modifier.<br>
At the start of your next turn, if you have not lost Concentration on this spell, you repeat this spell's effects.<br>
This spell has no effect on undead, constructs, or creatures that have 0 hit points.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the healing done at the start of your next turn increases by 1d6 for each slot level above 3rd
 
 
{| class="wikitable"
|+ Hypnotic Pattern
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: SM (a glowing stick of incense or a crystal vial filled with phosphorescent material)
|}
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.<br>
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
 
 
{| class="wikitable"
|+ Impossible Angles
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
You cause a 20ft radius sphere centered on a point you choose within range to distort. The angles and corners of the area subtly twist and contort, creating unnatural and impossible shapes. For the duration, the area becomes difficult terrain.<br>
Any creatures in the area when this spell is cast, or that enter the area must succeed a Wisdom Saving Throw or become disoriented and become Poisoned until it leaves the area.<br>
An affected creature can make a Wisdom Saving Throw at the end of each of its turns, ending the effect on a success.
 
 
{| class="wikitable"
|+ Instant Audience
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft Still Emanation || Duration: 4 Hours || Components: VSM (four buttons and a live mouse which disappear for the duration of the spell)
|}
You conjure a semi-real audience. Every minute for the next 10 minutes, 1d4 people will enter the area as if just coming in from the outside naturally, coming in from around corners, through doors, or the like. They appear to be a mix of people appropriate for the circumstance and location.<br>
When appropriate, the group applauds, chats to one another, and eats available snacks. The group can also interact with real creatures in the area, praising, talking to, or shaming the person as appropriate.<br>
The group does not talk about themselves at all as they have no history or true knowledge beyond trivia you yourself might know, nor do they leave the area.<br>
When the spell ends or you dismiss the spell as an Action, the audience leaves in the same ways they entered. The members of the audience do not fight in any manner, each one has a 10 AC and 1 HP, instantly vanishing if harmed in any way.
 
 
{| class="wikitable"
|+ Intellect Fortress
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: V
|}
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
 
 
{| class="wikitable"
|+ Motivational Speech
|-
| Level: 3 || Casting Time: 1 Minute || Enchantment
|-
| Range: 60ft || Duration: 1 Hour || Components: V
|}
 
You address allies, adventurers, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
 
 
{| class="wikitable"
|+ Nondetection
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 8 Hours || Components: VSM (a pinch of diamond dust worth 25GP sprinkled over the target, which the spell consumes)
|}
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
 
 
{| class="wikitable"
|+ Plant Growth
|-
| Level: 3 || Casting Time: 1 Action or 8 Hours || Transmutation
|-
| Range: 150ft || Duration: Instant || Components: VS
|}
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.<br>
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.<br>
You can exclude one or more areas of any size within the spell's area from being affected.<br>
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
 
 
{| class="wikitable"
|+ Relocate
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
Your magic relocates one other creature that you touch. If the target is willing, it is teleported up to 90 feet to an unoccupied space that you can see.<br>
If the target is not willing, you must make a melee spell attack against the target as you attempt to touch it. On a hit, the target must make a Charisma saving throw. On a failed saving throw, the target is teleported up to 90 feet to an unoccupied space that you can see.
 
 
{| class="wikitable"
|+ Roaming Pit
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
You create a 10x10ft extra-dimensional hole with a depth of 30ft on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. As a bonus action, you can direct the pit to move up to 20 feet horizontally.<br>
A creature that the pit moves under for the first time on a turn, or who ends its turn adjacent to the pit must make a Dexterity save or fall in. Any creature that avoid falling into the pit when it reaches its new destination move to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.
 
 
{| class="wikitable"
|+ Sending
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire)
|}
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.<br>
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
 
 
{| class="wikitable"
|+ Speak With Dead
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 10ft || Duration: 10 Minutes || Components: VSM (burning incense)
|}
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.<br>
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
 
 
{| class="wikitable"
|+ Speak With Plants
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: 30ft Still Emanation || Duration: 10 Minutes || Components: VS
|}
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.<br>
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.<br>
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.<br>
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.<br>
This spell can cause the plants created by the entangle spell to release a restrained creature.
 
 
{| class="wikitable"
|+ Stinking Cloud
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a rotten egg or several skunk cabbage leaves)
|}
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.<br>
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.<br>
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
 
 
{| class="wikitable"
|+ Tiny Hut
|-
| Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration
|-
| Range: 10ft Still Emanation || Duration: 8 Hours || Components: VSM (a small crystal bead)
|}
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.<br>
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.<br>
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
 
 
{| class="wikitable"
|+ Tongues
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 1 Hour || Components: VM (a small clay model of a ziggurat)
|}
This spell grants a willing creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
 
== Level 4 ==
{| class="wikitable"
|+ Aura of Doom
|-
| Level: 4 || Casting Time: 1 Action || Illusion
|-
| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V
|}
You emanate an almost palpable aura of horror. You designate any number of creatures you can see to be unaffected by this spell when cast. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving through at the end of each of its turns, ending the effect on itself on a success.
 
 
{| class="wikitable"
|+ Aversion
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 10 Days || Components: V
|}
You choose a creature within range and plant a revulsion in its mind, causing them to avoid an object or location. You must choose a specific object or location measuring no more than 50ft on any side. The target makes a Wisdom Saving Throw, on a failure, it is unable to willingly move within 60ft of the chosen object or location.<br>
This effect solely effects the target creature, the chosen area or object is in no way rendered magical from this spell.<br>
The target makes every reasonable effort to avoid the object of the aversion, but will not put themself in danger in order to maintain this distance, such as a bridge being the aversion, but still crossing it to avoid an approaching forest fire.<br>
If the target enters within 60ft of the aversion for any reason it is overcome with nausea, suffering disadvantage on Attack Rolls and Ability Checks while in within this radius.
 
 
{| class="wikitable"
|+ Charlatan's Miraculum
|-
| Level: 4 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 10 Minutes || Components: VS
|}
You cloak the motions and sounds of your spellcasting with Illusion magic. For the duration, a creature must succeed on an intelligence save to indentify you as the source of a spell.
 
 
{| class="wikitable"
|+ Charm Monster
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
|}
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
 
 
{| class="wikitable"
|+ Compulsion
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
|}
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.<br>
Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.<br>
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
 
 
{| class="wikitable"
|+ Confusion
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (three nut shells)
|}
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.<br>
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
*1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
*2-6: The creature doesn't move or take actions this turn.
*7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
*9-10: The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
 
 
{| class="wikitable"
|+ Destructive Resonance
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS
|}
A low, dull hum spreads within a 30ft Radius Sphere centered on a point you choose within range. The hum spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature takes 10 thunder damage and must make a Constitution saving throw. On a failed save, the spell's damage is doubled next time the creature takes damage from it. An object in the spell's area that isn't being worn or carried is destroyed after a minute of being in the spell's area.
 
 
{| class="wikitable"
|+ Dimension Door
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 500ft || Duration: Instant || Components: V
|}
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."<br>
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.<br>
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
 
 
{| class="wikitable"
|+ Freedom of Movement
|-
| Level: 4 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a leather strap, bound around the arm or similar appendage)
|}
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed, slowed, or restrained.<br>
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
 
 
{| class="wikitable"
|+ Gravity Sinkhole
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: Instant || Components: VSM (a black marble)
|}
A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
 
 
{| class="wikitable"
|+ Greater Invisibility
|-
| Level: 4 || Casting Time: 1 Action || Illusion
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS
|}
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
 
 
{| class="wikitable"
|+ Greater Renewal
|-
| Level: 4 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
Your magic forces one willing creature that you can see within range to expend great energy as you kindle its body's natural healing processes for an instant. You can cure one poison or disease afflicting the target.<br>
The target also gains one level of exhaustion and regains hit points equal to 25 + your spellcasting modifier (minimum +1) + a number of d6s equal to the target's Constitution modifier (minimum 1d6)
This spell has no effect on constructs, undead, or creatures that are naturally immune to exhaustion.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the healing increases by 2d6 for each slot level above 4th.
 
 
{| class="wikitable"
|+ Hallucinatory Terrain
|-
| Level: 4 || Casting Time: 10 Minutes || Illusion
|-
| Range: 300ft || Duration: 24 Hours || Components: VSM (a tone, a twig, and a bit of green plant)
|}
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.<br>
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
 
 
{| class="wikitable"
|+ Locate Creature
|-
| Level: 4 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 1 Hour (Concentration) || Components: VSM (a bit of fur from a bloodhound)
|}
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.<br>
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.<br>
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
 
 
{| class="wikitable"
|+ Lost Legacy
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: Touch || Duration: 30 Days || Components: VSM (a small locking container)
|}
You inflict a powerful curse on a creature within range that causes others to quickly forget positive aspects of their interactions with the target. The target must make a Charisma saving throw. On a failure, creatures that would normally be friendly or helpful toward the target must succeed on a Wisdom Saving Throw each time they interact with the target, treating the target with indifference and suspicion on a failure for the duration. If a creature interacting with the target fails the save four times, it automatically fails any further saves for the duration of this spell on the target. Once this curse is removed, creatures coming back into contact with the target regain their pleasant memories of it.
 
 
{| class="wikitable"
|+ March of Blades
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (any bladed weapon)
|}
You conjure a row of synchronized floating blades made of magical energy in a line 30 feet long and 5 feet wide. The line extends in any direction and originates from any point you can see within range. The blades slash in a wide arc as they appear, forcing each creature in the area to make a Dexterity saving throw. A creature takes 3d10 slashing damage on a failed save, or half as much damage on a success.<br>
The blades provide half-cover to creatures behind them. You can use a bonus action on subsequent turns to move one or both ends of the line to different locations up to 30 feet away that you can see. When you finish moving the area in this way on a turn, you may choose to have the blades slash again, forcing all creatures in the area to repeat the Dexterity saving throw.<br>
The blades last until the spell ends, at which point they vanish. If at any time you aren't within range of at least one end of the line, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the slashing damage dealt increases by 1d10 for each slot level above 4th.
 
 
{| class="wikitable"
|+ Polymorph
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a caterpillar cocoon)
|}
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.<br>
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.<br>
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.<br>
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.<br>
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
 
 
{| class="wikitable"
|+ Psychic Lance
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: Instant || Components: V
|}
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.<br>
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
 
 
{| class="wikitable"
|+ Solipsism
|-
| Level: 4 || Casting Time: 1 Action || Illusion
|-
| Range: 120ft || Duration: 1 Round || Components: VSM (a crushed button worth at least 1CP)
|}
You create the image on an object, a creature, or some other visible phenomenon that is no larger than a 40-foot cube. The image appears at a spot that you can see within range and lasts for the duration. All creatuers other than you can immediately identify as an illusion. As long as you believe in it, you may treat it as real. A creature other than you may make a wisdom save to attempt to believe in it, and are able to treat it as real on a successful save.
 
 
{| class="wikitable"
|+ Watery Sphere
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a droplet of water)
|}
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.<br>
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.<br>
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.<br>
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.<br>
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
 
== Level 5 ==
{| class="wikitable"
|+ Aura of the Unremarkable
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 20ft Moving Emanation || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a white feather)
|}
An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous. For example you and your allies are beating a member of the city guard for information, creatures within the area don’t think this is unusual or cause for alarm; if your ally is aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern. Any hostile actions by you or your allies against a creature or its allies break the effect of the spell for that creature.<br>
When the spell ends (or when the affected creatures move outside of the range of the emanation), observers see things normally but altered perceptions from the earlier events remain. Each mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Wisdom
 
 
{| class="wikitable"
|+ Awaken
|-
| Level: 5 || Casting Time: 8 Hour || Transmutation
|-
| Range: Touch || Duration: Instant || Components: VSM (an agate worth at least 1,000gp, which the spell consumes)
|}
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.<br>
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
 
 
{| class="wikitable"
|+ Babble
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VS
|}
You cause the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.<br>
An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language that it knows.<br>
As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.
 
 
{| class="wikitable"
|+ Claim Identity
|-
| Level: 5 || Casting Time: 1 Action || Illusion
|-
| Range: Touch || Duration: 8 Hours || Components: VS
|}
You steal the target's face, transforming yourself into a flawless imitation of it. All of the target’s facial features, vocal cues, and identifying physical traits change, transforming it into an unremarkable member of its race and gender. You transform into a perfect likeness of the target’s true form, as if affected by Alter Self, and gain advantage on deception checks to impersonate the original subject of this spell; you take no penalties on this check if the original target is of a different race, age, size, or gender.<br>
This spell prevents any other Polymorph effects form restoring the target’s true face for the spell’s duration, though the target can still assume other forms or faces via magic or any natural shapechanging ability.<br>
'''At Higher Levels.''' If you cast this spell with a 7th level spell slot or above, it transforms its target into a helpless, inanimate porcelain mask for the spell’s duration.<br>
The target remains aware of everything it can see or hear while transformed. The target cannot speak or move, but can still take purely mental actions (such as casting certain spells) or be targeted by spells that affect its mind.<br>
Any creature donning this mask is transofrmed into a flawless imitation of the spell's target, and reverts to its natural form upon removing the mask. Any damage deal to the mask immediately ends this spell.
 
 
{| class="wikitable"
|+ Dominate Person
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.<br>
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.<br>
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.<br>
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
 
 
{| class="wikitable"
|+ Dream
|-
| Level: 5 || Casting Time: 1 Action || Illusion
|-
| Range: Self || Duration: 8 Hours || Components: VSM (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
|}
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.<br>
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.<br>
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.<br>
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
 
 
{| class="wikitable"
|+ Greater Restoration
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: Instant || Components: VSM (diamond dust worth at least 100GP, which the spell consumes)
|}
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
*One effect that charmed or petrified the target
*One curse, including the target's attunement to a cursed magic item
*Any reduction to one of the target's ability scores
*One effect reducing the target's hit point maximum
 
 
{| class="wikitable"
|+ Hold Monster
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM (a small, straight piece of iron)
|}
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
 
 
{| class="wikitable"
|+ Legend Lore
|-
| Level: 5 || Casting Time: 10 Minutes || Divination
|-
| Range: Self || Duration: Instant, 1 Minute (Concentration) || Components: VSM (incense worth at least 250GP, which the spell consumes, and four ivory strips worth at least 50GP each)
|}
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.<br>
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of The Stone, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
 
 
{| class="wikitable"
|+ Mass Cure Wounds
|-
| Level: 5 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
 
 
{| class="wikitable"
|+ Mislead
|-
| Level: 5 || Casting Time: 1 Action || Illusion
|-
| Range: Self || Duration: 1 Hour (Concentration) || Components: S
|}
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.<br>
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.<br>
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
 
 
{| class="wikitable"
|+ Modify Memory
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.<br>
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.<br>
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.<br>
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.<br>
A remove curse or greater restoration spell cast on the target restores the creature's true memory.<br>
'''At Higher Levels.''' If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
 
 
{| class="wikitable"
|+ Planar Binding
|-
| Level: 5 || Casting Time: 1 Action || Abjuration
|-
| Range: 30ft || Duration: 1 Hour || Components: VSM ()
|}
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.<br>
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
 
 
{| class="wikitable"
|+ Scrying
|-
| Level: 5 || Casting Time: 10 Minutes || Divination
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 1,000GP, such as a crystal ball, a silver mirror, or a font filled with holy water)
|}
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. The target gains different bonuses or penalties to the Save based on your familiarity with it.<br>
*The target has +5 on the Save if you have Secondhand knowledge of it (you have heard of the target).
*The target has +0 on the Save if you have Firsthand knowledge of it (you have met the target).
*The target has -5 on the Save if you have Familiar knowledge of it (you know the target well).
The target also gains different penalties to the Save based on the strongest connection you have to it.<br>
*The target has -2 on the Save if you have a likeness or picture of the target.
*The target has -4 on the Save if you have a possession or garment of the target.
*The target has -10 on the Save if you have a body part, lock of hair, bit of nail, or similar object of the target.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.<br>
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.<br>
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
 
 
{| class="wikitable"
|+ Seeming
|-
| Level: 5 || Casting Time: 1 Action || Illusion
|-
| Range: 30ft || Duration: 8 Hours || Components: VS
|}
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.<br>
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.<br>
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.<br>
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
 
 
{| class="wikitable"
|+ Skill Empowerment
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 8 Hours || Components: VS
|}
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.<br>
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
 
 
{| class="wikitable"
|+ Sonic Boom
|-
| Level: 5 || Casting Time: 1 Action || Evocation
|-
| Range: 150ft || Duration: Instant || Components: VS
|}
A bead of thunderous force rockets from your fingertips toward a point you can see within range, where it explodes into a wave of sound that expands to a 20-foot radius sphere centered on that point. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 5d10 thunder damage, is deafened until the end of your next turn, is knocked prone, and is pushed 20 feet away from the center of the area. On a successful save, a creature takes half damage and is not knocked prone, pushed, or deafened.<br>
Unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from the center of the area by the spell's effect.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage dealt increases by ldl0 and the distance a creature is pushed increases by 5 feet for each slot level above 5th.
 
 
{| class="wikitable"
|+ Steel Wind Strike
|-
| Level: 5 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: Instant || Components: VSM (a melee weapon)
|}
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.<br>
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
 
 
{| class="wikitable"
|+ Synaptic Static
|-
| Level: 5 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.<br>
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
 
 
{| class="wikitable"
|+ Taboo
|-
| Level: 5 || Casting Time: 1 Minute || Enchantment
|-
| Range: 60ft || Duration: 30 Days || Components: V
|}
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.<br>
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.<br>
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
 
 
{| class="wikitable"
|+ Teleportation Circle
|-
| Level: 5 || Casting Time: 1 Minute || Divination
|-
| Range: 10ft || Duration: 1 Round || Components: VSM (rare chalks and inks infused with precious gems worth 50GP, which the spell consumes)
|}
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.<br>
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.<br>
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
 


=== Shocking Grasp ===
{| class="wikitable"
{| class="wikitable"
|+ Temporal Shunt
|+
|-
|-
| Level: 5 || Casting Time: 1 Action || Transmutation
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: Touch || Duration: 1 Minute || Components: VS || Arcane, Primal
|}
|}
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember you casting the spell or being affected by it.<br>
Lightning springs from your hand to deliver a shock to a creature of your choice within Range. Make a Melee Spell Attack against the target. You have Advantage on the Attack Roll if the target is wearing Armor made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can't take Reactions until the start of its next turn.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
<br><br>