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rpg:arcydea:spells:1st-level

Table of Contents

Spells: First Level Spells

A

Absorb Elements

1st-level abjuration

  • Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Spell Lists. Artificer, Druid, Ranger, Sorcerer, Wizard

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

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

Acid Stream

1st-level evocation

  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S, M (a bit of rotten food)
  • Duration: Concentration, up to 1 minute
  • Spell Lists. Sorcerer, Wizard

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 3d4 acid damage at the start of each of its turns.

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

Acid Wind

1st-level evocation

  • Components: V, S, M (a dried lemon peel)
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: Self

You call forth a breeze full of stinging acid droplets from your outstretched hand. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d6 acid damage and is blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn’t blinded.

At Higher Levels: For each spell slot used higher than 1st level, the damage increases by 1d6.

Acrid Delight

1st-level transmutation (ritual) (bard, druid, wizard)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of food)
  • Duration: up to 1 hour

You touch a piece of food (weighing up to 5 lbs), rotting it from the inside, but maintaining its original taste, texture, appearance and smell. If the piece of food is then eaten by a creature within one hour, the creature must make a Constitution saving throw or take 2d8 poison damage and become poisoned until it completes a long rest. On a successful save the creature takes half the damage and is not poisoned. If the food is not eaten within one hour, it succumbs to its rotten nature and spoils.

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

Adhesion

1st-level transmutation (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of powdered horse’s hoof)
  • Duration: 1 hour

You bring together two solid, inanimate objects, which become stuck together. It requires a DC 15 Strength (Athletics) ability check to pry the two objects apart or a dispel magic spell.

At Higher Levels. When you cast this spell with a 3rd-level spell slot, you increase the ability check DC to 20. When you cast this spell with a 6th-level spell slot, you increase the ability check DC to 25.

Adjust

1st-level Transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Adjust instantaneously resizes an unattended piece of clothing or jewelry, a suit of armor, a shield or a weapon to fit you perfectly. This spell affects both magical and mundane equipment. Intelligent objects are allowed a Charisma saving throw and on a save the spell fizzles with no effect.

Adjust Position

1st-level transmutation

  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.

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

Affect Normal Fog

1st-level transmutation

  • Components: V, S, M (a tiny candle and a small horn)
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Range: 120 ft.

You can manipulate a normal fog bank of up to 1,000 cubic feet you can see within range. The fog can be gathered into a thick mass of opaque fog, creating a heavily obscured area, or dispersed to create an area of patchy fog that lightly obscures its area. Magically-created fog can’t be affected by this spell.

Agonize

1st-level enchantment

  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a tiny needle, spike, or thorn)
  • Duration: 1 round
  • Spell Lists: Bard, sorcerer, warlock, wizard

You flood a victim's mind with an explosive onslaught of piercing noise and tormenting visions and sensations. Choose one creature you can see within range to make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom and Intelligence ability checks and is unable to concentrate on any spell or effect or take reactions until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, 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.

Agonizing Mark

1st-level evocation

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.

Air Bubble

1st-level conjuration

  • Casting Time: 1 action
  • Range: touch
  • Components: S, M (a small bladder filled with air)
  • Duration: 10 minutes

This spell creates a small pocket of breathable air that surrounds the touched creature’s head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments. An item is surrounded by the bubble and is protected from water damage. A firearm within an air bubble van be loaded, assuming the black powder comes from a powder horn, a cartridge, or some other protective device. It can also be fired, however when shooting such a firearm underwater, the shot is subject to all normal penalties for underwater combat. If a firearm within the air bubble explodes, the explosion occurs normally.

Air Jaunt

1st-level transmutation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a fan)
  • Duration: 1 round

You gain the ability to walk on air. You gain a flying speed equal to your walking speed until the end of your next turn, at which point the spell ends, and if you are still aloft, you fall unless you can stop the fall.

Alacritous Interpretation

1st-level divination (ritual) (wizard)

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

For the duration, you gain the ability to read non-magical texts at a rate of 50 pages per minute and have perfect recollection of any information gained during the spell’s duration.

Alarm

1st-level abjuration (ritual)

Casting Time: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a piece of fine silver wire) Duration: 8 hours Spell Lists. Artificer, Ranger, Wizard

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Alert Vigil

1st-level enchantment

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 6 hours

You or one willing creature of your choice is kept wide awake and alert for the spell’s duration, allowing them to stand guard without fear of falling asleep. The creature will not suffer any exhaustion due to missed sleep. In addition, the creature has advantage on Wisdom (Perception) checks made while on guard.

A creature may not have this spell cast on it another time until it has had a long rest.

Alter Arrow’s Fortune

1st-level divination

  • Casting Time: 1 reaction, which you take when an enemy makes a ranged attack that hits
  • Range: 100 feet
  • Components: S
  • Duration: Instantaneous

You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).

Alter Liquid

1st-level transmutation

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of sponge)
  • Duration: Instantaneous

This spell transmutes 1 pint of a nonmagical liquid into another. The liquid you affect must normally be liquid at about room temperature (65° F), you must have line of effect to it, and you can alter liquids in open containers, but not in sealed containers. The spell can transmute any type of mundane liquid (including fresh or saltwater, wine, vinegar, alcohol, or lamp oil) but cannot affect or create acid, mercury, or any type of venom, alchemical solution, potion, or poison.

Transmuted liquids created by the spell have typical characteristics such as color, taste, smell, and potency. For example, if you turn water to ale, you get typical ale rather than any extra-strong or distinctive variety.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect an additional 1 pint of liquid. These pints of liquid need not be together and can be in different containers.

Alter Poison Damage

1st-level transmutation

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

This changes the save type of one poison and the associated damage type. The damage type can be changed to fire, cold, electric, psychic, or poison damage. Any additional effects last as long as normal and the save DC does not change, but extra saves to remove a condition are now changed to the new save type. As an example, a poison that requires a Constitution saving throw that does poison damage can be changed to a Charisma saving throw that does psychic damage. This effect lasts for one day after which the poison reverts to normal.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison is changed for one additional day.

Alter Scent

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Range: 30 ft.

This spell changes the target’s scent to any other of the caster’s choice. Creatures attempting to track the target by scent have disadvantage on ability checks to follow the target.

Amplify Light

1st-level transmutation (illumination)

Casting Time: 1 action Range: Touch Components: V, S, M (a nonmagical light source) Duration: Special

You touch a nonmagical light source and increase its brightness. While the spell is in effect, the radius of the bright light around the source is doubled, and dim light extends for the same distance beyond that area. The light source’s duration is halved, however, so that a torch affected by amplify light would burn out in half an hour, or a hooded lantern would burn through its fuel in 3 hours.

Adding new fuel to a light source while it is under the effect of amplify light will end the spell and return it to its normal brightness.

Analyze Device

1st-level divination (clockwork)

  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a set of clockworker’s tools)
  • Duration: Instantaneous

You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.

Ancestor’s Strength

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 8 hours

Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.

Anchoring Rope

1st-level evocation

  • Casting Time: 1 action, or 1 reaction that you take while falling
  • Range: 30 feet
  • Components: V, S
  • Duration: 5 minutes

You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair can’t be moved after the spell is cast. If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional rope for every two slot levels above 1st. Each rope must be attached to a different creature.

Anesthesia

1st-level enchantment (ritual)

  • Casting Time: 1 minute
  • Range: touch
  • Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • Duration: 10 minutes

A creature you touch for the entirety of the casting time falls asleep for the duration. An unwilling target may make a Constitution saving throw to resist the effect. The creature is unconscious while asleep in this way. Undead, constructs, and creatures that are immune to being charmed or unconscious are immune to this spell.

Upon waking up, the creature has disadvantage on all rolls for 1 minute.

If cast using a 2nd-level or higher spell slot, the duration increases to 1 hour at 2nd-level, 8 hours at 4th-level, or 1 day at 5th-level or higher.

Angelic Guardian

1st-level conjuration (angelic)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC.

Also, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.

Animal Animosity

1st-level enchantment

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 24 hours

One creature you can see within range must make a Wisdom saving throw or develop a hateful aura beasts can sense. All beasts with an Intelligence of 4 or lower who come within 30 feet of the target will become angry with that target and may attempt to attack it.

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.

Animal Friendship

1st-level enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a morsel of food)
  • Duration: 24 hours
  • Spell Lists. Bard, Druid, Ranger

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.

Animate Element

1st-level conjuration

  • Casting Time: 1 round
  • Range: 30 feet
  • Components: V, S, M (a bit of the element to summon)
  • Duration: Concentration, up to 1 hour

You summon one elemental of challenge rating ¼ or lower that appears in an unoccupied space that you can see within range.

The elemental disappears when it is reduced to 0 hp or when the spell ends. The elemental is friendly toward you and any allies. The elemental obeys all verbal commands you give it. It will not act if not ordered too, but will defend itself is attacked. You direct the elemental on your turn without having to spend any actions.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon one additional elemental per spell level above 1st.

Animate Percussion

1st-level transmutation (ritual) (bard, wizard)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small cymbal or drum)
  • Duration: concentration, up to 1 hour

You may touch one percussion instrument that you possess, bringing it to life under your command for the duration. The instrument can only follow basic commands, such as playing a simple beat. As a bonus action, you can mentally command the instrument you made with this spell if it is within 30 feet of you. Once given an order, the instrument continues to follow it until its task is complete. If you do not issue a command, the instrument will idly play a rhythm that it has been used to play prior to becoming animated.

Animate Tattoo

1st-level illusion

  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (expensive inks, 10gp)
  • Duration: 1 day

You create a magic tattoo on your body that has the ability to attack. It attacks using your proficiency bonus and your spellcasting modifier dealing 1d6 + your spellcasting modifier bludgeoning, piercing, or slashing damage (chosen at the time of the tattoos creation). The tattoo freely moves around your body can be hidden beneath clothing as you wish, with no action needed. You must use an action to attack with the tattoo, but the tattoo can be used to make opportunity attacks as a reaction. The tattoo looks like whatever you wish and the nature of its attack is determined at the tattoo’s creation.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can extend the tattoo’s duration by 1 day and increase the damage dealt by the tattoo by 1d6 per one spell level above 1st.

Animate Undead Minion

1st-level necromancy

  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (part of a dead humanoid)
  • Duration: Concentration, up to 1 hour

This spell creates a temporary undead minion. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. The spell makes the bones into an undead skeleton or the corpse into a zombie (the DM has the creature’s statistics). You can use a bonus action to mentally command a creature you animated with this spell if the creature is within 30 feet of you. The creature follows your command until the task is complete. If it has no command, the target acts only to defend itself.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or one additional undead for each slot level above 1st. Each creature must come from a different corpse or pile of bones. Whenever you take a bonus action to command your minions, you can give the same command to multiple creatures you animated with this spell.

Animate Vine

1st-level transmutation

Classes Druid, Ranger

  • Casting Time 1 action
  • Range 120 feet
  • Components V, S
  • Duration Concentration, up to 1 min.

You can animate up a living or nonliving vine up to 60 feet long. The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a bonus action.

Sylvan elves often knot vines on trees to give a bonus to climb checks, they are then unknotted and directed to coil up in the tree so that pursuers cannot use the vines to chase the Elves.

The vine does not deal damage, but it can be used to trip or entangle a creature it shares a space with that fails a Dexterity saving throw against your spell save DC. A typical 1-inch-diameter vine has AC 11, 5 hit points, and requires a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to break free from.

The vine itself and any knots tied in it are not magical. The spell cannot affect objects carried or worn by a creature.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can control an additional 60-foot-long vine per slot level.

Animate Water

1st-level transmutation

  • Casting Time: 1 round
  • Range: 30 feet
  • Components: V, S, M (a vial of fresh spring water mixed with seawater)
  • Duration: concentration, up to 1 minute

Targeting a body of water of at least 4 cu. ft. you form it into an amorphous watery creature that you can direct to move and fight as a water elemental of Challenge 1/2, this watery form is a construct rather than an elemental and in addition to normal water elemental traits gains immunity to psychic damage. If you lose concentration, your watery construct collapses. If there is not enough water in range, the spell fails.

The GM has the creature’s statistics, which are typical Armor Class, hit points, and attacks for a creature of its Challenge level.

At Higher Levels. When you cast this spell using a spell slot of 2nd level the water elementals Challenge increases to 1, at 3rd level this increases to Challenge 2, and at 4th level to Challenge 4. There are no further benefits to using higher spell slots than this. At each level the water required to cast the spell successfully increases by 2 cu. ft.

Animate Wood

1st-level transmutation

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (piece of unworked oak)
  • Duration: Concentration, up to one minute

You animate a small wooden object. This creatures uses the same statistics as a small animated object and will immediately attack whomever or whatever you initially designate as a target. If you target a held or attended object, the person holding or attending the object makes a Charisma saving throw to negate the spell.

Anticipate Weakness

1st-level divination (temporal)

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting anticipate weakness, you have advantage on attack rolls until the end of your turn.

Arcane Cuffs

1st-level abjuration

  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a silver ingot, which the spell consumes)
  • Duration: 1 hour

You attempt to place silvery anti-magical restraints on an incapacitated creature within range. The target must succeed on a saving throw using their spellcasting ability or be unable to cast spells of 1st level or lower for the duration. Unconscious creatures automatically fail the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target becomes unable to cast spells of the expended slot's level or lower. Additionally, the duration of the spell increases to 8 hours when cast with a spell slot of 3rd level or higher, 24 hours at 5th level, one week at 7th level, and until dispelled at 9th level.

Arcane Weapon

1st-level transmutation

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Spell Lists. Artificer

You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

As a bonus action, you can change the damage type, choosing from the options above.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

Archer’s Intuition

1st-level enchantment

  • Classes: Ranger
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (bow or crossbow)
  • Duration: Concentration, up to 1 minute

You suddenly gain uncanny skill and intuition with bows and crossbows. While this spell is active, you do not suffer disadvantage for making ranged attacks when adjacent to foes. You threaten all squares within 10’, and may use your ranged weapon to make opportunity attacks against foes that exit that threatened area.

Armor of Agathys

1st-level abjuration

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a cup of water)
  • Duration: 1 hour
  • Spell Lists. Warlock

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.

Armor of Faith

1st-level abjuration

  • Classes: Cleric
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (piece of cloth with holy text stitched into it)
  • Duration: Concentration, up to 10 minutes

This spell forms a shimmering, radiant field around you like a suit of armor. As long as you maintain this spell, each time a weapon attack would hit you, as a reaction you can expend a 1st-level spell slot to either gain damage reduction or increase your AC by +1. If the increased AC would cause the attack to miss, then the attack misses instead. You must declare your choice before the GM announces the damage from this attack.

Damage Reduction. For each level of the spell slot you expend, bludgeoning, piercing, and slashing damage you take from nonmagical weapons is reduced by 3 points.

At Higher Levels. For each level of the spell slot you expend, your AC increases by +1 against that attack.

Arms of Hadar

1st-level conjuration

  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Spell Lists. Warlock

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

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.

Arrowflight

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of down from a flying bird)
  • Duration: Concentration, up to 1 minute

You touch a bow or crossbow. For the duration of this spell, the range for this weapon is doubled.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may affect one additional bow or crossbow for each slot level above 1st.

Assassin’s Coin

1st-level conjuration (ritual)

  • Components: V, S, M (a coin)
  • Casting Time: 1 action
  • Duration: Permanent until discharged
  • Range: Touch

A coin that you received in payment becomes imbued with a magical charm. Once the spell is cast, you must return the coin to the person or being who gave it to you. As an action, they can throw the coin into the air while speaking your name (or whatever name you gave them). The coin then vanishes and reappears in your pocket, along with a mental image of whoever spoke your name. No message can be transferred along with the coin.

Assess Value

1st-level divination (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch an item and instantly know its fair market value, to within 10%. This does not take into consideration local conditions that may drive the price up or down.

Astute Fighting

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to one minute

You imbue a target with the ability to make an additional attack each round as a bonus action. This will not grant the target additional bonus actions.

Augment Artistry

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a scroll bearing a piece of epic poetry)
  • Duration: 24 hours

You or a willing target gains proficiency with one form of artisan’s tools. If the target already has proficiency in the desired tools, then that target may use double its proficiency bonus.

At Higher Levels. If you cast this spell with a 4th-level or higher spell slot, the target gains triple its proficiency bonus.

Auspicious Warning

1st-level enchantment (temporal)

  • Casting Time: 1 reaction, which you take when an ally makes an attack roll, ability check, or saving throw
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.

Avert Attack

1st-level abjuration

  • Casting Time: 1 bonus action or reaction
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

Your quick spells keep your friends safe. Choose up to three targets in range. The next attack against these targets suffers disadvantage or the next save made by the target has advantage. When the disadvantage or advantage is used, the effect ends on that one target.

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

Avoid Grievous Injury

1st-level divination

  • Casting Time: 1 reaction, which you take when you are struck by a critical hit
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.

Awareness Ward

1st-level abjuration

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of bubbled glass or sea glass)
  • Duration: Concentration, up to 1 hour

Touch a willing creature and choose a creature type: aberration, celestial, construct, elemental, fiend, ooze, or undead. Creatures of the chosen type can’t sense the target of this spell. A creature that has an Intelligence score of 3 or lower ignores evidence of the presence of the target. If a creature of higher Intelligence senses evidence of the target, it can react as it wishes. The spell ends for a target that attacks, casts a spell, uses an ability or feature that affects a creature of the chosen type, or touches a creature of the chosen type.

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.

Awesome Strike

1st-level transmutation

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 round

Any melee strikes you make during the spell’s duration now cause any creature hit to have to make a Dexterity saving throw. On a failure, the creature is thrown 10 feet in a direction of your choosing. This movement provokes opportunity attacks, and the creature must be moved away from you in a straight line. The target will fall prone at the end this movement. If the target can’t move the full 10 feet, for each five feet it can’t move, the target and whatever it hits takes 1d6 bludgeoning damage.

B

Bane

1st-level enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of blood)
  • Duration: Concentration, up to 1 minute
  • Spell Lists. Bard, Cleric

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.

Banish Dazzle

1st-level abjuration

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a shard of glass or any clear stone)
  • Duration: 1 minute

You or one willing creature you touch becomes immune to being blinded by light, can see through nonmagical mirages and optical illusions, and has advantage on saving throws against spells that create visual illusions or cause blindness through light, color, or flame, such as blinding smite, color spray, or holy aura. This also keeps creatures with the Sunlight Sensitivity trait from taking disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight. It does not protect creatures with Sunlight Hypersensitivity, however.

Barbed Flesh

1st-level transmutation

Classes: Druid 1, Ranger 1, Sorcerer 1, Warlock 1

  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S, M (rose thorn)
  • Duration: 1 minute

Dozens of barbed thorns erupt from your skin. Any creature that attacks you with a melee weapon attack suffers 1d6 piercing damage with each hit. A creature that is grappling you automatically suffers this damage at the end of each it remains grappled with you.

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

Barrier of Wax

1st-level conjuration

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (Beeswax)
  • Duration: 1 minute
  • Classes: Artificer, Bard, Druid, Ranger

You create a barrier of magical wax that is at most 10 feet long, 6 inches wide, and 3 feet high on the ground within range. This barrier is an object which can provide half cover. As a bonus action, you may move the barrier up to 10 feet in a direction you choose. When this barrier is destroyed, or when the spell ends, it disappears.

The barrier has an armor class of 12, and has 10 + your spellcasting ability modifier hit points, is considered flammable, and is vulnerable to fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier gains 10 hit points for each slot level above 1st.

Basic Rite

1st-level evocation (ritual)

  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (Powdered gold of a value described below)
  • Duration: Instantaneous (see text)

You perform one of several arcane rites. When you cast the spell, choose one of the following rites. Its target must be within 10 feet of you throughout the casting. This spell is particularly useful in societies where arcane tools are illegal or hard to acquire.

Etch Weapon. You touch an appropriate weapon, empowering it to serve as an etching arcane focus. (50 gp)

Empower Staff. You can turn a quarterstaff into a staff arcane focus. (5 gp)

Suffuse Ink. You can enchant a one-ounce vial of ink, dark ink, or glowing ink, making it into rare ink, sufficient for wizards transcribing spells into their spellbooks. (100 gp)

This spell can be used by eldritch knights and by any arcane spellcaster with the ritualist feature.

Battle Wisdom

1st-level divination

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: 50 ft.

You fill up to three creatures of your choice within range with battle insight and the ability to perform tasks better. Each creature can add 1d4 to its attack rolls and Wisdom checks.

At Higher Levels: For each spell slot used higher than 1st level, you can affect one additional creature.

Beast Bond

1st-level divination

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of fur wrapped in cloth)
  • Duration: Concentration, up to 10 minutes
  • Spell Lists. Druid, Ranger

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Beast’s Fury

1st-level evocation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

This spell grants an attack bonus to animals using natural weaponry such as the horns of a goat, a lion’s fangs, an alligator’s bite, a baboon’s claws, or hands for unarmed attacks. It does not affect humans, demi-humans, or humanoids, though it can affect a druid in wild shape. For the duration, the attack gains a +1 bonus to hit and damage, increases the attack’s damage by one die type (1d6 becomes 1d8, etc.) and counts as magical for the purpose of overcoming damage reduction.

The material component is clear spring, creek, or stream water, sprinkled over the recipient.

Bee Sting

1st-level conjuration

  • Components: V, S, M (a bumblebee’s stinger)
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: 60 ft.

You conjure a small bee that stings one creature within range. The stung creature must make a Constitution saving throw against poison. If the saving throw fails, the creature takes 2d8 poison damage and becomes poisoned until the end of your next turn. If the save succeeds, the creature takes half damage and is not poisoned.

At Higher Levels: When you cast bee sting using a spell slot of 2nd level or higher, you do an additional 1d8 damage for each slot level above 1st.

Befriend Beast

1st-level enchantment (ritual)

  • Classes: Bard, Druid, Ranger
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a biscuit baked out of meat and grain)
  • Duration: 1 hour
  • Replaces: Animal Friendship & Animal Messenger

You magically persuade a beast that you are a trusted ally. Choose a beast that you can see within range, which must be able to see and hear you. The beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. Beasts with Intelligence 4 or higher automatically succeed on this save. If you or one of your companions harms the target, the spell ends.

The beast is willing to perform simple tasks on your behalf, including scouting locations, finding things, or delivering objects. If asked to deliver a message, it can understand locations and a general description of a target, though it cannot reliably find an individual. A beast delivering a message typically covers 1 mile per hour walking, or 2 miles per hour if it can fly.

At Higher Levels. If you cast this spell using a spell slot of 2nd level, the duration of the spell increases to 24 hours. If you use a spell slot of 3rd level or higher, you can either increase the duration by another 24 hours for each slot level above 2nd, or affect one additional beast for each slot level above 2nd.

Beguile

1st-level enchantment (bard, sorcerer, warlock)

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round

You point at a creature within range and suggest a short phrase of up to 5 words, forcing the target to make a Wisdom saving throw. On a failure, the creature is forced to shout the nearest approximation to the proffered phrase that exists in their native tongue. If the creature fails its saving throw by 5 or more, it can take no other actions during this round.

Beneficence

1st-level evocation

  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 hour

You surround yourself with an aura of mystical wisdom and holy, causing those who see you to believe you to be a holy person of virtue and kindness. For the duration, you gain proficiency and advantage in the skills Deception, Insight, Intimidation, and Persuasion when attempting to elicit positive reactions towards you or your church.

Bewildering Tracks

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: 1 hour
  • Range: Touch

By casting this spell on a creature, you cause the tracks they leave for the duration of this spell to assume the form of one natural animal or humanoid that is within one size category of the creature, of your choosing.

Bewitch

1st-level illusion

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Range: Self

You become more likable, attractive, and easier to talk to. For the duration of the spell, you can add 1d4 to your Charisma (Deception) and Charisma (Persuasion) checks.

Binding Sap

1st-level transmutation

  • Components: V, S, M (a lichen)
  • Casting Time: 1 action
  • Duration: Concentration, up to 10 minutes
  • Range: Self

You cause parts of your skin to exude a sticky sap that allows you to cling to wooden surfaces. You can change which parts exude the sap at will. This allows you to climb or perch on wooden surfaces with no chance of falling. Climbing still costs double normal movement.

Black Ribbons

1st-level conjuration (shadow)

  • Casting Time: 1 action
  • Range: 40 feet
  • Components: V, S, M (a piece of ribbon)
  • Duration: Concentration, up to 1 minute

You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw.

Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.

Blacksmith’s Benediction

1st-level transmutation (ritual)

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a drop of oil)
  • Duration: 1 day

You rub a small amount of oil over an item. The oil seeps into the item and smooths over wear, enhances its properties, and otherwise makes the item temporarily a quality version of itself, almost renewed.

While blacksmith’s benediction cannot repair a broken item, it allows improvised or damaged tools to function at full effectiveness for the duration.

Bleed

1st-level necromancy

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a drop of blood)
  • Duration: Concentration, up to 1 minute

Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage).

Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.

Bleeding Wounds

1st-level necromancy

  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose a creature you can see in range. That creature must make a Constitution saving throw. On a failure, you cause the target’s body to become sickly and gangrenous. All damage the target suffers deals an additional 2d6 damage. This spell has no effect on undead or constructs.

Bless

1st-level enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a sprinkling of holy water)
  • Duration: Concentration, up to 1 minute
  • Spell Lists: Cleric, Paladin

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to 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.

Blinding Pain

1st-level enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an ice pick)
  • Duration: 1 minute

You cause a creature within range to suffer severe pain in its head. At the start of its turn, the target takes 1d4 psychic damage and is blinded for 1 round. On a successful Wisdom saving throw, the creature takes half as much damage and is not blinded. A cure wounds or healing word spell cast on the target ends this spell, in addition to its regular effects.

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.

Blood Bond

1st-level necromancy (ritual)

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a length of red silk ribbon)
  • Duration: 10 minutes

You link the health of two creatures together. Any damage one creature takes is split evenly between the two.

Blood for the Master

1st-level necromancy

  • Casting Time: 1 minute
  • Range: touch
  • Components: V, S
  • Duration: 8 hours

You choose a willing ally to be bound in blood to you. For the duration of the spell, if you are dealt damage, reduce the damage by half, rounded down. The bound ally takes half the damage, rounded up. This damage may not be reduced or prevented in any way. You gain advantage on concentration checks made because of taking damage.

Blood Scarab

1st-level necromancy (blood)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a drop of the caster’s blood, and the exoskeleton of a scarab beetle)
  • Duration: Instantaneous

Your blood is absorbed into the beetle’s exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets.

Each target makes a single saving throw, regardless of the number of scarabs targeting it.

Blood Wind

1st-level evocation

  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You choose one friendly creature within range as the spell’s target. Until the end of the creature's next turn, any melee attack it makes with an unarmed strike or a natural weapon (such as a claw, bite, or tail) carries the force of the wind, giving that attack a reach of 20 feet.

Bloodhound

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of ammonia)
  • Duration: 8 hours

You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you also grant the target blindsight out to a range of 30 feet for the duration.

Bloodletting

1st-level Abjuration

  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (an syringe worth at least 50 gp)
  • Duration: Instantaneous
  • Classes: Cleric, Warlock, Wizard, Artificer

A willing creature takes 2d8 necrotic damage in order to remove a status effect from themselves.

When the damage it taken, one of the following conditions affecting the target are removed: blinded, deafened, poisoned, or stunned.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st, and the spell can remove more potent status effects based on the spell slot used:

  • 2nd level: charmed, frightened
  • 3rd level: paralyzed, petrified
  • 4th level: exhaustion (up to 2 levels)
  • 5th level: exhaustion (up to 4 levels), or one effect that a greater restoration spell could remove

When you cast this spell using a higher-level spell slot, the spell also removes any lower-level effects.

Bloodshard

1st-level necromancy

  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M* (an ounce of your blood per slot level, which the spell consumes)
  • Duration: 1 minute

You can only cast this spell if you have less than your maximum hit points. You take your own blood and crystallize it into a shard that you can launch at your enemies. Make a ranged spell attack against the target. On a hit, the creature takes 1d8 piercing damage and 1d6 necrotic damage. This shard of blood remains in the creature for 1 minute or until the creature uses their action to pull the shard out of their body.

At the start of each of their turns, they take 1d6 necrotic damage.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, you create 1 additional shard for each spell slot above 1st and can target up to that many creatures. However, it requires more of your blood. For each spell slot level above 1st used to cast this spell, you lose 1d4 hit points.

Bloody Hands

1st-level necromancy (blood)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell’s duration.

Casting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.

Bloody Smite

1st-level necromancy (blood)

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.

Blossoming Footsteps

1st-level conjuration

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to one hour

While under the effect of this spell, the druid’s footsteps cause plants to grow wherever he walks. At the druid’s option, these plants can be flowers or normal undergrowth such as grass and weeds.

Blossoming footsteps only functions in rounds when the druid makes a standard move or less. The plants do not hinder movement or provide cover on their own, nor does their growth damage the surface where they grow. They can, however, be targeted by spells such as entangle or plant growth.

When the spell’s duration expires, the plants either continue to live normally if the ground is suitable, or else melt away.

Body of Sand

1st-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S, M (a pinch of desert sand)

Duration: 1 minute

You transform your body into sand. For the duration of the spell, you have resistance against piercing and slashing damage, and have advantage on Stealth checks while in desert terrain.

Bolster Undead

1st-level necromancy

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sprinkle of unholy water)
  • Duration: 1 hour

You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures.

Choose up to three undead creatures within range.

When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.

Bolt of the Wind

1st-Level Conjuration

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a lapis lazuli worth at least 10 gp)
  • Duration: 1 hour

Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

The next arrow of wind you cast before the end of your turn creates a field of lightning upon the ground in a 10-foot radius around your target, and the target must make a Dexterity saving throw. On a failed saving throw, the target takes 2d6 lightning damage, or half as much on a success.

The first time that a creature enters this field on its turn, or begins its turn in this field, the creature must make a Dexterity save. On a failed saving throw, the creature takes 1d6 lightning damage, or half as much on a success. This field lasts until the end of your next turn.

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

Bomber’s Eye

1st-level transmutation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small vial of alcohol)
  • Duration: 1 minute

Casting this spell infuses the vial of alcohol with magic turning it into what is known as a magical extract which once consumed allows you to throw weapons farther and more accurately. While the extract is in effect, you increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 bonus on attack rolls made with thrown weapons.

The extract loses its potency if it has not been consumed within 24 hours of the casting of this spell.

Bone Storm

1st-level conjuration (sorcerer, warlock, wizard)

  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: instantaneous

You conjure shards of bone to shoot forth from your hand in a 15-foot cone in front of you. Creatures in the area must make a Dexterity saving throw or take 5d4 piercing damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 and the size of the cone increases by 5 feet for each spell slot level above 1st.

Borrow Skill

1st-level transmutation

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S
  • Duration: 1 round

Upon casting, you hands pulse with a soft blue light. You may touch a creature to instantly become proficient in any one skill that the target is proficient in. If the creature is unwilling it may make a Dexterity saving throw to cause the spell to fail. Any skill checks you make with that skill are made using your proficiency bonus and your relevant ability modifier.

Bottomless Stomach

1st-level transmutation (alkemancy)

  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 hour

When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn’t give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head.

The spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don’t mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.

At any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.

When you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains cease to exist.

Breath of Life

1st-level transmutation

  • Casting Time: 1 bonus action
  • Range: 100 feet
  • Components: V
  • Duration: Instantaneous

You endow yourself and up eight other allies with the ability to hold your breath for twice as long as normal.

Breathtaking Wind

1st-level evocation (winter)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.

Breathtwist

1st-level transmutation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bumblebee’s stinger)
  • Duration: One minute

You change the nature of your energy breath weapon. It deals a different type of energy (acid, cold, electricity, fire, or thunder) the next time you use it (within one minute). All other parameters of the breath weapon (range, shape, damage, and so on) remain unchanged. This spell has no effect on creatures without a breath weapon. Using a magic item such as a potion of fire breath counts as having a breath weapon.

Briefly Visible

1st-level divination

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to one minute

Any invisible creatures or objects within 10 feet of you become visible to you (but not to other creatures) for one round, before you lose sight of them again. The spell reveals only magically-obscured creatures or objects, not hidden features such as invisible spell effects, secret doors, and traps.

Brilliant Arc

1st-level abjuration

  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S, M (small iron rod)
  • Duration: Instantaneous

This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike Lightning Bolt, Brilliant Arc strikes one object or creature initially, then arcs to other targets. The bolt inflicts 3d4 electric damage to the primary target. After it strikes, lightning can arc to 3 secondary targets. The secondary bolts each strike one target and deal 3 electric damage.

Each target can attempt a Dexterity saving throw for half damage. The DC to halve the damage of the secondary bolts is 1 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the primary target of the spell takes an additional 1d4 damage, the secondary targets take 1 extra damage, and you increases the number of targets by 1 for each slot level above 1st.

Brimstone

1st-level conjuration (apocalypse)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground at a point within range.

Any creature occupying that space must make a successful Dexterity saving throw or take 2d8 bludgeoning damage.

The brimstone remains in the space where it fell while the spell persists. Each creature that starts its turn within 15 feet of the brimstone must make a successful Dexterity saving throw or take 1d8 fire damage. The brimstone can be destroyed; it has AC 8 and 12 hp. The brimstone explodes if it takes fire damage; the explosion ends the spell and deals 1d8 bludgeoning damage to all creatures within 15 feet, or half as much damage to a creature that makes a successful Dexterity saving throw.

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

Broken Charge

1st-level enchantment (labyrinth)

  • Casting Time: 1 reaction, which you take when an enemy approaches to within 5 feet of you
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous

When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.

Bubble Net

1st-level conjuration

  • Components: S, M (palm-sized net)
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: 120 ft.

You cause an underwater creature you can see within range to be wrapped in a magical net of air bubbles that rises to the water’s surface. The creature must make a Dexterity saving throw. If the saving throw fails, the creature is restrained by the net and it rises 120 feet toward the surface at the end of each of its turns. Once the net reaches the surface, it remains there and keeps the creature restrained. As an action, a restrained creature can make a Strength or Dexterity check against your spell save DC to escape from the net. If the save succeeds, the net disappears and the spell ends.

Bug Bane

1st-level necromancy

  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S
  • Duration: Instantaneous

This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher.

Burning Hands

1st-level evocation

  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Spell Lists: Sorcerer, Wizard

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

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

C

Call Animal

1st-level transmutation (ritual)

  • Casting Time: 1 action
  • Range: 9 miles
  • Components: V, S, M (a morsel of food)
  • Duration: 1 round

Visualizing a beast you know that is also familiar with you, you send the beast a short message or command. You know if the beast receives the message and how it reacts, which is according to its nature, its current situation, and your relationship with it. The beast not only understands the message, but if you wish, it also learns your current location.

Call of the Wild Companion

1st-level evocation

  • Components: S, M (mistletoe)
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: 10 miles

You transmit a silent, one-word message to your animal companion, if it is within 10 miles. The spell does not require line-of-sight. If the message is “come,” the animal also learns your location. Only an animal companion or an animal bonded to the caster through animal friendship or similar magic can be the target of this spell.

Candle’s Insight

1st-level divination

Casting Time: 1 action Range: 10 feet Components: V, S, M (a blessed candle) Duration: 10 minutes

Candle’s insight is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully.

An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true.

Candle’s insight is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.

Catapult

1st-level transmutation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

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

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

Spell Lists. Sorcerer, Wizard, Artificer

Caustic Spittle

1st-level evocation

  • Components: V, S, M (a small vial of wine)
  • Casting Time: 1 bonus action
  • Duration: Concentration, up to 1 minute
  • Range: Self

You produce a small, viscous glob of acid and hold it in your belly. As an action, you can spit the acid at one creature within 20 feet. Make a ranged spell attack roll. On a hit, the target takes 3d6 acid damage plus 1d6 for each round since you cast the spell. Thus, the spell does 3d6 damage on the round you cast it, 4d6 on the round after, etc. If the spell ends before you make the attack, you must make a Constitution saving throw or take the damage yourself. The spell ends after the attack is made.

Cauterizing Flame

1st-level evocation (cleric, paladin)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: instantaneous

A willing creature you touch regains a number of hit points equal to 2d10 + your spellcasting ability modifier. However, the creature can no longer regain hit points by any other means until it completes a short or long rest. This spell has no effect on undead or constructs.

At Higher Levels. The healing increases by 1d10 for each slot level above 1st.

Celestial Fist

1st-level conjuration

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to 1 minute

You conjure a great fist of light that smashes down on your enemy and seeks to hold that foe fast in its grip. Choose a large or smaller creature within range. The target must make a Dexterity saving throw. On a failed save, it takes 3d8 radiant damage and is restrained until the end of its next turn. On a successful save, it takes half as much damage, and isn’t restrained.

A creature restrained by this spell makes a Dexterity saving throw at the end of each of its turns. On a failed save, it remains restrained until the end of its next turn. On a successful save, the spell ends.

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

Chameleon

1st-level illusion

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a lizard scale or tail)
  • Duration: Concentration, up to 1 hour

You magically blend in with your surroundings. So long as you are motionless, you have advantage on Dexterity (Stealth) checks, and attack rolls against you have disadvantage. If you move, the effect ends.

Chaotic Round

1st-level evocation

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger, Sorcerer, Warlock, Wizard

The next time you make a ranged weapon attack using a firearm during the spell’s duration, the weapon’s ammunition becomes aglow with elemental energy. Make the attack roll as normal. On a hit, roll 1d4 and determine a damage type from the table below. The target takes an additional 3d6 damage of that type.

d4 Damage Type
1 Acid
2 Cold
3 Fire
4 Lightning

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

Chime of Release

1st-level transmutation

  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a small brass chime)
  • Duration: 1 round

You gently ring the chime and magical vibrations issue forth. These vibrations instantly release any form on nonmagical bindings on a single individual you can see within range: ropes are untied, chains and shackles are loosened, stocks are opened, gags are removed, bridles and saddles are unbuckled, and so on.

Chlorophyll

1st-level transmutation

  • Components: V, S, M (a green leaf)
  • Casting Time: 1 action
  • Duration: 24 hours
  • Range: Self

Your skin takes on a green hue that allows you to draw energy from the sun. While you are affected by this spell, you do not need to eat and can survive indefinitely, provided you get four hours of sunlight per 24-hour period. You still require normal amounts of water and air. If you spend a short rest in direct sunlight, you regain an additional hit point per hit die expended during that short rest.

Chronal Lance

1st-level transmutation (temporal) (clockwork)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Circle of Wind

1st-level abjuration (ring)

Casting Time: 1 action Range: Self Components: V, S, M (a crystal ring) Duration: 8 hours

Light wind encircles you, leaving you in the center of a mild vortex. For the duration, you gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.

Cirrem’s Bewilderment

1st-level illusion Warlock

  • Components: S
  • Casting Time: 1 bonus action
  • Duration: 1 round
  • Range: Self

You become invisible until the end of the current round.

Clarity of Faith

1st-level divination

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to one minute

The target gains a comprehensive understanding of the tenets of your faith, gaining advantage on all Intelligence(religion) checks relating to questions of your faith.

Clarity of Thought

1st-level enchantment

  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You call upon the stillness of the universe to grant you mental and emotional peace. You gain advantage on all Concentration checks.

Claws of the Beast

1st-level transmutation

  • Components: V, S, M (a claw)
  • Casting Time: 1 action
  • Duration: 1 minute
  • Range: Self

Your hands transform into wicked claws, so that your unarmed strikes do 2d6 slashing damage. You are proficient with your unarmed strikes.

Clawstrike

1st-level evocation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a glove of reptile hide tipped with claws from a beast)
  • Duration: Concentration, up to 1 minute

Your hand is wreathed in mystical energy that resembles the claws of a dragon. The next time you make an unarmed attack during the spell’s duration, you deal 1d6 plus your spellcasting modifier magical slashing damage.

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

Cleanse

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (A mirror)
  • Duration: Instantaneous

A creature you touch is cleansed of all dirt and grime. The target regains 1 hit point, and for 1 hour the symptoms of any disease afflicting the target are suppressed. In addition, the target has advantage on any Charisma (Deception or Persuasion) checks against non-hostile humanoids made in the next 10 minutes.

Clear Conscience

1st-level enchantment

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a few drops of wine placed on your tongue)
  • Duration: Permanent

You lose all memory of events just prior to casting the spell. You lose 1 minute of memories that you personally experienced. The spell cannot negate charm, geas/quest, suggestion, or similar spells.

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

Cloak of Shadow

1st-level illusion (shadow)

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.

Cloth of Honorable Melee

1st-level abjuration

  • Components: V, S, M (a cloth emblazoned with holy symbol)
  • Casting Time: 1 bonus action
  • Duration: 1 minute
  • Range: Touch

You invest your god’s power into a strip of cloth that animates beside you and interposes itself against ranged attacks. You gain a +2 bonus to AC against ranged attacks for the duration of the spell.

Cloud Burst

1st-level transmutation

  • Components: V, S, M (a pinch of silver dust)
  • Casting Time: 1 action
  • Duration: 1 minute
  • Range: 50 ft.

You collect existing water vapor from the atmosphere and release it as light rain, sleet, or snow in a cylindrical area that’s 60 feet in radius and 20 feet high, within 50 feet of you. The precipitation lasts for the duration of the spell. If the temperature in the surrounding area is 90° F (32° C) or higher, the duration doubles, except in desert areas. In an area where the temperature is between 31° and 33° F (-1° to 1° C), the precipitation takes the form of sleet. At temperatures of 30° F (-2° C) or less, the precipitation takes the form of snow.

If cloud burst is cast on a Large or larger fire source (such as a wall of fire) or if magical heat or fire (such as a fireball or flame strike) is cast in the area of cloud burst, a cloud of warm fog (treat as a fog cloud spell) billows through the area of effect for 3 rounds. If a cold-based spell or effect is used on an area soaked by cloud burst (such as a cone of cold cast on rain-soaked ground), normal ice is formed. Such ice remains for the duration of this spell if the temperature is below 32° F; otherwise the ice melts normally when the temperature rises above freezing.

Cobra Fangs

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of snake venom or a patch of snakeskin)
  • Duration: 1 minute

The spell causes the target to grow great, snake-like fangs.

An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage.

If the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4.

When the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison 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 target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Cock’s Crow

1st-level enchantment

  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V, S, M (a few drops of wine placed on your tongue)
  • Duration: Instantaneous

You utter a short, shrill call, and sleeping creatures within 10-foot radius of the spell’s center immediately awaken. Those that choose not to may make a Wisdom saving throw to avoid the effect. If a creature is under a magical effect that a save can end, they make another save with advantage. If the magical effect does not allow for a save, then you make make an ability check using your spell casting ability with the DC equal to 10 + spell level. On a success, the target awakens. This check must be made individually for each effect and target in the area.

Color

1st-level illusion (ritual)

  • Casting Time: Special
  • Range: Touch
  • Components: V, S
  • Duration: Permanent

You may permanently change the color of cloth, leather, or any other inanimate object.

The time it takes to color the item varies on the complexity of the color: changing the entire item to a single color takes 1 action, but patterns or variations of color require you to trace the design you wish on the item with your finger while picturing the colors you desire, a process that may take several minutes.

Commune with Shade

1st-level necromancy

  • Components: V, S, M (a wineskin full of fresh blood)
  • Casting Time: 1 action
  • Duration: See text
  • Range: Personal

You attempt to contact the spirit of a specific dead entity by name. The spell contacts the spirit and lets it know that you want to meet; it doesn’t compel the spirit to appear before you. This spell is most useful in the Underworld or another realm where finding one shade among countless hosts of the dead can be nigh impossible. The spell conveys your call to the shade you desire, along with your location and a sense of urgency. The shade is under no obligation to respond, but most do simply to break the eternal tedium of death. If the shade chooses to answer your call in the Underworld, it arrives within ten minutes. If you are somewhere else, the shade arrives within 24 hours.

If cast within the Underworld, the spell’s range is unlimited. If cast from the material world or any other plane, the site of the spirit’s death must be on the same plane and within the spell’s range of the caster. Note that the range refers to the site of the creature’s death, not its current location. This spell can also be used to contact an intelligent undead creature within range; for example, it could contact the spirit of a drowned sailor if cast within a mile of the site of the drowning.

Note that this spell does not alter the subject’s personality or willingness to help you. Once the target spirit arrives, you must persuade it to help through negotiation, payment, or coercion of some sort. Family members, loved ones, friends, and slain companions are more inclined to help than are strangers or someone who was killed by the caster. Another spell, such as speak with dead, might be needed to compel answers from an uncooperative or unresponsive shade.

Compare

1st-level (ritual) Divination

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small balance scale worth at least 10 gp)
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

By casting Compare, you touch and object and compare it to another object within range, comparing one specific quality or characteristic of both objects.

The spell reveals the relationship between the two objects, informing you whether the selected quality is lesser, equal to, or greater in touched object compared to the other.

Examples of qualities or characteristics that can be compared include, but are not limited to:

  • Value (monetary or sentimental)
  • Weight
  • Strength
  • Age
  • Magical potency
  • Craftsmanship / Quality

When comparing values, the spell reveals if one object's value is at least 10% greater or lesser than the other object's value, otherwise, it is considered equal.

For other characteristics, the spell provides a rough estimate of the relation between the two objects, such as “much older,” “slightly heavier,” or “similar magical potency.”

The spell can't compare the qualities of creatures or objects that are under the effect of illusion spells or abilities that are meant to deceive divination magic. The spell also can't discern information about the objects' history, abilities, or any other details not directly related to the compared quality.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the range increases by 10 feet.

Compass

1st-level divination (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a brass bowl filled with water, an iron needle, and a cork)
  • Duration: 1 week

You use the pin, cork, and brass bowl to make a simple compass. However, instead of pointing to magnetic north, the needle points to a direction of choice, such as your home port or your destination (if you previously knew what it was).

The spell ends if the water is drained from the bowl or the cork or needle is removed.

Cone of Flame

1st-level evocation

  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Replaces: Burning Hands

Flames shoot forth from your fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The flames ignite any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the range of the cone increases by 5 feet for each slot level above 1st.

Conjure Ammunition

1st-level conjuration

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 minute

In your hand or in an open container on your person, you create up to 5 pieces of ammunition or up to 5 darts. The created items are magical for the purpose of overcoming damage resistance or immunity, but have no other special properties. Possibilities for ammunition include arrows, bolts, bullets, and needles.

As part of the bonus action used to cast this spell, you can use as a material component an amount of gems, gold, or silver equal in value to the ammunition you created. If you do so, the material component is consumed by the spell, and the ammunition becomes nonmagical at the end of the duration. If you do not, the ammunition vanishes at the end of the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create an additional 5 darts or pieces of ammunition for each spell slot level above 1st.

Conjure Honey

1st-level conjuration

  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: VM (An empty beehive)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid

You slowly extrude 2 pints of magical honey from the beehive, allowing you to fill containers within range with the resulting honey. This honey is almost identical to regular honey, including shelf life. A creature may spend one minute imbibing a pint of this honey, which restores restores 2d4 + 2 hit points. Any honey which has not been consumed disappears after 24 hours.

D&D 5th Edition has several items which reference a pint of liquid. A regular flask holds 1 pint of liquid, and a waterskin holds 4 pints of liquid.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, this spell conjures 1 more pint of honey for each slot level above 1st.

Conjure Magnifying Glass

1st-level conjuration

  • Casting Time: 1 bonus action
  • Range: Touch (30 ft. radius sphere)
  • Components: V, S
  • Duration: 10 minutes

You flick your hand and conjure an arcane magnifying glass into your hand. When you use this magnifying glass to perform an Investigation (Intelligence) check, you have advantage.

As an action, if there is a source of bright light, you can raise up this magnifying glass and direct a beam of scorching light at a target creature or object within range. Make a spell attack against the target. On a failure, the target takes 2d8 fire damage, and anything flammable on the target sets on fire. Unless the fire is put out, which requires an action to do so, the target takes 1d4 fire damage at the start of each of its turns.

Conjure Mock Animals

1st-level conjuration

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You summon fey spirits that take the outward appearance of animals, but merely to serve as a distraction and trap for the unwary. The spell functions as conjure animals, but each mock animal has only 1 hit point and deals only 1 damage on a hit regardless of its appearance.

When a mock animal is dropped to 0 hit points, it explodes in a flash of light, dealing 2d4 radiant damage to all creatures within 5 feet of it. Each creature that takes damage must make a Dexterity saving throw. On a failed save, the creature is blinded for 1 round. Exploding mock animals do not deal this damage to other mock animals.

Consecrate Weapon

1st-level evocation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, DF
  • Duration: Concentration, 1 minute

The spell bestows an attack bonus to the caster’s non-magical weapon when used against an opponent whose alignment is opposed to the caster’s own. The weapon gains a +1 magical attack bonus if either the moral or ethical axis of an opponent’s alignment is directly opposed to the caster’s (lawful good to lawful evil, or lawful good to chaotic good, for example). If both the moral and ethical axis are directly opposed (chaotic evil to lawful good, for example), the weapon is a +2 weapon for the duration.

If a true neutral caster uses this ability, the weapon is always a +1 weapon, regardless of the opponent’s alignment (even against another true neutral), because they are not diametrically opposed to any other alignment but could, at any time, find themselves opposed to the stance of another.

The material component is a caster’s weapon.

Constrictor Staff

1st-level transmutation

  • Casting time: 1 bonus action
  • Range: Touch
  • Components: S, M (wooden rod or quarterstaff)
  • Duration: 1 hour

You can turn any wooden rod or quarterstaff into a constrictor snake for 1 hour. If the snake’s hit points are reduced to 0 the snake turns back into the object it originally was, but the object is broken. If the spell is dismissed or its duration ends the object remains intact.

The constrictor snake is friendly to you and can obey simple commands.

Contingent Minor Healing

1st-level evocation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours or until discharged

You bestow a small blessing on the target creature. Whenever the creature takes 4 or more points of damage, the spell discharges, suffusing it with positive energy that heals 1d4 point of damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target heals an additional 1d4 hit points of damage for each slot level above 1st.

Converse With Dragon

1st-level divination (dragon)

  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes

You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.

This spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.

Cool Strength

1st-level abjuration

  • Casting Time: 1 minute
  • Range: touch
  • Components: V, S, M (a vial of water)
  • Duration: 24 hours

You touch a creature and it becomes cool and well-hydrated, with moistened skin and lips even in blasting desert heat or parching out on the salty ocean. The target treats hot environments as one step less severe and gains a +2 bonus on Constitution saving throws to resist the effects of extreme heat, except against fire-based effects. The target also requires only one-half the normal amount of water to remain healthy, and has advantage on saving throws to avoid becoming exhausted from extreme dehydration.

If the target has a water dependency wherein it begins to suffer harm if it spends more than a limited time out of the water, that duration is doubled while affected by cool strength.

Copy

1st-level transmutation (ritual)

  • Components: V, S, M (a drop of black ink)
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: Touch

This spell creates a perfect duplicate of any written or drawn document that you touch onto blank pages you supply. You can copy up to 10 pages of text with one casting of this spell. Magical writing, including spellbook pages, can’t be copied with this spell.

Creeping Claw

1st-level necromancy (ritual) (warlock, wizard)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (severed hand of a creature)
  • Duration: concentration, up to 1 hour

Choose the hand of a creature that has been severed from its body for longer than 24 hours and grant it sentience. For the duration of the spell, the creeping claw is under your control and can be commanded using your bonus action.

The claw can only understand simple commands and is under your control for 1 hour, after which it stops obeying you. To reassert control for another hour or to assert control over an existing crawling claw, you may cast this spell again.

If the claw is still alive when the spell ends, it will attempt seek to reunite itself with its rightful owner. If its original owner is dead, the claw will wander off purposelessly.

Creeping Darkness

1st-level illusion (ritual)

  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a whisker from a black cat and a tiny bottle of smoke)
  • Duration: Concentration, up to 10 minutes

You create a Large, amorphous cloud of inky darkness. When you cast this spell and as a bonus action each round, you can move the cloud 20 feet. The cloud can enter a hostile creature’s space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing. All creatures within the cloud may make a Wisdom saving throw or are blinded and deafened for as long as they remain in it.

Critical Strike

1st-level divination

  • Casting Time: 1 reaction, which you take in response to hitting a target with a melee weapon attack
  • Range: Self
  • Components: V
  • Duration: 1 round

When you cast this spell, it takes effect after you hit with the triggering attack but before you roll damage. Whenever you hit with a melee attack before the end of your next turn (including on the triggering attack), your weapon inflicts an extra die of its normal damage, and you score a critical hit ona roll of 19 or 20.

For example, if you rolled a 19 to hit an enemy with a longsword, you could cast critical strike as a reaction, and make the attack a critical hit. You would then roll an amount of slashing damage equal to 4d8 + your Strength modifier (the spell increases longsword damage from 1d8 to 2d8, and that is doubled again due to the critical hit).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon damage increases by 1 die for every two slot levels above 1st.

Crystal Shards

1st-level evocation

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S,V, M (a starjewel)
  • Duration: Instantaneous

You manifest a slew of gemstone-like shards that spread from a point within range. Each creature in a 20-foot radius shere centered on that point must make a Dexterity saving throw. On a failure, a target takes 1d6 piercing damage and is considered irradiated for 1d4 + 1 turns. Irradiated creatures automatically take 1d6 force damage whenever affected by a spell or magical effect.

Cure Beast

1st-level evocation

  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier.

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

Cursed with Undeath

1st-level necromancy (warlock, wizard)

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: instantaneous

You touch a humanoid creature that has at least 1 hit point, placing a curse upon it for 1 minute. If the creature dies while the curse is active, it is raised as a zombie under your control (the GM has the creature’s game statistics). A remove curse spell ends this effect when cast upon a living creature.

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (issuing the same command to each one if you control multiple creatures).

The creature is under your control for 1 minute, after which it stops obeying any command you’ve given it.

Cutting Hand

1st-level transmutation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

One of your hands gains a magical cutting edge. The merest touch of your hand will sever nonmagical ropes, sacks, and the like. Unarmed strikes do 1d6 + your Strength modifier in slashing damage.

D

Dancing Fire

1st-level evocation

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute

You create a flashing, leaping, 12-foot-long arc of flame in midair. It moves with a speed of 10 feet, leaping from its point of origin to a destination you choose upon casting the spell, until the spell expires or it the arc comes into contact with a solid barrier it cannot burn through.

The flames inflicts 3d4 fire damage to anything it touches and sets flammable objects on fire.

Dark Pact

1st-level necromancy (wizard)

  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a vial of vampire’s blood)
  • Duration: instantaneous

An undead creature of your choice that you can see within range regains 2d4 hit points and has advantage on the next attack roll it makes before the end of its next turn.

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.

Dazzle

1st-level illusion

  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (20-foot cone)
  • Components: V, S, M (a small glass prism)
  • Duration: 1 round
  • Replaces: Color Spray

You throw open your hand and hurl a spray of glittering color motes, disorienting creatures in its path. Creatures in a 20-foot cone perceive your location as heavily obscured and must make a Constitution saving throw. On a failure, they are blinded and have their speed reduced by half. The spell ends at the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cone's size increases by 5 feet for each slot level above 1st.

Dead Man’s Hands

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 bonus action
  • Duration: 1 minute
  • Range: Self

You transform your hands into filthy, dirt-caked claws so that while the spell lasts, you are proficient with unarmed strikes and your unarmed strikes do 1d6 slashing damage. If you do 5 or more damage with an unarmed strike, your opponent must make a Constitution saving throw. If it fails, the target creature is poisoned until the end of your next turn.

Death Candle

1st-level divination (ritual)

  • Casting Time: 1 minute
  • Range: Special
  • Components: V, S, M (a candle)
  • Duration: Special

You give a willing creature; while casting this spell, that creature must light the candle.

From then on, the candle will burn continuously without using any fuel for as long as the creature who lit it is alive. If that creature is ever near death or contracts a fatal illness, the candle will gutter and dim, but it will only go out when that creature dies. The candle cannot be extinguished except by magical means. If the creature dies and is brought back to life, it does not reignite the candle.

Death’s Grasp

1st-level necromancy (warlock, wizard)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: concentration, up to 1 minute

Grasping spectral hands sprout from the ground in a 10-foot square starting from a point within range. For the duration, these hands turn the ground in the area into difficult terrain.

Creatures ending their turn in the area must succeed on a Dexterity saving throw or take 3d6 necrotic damage from the spectral hands.

At Higher Levels. When you cast this spell using certain higher-level spell slots, the area covered by the spell increases. With a 3rd-level slot, the area covered becomes a 20-foot square. With a 5th-level slot, the area covered becomes a 30-foot square. With a 7th-level slot, the area covered becomes a 40-foot square. With a 9th-level slot, the area covered becomes a 50-foot square.

Deathwatch

1st-level necromancy

Classes cleric, paladin

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration Concentration, up to 1 hour

You sense the condition of all creatures you can see within 30 feet of you, including whether they are dead, undead, or alive. If the creatures are alive, you know each creature’s condition, including whether they are uninjured (maximum current hit points), injured (fewer than maximum current hit points), approaching death (1 hit point), or dying. This spell sees through magic such as feign death or illusions intended to hide the living or the dead.

Debilitate

1st-level necromancy

Components: V, S, M (a needle) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 60 ft. Area of Effect: 1 creature Saving Throw: Constitution negates effect

Choose one creature within range you can see. If the creature fails a Constitution saving throw, it feels a shooting pain in its limbs. For the duration of the spell, when it uses a thrown or ranged weapon except for a crossbow or similar mechanical weapon, the range of that weapon is reduced by half and it has disadvantage on its attack. The target creature also suffers a 10-foot reduction in its speed. At the end of its turn, the creature can make another Constitution saving throw; the spell ends if the save succeeds.

Decompose Corpse

1st-level necromancy

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of dried toadstool)
  • Duration: Instantaneous

Using this spell, the caster rapidly decomposes the flesh from a single corpse of size Huge or smaller, leaving behind a perfectly cleaned skeleton. This spell has no effect on a living creature, however if cast on a non-skeletal corporeal undead, it must make a Constitution saving throw. If failed, the creature has disadvantage on all rolls and -2 to its Armor Class.

The effects of this spell can be reversed by restore corpse. They also can be removed with a create undead spell, which binds undead flesh back onto the creature’s bones. When cast in this way, create undead does not require onyx stones as a material component.

Decrypt

1st-level transmutation (ritual)

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Range: Self

You gain insight into an encrypted message you are holding when you cast this spell. This spell gives you advantage on ability checks you make to decipher the document. It doesn’t grant understanding of languages you don’t know; comprehend languages or similar magic might also be necessary to make the message legible.

Deep Breath

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 2 hours

The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.

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

Deflect

1st-level abjuration

  • Classes: Sorcerer, Wizard
  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Replaces: Shield

A transparent sphere of arcane force appears, averting incoming attacks. Until the start of your next turn, you have a +5 bonus to AC, to a maximum of 21 AC, including against the triggering attack, and you take no damage from magic missile.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to AC (and the maximum AC) increases by 1 for every two slot levels above 1st (for example, when cast with a 5th level spell slot, you have a a +7 bonus to AC, to a maximum of 23 AC).

Degauss

1st-level transmutation (technomagic)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

By touching a single device that contains electronic files, such as a computer, external hard drive, USB flash drive, or magnetic disk, you erase all files on that device. The device is rendered empty of data.

Detect Chaos and Order

1st-level divination (cleric, paladin)

  • Casting Time: 1 action
  • Range: Self (15-foot-radius sphere)
  • Components: V, S
  • Duration: up to 10 minutes

For the duration, you are able to determine the nature of creatures within range in relation to how they conform to societal norms. Creatures will have auras about them relating to their alignment:

  • A sharp, lawful aura for those who follow the rules of society, often at the expense of their personal wishes.
  • A muddled, neutral aura for those who balance their whims against the expectations of society, doing what they can within the confines of order.
  • A jagged, chaotic aura for those with a tendency toward acting on their feelings and whims, regardless of society’s expectations.

Detect Disease

1st-level divination (ritual)

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: 30 ft.

You automatically determine whether a creature, object, or area within range that you can see is diseased. If you make a successful DC 20 Wisdom (Medicine) check, you also determine the exact type of disease and its effects.

Detect Harmony

1st-level divination (ritual)

  • Casting Time: 1 round
  • Range: Self (60-foot radius sphere)
  • Components: V, S, M (a scroll on which prayers have been written in exotic inks worth at least 10 gp)
  • Duration: Instantaneous

You gain understanding of the balance of good, evil, law, and chaos in the immediate area. The answers are vague (“there is more evil than good here” or “there is much randomness and chaos here”) and do not reveal the exact nature or cause of the imbalance.

Detect Life

1st-level divination (ritual)

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: 30 ft.

You determine whether a creature within range that you can see is living or dead. The true status of a creature in a coma, suspended animation, or even masked with a feign death spell can be determined with this spell. Undead and animated constructs such as golems register as neither alive nor dead.

Detect Metal

1st-level divination (ritual)

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a nugget of ore)
  • Duration: Concentration, up to 10 minutes
  • Class(es): paladin, sorcerer, wizard

For the duration, you can sense the presence of metals within 30 feet of you. You know if there is a construct or other creature made of metal within 30 feet of you, as well as where the creature is located. You also sense the presence of creatures wearing metal armor or wielding metal weapons; while you do not automatically know their location, you increase your passive Perception against them by 2 and have advantage on Wisdom (Perception) checks to detect them. You also have advantage on Wisdom (Perception) checks to notice secret doors or traps that have metallic components. When you cast the spell, you can detect all metal or can specify one or more specific types of metal (such as silver and gold). In the latter case, you detect only those metals and ignore others. This spell can penetrate up to 1 foot of stone or 3 feet of wood or dirt but is blocked by any thickness of metal.

Detect Otherworldly Influence

1st-level divination (ritual)

  • Classes: Cleric, Paladin
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Replaces: Detect Evil and Good

You sense the presence of unnatural or extraplanar creatures. The spell reveals the existence of any aberrations, celestials, elementals, fey, fiends, or undead within 30 feet of you, as well as their locations. You also have advantage on any Wisdom (Perception) or Wisdom (Insight) checks against such creatures. The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Secret Passages and Portals

1st-level divination

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

For the duration, you can sense the presence of secret doors, compartments, and so on that have been deliberately constructed to escape detection within 10 feet of you.

Devil's Dagger

1st-level conjuration (ferromancy)

  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a cursed dagger of smoldering iron and hurl it at a creature within range. Make a ranged spell attack roll. On a hit, the target takes 2d4 fire and 1d4 piercing damage, and the dagger embeds itself in their flesh. While the dagger is embedded, the first time on each of its turns the target makes an attack roll, they must roll 1d4. They subtract the result from the attack roll and suffer that much fire damage. A creature within 5 feet of the target can remove the dagger as an action.

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

Dictation

1st-level evocation (ritual)

  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, M (a quill)
  • Duration: Concentration, up to 1 hour

Choose a book, scroll, or paper that is on your person when you cast this spell. For the duration, anything said within 20 feet of the chosen object automatically appears written on its pages. Foreign languages are not translated but do appear spelled correctly using that language’s alphabet. Magical spells are not recorded.

Disquieting Gaze

1st-level necromancy

Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute

Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.

Divine Arm

1st-level transmutation (cleric, paladin)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a nonmagical weapon)
  • Duration: concentration, up to 1 minute

Your deity imbues a melee weapon you currently possess with an essence of their power and launches it at a foe within 60 feet. Make a melee spell attack against a creature you can see within range. If successful, the target takes the weapon’s normal damage plus an additional 2d10 radiant or necrotic damage (your choice). The weapon breaks after it is used in this manner.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for every two slot levels above 1st.

Divine Beacon

1st-level abjuration

  • Components: V, S, M (Holy symbol)
  • Casting Time: 1 action
  • Duration: 24 hours
  • Range: Self

When you suffer one of the following conditions, this spell causes a great beacon of light, visible only to paladins, to appear in the sky overhead. The circumstance that befell you determines the color of the beacon.

Color Condition
Red Falling unconscious during combat
Orange Falling unconscious outside of combat
Yellow Critical hunger or thirst that causes you to suffer penalties
Blue Voluntarily triggering the beacon as an action
White Your death

The beacon can be seen by paladins from up to 50 miles away even in daylight, provided it’s not obscured by fog or rain, or blocked by obstacles such as mountains or towering trees. If the fallen paladin is underground, the beacon appears in the subterranean chamber where the paladin fell and also in the sky above. Paladins of 10th level or higher have a 10% chance per level above 9 to see the beacon despite all obstacles.

Divine Rebuke

1st-level evocation

  • Casting Time: 1 reaction
  • Range: 60 ft.
  • Components: V, S
  • Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by divine radiance. The creature must make a Dexterity saving throw. It takes 1d10 radiant damage on a failed save, or half as much damage on a successful one.

If the creature is undead, they take 2d10 radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Divine Sanction

1st-level evocation

  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (the petrified eye of a newt)
  • Duration: Concentration, up to 1 hour

You place a divinely empowered curse on a creature that you can see within range. For the duration, the target provokes an opportunity attack from you whenever it makes an attack roll against a creature other than you. In addition, during each of its turns that it hits with an attack roll against a creature other than you, it takes 1d6 radiant damage.

If the target drops to 0 hit points before the spell ends, you can use a bonus action on your turn to move the spell's effect to a new creature within range.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Divining Rod

1st-level divination (ritual)

  • Components: M (a forked stick)
  • Casting Time: 1 action
  • Duration: Concentration, up to 8 hours
  • Range: Self

You call upon the natural spirits of a region to guide you to water, natural shelter, or food, assuming that such exists within a radius of 1 mile. The rod points in the direction of the object you seek but does not indicate danger along the way.

Doom of the Cracked Shield

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target’s nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn’t use a shield, its nonmagical armor takes a -2 penalty to AC. If the target doesn’t use armor or a shield, the spell is expended with no effect.

Draconic Smite

1st-level evocation (dragon)

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage.

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

Dragon’s Gauntlet

1st-level conjuration

Sorcerer, Wizard

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: Self

Your hand transforms into a dragon’s claw. For the duration of the spell, you can use your action to make a melee spell attack against a creature within reach; a hit does 2d6 slashing damage. When you hit, you can spend a sorcery point to do 1d6 additional acid, cold, fire, lightning, or poison damage.

Dread

1st-level necromancy (warlock, wizard)

  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (petrified eye of a rabbit)
  • Duration: concentration, up to 1 minute

You speak an augury against a creature that you can see within range, filling them with a sense of trepidation. On a failed Wisdom saving throw, the target suffers disadvantage on all attacks against you. Also, the target has disadvantage on Wisdom skill checks made for the duration.

A remove curse spell cast on the target ends this effect.

Dread Mercy

1st-level enchantment

  • Casting Time: 1 reaction, which you take when you reduce a creature within 60 feet to 0 hit points with a weapon attack
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes

You offer an opponent mercy in exchange for its cooperation. Choose one creature within range that you have just reduced to 0 hit points. You instead reduce that creature to 1 hit point and immediately command its surrender. It must make a Wisdom saving throw. On a successful save the creature is frightened of you for the spell’s duration, and suffers only the normal effects of being frightened. On a failure, the creature is still frightened, but rather than fleeing, the frightened creature stays where it is and does not move unless you tell it to.

For the duration, the creature (that failed its save) will not attack you, and it fearfully obeys any instructions it can hear and understand that will not directly harm it (for example, it will not knowingly drink poison or walk off a cliff).

While affected, the creature will not deliberately say anything to you that it believes to be a lie, though it can simply remain silent if you do not ask any direct questions.

Whenever you or one of your allies attempt to harm the creature, or if you give it instructions that would harm it or force it to make a saving throw against another effect, it repeats its Wisdom saving throw against this spell, ending the spell on a success. You always know if a creature has succeeded or failed on a saving throw against this spell. When the spell’s effect ends, a creature that never succeed on any saving throws against this spell is unaware it was magically influenced, believing its fear of you was merely natural.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is increased to 1 hour. If you cast this spell using a spell slot of 6th level or higher, the duration is increased to 8 hours.

Dripping Fangs

1st-level transmutation

Classes: Druid, sorcerer, wizard

  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

You unleash a bestial roar as your mouth sprouts fangs dripping in corrosive saliva. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 acid damage. If the target is restrained or grappled, it takes an extra 2d6 damage.

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

E

Earth Rumble

1st-level transmutation

  • Classes: Bard, Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous
  • Replaces: Earth Tremor

You cause the ground immediately around you to shake and roll. Every other creature within 10 feet must make a Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage and are knocked prone. On a success, they suffer half as much damage and no other effects. If the terrain is dirt or stone, it becomes difficult terrain for all other creatures besides you for the next hour.

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, and the radius increases by 5 feet for each two slot levels above 1st.

Earthen Blast

1st-level evocation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: Self

Stone and earth erupt from your fingers in a 15-foot cone. Each creature in the area of effect takes 2d6 bludgeoning damage and can’t move until the end of its next turn, or takes half damage and is not immobilized if it makes a successful Dexterity saving throw.

At Higher Levels: For each spell slot used higher than 1st level, the damage increases by 1d6.

Earthen Grip

1st-level transmutation (druid, sorcerer, wizard)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: concentration, up to 1 minute

You target one creature you can see within range, causing them to make a Strength saving throw. On a failed save the target is restrained by dirt rising from the ground in the shape of a fist.

The target may use its action to make a Strength saving throw, breaking free from the earth’s grasp on a successful save.

Earthen Pillar

1st-level transmutation (druid, wizard)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: instantaneous

You call forth a column of dirt to rise out of the ground in a space you can see within range. The pillar has a diameter of 5 feet, a height of 20 feet, an AC of 10 and 15 hit points.

If the pillar is created under a Medium or smaller creature, that creature must succeed on a Dexterity save or be lifted by the pillar. Large creatures make the save with advantage.

Huge or larger creatures are unaffected as the earthen pillar is unable to be created under the creature’s weight. A Large or smaller creature can choose to fail the save.

If the pillar is prevented from reaching its full height due to contact with another solid surface, a creature on the pillar takes 2d6 bludgeoning damage and is restrained. The restrained creature can use an action to make a strength or dexterity check (creature’s choice) against the spell’s save DC.

On a success, the creature is no longer restrained and must either move or fall off the pillar.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the pillar by 5 feet and the potential damage it deals by 1d6 for each slot level above 1st.

Earworm Melody

1st-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute

You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.

For the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.

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

Ease Labor

1st-level transmutation (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: Special

You touch a female creature in labor and ease the pain she is feeling for as long as you remain in physical contact with her.

Eavesdropping Ear

1st-level transmutation

  • Casting Time: 1 bonus action
  • Range: Touch (30 ft. radius sphere)
  • Components: S, M* (a wax moth)
  • Duration: Concentration, or up to 10 minutes

You use your bonus action to grow one of your ears to a disproportionate, large size. For the duration, you can hear sounds up to 300 ft. easily, hear through solid walls when pressed against them, and can hear miniscule, usually quiet noises with ease. When you make a perception check, you gain advantage.

Elemental Blast

1st-level evocation

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: instantaneous
  • Classes: sorcerer, warlock

You draw power from the elements around you and send three blasts surging towards a target within range. You can direct them at a single target or several.

Make a ranged spell attack for each blast. On a hit, the target takes 1d8 damage of either cold, fire, lightning, or thunder damage (your choice).

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

Elemental Weapon

1st-level transmutation

Cleric, Druid, Ranger

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V
  • Duration: 1 round

A weapon you are currently holding transforms into a lethal embodiment of elemental power. Change the damage type of the weapon you are wielding from bludgeoning, piercing or slashing to acid, cold, lightning, or fire. The weapon deals its normal damage plus an additional 1d10 damage, and all of its damage is of the chosen type until the start of your next turn. Ranged weapons bestow this property to their ammunition.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you deal an additional 1d10 damage of the chosen type per slot level.

Empathic Resonance

1st-level enchantment

Components: V, S, M (holy symbol) Casting Time: 1 action Duration: 1 hour Range: Touch Area of Effect: 1 creature Saving Throw: Wisdom negates

One creature you touch becomes aware of the suffering it causes. Whenever the creature injures another creature, it must make a Wisdom saving throw. If the saving throw fails, then it must subtract 1d4 from every attack roll it makes for the next five rounds. Roll the d4 anew for every attack.

Empower Companion

1st-level enchantment

Ranger

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: Touch

You touch your animal companion and give it advantage on all ability checks it makes for the duration of this spell.

Enhance Oration

1st-level illusion (ritual)

  • Components: V, S, M (a small cone of paper)
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: Touch

You enhance the voice of one willing creature you touch, allowing that creature to be heard clearly by all creatures that can hear within 300 feet of it, regardless of background noise.

Enhance Senses

1st-level transmutation

  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a bit of perfume or sage)
  • Duration: 1 hour (requires concentration)
  • Classes: bard, cleric, druid, ranger, sorcerer

You touch a creature and their awareness of their surroundings heightens to a supernatural level. As an action, the creature can extend their senses outward and detect the exact location of each creature within 30 feet. The effect is instantaneous but only captures their current location and does not follow movement. They know the size of the creature but nothing else about them.

Ensnaring Strike

1st-level conjuration

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

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

Entreaty

1st-level abjuration

  • Casting Time: 1 reaction, which you take just before a creature makes a death saving throw
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Your kind words offer hope and support to a fallen comrade. Choose a willing creature you can see within range that is about to make a death saving throw. The creature gains advantage on the saving throw, and if the result of the saving throw is 18 or higher, the creature regains 3d4 hit points immediately.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creature adds 1 to its death saving throw for every two slot levels above 1st and regains an additional 1d4 hit points for each slot level above 1st if its saving throw result is 18 or higher.

Erase

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: Touch

You automatically remove mundane writing from up to two sheets of paper or parchment, from a single scroll, or from a surface no larger than 9 inches by 12 inches. This spell can remove magical writing (including a glyph of warding) if the caster makes a successful Intelligence (Arcana) check against the original caster’s spell save DC. The caster of erase must be aware of the writing for the spell to be effective; it has no effect if cast blindly or experimentally.

Evasive Maneuvers

1st-level abjuration (bard, paladin, ranger)

  • Casting Time: 1 reaction, which you take when you are subject to a spell or effect that allows you to make a Dexterity saving throw to take half damage
  • Range: Self
  • Components: S
  • Duration: Instantaneous

Upon casting this spell, you gain an innate sense of how to avoid the worst of a damaging spell or effect. If you succeed on the Dexterity saving throw, you take no damage. You only take half damage if you fail the saving throw.

Everwatchful Eye

1st-level abjuration (cleric, paladin)

  • Casting Time: 1 reaction, which you take when you see a creature within range fail a saving throw
  • Range: 30 feet
  • Components: V, S
  • Duration: instantaneous

You plead for the Vigilant One to use his divine grace to help one of your allies in their time of need. When you see a creature within range fail a saving throw, you can use your reaction to roll a d20. On a roll of 16 or higher, Helm will intervene and allow the target to succeed their saving throw instead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you reduce the die score required by 2 for every slot level above 1st.

Exterminate

1st-level necromancy

Casting Time: 1 action

Range: Self (10-foot radius)

Components: V, S, M (a pinch of lavender and dried garlic)

Duration: Instantaneous

When you cast this spell, all creatures of Tiny size with 1 hit point within 10 feet of you instantly die. Optionally, one Tiny creature with 5 hit points or fewer that is within range and that you can see can be instantly killed.

Extract Essence

1st-level transmutation (ritual only)

  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a wooden bowl)
  • Duration: Permanent

You extract the goodness from food, pulling all the nutritional value out of three days’ worth of meals and concentrating it into a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into bread. When consumed, it still imparts all the nutritional value of the original food.

The original food appears unchanged, and though it’s still filling, it has no nutritional value.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, an additional three meals’ worth of food can be extracted for each slot level above 1st.

Ritual Focus. If you expend your ritual focus, you can choose to have each day’s worth of meals take the form of a single slice of bread.

Eyes of Immolation

1st-level evocation

  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

Your eyes glow with fiery light before focusing on a creature you can see within range, causing a beam of fire to shoot from your eyes. The target creature must make a Dexterity saving throw. On a failed save, it takes 3d6 fire damage and is set ablaze, taking 1d6 damage at the end of each of its turns until it or another creature within 5 feet of it spends an action to douse the flames. On a successful save, the creature takes half as much damage and is not set ablaze. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.

F

False Tracks

1st-level illusion

  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 minutes

For the duration of this spell, your footprints are those of a normal animal of your choice. If part of your clothes or hair get snagged on undergrowth, it will appear to be bits of animal fur. Dropped objects do not change their appearance. When the spell expires, your footprints and snagged clothing change resume their normal appearance.

Fated Strike

1st-level divination

  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Replaces: True Strike

You touch a willing creature, foretelling an accurate strike. Its next attack before the end of your next turn is a hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of attacks that hit increases by 1 for every 2 spell slots above 1st.

Favor of the Earth

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Permanent

This spell is granted by gods of plants, the woodlands, and of agriculture. You touch two living, mundane plants and you remove all diseases and poisons and double that plant’s yield of fruit, flowers, or other usable parts. This spell can only be used once per plant.

At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, you may affect two additional plants per slot above 1st.

Farsighted

1st-level transmutation

  • Components: V, S, M (a cloudy gem)
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: Touch

You attempt to blur the near vision of one creature. If the creature fails a Constitution saving throw, it suffers disadvantage on attack rolls against creatures within 30 feet of it. The target creature can repeat the saving throw at the end of each of its turns; a successful save ends the spell.

Fast Fingers

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a creature and give it the gift of nimbleness in the hands. A creature can make a Sleight of Hand (Dexterity) check as a bonus action, which is nigh impossible to notice.

In addition, creatures have disadvantage on Perception (Wisdom) checks made to perceive Sleight of Hand (Dexterity) checks and to perceive somatic components of a spell.

Fast Grow

1st-level transmutation

Casting Time: 1 action (ritual)

Range: Touch

Components: V, M* (some fertilizer)

Duration: Instantaneous

You touch the ground where a non-magical seed has been planted or a young non-magical plant has emerged and cause that plant to grow rapidly into the mature version of that plant. If the plant would bear fruit, it becomes filled with that fruit.

Feather Field

1st-level abjuration

  • Casting Time: 1 reaction, which you take when you are targeted by a ranged attack from a magic weapon but before the attack roll is made
  • Range: Self
  • Components: V, S, M (fletching from an arrow)
  • Duration: 1 round

A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.

At Higher Levels. When you cast feather field using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.

Feather Step

1st-level transmutation

  • Components: S
  • Casting Time: 1 action
  • Duration: 1 minute
  • Range: 150 ft.

One creature you touch becomes able to step lightly across snow, leaves, earth, and loose sand without sinking in or having its movement affected. In addition, the creature can add 1d4 to its Dexterity (Stealth) checks.

Fertile or Fallow

1st-level necromancy (ritual)

  • Casting Time: 5 minutes
  • Range: Touch
  • Components: V, S, M (flowering or seeding branch or fruit)
  • Duration: One lunar month

For the duration of the spell, the target either becomes extremely fertile or completely infertile. An unwilling target gains a Constitution saving throw to resist the effect. Note that this spell cannot produce fertility where compatibility is impossible, but otherwise—if cast to increase fertility—all but guarantees pregnancy, seeding, or budding at the next opportunity.

You can use this spell on animals or plants as well as people, and in fact its most common usage is to increase food production.

Fertility

1st-level transmutation

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a seed)
  • Duration: 1 week

You touch a willing creature; for the duration, that creature becomes incredibly fertile. You may not use this spell on yourself, although you can use it on your partner.

Fey Glamer

1st-level illusion

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of powdered mica)
  • Duration: Concentration, up to 10 minutes

You lay a glamer upon a touched creature that makes it more interesting, attractive, and compelling. For the duration of the spell, the target has advantage on all Charisma checks.

Fiery Cloth

1st-level transmutation

  • Components: V, S, M (flint and tinder)
  • Casting Time: 1 action
  • Duration: 12 hours before igniting; concentration, up to 1 minute
  • Range: Touch

You imbue up to 1 square yard of cloth with the essence of fire. Its appearance doesn’t change, but as an action, you can cause it to burst into flame. You must have line of sight to the cloth to ignite it. It burns for up to 1 minute and does 1d6 fire damage at the start of each of the caster’s turns to a creature that is in contact with more than half of the cloth. The spell ends if the flame is put out.

Fiery Grasp

1st-level evocation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: Self

Your hands burst into flames. Until the spell ends, you can use an action to make a melee spell attack against a creature you can reach. A hit does 2d6 fire damage.

At Higher Levels: The damage dealt by this spell increases to 3d6 if you use a 3rd level slot, 4d6 if you use a 6th level slot, or 6d6 if you use an 8th level or higher slot.

Filth’s Bane

1st-level transmutation (ritual)

  • Casting Time: 1 round
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

One creature of Huge size or smaller is instantly cleaned and sanitized, including its clothing. Unwilling targets may attempt a Charisma saving throw to negate the spell.

Find in Nature

1st-level divination (ritual)

  • Classes: Bard, Druid, Ranger
  • Casting Time: 1 action
  • Range: Special, see below
  • Components: V, S, M (a tuft of hound's fur)
  • Duration: Instantaneous
  • Replaces: Locate Animals or Plants

This spell helps you locate a specific kind of beast or plant, which you can either name or describe. You learn the direction and distance to the closest creature or plant of that kind within 1 mile, if any are present.

At Higher Levels. If you cast this spell using a spell slot of 2nd level, the range of the spell increases to 5 miles. If you use a spell slot of 3rd level or higher, the range increases by 5 miles for each slot level above 2nd.

Find Kin

1st-level divination (ritual)

Casting Time: 1 action Range: touch Components: V, S, M (a freshly dug up tree root that is consumed by the spell) Duration: Instantaneous

You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.

Fire Burst

1st-level transmutation

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 60 ft. Area of Effect: 1 fire Saving Throw: Dexterity half damage

One existing fire source bursts into a large conflagration for a moment. Each creature within 10 feet of the source takes 3d6 fire damage, or half as much with a successful Dexterity saving throw.

At Higher Levels: For each spell slot used higher than 1st level, the spell does an additional 1d6 fire damage.

Fire Truth

1st-level divination (ritual)

  • Casting Time: 1 minute
  • Range: 5 feet
  • Components: V, S, M (a candle made of pure beeswax that is worth 25 gp, which is consumed by the spell)
  • Duration: 1 minute

You light a specially-made candle and place it within 5 feet of a named target. If the target then knowingly tells a lie, the candle flares brightly. A half-lie or slight deception causes the candle to gutter and flicker. If the target tells an outrageous lie, the candle extinguishes itself.

At Higher Levels. When you cast this spell using a 5th-level or higher spell slot, and the target tells a lie, the fire leaps and burns the target, inflicting 1d8 fire damage with each lie.

Fire Under the Tongue

1st-level transmutation

  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: 24 hours

You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.

First Strike

1st-level transmutation

  • Casting Time: 1 reaction, which you take when are about to enter combat.
  • Range: Self (10-foot radius)
  • Components: V, S, M (a handful of sand, which you run through your fingers)
  • Duration: Instantaneous

You and all allies within range have advantage on your initiative roll.

Fists of Stone

1st-level transmutation

  • Components: V, S, M (a pebble)
  • Casting Time: 1 action
  • Duration: 1 minute
  • Range: Self

Your hands become as hard as stone. For the duration of the spell, you are proficient with unarmed strikes and your unarmed strikes do 1d12 bludgeoning damage.

Flame Water

1st-level transmutation

Components: V, S Casting Time: 1 action Duration: Permanent Range: Touch Area of Effect: 1 pint of water Saving Throw: None

You transmute up to 1 pint of water in a container into a flammable liquid akin to alcohol. It ignites if it is exposed to fire. If a container of burning flame water is thrown against a creature or shattered against the ground, all creatures within 5 feet of it take 2d6 fire damage, or half damage with a successful Dexterity saving throw. The liquid burns out in 1 round.

Flaming Bolts

1st-level evocation

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 120 ft. Area of Effect: 1, 2, or 3 creatures Saving Throw: None

You create three bolts of fire that you direct at one or more creatures you can see within range. Each bolt hits automatically and does 1d6 fire damage. The bolts all strike simultaneously.

At Higher Levels: For each spell slot used higher than 1st level, you create one additional bolt.

Flash

1st-level evocation

  • Casting Time: 1 action
  • Range: Self (10-foot-radius)
  • Components: S, M (a pinch of sand)
  • Duration: Instantaneous

Blinding light flashes from you, extending out in a 10-foot radius. The sphere doesn’t extend around corners. Each creature in the area must succeed on a Constitution saving throw or be blinded for 1 minute. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures sensitive to bright light have disadvantage on saving throws against this spell.

Flash of Light

1st-level evocation

Components: V, S Casting Time: 1 action Duration: 1 round Range: 20 ft. Area of Effect: Sphere, 10-ft. radius Saving Throw: Constitution negates effect

A bright light flashes from a point you can see within range. All creatures in a 10-foot radius sphere centered on that point are blinded until the end of your next turn unless they make a successful Constitution saving throw.

Float

1st-level transmutation

  • Casting Time: 1 action; see below
  • Range: 30 feet
  • Components: V, S, M (a bit of cork)
  • Duration: Concentration, up to 10 minutes

You make a single Medium-sized or smaller creature or object buoyant, causing it to float safely at the surface even in heavy seas and to rise steadily to the surface at 50 feet per round if underwater unless the creature strikes an obstacle that blocks its upward movement. While affected by float, the target gains additionally gains advantage on all swim checks on the surface.

A creature affected by float can voluntarily dive or swim downward, using its movement, if it can make a DC 10 swim check to which the advantage granted above does not apply. If it stops swimming, or fails the swim check, the float spell causes the creature to drift upwards again. Air-breathing and water-breathing creatures both can breathe while at the surface using this spell.

An unattended item up to 50 pounds can be raised to the surface with a float spell. Floating objects simply remain at the surface but may drift around the area, moving as wind and wave action dictate.

Float may be cast as a reaction although this reduces the duration to 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you may target another Medium-sized or smaller creature or object. All of the targets must be within 30 ft. of each other.

Flurry

1st-level transmutation (winter)

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a fleck of quartz)
  • Duration: 1 round

A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls.

Force Blast

1st-level evocation

  • Casting Time: 1 action
  • Range: Self (10-foot-radius)
  • Components: V
  • Duration: Instantaneous

A 10-foot-radius sphere of silent and invisible force bursts forth from you. Each creature in the area must make a Strength saving throw. If a creature fails, it takes 2d6 force damage and is pushed away from you to an unoccupied space as close to the edge of the sphere as possible. On a successful save, the creature takes half as much damage and is pushed 5 feet away from you.

The sphere extends around corners, as well as into the Ethereal Plane. In addition, unsecured objects that are completely within the area are pushed away from the point of origin as close to the edge of the sphere as possible.

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. For every two slot levels above 1st, the radius increases by 5 feet, up to a maximum of 20 feet when cast using a 5th-level or higher slot.

Forest Affinity

1st-level illusion

  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a raven’s feather or a bit of panther fur)
  • Duration: Concentration, up to 1 hour

The forest floor swirls and shifts around you, welcoming you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to hide. While hidden in a forest, you have advantage on your next initiative roll. The spell ends if you attack or cast a 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 spell ends if you or any other target of this spell attacks or casts a spell.

Forest Native

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a clump of soil from a forest)
  • Duration: 1 hour

While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.

Foretell Distraction

1st-level divination (temporal)

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.

Forge Fire

1st-level transmutation (ritual)

  • Classes: Artificer, Wizard
  • Casting Time: 1 minute
  • Range: 15 feet
  • Components: V, S
  • Duration: Concentration, up to 8 hours

A Medium-sized fire within range, such as a campfire, burns with unnatural heat within its embers for the duration. It gives off intense heat, dealing twice as much damage to any creature that takes damage from it and consumes materials twice as fast as normal. For the duration, it can serve as a forge to smelt nonmagical metals and counts as a forge for the purposes of blacksmithing.

Forked Tongue

1st-level enchantment

  • Components: V, S, M (a bit of wool)
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: Self

For the duration, you have advantage on Charisma (Deception) checks.

Fortune’s Shield

1st-level abjuration

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M* (a rabbit’s foot)
  • Duration: 1 hour

You create a shield that shimmers into existence in front of you. This shield grants you the blessing of luckiness. Whenever a creature makes an attack against you, roll a d20. If you roll an 11 or higher, your AC increases by 1d4 until the start of your next turn. If you roll a 10 or below, nothing happens. If you roll a 1, your AC decreases by 1d4.

Likewise, whenever you have to make a saving throw, roll a d20. If you roll an 11 or higher, roll a 1d4 and add it to the saving throw. If you roll a 10 or lower, nothing happens. If you roll a 1, roll a 1d4 and add that to the DC of the saving throw.

Foulberry

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M* (a rabbit’s foot)
  • Duration: 1 hour

Up to ten berries appear in your hand and are infused with poison for the duration. A creature can use its action to eat one berry. A creature that eats the berry must succeed on a Constitution saving throw against your spell save DC or take 1d4 poison damage and become poisoned for 1 hour.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Freeze Potion

1st-level transmutation (winter)

  • Casting Time: 1 reaction, which you take when you see a creature within range about to consume a liquid
  • Range: 25 feet
  • Components: V, S
  • Duration: Instantaneous

A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally thereafter and is not otherwise harmed, but it can’t be consumed while it’s frozen.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet for each slot level above 1st.

Frighten

1st-level necromancy

Classes: Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You invoke a sudden fear within a creature you can see within range. The target creature must succeed a Wisdom saving throw, or become frightened for the duration. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a 2nd level or higher, you can target one additional creature for each slot above 1st.

Frost Shuriken

1st-level conjuration

  • Classes: Druid, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a palmful of water and a piece of iron)
  • Duration: Instantaneous
  • Replaces: Ice Knife

You form a bladed disk of ice and throw it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 piercing damage + 2d8 cold damage. The shuriken then explodes (whether you hit or miss). Each other creature within 5 feet of the target must succeed on a Dexterity saving throw or take 2d8 cold damage.

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

Frostfire

1st-level evocation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: Self

A wave of cold fire spreads out from your fingertips. Each creature in a 15-foot cone takes 2d6 cold damage and has its speed reduced by 10 feet until the end of its next turn; a successful Constitution saving throw reduces damage to half and negates the speed penalty.

At Higher Levels: For each spell slot used higher than 1st level, the spell does 1d6 additional cold damage. At 5th level or above, the speed reduction is 20 feet. At 9th level, the speed reduction is 30 feet.

Fury of the Efreeti

1st-Level Conjuration

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a tiger’s eye worth at least)
  • Duration: 1 hour

Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

The next lance of the efreeti that you cast before the end of your turn allows you to attack two different creatures.

If both targets are hit, creatures of your choice within a 5-foot radius of the creatures, and both creatures hit, must make Dexterity saving throws. On a failure, the creatures take 1d6 fire damage, or half as much on a success.

If only one creature is struck, all creatures of your choice within a 5-foot radius of the creature, and the creature struck, must make a Dexterity saving throw.

On a failure, the creatures take 1d8 fire damage, or half as much on a success.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radial fire damage increases by 1d6, if multiple creatures are hit, or 1d8, if only a single creature is hit, for each slot level above 1st.

Fury of the Patron

1st-level evocation

  • Casting Time: 1 reaction
  • Range: touch
  • Components: V, S
  • Duration: Instantaneous

You are an investment for your patron, and your patron does not like his toys broken. When you take damage from a melee attack, you cause the creature to experience the fury of your master. The attacker must make a Constitution saving throw. On a failure, the creature is dealt 4d10 psychic damage.

At Higher Levels: When you cast this spell using a higher-level spell slot, increase the damage done by 1d10 for each spell slot above 1st.

G

Gembolt

1st-level evocation

  • Casting Time: 1 bonus action
  • Range: 120 ft.
  • Components: V, S, M* (a gem worth at least 50 gp x spell slot level)
  • Duration: Instantaneous

You channel a blast of energy through a gem on your possession, dealing 2d12 damage, and the damage’s type depends on the color of the gem you are using:

Gem Color Damage Type
Red Fire
Blue Cold
Green Poison
Purple Acid
Yellow Lightning
Black Necrotic
White/Clear Radiant
Pearlescent Force
Opalescent Psychic
Amber/Orange Thunder

After casting this spell, roll a d20. If you roll a 1, the gem disintegrates.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d12 extra damage of the type rolled for each slot level above 1st.

Gift of Speech

1st-level transmutation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You grant one beast or monstrosity with an Intelligence of 1 to 4 the ability to speak your language and understand you. This does not raise its Intelligence.

Gird The Spirit

1st-level abjuration

  • Casting Time: 1 reaction, which you take when you or a creature within 30 feet of you is hit by an attack from an undead creature
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

Your magic protects the target creature from the energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow’s Strength drain, or its hit point maximum, such as a specter’s Life drain. This spell doesn’t prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.

Glamer

1st-level illusion

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of ruby dust and a pinch of chalk dust)
  • Duration: 3 hours

You subtly change the appearance of yourself or one other humanoid, making that person more or less attractive. This does not make that person look like someone else.

Rather, for the positive version, makes the target’s eyes appear to sparkle, their skin clearer and smoother, their teeth straighter and whiter, and their hair thicker and more lustrous; or for the negative version, makes the person seem lackluster and unkempt. An unwilling target may make a Wisdom saving throw to resist.

While the positive version of this spell is active, the target has advantage on all Charisma ability checks designed to illicit a positive reaction. While the negative version of this spell is active, the target has disadvantage on all Charisma ability checks.

Glamer of Mundanity

1st-level illusion

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of powdered iron)
  • Duration: Concentration, up to 10 minutes

You lay a glamer upon a touched creature that makes it easily overlooked and forgettable. For the duration of the spell, any Wisdom (Perception) checks to notice the target, or any ability checks made to recall details about the target or any interactions with it, are made with disadvantage.

The target gains advantage on Dexterity (Stealth) checks, but has disadvantage on any Charisma checks made while under the glamer.

Gliding Step

1st-level abjuration

Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes

Provided you’re not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.

Goat’s Hoof Charm

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a goat’s hoof)
  • Duration: 1 minute

A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.

Gold to Lead

1st-level (ritual) Transmutation

  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (A gold piece per pound of item created, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard, Artificer

This spell transmutes a sum of gold into a rough lead object, the object can be any item you wish as long as it fits into a 10ft cube area.

If the item is a weapon it has a -1 modifier to its damage and its attack rolls, if it is a piece of armor it has -1 to its AC and can’t benefit from a positive dexterity modifier.

The lead item can only house basic mechanisms, such as hinges/latches or very basic (DC 10) locks.

Gossamer Webbing

1st-level conjuration

  • Components: V, S, M (a bit of spiderweb)
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: 60 ft.

You conjure a mass of flimsy webbing that expands into a 20-foot cube from a point you can see within range. The webs must be anchored to at least two solid surfaces. Creatures in the affected area pay twice the normal movement cost when moving and have a -1 penalty on their attack rolls. The webs immediately burn away if touched by flame, doing 1d6 fire damage to each creature in their area.

Graffiti

1st-level conjuration

  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M* (berries of various colors, beets, and a sumac twig)
  • Duration: Instantaneous

You choose a target or a 10 ft. by 10 ft. surface that you can see within range and spray forth a colorful arrangement of paints and dyes. A surface that you target instantly has a design of your choice on it in paint, appearing however you imagined it.

If you targeted a creature, that creature must succeed on a Dexterity saving throw or be coated in this paint. While coated in this paint, the creature does not gain the benefits of being invisible, and they have disadvantage on Stealth checks. Creatures have advantage on Survival (Wisdom) checks made to track this creature.

The paint can only be removed via magical means, including prestidigitation, lesser restoration, dispel magic, or magically-created water.

Grave-Touched Weapon

1st-level necromancy

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Touch Area of Effect: 1 weapon Saving Throw: Constitution negates effect

One weapon you touch is infused with necrotic energy. Each time it hits a creature, the creature must make a Constitution saving throw or lose 1 point of Strength. All lost Strength is restored automatically when the spell ends.

Green Mantle

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a plant from the surrounding terrain)
  • Duration: 1 hour

You take on the physical characteristics of the terrain around you. In a forest, grass and tiny mushrooms sprout in your hair, moss beards your chin, and your flesh takes on the mottled hue of leaf green and bark brown. In an arctic grassland, gray lichens and the various shades of boreal grasses cloak your presence. This effect provides a +2 bonus to Stealth checks in the appropriate terrain.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature is affected for each slot level above 1st.

Grim Siphon

1st-level necromancy (apocalypse)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (the skull of a Tiny mammal or bird)
  • Duration: Instantaneous

You twist the forces of entropy around two creatures, bringing distress to one while staving off the demise of the other. A creature you can see within range must make a successful Constitution saving throw or take poison damage equal to 1d4 + your spellcasting ability modifier.

Another creature you choose that is within 5 feet of the target regains hit points equal to half the amount of poison damage dealt.

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

Guardian Cloak

1st-level transmutation

Classes Wizard Casting Time: 1 Action Range: touch Duration: 1 round/level Saving Throw: Wisdom negates; Spell Resistance: Yes Components: V, S, M (A few cloak threads)

This spell causes your cloak, robe, or cape to animate and swirl about you. As the garment wreathes about, it provides cover and distraction for your familiar. Any Tiny sized creature attached to your body, resting at your feet, or resting upon a perch/staff you are holding gains the effect of soft cover (+4 bonus to AC) The animated cloak does not hinder or distract you in any way.

Guest Of Honor

1st-level enchantment (ritual only)

  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, M (a signet ring worth 25 gp)
  • Duration: 10 minutes

You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell’s duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st.

Ritual Focus. If you expend your ritual focus, the effect lasts for 24 hours.

Guiding Arrow

1st-level divination; Classes Ranger 1)

Casting Time: 1 Bonus action Range: Touch Components: V Duration: Concentration, up to 1 minute

You cast this spell on an arrow or similar piece of ammunition and then fire it at a chosen target. If the arrow hits, you have advantage on ranged weapon attacks against that target as long as this spell remains in effect. If the target spends an action to remove the guiding arrow, this spell ends immediately.

Guiding Star

1st-level divination (ritual) (illumination)

  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

By observing the stars or the position of the sun, you are able to determine the cardinal directions, as well as the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain.

Guillotine

1st-level conjuration (wizard)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: concentration, up to 1 minute

You extend your hand and touch a creature while muttering the passing prayer of an executioner. The creature must make a Strength saving throw or become restrained by a pair of ethereal chains that bind the target to the ground, and a large magical blade is summoned above their head.

As a bonus action on your turn, you are able to release the blade down upon your target’s neck, dealing 2d8 magical slashing damage. For every round that you do not release the blade with your bonus action after the initial cast, add 1d8 additional damage as a blade ratchets another notch higher above the target.

The target may use their action to attempt a Strength saving throw to break the chains at the start of each turn. This removes the restrained condition and ends the spell without doing any damage.

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

H

Hail of Stone

1st-level conjuration

  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a piece of jade worth at least 5 gp)
  • Duration: Instantaneous

A storm made of stones appears in a location you choose within range. The area of the storm consists of up to ten 5-foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one, each round that the creature ends its turn in the storm.

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.

Hail of Thorns

1st-level conjuration

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition.

In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Hair

1st-level transmutation (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

This spell allows you to clean, trim, style, dye, or bleach a willing target’s hair, beard, or fur instantly.

Hands of the Dead

1st-level conjuration

  • Classes: Cleric, Druid, Warlock
  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S, M (a severed finger or claw)
  • Duration: 1 minute

You raise your hands in supplication to dark forces, creating a number of hands that reach up from the ground to grapple an opponent.

You choose a 5-foot square from which the hands erupt. Any creature of Medium size or smaller must make a Dexterity saving throw or be grappled. The creature must make an escape check at the end of each of their turns using your spell save DC to escape. The spell does not end once they save, and any character entering or re-entering the square, or ending their turn in the square must make the same saving throw or become grappled. Other characters entering the square are affected as well if they end their turn in that square.

At Higher Levels: When you cast this spell using a slot of 3rd level or higher, you can increase the number of targets (and by extension, squared) affected for every two levels beyond 1st (two targets at level 3, three targets at level 5, etc). Large creatures can be affected by this spell if they occupy at least two squares affected by this spell.

Hard Heart

1st-level enchantment

Casting Time: 1 action Range: Touch Components: V, S, M (an iron key) Duration: 10 minutes

You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw; a creature can choose to fail this saving throw unless it’s currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration; if it’s currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell’s duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.

Heal Plant

1st-level evocation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a plant or plant creature and send healing energy into it.

If you heal a plant creature with this spell, it regains 3d8 + your spellcaster level hit points.

That plant creature then must succeed on a Wisdom saving throw or be charmed by you for 1 hour.

If you heal a non-magical or magical plant with this spell, the plant is healed of all damage it has taken in the past 24 hours. Any plant healed this way becomes linked with you for 1 hour, and you can communicate with that plant in a basic manner. The plant can relay to you information and knowledge about creatures that have been around it, who harmed it, what the weather was like, and other basic information. It does not speak to you in common, but you telepathically are given images, thoughts, and ideas that give you a basic comprehension of the message it is giving you.

At Higher Levels. When you cast this spell at 2nd level or higher, the number of hit points you heal increases by 1d8 for each slot level above 1st.

Heart To Heart

1st-level necromancy

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of your blood)
  • Duration: 1 hour

For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.

Helpful Haversack

1st-level transmutation

  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, M
  • Duration: 24 hours

With this spell, the caster is able to increase the size of any pack, satchel, or pouch. The caster must have the desired item in hand. When the spell is cast it creates a temporary, extradimensional space within the object that increases its holding capacity. The space created is equal to one cubic foot for every two caster levels. Items placed within the pack can be retrieved as if the pack were normal.

The spell does not increase the size of the object itself, so items that will not fit in the opening of the object will not suddenly fit. A suit of plate mail could not be put in a pouch, as it wouldn’t fit in mouth of the pouch.

When the spell’s duration ends any extra items above the object’s normal holding capacity are ejected, falling out of the pack as if through a magic portal.

Heraldic Mastiff

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 10 minutes
  • Range: Touch

A shield that you touch gains a shimmering aura in the shape of a mastiff that inspires whoever wields it. A creature that wields the shield can add 1d6 to its saving throws.

Heraldic Owl

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 10 minutes
  • Range: Touch

A shield that you touch gains a shimmering aura in the shape of an owl that inspires whoever wields it. A creature that wields the shield can add 1d6 to its Wisdom (Insight) and Wisdom (Perception) checks.

Heraldic Ox

1st-level abjuration

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 10 minutes
  • Range: Touch

A shield that you touch gains a shimmering aura in the shape of an ox that inspires whoever wields it. A creature that wields the shield ignores the effects of exhaustion for the duration of the spell. The targeted creature can’t gain exhaustion while the spell is in effect. Pre-existing exhaustion isn’t removed by the spell; if the creature had levels of exhaustion when the spell was cast, the effects return when the spell ends.

Hexing Eye

1st-level enchantment Casting Time: 1 bonus action Range: 60 feet Components: S Duration: Concentration, up to 1 minute

You curse a creature that you can see in range. While the creature is cursed, you have advantage on attack rolls against it and do an additional 1d4 force damage. You can use your bonus action on subsequent turns to move the curse to a new target.

At Higher Levels. If you use a spell slot of 2nd level, the spell does 1d6 force damage for each successful attack roll, at 3rd level this becomes a d8, at 4th level it is a d10 and if you use a 5th level slot or higher the spell does 1d12 force damage for each successful attack.

Hideous Maiming

1st-level necromancy

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You afflict one creature you can see within range with a lasting injury. The target must make a Constitution saving throw; or take 1d10 necrotic damage and gain 1 level of exhaustion on a failed save, or take half damage on a successful one. The target cannot remove the level of exhaustion until after it reaches its hit point maximum.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. If you cast the spell using a spell slot of 5th level or higher, the target gains 2 levels of exhaustion instead of one.

Hinder

1st-level abjuration

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You draw a glyph on the ground and speak an incantation, arming the glyph. If a creature who is hostile toward you enters a space within 5 feet of this glyph, a wall of invisible force appears that is 5 feet long, 5 feet tall and 1 foot wide. This wall emerges right in front of the creature, the center of its dimensions lining up with the creature’s center.

This spell lasts until the end of the triggering creature’s next turn. It can be dispelled by a Dispel Magic or destroyed by Disintegrate.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the length of the wall increases by 5 feet per level over 1st.

Hives

1st-level necromancy

  • Components: V, S, M (poison ivy leaves)
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: 30 ft.

Choose a creature you can see within range. The creature makes a Constitution saving throw. On a failed save, it breaks into an itchy rash that gives it a -2 penalty to AC and attack rolls for the duration of the spell. At the end of each of its turns, the creature can make another Constitution saving throw; a successful save ends the spell.

At Higher Levels: For each spell slot used higher than 1st level, you can target one additional creature.

Hobble Mount

1st-level necromancy

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.

Hold Portal

1st-level transmutation

Classes: Sorcerer 1, Wizard 1

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

This spell instantly slams shut all doors, portcullis, windows, and similar enclosures within range, locking them if they have a lock. These portals can still be opened, unlocked, or smashed through normal means. The spell does not affect magical doors or individual doors larger than ten feet wide by ten feet tall.

Holy Beacon

1st-level evocation

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

A brilliant beacon of light, shaped like your holy symbol, originates from you and shoots upward 10,000 feet above your location. If the beacon isn’t in the sky when it finishes traveling up, the spell ends. Otherwise, the beacon remains for the duration, and its origin point remains fixed where you cast this spell. On a clear day, and provided good line of sight, the beacon can be seen for 30 miles. It can be seen for twice that distance at night. The beacon draws the attention of those who share your faith, so they automatically spot the beacon if visibility allows.

The holy symbol of your faith is considered to be an associated object (see the teleport spell description) for teleporting to the beacon’s origin point.

Holy Infusion

1st-level evocation Paladin

  • Components: V
  • Casting Time: 1 bonus action
  • Duration: Concentration, up to 1 minute
  • Range: Self

Your prayer infuses you with holy energy. Until the spell ends, your weapon attacks do an additional 1d6 radiant damage against undead creatures and fiends, and the weapon is treated as magical.

Hone Blade

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a chip of whetstone or lodestone)
  • Duration: Instantaneous

You magically sharpen the edge of any bladed weapon or object you are touching. The target weapon gets a +1 bonus to damage on its next successful hit.

Hostile Challenge

1st-level enchantment

Classes cleric, paladin

  • Casting Time: 1 action
  • Range: Self
  • Components V, S, M (a drop of your blood)
  • Duration Concentration, up to 1 minute

After you cast this spell, whenever a creature you can see attempts a melee attack against one of your allies, as a reaction you can command that creature to attack you instead. The creature must succeed at a Wisdom saving throw or be compelled to attack you instead of its original target, even if it must move to engage you.

Hound’s Scent

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Range: Self

You gain keen scent, which gives you advantage on Wisdom (Perception) checks that rely on smell.

Hunter’s Endurance

1st-level enchantment

  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a fingernail, lock of hair, bit of fur, or drop of blood from the target, if unfamiliar)
  • Duration: 24 hours

You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you.

If you aren’t familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell.

Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don’t suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.

Hush

1st-level illusion

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to steal the voice of a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, they are unable to speak or make sounds with their throat or mouth. If a creature has multiple orifices from which they can communicate, all of these are silenced.

I

Ice Armor

1st-level abjuration

  • Classes: Warlock
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a vial of snowmelt)
  • Duration: 1 hour
  • Replaces: Armor of Agathys

You conjure a flexible mail of ice over yourself, which shatters as it suffers damage. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot, up to a maximum of 25 at 5th level.

Ice Bolts

1st-level evocation

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 120 ft. Area of Effect: 1, 2, or 3 creatures Saving Throw: None

You create three bolts of ice that you direct at one or more creatures within range and line of sight. Each bolt hits automatically and does 1d6 cold damage. The bolts all strike simultaneously.

At Higher Levels: For each spell slot used higher than 1st level, you create one additional bolt.

Ice Caltrops

1st-level conjuration

  • Classes: Druid, Ranger, Sorcerer
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

Razor-sharp ice caltrops cover the ground in a 20-foot-radius square staring from a point within range. For the duration, any creature that moves into or through the area of effect must make a Dexterity saving throw or take 2d6 piercing and 1d6 cold damage.

The area of effect becomes difficult terrain.

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

Icicle Daggers

1st-level conjuration (winter)

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a miniature dagger shaped like an icicle)
  • Duration: Instantaneous or special

When you cast this spell, three icicles appear in your hand.

Each icicle has the same properties as a dagger but deals an extra 1d4 cold damage on a hit.

The icicle daggers melt a few seconds after leaving your hand, making it impossible for other creatures to wield them. If the surrounding temperature is at or below freezing, the daggers last for 1 hour. They melt instantly if you take 10 or more fire damage.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can create two additional daggers for each slot level above 1st. If you cast this spell using a spell slot of 4th level or higher, daggers that leave your hand don’t melt until the start of your next turn.

Idea

1st-level divination

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a platinum coin, which is consumed in the casting)
  • Duration: Instantaneous

You gain advantage on a single Arcana, History, Insight, Investigation, Medicine, Nature, Performance Religion, or Survival ability check.

Ill-fated Word

1st-level divination (chaos)

  • Casting Time: 1 reaction, which you take when an enemy makes an attack roll, ability check, or saving throw
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it’s doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.

Illuminate Spoor

1st-level divination

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a firefly)
  • Duration: Concentration, up to 1 hour

You touch a set of tracks created by a single creature.

That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow.

A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks.

If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.

Impressive Blow

1st-level evocation

Components: V, S Casting Time: 1 bonus action Duration: Concentration, up to 1 minute Range: Touch Area of Effect: 1 weapon Saving Throw: None

This spell is cast on a weapon. The next time the weapon scores a hit, roll twice the normal number of dice for damage.

Ink Spray

1st-level conjuration

  • Casting Time: 1 reaction
  • Range: 10 ft.
  • Components: V, S, M* (octopus tentacle or bottle of ink)
  • Duration: Instantaneous

You spray ink at a target creature. That creature must succeed on a Dexterity saving throw or be blinded for 1 minute. The creature makes a Constitution saving throw at the end of each of its turns, ending the blinded condition on a success.

Inner Fire

1st-level evocation (sorcerer, warlock)

  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (a ruby worth 25gp)
  • Duration: instantaneous

The sheer power of your life force causes the blood of your foes to ignite in an inferno. Cause a creature you can see within range to make a Dexterity saving throw or take 1d4 fire damage for every unused hit dice you currently have. You lose up to 1d4 of your remaining hit dice, consumed by the spell.

Insightful Maneuver

1st-level divination

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.

Interpret Bone

1st-level divination (bard, cleric, druid, paladin, ranger)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: instantaneous

You touch a bone from a creature that has been dead for longer than 10 days but less than a year and are able to see a brief vision of how that creature died.

Invoke Common Housefly

1st-level conjuration (entomancy)

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (a small piece of rotting meat)
  • Duration: 1 hour

You conjure up the most ordinary of household pests, universally known to be harmless… but extremely irritating.

It appears on an unoccupied space of your choice within range, using the Housefly statblock detailed in this page.

The fly acts independently of you, but always obeys your commands (no action required by you). In combat, it rolls its own initiative and acts on its own turn.

Once the spell ends, or the fly is reduced to 0 hit points, it vanishes in a poof of red smoke.

Spell Lists. Druid, Warlock, Wizard, Bard, Sorcerer

Housefly

Tiny beast, unaligned

Armor Class 25 (unarmored defense) Hit Points 1 (1d4 - 1) Speed 5ft., fly 60 ft. STR DEX CON INT WIS CHA 1 (-5) 25 (+7) 8 (-1) 1 (-5) 20 (+5) 2 (-4)

  • Senses Darkvision 30 ft., Passive Perception 15
  • Languages Understands any languages spoken by its summoner
  • Challenge –

Unarmored Defense. A housefly's AC equals 10 + its Dexterity modifier + its Wisdom modifier. If the housefly becomes restrained or otherwise has its speed reduced to zero, its AC becomes 10.

Insect Alertness. A housefly can see in every direction and sense air currents. It cannot be surprised, and will react to any object moving towards it, even if it is blinded.

Tiny Flier. So long as it retains its flying speed, the housefly can occupy the same space as another creature.

Link of Purpose. A summoned housefly can understand the will of its master, even without any words being spoken. For the intent of its summoning can really only be one.

Actions

Buzz. The fly buzzes about the head of a target creature, making irritating noises and getting in their face. The target must be within 5 feet of it, and have a size of Small or greater, in order to be affected in this way. The affected creature must succeed on a DC 10 Wisdom saving throw or gain disadvantage on the next attack roll, ability check, or saving throw they make until the start of the fly's next turn. The affected creature may shoo the fly away by taking any action that includes large body movements; such as moving away, attacking another creature, or performing the somatic component of a spell. If they do so, the fly cannot target them again on its next turn.

J

Joust

1st-level evocation

Casting Time: 1 action

Range: 60 ft.

Components: V, S

Duration: Instantaneous

You create a lance of force energy to strike that creature. Make a ranged spell attack at a target within range. On a hit, that creature takes 3d8 force damage and is knocked prone. If you roll a 1, you take the force damage and you are knocked prone.

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

K

Kindling Curse

1st-level transmutation

  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M* (a handful of dried twigs)
  • Duration: Concentration, until the end of the target creature’s next turn

You target a creature and attempt to make it mimic the properties of kindling. The target creature must make a Wisdom saving throw or it will receive a curse, making it vulnerable to fire damage until the end of its next turn. If a creature cursed in this way takes fire damage while under the effects of this spell, it catches fire for 1 minute, and takes 1d4 fire damage at the start of each of its turns. A creature can use its action to pat out the flames.

If it has resistance to fire damage, it loses this resistance but is not vulnerable and will not catch fire. If it is immune to fire damage, it instead becomes resistant until the end of its next turn, and will also not catch fire.

At Higher Levels. When you cast this spell using a 3rd level spell slot, the duration increases to up to 1 minute using your concentration. If you cast this spell using a 6th level or higher, the duration increases to up to 10 minutes using your concentration.

Know the Mark

1st-level divination

  • Components: V, S, M (a spirit doll)
  • Casting Time: 10 minutes
  • Duration: Instantaneous
  • Range: Self

Choose one creature for which you have previously constructed a spirit doll. You immediately become aware of its location, as long as it is on the same plane as you. You learn any conditions affecting the creature, as well as its general state of health–unharmed, wounded (has more than half its hit points), badly wounded (has 25 to 50 percent of its hit points), near death (less than 25 percent of its hit points), dying (0 hit points), or dead.

Kobold’s Fury

1st-level transmutation (dragon)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a kobold scale)
  • Duration: 1 round

Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.

L

Ladder

1st-level evocation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a knot of wood)
  • Duration: Concentration, up to 10 minutes

You create a ladder of magical force that is one foot wide and ten feet long. You may place it vertically against a wall, lay it horizontally so it can be used to cross gaps, or have it lean at a 45° angle to be used as a staircase. In any case, the ladder is firmly anchored and will not move once placed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ladder increases ten feet in length for each slot level above 1st.

Last Breath

1st-level conjuration (druid, sorcerer, wizard)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of water)
  • Duration: concentration, up to 10 minutes

You raise your hands in a grasping gesture around a creature’s neck and begin to fill their lungs with water. The target must succeed on a Constitution saving throw or take 1d8 cold damage, and on your turn(s), you can use your action to deal 1d8 cold damage to the target automatically.

While the target is affected by the spell, it is considered to be holding its breath. The target can hold its breath for 1 + its Constitution modifier minutes (minimum of 30 seconds), then begins choking. The spell ends if you use your action to do anything else or the target moves more than 30 feet away from you or dies. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

This spell has no effect on creatures who don’t need to breathe or can breathe underwater.

Lasting Breath

1st-level transmutation

  • Components: S, M (a paper bag)
  • Casting Time: 1 action
  • Duration: See text
  • Range: 50 ft.

You or another creature you can see can hold its breath 1d4 + 1 rounds longer than usual. If the creature is already suffocating, it gets enough fresh air in its lungs to last 1d4 + 1 rounds.

Leonino’s Mark

1st-level enchantment (bard, sorcerer, wizard)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a leonino claw)
  • Duration: 1 day

You mark a creature you can see as an enemy to cats.

The creature must succeed on a Charisma saving throw, or felines become hostile toward the creature for the duration. Felines have advantage on Wisdom (Perception) checks against the target, and they have advantage on saving throws against effects that would cause them to become frightened of the target. Felines always attack the target in preference to all other creatures but will not risk their lives to reach the target.

If you can see the target and a feline in combat, you can end the spell, and the feline has advantage on its attack rolls until combat ends. This does not compel the feline to continue fighting the target.

Liar’s Gift

1st-level enchantment

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

Liar’s gift makes even the most barefaced untruth seem plausible: you gain advantage on Charisma (Deception) checks to convince another creature of the truth of whatever you’re saying. On a failed check, the creature knows that you tried to manipulate it with magic. If you successfully lie to a creature that has a friendly attitude toward you, it must make a Charisma saving throw. On a failed save, you can also coax the creature to reveal a potentially embarrassing secret. The verbal component of this spell is the lie you are telling.

Life for the Master

1st-level evocation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a willing ally in range who takes 1d10 damage that may not be reduced or prevented. You heal an amount of hit point equal to the damage dealt.

At Higher Levels: When you cast this spell using a higher-level spell slot, increase the damage done and amount healed by 1d10 for each spell slot above 2nd.

Life Transference Arrow

1st-level necromancy

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range.

The arrow can have one of two effects; you choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails.

  • The arrow deals 2d6 necrotic damage to the target, and you heal the same amount of hit points.
  • You take 2d6 necrotic damage, and the target heals the same amount of hit points.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage and hit points healed increase by 1d6 for each slot level above 1st.

Light Step

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bit of cat fur and a duck feather)
  • Duration: 1 minute

You or one willing creature you touch is granted the ability to walk at a normal pace without leaving tracks or disturbing the ground below it. The creature can also walk across relatively calm fluids at normal speed.

Lightning Tendril

1st-level evocation

  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 bonus action
  • Range: Self (20 feet)
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute
  • Replaces: Witch Bolt

Crackling beams of blue energy leap from your hands. For the duration of the spell, as an action, you can direct them toward a creature within range, dealing 1d12 lightning damage to that creature.

At Higher Levels. When you cast this spell using a 2nd- or 3rd-level spell slot, the damage increases to 2d12 and the range increases to 30 feet. When you cast it using a 4th- or 5th-level spell slot, the damage increases to 3d12 and the range increases to 60 feet. When you cast it using a spell slot of 6th level or higher, the damage increases to 4d12 and the range increases to 120 feet.

Litany Of Sure Hands

1st-level divination

  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM’s ruling. The target also ignores the loading property of weapons.

Locate Fish

1st-level divination (ritual)

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 10 minutes
  • Range: Self

You learn the species, number, and depth of all fish within range, and you get advantage on ability checks related to fishing.

Locate Water

1st-level divination (ritual)

  • Components: S, M (a forked stick)
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: Self

You learn the location of the nearest potable water on the surface within 1 mile, and the location of the nearest potable subterranean water within 100 feet.

M

Machine Invisibility

1st-level illusion (technomagic)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a glass lens, which the caster fogs by breathing on it)
  • Duration: Concentration, up to 10 minutes

A creature or object you touch cannot be detected by video cameras, electronic sensors, or other high-tech detection machines for the duration of the spell. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The target remain visible to vision.

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.

Magic Circle Against Vermin

1st-level abjuration (ritual)

  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a sprinkling of arsenic)
  • Duration: 1 hour

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. The circle affects simple verminous creatures such as rats, bats, mice, lice, fleas, ticks, snakes, and leeches—any beast of CR 1/4 or less—in the following ways:

The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st.

Magic Fang

1st-level transmutation

  • Casting time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 5 minutes

This spell gives one natural weapon of the target a +1 bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or any other natural weapon. Damage dealt by the weapon is considered magical.

Magic Fruit

1st-level transmutation

  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (up to 10 pieces of freshly-picked fruit)
  • Duration: 24 hours
  • Replaces: Goodberry

You infuse the components used in the spell's casting with magic. The fruit gains minor healing properties for the duration. A creature can use its action to eat one fruit and restore 1 hit point. If a creature eats 10 infused fruits, the magic combines to provide enough nourishment to sustain a creature for one day.

Magic Net

1st-level abjuration

  • Classes: Druid, Ranger, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a length of wire, string, cord, or rope worth at least 5 sp, which the spell consumes)
  • Duration: 8 hours
  • Replaces: Snare

You construct a magical snare trap in a 5-foot radius, 10-foot high cylinder. The trap is barely visible, but can be detected with a successful Intelligence check against your spell save DC. If a creature detects the trap, it is immune to the spell. When a creature moves into the cylinder, they must succeed on a Dexterity saving throw or become restrained and be magically lifted 10 feet up into the air, where they hang upside down. Huge or larger creatures automatically succeed. As an action, the target can attempt to free themselves by making a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, ending the spell on a success.

Magical Tether

1st-level evocation (ritual)

  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You may cast this on any beast or monstrosity with an Intelligence of 4 or less, or willing creature with an Intelligence of 5 or greater. You create an unbreakable magical leash that only you can touch. The object or creature the leash is attached to cannot go farther than 100 feet from you.

You can use this tether to pull at the object or creature and cause it to return to your side.

Malfunction

1st-level Transmutation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a screwdriver an crowbar)
  • Duration: Concentration, up to 1 minute
  • Classes: Wizard, Sorcerer, Artificer

You cause a mechanical or electrical device within range to malfunction, rendering it temporarily inoperable. Choose a device that you can see within range, such as a clock, firearm/crossbow, or battery.

The target device must not be larger than a 5-foot cube, and it must not be directly controlled or powered by magic. The device ceases to function for the duration of the spell.

An unwilling creature holding, wearing, or otherwise using the target device must succeed on a Dexterity saving throw to prevent the spell from taking effect. If the saving throw is successful, the spell has no effect on the device.

A creature can use their action to make an Intelligence (Arcana) check against your spell save DC. On a success, the effect ends, and the device resumes normal function.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the target device increases by 5 feet in each dimension for each slot level above 1st. For example, a 2nd-level spell could target a device up to 10 feet in each dimension.

Malicious Intent

1st-level enchantment

  • Components: V
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: Self

Each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature takes a -1 penalty on every saving throw it makes for the duration of this spell.

At Higher Levels: If you use a 4th-level or higher spell slot to cast malicious intent, the saving throw penalty increases to -2.

Mammon’s Avarice

1st-level divination (fiendish)

  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

By casting this spell, you tap into the power of greed that is Mammon’s sphere of influence, which manifests as a heightened olfactory sense. You can pinpoint, by smell, the location of any precious metals or gemstones within 30 feet of you. If you find anything, you can use an action to determine the exact types and amounts of any such materials. If materials of this sort are completely enclosed by, or separated from you by, more than 6 feet of earth or wood, 2 feet of stone, or 2 inches of common metal, you cannot detect them even if they are in range.

Mark of the Cydnidae

1st-level transmutation (entomancy)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a beetle’s horn)
  • Duration: 1 minute

You touch a willing creature and grant it the innate traits of those who tunnel the earth. For the duration, that creature gains a burrow speed equal to half their walking speed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target’s burrow speed becomes equal to their walking speed. When you cast it using a spell slot of 3rd level or higher, the target is able to burrow through solid rock or wood, leaving a 5-foot-diameter tunnel in their wake (the diameter increases by 5 feet for each size category above Medium). When you cast it using a spell slot of 4th level or higher, the target can use the Dash action as a bonus action on their turn. When you cast it using a spell slot of 5th level or higher, the duration is increased to 10 minutes.

Spell Lists. Druid, Warlock, Wizard

Maw Of Needles

1st-level transmutation

Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 minute

A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite.

On a hit, the target takes 2d6 piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take 1d6 piercing damage from the spines. If you hit a target that has your spines stuck in it, your attack deals extra damage equal to your spellcasting ability modifier, and more spines don’t break off in the target. Your spines can stick in only one target at a time. If your spines stick into another target, the spines on the previous target crumble to dust, ending the effect on that target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the spiny bite and the spines increases by 1d6 for every two slot levels above 1st.

Mercurial Smite

1st-level evocation

  • Components: V, S
  • Casting Time: 1 bonus action
  • Duration: Concentration, up to 1 minute
  • Range: Touch

Choose one alignment listed below when you cast this spell. Your weapon glows with energy corresponding to the alignment you chose. You can’t choose an alignment that corresponds with your own.

Evil White
Good Dark red
Chaotic Blue
Lawful Multicolored

When you make your next attack roll, if your target is of the chosen alignment, you can add 1d6 to your attack roll. If the attack hits, it does an extra 1d6 radiant damage. The spell ends after one attack, regardless of whether it hits or misses.

Mimic Customs

1st-level divination (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

With this spell the caster is able to mimic the customs and social norms of any society with which they have interacted.

The interaction need only be superficial; simply walking down a crowded street suffices, or waiting in the ante-chamber of a throne room. Through this interaction the caster is able to cast mimic customs and mimic the necessary actions that allow them to pass as an accepted member of that culture in so far as social norms go.

It does not allow the recipient of the spell to speak the local language. It does not change alignment and will do nothing for a goblin reaver entering an orc stronghold or similar action.

Mindless Vengeance

1st-level transmutation (sorcerer, warlock, wizard)

  • Casting Time: 1 reaction, which you take when you take damage from a melee weapon attack
  • Range: Self
  • Components: V, S, M (a scale from a swolbold)
  • Duration: 1 round

You gain physical prowess in response to an attack at the cost of your mental faculties. Upon casting this spell, you drop whatever item you were holding in your primary hand. You can attack with an unarmed strike against the creature that damaged you with the instigating melee weapon attack (if it is in range) as part of the casting of this spell.

For the spell’s duration, your unarmed strike uses 2d4 for damage.

When attacking with an unarmed strike, you double your proficiency bonus on your attack roll and add your proficiency bonus on your damage roll.

Conversely, for the spell’s duration, you cannot cast spells, and you have disadvantage on Intelligence checks and Intelligence saving throws.

Minor Drain

1st-level necromancy (warlock, wizard)

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: instantaneous

You create a ball of necrotic energy and launch it towards a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. If you are at your maximum total hit points, you receive double the amount as temporary hit points instead.

Minor Guardianship

1st-level conjuration (ritual)

  • Casting Time: 1 action
  • Range: Personal
  • Components: V, S, M
  • Duration: 8 hours

When the spell is cast, the caster summons a small animal in the vicinity to watch over them as they sleep. The type of animal summoned will be dependent upon the surrounding environment, although birds, snakes, toads, rabbits, and squirrels are common. It will take up to 10 minutes for the animal to reach the caster’s location.

The caster has no control over the animal, and the animal may not reveal itself. Once the animal approaches within 100 feet, the caster becomes aware that it is nearby and acting under the spell.

The guardian animal will circle the caster’s resting place for the duration of the spell. It will detect any animal or creature, from frogs to giants, that approach within 40 feet of the caster. If the caster is asleep when an animal or creature approaches, the guardian conveys a mental image of the spotted intruder into the caster’s dreams. If the intruder is of a sort who would normally invoke a fight or flight reaction from the caster, then the caster will be awakened by the dream-vision.

The material component is a small amount of food that must be eaten by the caster while casting the spell.

Minor Portal

1st-level conjuration

  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M* (a crystal or gem worth at least 10 gp)
  • Duration: Concentration, up to 1 round

You create a small, round portal in the space in front of you that has a radius of 6 inches, and then you connect it to a secondary portal of the same size you create at a point you can see within 120 ft. of you. This portal remains open until the start of your next turn.

While active, anything that passes through either side of one portal emerges on the opposing side of the other portal. If the portal closes while an object is partially through, that object is forced through the portal it entered and lands in a space within 5 feet of that portal.

Miriam's Miraculous Morning Routine

1st-level transmutation

  • Casting Time: 10 Minutes (Ritual)
  • Range/Area: Self
  • Components: V, S, M * (a small bar of soap, a pinch of coconut butter, a haircomb, makeup palette)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard, Artificer

The caster cleans their body and all their carried possessions up to their carry weight, from the top layer of their equipment to the bottom of their pores. The spell also moisturizes the skin and perfectly recreates any makeup look or hairstyle the caster envisions for themselves. If the caster carries more than their carryweight, their equipment remains dirty.

The spell can have other effects based on circumstances:

  • If the spellcaster has unequipped clothing or armor in their possession, they immediately end up wearing it, as long as it's possible without tearing the attire, and they wish to do so.
  • If the spellcaster has a scissor or hair extensions in their possession, they can change the length of their hair.
  • If the spellcaster has a razor, they can get a shave on any part of their body they wish without nicks, cuts, or skin irritation.
  • The spell can apply perfume or any other cosmetics the caster has on their person.
  • In possession of a disguise kit, the spell can perfectly recreate and apply the mundane disguise the caster wishes for with the DC of the caster's spellcasting DC.

Misery

1st-level necromancy (warlock, wizard)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: concentration, up to 1 minute

You extend your hand and touch a creature while muttering a tribulation under your breath; one that dwells in a plane of anguish. Upon casting this spell, the target must succeed on a Constitution saving throw or take 1d6 necrotic damage and have its soul become tainted. You regain hit points equal to half the amount of necrotic damage dealt.

Until the spell ends, if the target is within 30 feet of you at the start of your turns, using your action, you can force it to succeed on a Constitution saving throw or take 1d6 necrotic damage. A creature of your choosing within 5 feet of the target regains hit points equal to half the amount of necrotic damage dealt. A successful saving throw ends the spell.

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

Morph Shadow

1st-level illusion

  • Components: S, M (a piece of black cloth)
  • Casting Time: 1 action
  • Duration: 1 hour
  • Range: 120 ft.

You change the appearance of one normal shadow you can see within range into the form of your choice. If a shadow creature is the target, it takes 5d6 force damage, or half damage with a successful Constitution saving throw.

Mucilage

1st-level conjuration

  • Components: V, S, M (a piece of pine sap)
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: 50 ft.

A 10-foot-by-10-foot surface you can see within range becomes covered with sticky sap. Any creature that begins its turn in the affected area or enters the area becomes stuck and can move no farther that turn unless it makes a successful Strength saving throw. A creature needs to make only one saving throw per turn, no matter how far it moves through the mucilage.

Mud Pack

1st-level conjuration (ritual)

Casting Time: 1 action Range: Touch Components: V, S, M (a clump of mud) Duration: 1 hour

This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.

If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.

Muddy Appearance

1st-level illusion

  • Components: V, S
  • Casting Time: 1 action
  • Duration: 1 minute
  • Range: 50 ft.

You cause the features of a creature you can see within range to blur slightly, obscuring the details of its appearance. Anyone relying on sight has disadvantage on ability checks to recognize or remember the affected creature. The illusion is subtle, so observers are prone to think something is wrong with their eyesight (dust blew into their eyes, or their eyes are watering) rather than that the creature has been masked in any way.

Muffled Step

1st-level abjuration

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a puff of cotton)
  • Duration: 1 hour

Your footsteps and those of your allies within range become muffled and quiet. For the duration, you and any creatures you choose within 30 feet of you gain advantage on Dexterity (Stealth) checks to move silently.

Multiply Missile

1st-level conjuration

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (one piece of nonmagical ammunition or a nonmagical thrown weapon)
  • Duration: 8 hours, or until triggered

You touch the material component so that when it is next used to make a ranged weapon attack, this spell triggers. When the spell triggers, the weapon or ammunition divides into multiple versions of itself as it flies. The attacker has advantage on the attack roll. On a hit, the attacker adds two weapon damage dice and adds the rolls together to determine damage. If the attacker scores a critical hit, these extra dice are not rolled again.

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

Murk

1st-level transmutation

Casting Time: 1 action

Range: Self (20-foot radius)

Components: V, S, M (a handful of mud or silt)

Duration: Concentration, up to 1 minute

You fill the water around you with silt and algae, decreasing visibility as if the area is heavily obscured, though the spell’s effect does not extend out of the water. A fast current (including those created by spells) disperses the murk in 1 round, while slower moving currents clear the water in 4 rounds.

Murmurs of the Restless

1st-level necromancy (ritual) (bard, cleric, wizard)

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (burning incense)
  • Duration: instantaneous

You mentally connect with a group of spirits whose lives ended in an unnatural death. The spirits belonging to any creatures within 30 feet of you that died within the last 24 hours simultaneously overwhelm you with the emotions they felt before passing. If there are more than 5 dead creatures in range when casting this spell, make a DC 10 Intelligence saving throw. On a failure, you take 2d6 psychic damage and cannot cast this spell again until you finish a long rest.

On a successful save, or if there are 5 or fewer dead creatures within range, you are able to briefly sense the emotions of the creatures during their final moments before death. The GM will describe the most prevalent emotions felt by the dead creatures within range, such as “anger,” “terror,” “guilt,” “grief,” or “sadness.”

N

Nature’s Aegis

1st-level abjuration

Casting Time: 1 action Range: Self Components: V, S, M (an area of natural vegetation) Duration: 1 hour

Grass, vines, branches, and other vegetation weave themselves over your body into a temporary suit of armor. You can use an action to dismiss this spell. Nature’s aegis gives you an Armor Class of 14 + your Dexterity modifier.

The armor weighs 8 pounds and provides you with advantage on Dexterity (Stealth) checks made to hide in the terrain from which you used the vegetation.

Nature’s Brand

1st-level evocation

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You coat your weapon in magical light. The next time you hit a creature with a weapon attack during the duration, the attack deals an extra 1d6 acid, cold, fire, lightning, or thunder damage (your choice) and the target must make a Wisdom saving throw. On a failed save, the target is branded by that energy. For the duration, whenever the branded creature takes damage of that type, it takes 1d6 extra damage and can make an additional Wisdom saving throw, ending the spell on a success. If the target or a creature within 5 feet of it uses its action to rub off the brand, the spell ends early.

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

Nearsighted

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: 30 ft.

Select a creature within range that you can see. That creature must make a Constitution saving throw. If it fails, it becomes nearsighted and has disadvantage on attack rolls against targets further than 20 feet from it. The affected creature can repeat the saving throw at the end of each of its turns; a successful save ends the spell.

Necrotic Feast

1st-level necromancy

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: Touch

You touch the corpse of a Small or larger creature that was slain in the past hour. You gain 5 (2d4) temporary hit points, which last until the end of your next rest. The corpse shrivels up and can’t be animated.

At Higher Levels: For each spell slot used higher than 1st level, you can touch an additional corpse and gain 5 (2d4) additional temporary hit points for each corpse you touch.

Nightowl

1st-level conjuration (ritual) (druid, ranger)

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (feather of an owl)
  • Duration: 24 hours

You summon the mythical spirit of an owl that appears on your shoulder. The owl cannot attack or carry any objects but understands any simple commands you give it up to a mile away. If not given any commands, the owl will sit perched upon your shoulder.

As a bonus action, you are able to see and hear through the perspective of the spirit owl, but you become blinded and deafened while doing so.

Nourishing Repast

1st-level transmutation (ritual)

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

You touch a supply of food and turn it into a magical substance that promotes healing and health. Enough food for up to six creatures can be transformed by the spell.

The effects of the spell last for 24 hours or until the food is eaten. If the food is eaten during a short rest, it provides a +1 bonus to each Hit Die spent to regain hit points.

If the food is eaten as part of a long rest instead, then each creature partaking in the meal gains advantage on saving throws against disease or poison for the next 8 hours.

O

Obfuscate

1st-level illusion

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M* (a chameleon tail)
  • Duration: 1 hour, or until ended

You touch an object or creature and illusory shadows swirl around this creature that begin to hide it from non-magical perception from creatures other than yourself. The target becomes invisible to all creatures other than yourself, and any other creature’s Perception (Wisdom) checks made to see it automatically fail. This spell ends early if the target is moved or moves at least 5 ft., or uses any action, bonus action, or reaction.

Observant Spirit

1st-level divination

Level Cleric/Sorcerer 1

  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 8 hours

You task an ancestral spirit to keep silent vigil over an area no larger than a 20-foot cube that you specify.

This spirit hovers nearby, invisible and undetectable, observing every event that takes place in the designated area until the spell expires. The spirit has a passive Wisdom (Perception) of 15.

At any time during the spell’s duration, you can ask the spirit to describe any event that took place in the assigned area during its vigil. The spirit ignores minor mundane events such as curtains blowing in the breeze or a candle burning itself out. It focuses instead on unusual occurrences, such a creature entering the room, the sudden appearance of magical light. The spirit possesses the same visual senses you do. Once the spirit gives its report, it dissipates and the spell ends.

Ordain

  • Casting Time: 1 action
  • Range: 25 feet
  • Components: V, S, M, DF
  • Duration: Permanent

This spell is used to sanctify an item, investing it with ministerial or sacerdotal functions. Any item ordained gains a +2 on all saving throws (a person wearing an ordained item does not get the saving throw bonus, nor can these saving throws be ‘stacked’). The spell is used for other priestly purposes as well, such as making holy water, consecrating a grave site or laying the dead to rest.

The item ordained cannot be larger than the priest casting the spell. It can only make one vial of holy water.

The material component of this spell is 25 gp worth of silver, which is consumed in the casting.

At Higher Levels. When you cast this spell using a spell slot of higher than first level, the item’s saving throw bonus increases by 1 per level, to a maximum of +5, or you can make an additional vial of holy water per level.

Otter’s Grace

1st-level transmutation

  • Components: V, M (a fish bone)
  • Casting Time: 1 action
  • Duration: 10 minutes
  • Range: Touch

One creature you touch gains the grace of an otter. The creature has advantage on Strength (Athletics) checks to swim and can hold its breath twice as long as normal.

At Higher Levels: For each spell slot used higher than 1st level, you can affect one additional creature.

P

Panacea

1st-level enchantment (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

You grab hold of the threads of pain and suffering in a creature and draw them out on thorny wisps of magical energy. The subject feels a very momentary sharp, unlocalized pain, then remaining pain floods away.

Priests and witches typically rely upon this spell to make someone comfortable while suffering from illness or severe injury. It also serves as a midwifing spell, to aid in tolerating labor pains.

A character under the effects of panacea gains advantage on all saving throws against penalties and conditions that result from pain, nausea, or sickness.

Paralytic Spittle

1st-level conjuration

Classes Cleric 1, Druid 1, Sorcerer 1, Warlock 1

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You spit a glob of paralytic spittle at a target you can see within range. The creature must make a Constitution saving throw or be paralyzed until the start of your next turn.

Pattern Grass

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: 1 hour
  • Range: 120 ft.

You temporarily flatten grass, cane, or other soft-stemmed plants in a 20-foot-radius circle around a point you can see within range. Any creatures that are Small or larger in the area are revealed. The soft-stemmed plants recover after the spell is over, but the flattening of the plants makes tracking through the area difficult; Wisdom (Survival) checks for tracking in areas affected by this spell are made with disadvantage. Since the flattened area isn’t enormous, a good tracker probably can pick up the trail again at the edge of the affected area unless further steps are taken to prevent that.

Pendulum

1st-level enchantment (clockwork)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp)
  • Duration: Concentration, up to 1 minute

You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls - to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.

Pilfer Sleep

1st-level necromancy

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: Touch

One creature you touch must make a Constitution saving throw. If it fails the save, you lose one level of exhaustion and it gains one level of exhaustion. It can still gain a level of exhaustion even if you don’t have one to transfer, but in that case, the targeted creature makes its saving throw with advantage.

Pilgrim’s Feast

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a crumb)
  • Duration: 1 week

You suppress hunger in the subject for the duration. Not only does the target not suffer hunger pangs, but they doesn’t need to eat or drink for the duration of the spell. If the subject eats or drinks anything—including magic potions or other consumables—the spell ends immediately. Once the spell ends, the subject suffers one level of exhaustion.

If the subject does not wait at least a full week before receiving the benefits of this spell a second time, she gains a level of exhaustion immediately upon casting that cannot be removed by any means until she spends at least a full week eating normally. If the spell is cast a third time without waiting at least a week, she gains an additional level of exhaustion, and so forth.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect two additional targets per spell level.

Pleasant Aroma

1st-level transmutation

  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a few flower petals or a piece of fruit, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it’s distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature’s first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.

Pollen Puff

1st-level conjuration

  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: VSM (A dandelion)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Druid, Ranger, Wizard

You blow a puff of pollen toward one creature you can see within range. That creature must make a Constitution saving throw, or be forced to immediately use its reaction to sneeze.

Power Device

1st-level transmutation (technomagic)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You touch an electrical or mechanical device that requires a power source. For the duration of the spell, the device functions exactly as it normally would if it had conventional power.

This spell can affect any household or handheld device, or general-purpose vehicle. Larger or more intricate devices cannot be powered with this spell.

Prismatic Bolt

1st-level evocation

  • Classes: Sorcerer
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Replaces: Chaos Bolt

You send a blast of chaotically shifting energy at one creature within range. Make a ranged spell attack. On a hit, the bolt deals 1d8 damage. The number rolled on the die determines the damage type, additional damage, and additional effects. If you roll more than 1d8 (for instance, by a critical hit or casting at a higher level), you may select which d8 determines the table result.

1, Acid
2, Cold
3, Fire
4, Force
5, Lightning
6, Poison
7, Psychic
8, Thunder

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

Process Hide

1st-level transmutation (ritual)

  • Classes: Artificer, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a hide which is consumed by the spell)
  • Duration: Concentration, up to 1 hour

You work magic into a hide, turning it into processed leather. If you concentrate for the duration, you can turn a single hide into rawhide leather, boiled leather, or tanned leather. Alternatively, you can turn hide scraps into leather scraps.

Proselytize

1st-level enchantment (apocalypse)

  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a holy symbol or religious tome, text, or pamphlet)
  • Duration: Instantaneous

You imbue your words with darkness and fear, bringing creatures around you to their knees. Every creature within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature is knocked prone and can’t take reactions until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st.

Protection From The Void

1st-level abjuration (Void)

Casting Time: 1 action Range: Touch Components: V, S, M (a small bar of silver worth 15 sp, which the spell consumes) Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage, and has advantage on saving throws against Void spells.

Protection from Oozes

1st-level abjuration

  • Components: V, S, M (salt)
  • Casting Time: 1 action
  • Duration: Concentration, up to 10 minutes
  • Range: Touch

You ward one creature against attacks from oozes. For the duration of the spell, oozes have disadvantage on attack rolls against that creature, and the target has resistance to acid damage caused by oozes.

Protective Amulet

1st-level abjuration (ritual)

  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (an item of jewelry that costs 50 gp per level of the spell it is designed to protect against)
  • Duration: special

You enchant an amulet with the ability to protect the wearer from a specific spell that you know how to cast and that allows for a saving throw.

When the wearer is attacked by that spell and fails the saving throw, the amulet absorbs the magic and shatters, protecting the wearer.

Pummel

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: Touch

You animate a fallen branch as a projectile and launch it at one creature within 30 feet. Make a ranged spell attack against the target creature. If the attack hits, the creature takes 3d6 bludgeoning damage and must make a Dexterity saving throw. If the saving throw fails, the creature’s speed becomes 0 until the end of its next turn.

At Higher Levels: For each spell slot used higher than 1st level, the spell does an additional 1d6 damage.

Push

1st-level evocation

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 30 ft. Area of Effect: 1 creature Saving Throw: Strength negates push

You send a blast of force at one object or creature within range. A free-standing object that no one is holding onto is pushed 10 feet away from you. If the target is a creature or an object that a creature is holding, the creature must make a Strength saving throw. The target is pushed 10 feet if the saving throw fails. Only creatures and objects that are Large or smaller can be affected.

Putrefy Food and Drink

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: 10 ft.

All nonmagical food and drink within a 5-foot-radius sphere of the spell’s target point becomes poisoned. Any creature consuming the food or drink must make a Constitution saving throw or become poisoned for 1 hour.

Q

Quartermaster's Insight

1st-level Divination

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a miniature brass balance scale worth 10 gp)
  • Duration: Instantaneous
  • Classes: Wizard, Bard, Cleric, Druid, Artificer

When you touch a pile of resources and envision a task or group, this spell allows you to both know the exact quantity of said resources and estimate how far those resources will last for a given task or group.

For example, if you cast this spell on a wagon full of food and ask aloud how long it would feed a mercenary company, you gain a magical insight into how long the food will sustain the company assuming typical consumption.

Or, if cast on a pile of lumber, the spell could tell you how large a cabin you could construct, taking into account a typical amount of waste.

The estimate provided is based on the caster's knowledge and the typical usage of the resource, and may not account for unusual circumstances or wasteful practices. The estimate is instantaneous and does not account for changes over time.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional pile of resources or envision an additional task or group for each level above 1st.

Quick Armor

1st-level conjuration

  • Classes: Cleric, Paladin
  • Casting Time: 1 Reaction
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

With a motion, you animate the armor of one or more willing creatures, allowing them to don their armor instantly. Both the suits of armor and their intended wearers must be within range for this spell to work, and a creature cannot already be wearing armor. Alternatively, you can reverse the spell so that creatures doff their armor instantly. The doffed pieces end up stacked neatly adjacent to the wearer.

Quick Breath

1st-level conjuration

  • Casting Time: 1 reaction
  • Range: Self
  • Components: S
  • Duration: 1 minute

You fill your lungs instantly with fresh air, and this air supply is continuously refreshed so that you do not need to breathe. When the spell expires, you are treated as if you had just taken a full breath of air to begin holding your breath. If you cast this spell as a reaction when you are exposed to an inhaled poison, you get a +4 on your saving throw to resist that poison.

Quick Change

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: 30 ft.

You switch your clothing with one other set of clothing that you can see, or you switch any two sets of clothing you can see. If any of that clothing is being worn by a creature that’s not willing to be affected by this spell, it can make a Wisdom saving throw. A successful save negates the spell.

Quick change does not exchange magical items or items that are held. Everything else that’s nonmagical–armor, cloaks, rings, backpacks, sheathed weapons–is exchanged. Clothing is not resized for the new wearer. If an item can’t physically fit on the recipient, it appears on the ground adjacent to the recipient.

Quicksand

1st-level transmutation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Wizard

You point at a 15-foot square patch of ground and cause it to liquefy. The area is difficult terrain for the duration. When a creature enters the spell’s area or starts its turn there, it must make a Strength saving throw. On a failure, the creature’s speed is reduced to 0 until the start of its next turn. If a creature fails a saving throw for this spell three times in a row, it becomes restrained until it succeeds.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the square’s dimensions increase by 5 feet for each 2 slot levels above 1st.

Quill Skin

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: 1 minute
  • Range: Self

Your skin grows quills, which provide you with a +1 AC bonus. An adjacent creature that hits you with a melee attack takes 1d4 piercing damage from quills.

R

Ray of Fatigue

1st-level necromancy

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A sickly yellow beam of enervating energy springs from your finger towards a creature within range. Make a ranged spell attack against the creature. On a hit, the creature takes a level of exhaustion. This cannot bring the target past the 5th level exhaustion.

Read Weather

1st-level divination

  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a set of marked sticks or bones worth at least 25 gp)
  • Duration: Instantaneous

This spell grants you knowledge of the weather that will occur at your location for the next 48 hours, providing you with advance warning of storms, tornadoes, and so on. This forecast reveals only the weather that would arise naturally and does not take into account any magical occurrences that might change the weather.

Reed Armor

1st-level abjuration (ritual)

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (an armful of grasses and roots)
  • Duration: 12 hours

You gather together an armful of grasses and roots which are magically woven together into a suit of armor. This armor provides AC 14 + the wearer’s Dexterity bonus.

Reed Staff

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a splinter of wood)
  • Duration: 1 minute

You turn a normal blade of grass into a magical quarterstaff that does 1d10 bludgeoning damage. If anyone other than you touches the staff, it turns back into grass.

Reflect Elements

1st-level abjuration

Classes: Sorcerer, wizard

  • Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • Range: Special
  • Components: V, S
  • Duration: Instantaneous

As your body absorbs the damage from the attack, you metabolize the energy and sling it back at your attacker.

Make a ranged spell attack against the target. On a hit, it takes damage equal to the triggering damage plus an extra 1d8 of the same type.

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

Restore Corpse

1st-level necromancy

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

This spell causes flesh to grow on a decomposed or skeletonized corpse of a Medium or smaller creature, providing it with sufficient flesh that it can be animated as a zombie rather than a skeleton.

The corpse looks as it did when the creature died.

The new flesh is somewhat rotted and not fit for eating. A druid can only use this spell on a beast of size Large or smaller.

Retribution of the Earth

1st-Level Conjuration

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a hematite worth at least 10 gp)
  • Duration: 1 hour

Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

The next bulwark of earth that you cast deals 3d6 bludgeoning damage to the source of the damage, and the target must succeed on a Strength saving throw against your spell DC or be knocked prone.

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

Rime Weapon

1st-level evocation

  • Casting Time: 1 bonus action
  • Range: Touch
  • Saving Throw: None
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute

The spell coats a weapon in a layer of hoar-frost. A successful attack with the covered weapon results in an extra 1d8 points of cold damage. This damage lasts until the end of the caster’s next turn.

At Higher Levels. Casting this spell using a spell slot higher than first level increases the damage. For each spell slot above first, the weapon does an additional 1d8 cold damage on a successful attack.

Ring Strike

1st-level transmutation (ring)

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (two metal rings)
  • Duration: 1 hour

You infuse two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within 60 feet of you with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot level above 1st.

Roaming Pain

1st-level necromancy (chaos)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You afflict a single humanoid within range with severe pain in a random part of its body. Roll a d6 and consult the table to determine the spell’s initial effect.

d6 Body Part Effect
1 Head Incapacitated
2 Throat Unable to speak coherently or cast spells with verbal components
3 Chest Cannot take reactions or bonus actions
4 Abdomen Disadvantage on Constitution saving throws
5 Arm Disadvantage on attack rolls, Strength and Dexterity skill checks
6 Leg Movement halved

The target must make a Constitution saving throw. On a successful save, it is able to function despite the pain and ignore the effects. At the start of the target’s turn each round for the duration of the spell, roll again on the table to see where the pain affects the target in that round.

Rock Bolt

1st-level conjuration

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: 30 ft.

You create a rock and throw it at a creature you can see within range. Make a ranged spell attack roll against the target. If it hits, the spell does 4d6 bludgeoning damage and the creature must make a Strength saving throw or be knocked prone.

At Higher Levels: For each spell slot used higher than 1st level, the spell does an additional 1d6 damage.

Rot

1st-level necromancy (druid, warlock, wizard)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: instantaneous

You extend your hand toward a humanoid creature you can see within range and infect the target with a horrible disease, causing their flesh to form pustules and smell of decay. The creature must succeed on a Constitution saving throw or take 2d12 necrotic damage.

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

Rumored Demise

1st-level enchantment

  • Classes: Bard, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (crushed mint leaves)
  • Duration: Concentration, up to 1 hour

For the next hour, you can spread word to each person you meet regarding the tragic death of someone they know. Each person you communicate with about this death must make a Wisdom saving throw. If a creature fails, they believe your story and will continue to do so as long as the spell remains active and will probably spread the word to others. If, however, they have a close relationship with the person you report as deceased, they receive advantage on the saving throw.

Runo’s Coin Throw

1st-level evocation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a coin which the spell consumes)
  • Duration: Instantaneous

When you cast this spell, select the type of coin you want it to consume: silver, gold, or platinum. Depending on your choice, one of the following effects is cast:

Silver – Force of Fortune. Make a ranged spell attack against a target within range. On a hit, the target takes 3d8 force damage.

Gold – Gilded Cage. Make a ranged spell attack against a target within range. On a hit, the target takes 3d8 force damage and must succeed on a Strength saving throw or be restrained by gilded barbs until the end of their next turn.

Platinum – Purchasing Power. Make a ranged spell attack. On a hit, the target takes 3d8 force damage, and must succeed on a Charisma saving throw or have three nonmagical possessions of your choice transported to an unreachable extraplanar space, reappearing after 1d4 rounds have passed. Possessions can include a suit of armor, a weapon, a purse…

S

Sacrament

1st-level evocation (ritual)

  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (Rare herbs of a value described below)
  • Duration: Instantaneous (see text)

You perform one of several natural-inspired sacraments. When you cast the spell, choose one of the following effects. Its target must be within 10 feet of you throughout the casting. Awaken Sickle. You touch a sickle, empowering it to serve as a ritual sickle druidic focus. (2 gp) Empower Staff. You can turn a quarterstaff into a wooden staff druidic focus. (5 gp) This spell can be used by druids and, if the Dungeon Master allows, rangers

Sacred Guardian

1st-level abjuration (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a rose petal)
  • Duration: 24 hours

You touch a willing creature. For the spell’s duration, if that creature is ever in danger, you are mentally warned and given a mental image of the situation. This works no matter how far away that creature is, but will not inform you of its location.

Scentless

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (1 ounce of pure water)
  • Duration: 1 hour

You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.

Sacred Strikes

1st-level evocation

  • Classes: Paladin
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Replaces: Divine Favor

You ask for a divine blessing on your weapon, empowering it against your foes. For the duration, your weapon attacks deal an extra 1d6 radiant damage.

Screaming Ray

1st-level evocation

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You create a ray of psychic energy to attack your enemies.

Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.

Sea Sight

1st-level transmutation

  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (a drop of clear water)
  • Duration: Concentration, up to 1 hour.

You touch a target and grant it the ability to see out to twice the normal range underwater, whether in clear or in murky water, and grants advantage on Perception checks made underwater. When you attack a creature in the water and the target gains a bonus to AC due to concealment, you reduce the concealment by one step.

Secret Missive

1st-level illusion (ritual)

  • Classes: Bard, Warlock, Wizard
  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (magical ink worth at least 10 gp, which the spell consumes)
  • Duration: Special
  • Replaces: Illusory Script

You pen a secret message on a parchment, paper, or other writing material. When you write the message, choose a password or passphrase; when a creature speaks this code while holding the parchment, the secret message appears for 10 minutes before fading again. Alternatively, you can specify a creature. The message automatically appears when they hold the parchment. You can write any other text on the parchment, which becomes invisible anytime the secret message is displayed. When the spell ends, the secret message disappears forever.

Creatures with truesight can see the secret message. A dispel magic cast on the parchment ends the spell without revealing the secret message.

The spell's duration is related to the quality of ink used. Magical ink worth 10gp gives it a duration of 10 days. More expensive ink lasts an additional day for each 1gp spent; if 100gp worth of magical ink is used, the duration becomes permanent.

Secret Page

1st-level transmutation (ritual)

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (powdered herring scales and the essence of a will-o’-wisp)
  • Duration: Permanent

You touch a piece of paper or a page in a book that has writing on it, and the writing changes to something completely different, of your choice. You may speak a command word to see the original text. A true seeing spell will reveal the original text.

Searing Equation

1st-level enchantment (warlock, wizard)

  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

This spell causes you to briefly go into a magical trance and whisper an alien equation which you never fully remember once the action is complete. Each creature in a 15-foot cone must make an Intelligence saving throw. A creature takes 3d4 psychic damage and is deafened for 1 round on a failed save, or half as much damage on a successful one. In addition, at the end of its turn a creature deafened by this spell takes 1d4 psychic damage.

Creatures who are unable to hear the equation, immune to psychic damage, or who have an Intelligence score lower than 4 are immune to this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, creatures are deafened for one additional round for each slot level above 1st.

Secrets In Ink

1st-level divination (ritual)

Classes: Bard 1, Wizard 1

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (bottle of ink worth 50 gp, consumed in the casting)
  • Duration: Until dispelled

You touch a jar of ink and imbue it with magic. Thereafter, when you touch the ink and speak the command word, the vial observes visible events, such as the arrival of a creature, as well as audible noises, such as a conversation, made within 30 feet of it, up to a length of 4 hours, after which it changes to a color of your choice. If nothing occurred in the vial’s presence since the command word, the ink does not change color. The spell does not record minor noises or movements, such as the shifting of shadows or the sound of the wind.

Thereafter, when you pour the ink over blank paper or a similar surface, it forms letters and sentences and constructs a written account—in a language you can read—of everything it observed during the allotted time frame. The ink cannot perceive anything the caster could not perceive; if the caster does not have darkvision, then the ink cannot see in the dark, for example. The ink records only noises and motions that it can describe, and it cannot draw conclusions. Thus, it could not explain that an invisible creature entered the room it occupied, but it could describe any noises created or objects disturbed.

The ink’s observations are limited to the range described above and require line of sight.

Seer’s Reaction

1st-level divination (temporal)

  • Casting Time: 1 reaction, which you take at the start of another creature’s turn
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.

Selective Mute

1st-level necromancy (bard, druid, ranger, wizard)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or become unable to cast spells that require a verbal component from 1 school of magic (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can select one addition school of magic for each slot level above 1st.

Serenity

1st-level enchantment

Classes Bard, Paladin, Sorcerer, Wizard

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a sprig of lavender)
  • Duration: 10 minutes

This spell aids a creature in maintaining a peaceful state of mind. The target has a +2 bonus to all Wisdom saves and Persuasion checks for the spell’s duration.

Serpent’s Gaze

1st-level enchantment

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: 30 ft.

You select a creature you can see and fix it with your gaze. For the duration of the spell, the targeted creature must make a successful Charisma saving throw at the start of each of its turns or its speed becomes 0 until the start of its next turn.

Shadow Armor

1st-level abjuration (shadow)

  • Casting Time: 1 reaction, which you take when you are targeted by an attack but before the roll is made
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.

Shadow Breath

1st-level transmutation

Classes: Warlock 1

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You inhale the shadows and darkness surrounding you in a 20-foot-radius sphere centered on your space and fill this area with magical bright light. This area of effect moves with you as long as you maintain this spell. In addition, if you cast this spell while within an area affected by magical darkness (such as the darkness spell), you remove the magical darkness in your spell’s area of effect, restoring normal lighting conditions for that area.

Once as a bonus action while this spell remains in effect, you can exhale the shadows and darkness. When you do so, a 20-foot-radius sphere centered on your space darkens from an area of bright light to one of dim light, or from an area of dim light to one of darkness for as long as you maintain concentration. This area of darkness remains stationary. You can see through this area as if it were illuminated by bright light.

Shadow Hands

1st-level evocation (shadow)

  • Casting Time: 1 action
  • Range: Self (10-foot cone)
  • Components: V, S
  • Duration: Instantaneous

A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened; a successful Wisdom saving throw halves the damage and negates the frightened condition.

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

Shadowblight

1st-level necromancy (sorcerer, warlock, wizard)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: instantaneous

You hurl a ball of dark energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 necrotic damage and must make a Wisdom saving throw or become frightened of you until the end of your next turn.

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

Sharptooth

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: 1 minute

This spell can only be cast upon a creature with a bite attack. For the duration, one creature you touch deals +1 damage with its bite attack.

Shed Skin

1st-level transmutation (druid, ranger, wizard)

  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: instantaneous

You channel the peculiarity of reptiles and gain the ability to shed your skin the same manner as a snake. If you cast this spell while being grappled, the condition ends, and you can move up to 15 feet away from your target without provoking attacks of opportunity.

Shield of Devotion

1st-level abjuration (cleric, paladin)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes

A gleaming shield appears around a creature of your choice within range, causing any critical hit against them to become a normal hit for the duration. The target also gains 1d8 temporary hit points when you cast this spell.

Shock Shield

1st-level abjuration

  • Casting Time: 1 action or reaction, which you can take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S
  • Duration: 1 round.

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack, and you take no damage from magic missile. At any time, as a bonus action, you may dismiss your shock shield, at which point it deals 1d6 points of lightning damage to all creatures within a 15-foot cone on a failed Dexterity saving throw or half as much on a success. It immediately detonates if used to block a magic missile.

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

Shroud the Shadow

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 10 minutes
  • Range: 30 ft.

One creature you can see within range casts no shadow. If the target of the spell is a shadow creature, it is incapacitated unless it makes a successful Constitution saving throw. It can repeat the saving throw at the end of each of its turns; a successful save ends the spell.

Signal Flare

1st-level evocation, Wizard

  • Components: V, S
  • Casting Time: 1 action
  • Duration: 5 minutes
  • Range: 100 ft.

You shoot a bright light resembling a flare to a point you can see within range. The flare gives off bright light in a 20-foot radius and dim light for an additional 20 feet. The light drifts 10 feet toward the ground at the start of each of your turns. The source of the light is immaterial; it can’t be picked up, thrown, carried, or moved in any way after it’s initial “launch” or once it reaches the ground. It can be extinguished by the caster before the end of the spell’s duration as a bonus action.

Silent Round

1st-level illusion

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Ranger, Sorcerer, Wizard

The next time you make a ranged weapon attack using a firearm during the spell’s duration, the attack is entirely silent, and the firearm creates no visible flash or smoke when fired. Finally, a firearm leaves behind no physical traces, such as gunpowder or bullet casings, when fired in this way.

Skein of Vines

1st-level conjuration (druid, ranger)

  • Casting Time: 1 reaction, which you take when you are unwillingly pushed or pulled in any direction
  • Range: Self
  • Components: V
  • Duration: instantaneous

When you are unwillingly pushed or pulled in any direction, you call forth vines from the ground to wrap around your legs and prevent you from being moved until the start of your next turn. This spell can only be cast while you are on solid ground.

Slashing Step

1st-level transmutation (bard, ranger)

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: instantaneous

As part of the action used to cast this spell, you must use the Dash action. When doing so, you enter a semi-incorporeal state and move with increased grace, allowing you to move without provoking an attack of opportunity.

Additionally, you may make a single melee attack against any creature that is within 5 feet of your chosen path, doing your normal attack damage on a hit.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st.

Slaver’s Mark

1st-level divination (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 month

You touch a creature and leave behind an ugly, raw scar that looks like a healed-over brand. As long as the brand remains, you can use an action to sense the location of the creature up to 25 miles away, so long as the creature is still on the same plane as you. You don’t necessarily know the route to reach the creature, only its direction and distance relative to you.

An unwilling target gains a Constitution saving throw to resist the effects of this spell, but slaves who resist may be threatened with torture or death, so resistance is uncommon. When the spell ends, or if it is resisted, the brand vanishes completely.

Slippery Fingers

1st-level enchantment

  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.

Slow Draw

1st-level transmutation

Components: V, S, M (a vial of glue) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 30 ft.

One weapon you can see sticks in its sheath. Drawing the weapon requires a successful Wisdom saving throw. Only the spell’s caster can draw the weapon without making a save. The spell has no effect on a weapon that isn’t in a sheath or a scabbard when the spell is cast.

Smolder

1st-level transmutation (sorcerer, warlock, wizard)

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: up to 1 minute

You focus on fanning the flames that burn within your soul. Using your bonus action, you are able to add an additional 1d8 fire damage to the next source of fire damage you deal. You can only have one source of this spell active at a time.

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

Snowy Coat

1st-level transmutation (winter)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

This spell makes a slight alteration to a target creature’s appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Soak

1st-level conjuration

  • Casting Time: 1 action (ritual)
  • Range: 60 ft.
  • Components: V, S, M* (a river stone)
  • Duration: Instantaneous

You target a point that you can see within range and release a deluge of water. Anything within a 10 ft. radius of that point becomes soaked with water, extinguishing all flames in that area.

Any creatures who are in this area must succeed on a Dexterity saving throw or become vulnerable to lightning damage for 1 minute. Any creature with resistance to lightning damage instead loses that resistance for the duration.

Any creature with immunity to lightning damage retains their immunity.

Song of the Waves

1st-Level Conjuration

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a piece of jade worth at least 10 gp)
  • Duration: Instantaneous

Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

The next maul of the waves you cast before the end of your turn deals an additional 2d6 cold damage, and the creatures hit must make an Intelligence saving throw. The creature is charmed for 1 minute on a failed save, or suffers disadvantage on its next melee weapon attack on a successful one.

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

Sonic Boom

1st-level transmutation

  • Components: V, S
  • Casting Time: 1 bonus action
  • Duration: Concentration, up to 1 minute
  • Range: Self

You gain the ability to turn your weapon strokes into concussive blasts transmitted through the air. For the duration of the spell, you can make melee weapon attacks against creatures up to 20 feet away from you as if they were adjacent, and the attacks do thunder damage instead of their usual damage type.

Speak With Inanimate Object

1st-level divination (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.

Speak with Machine

1st-level divination (ritual)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

You awaken the spirit that resides inside a machine such as a soul phone, computer, or other technomagical or technological device.

You gain the ability to comprehend and verbally communicate with machines for the duration, such as a soul phone, computer, robotic companion, or other technomagical device. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, machines can give you information about what they have been working on, as well as whatever they can perceive or have perceived within the past day. You might be able to persuade a machine to perform a small favor for you, at the GM’s discretion, especially if the machine is intelligent enough to be Persuaded or Deceived.

Speak with Nature

1st-level divination (ritual)

  • Classes: Bard, Druid, Ranger
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: 10 minutes
  • Replaces: Speak with Animals and Speak with Plants

You can verbally communicate with natural organisms for the duration. This allows beasts to answer questions you pose; at minimum, beasts can inform you about whatever they can perceive or have perceived within the past day, including nearby locations and monsters.

The knowledge, awareness, and personality of many beasts is limited by their intelligence, but you may deceive, intimidate, persuade, or otherwise influence a beast at the DM's discretion. An organism is under no compulsion to answer (or answer truthfully) if you are hostile to it or it recognizes you as an enemy.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you imbue plants with limited sentience, allowing you to communicate with them like beasts. When you cast this spell using a spell slot of 3rd level or higher, you imbue plants with limited animation, allowing them to freely move branches, tendrils, and stalks. You can command plants to release a restrained creature, to turn ordinary terrain into difficult terrain (or the opposite), or to perform other tasks at the DM's discretion.

Special Effects

1st-level transmutation (ritual)

  • Casting Time: 1 action
  • Range: Self (10-foot cube)
  • Components: V, S, M (a representative of the desired effect)
  • Duration: Permanent

You create a physical effect of a visual, auditory, olfactory, gustatory, or tactile nature in a 10-foot cube. This effect can take nearly any form but cannot be harmful or debilitating. For instance, you can create haunting music that plays on repeat or when a creature enters the area, the scent of pine trees or lemons in a room, make the floor or walls feel spongy, or so on.

Spectral Hand

1st-level necromancy

  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You lose 5 hit points and cause a ghostly hand imbued with your life force to appear within range. The hand lasts for the duration or until you dismiss it as an action. If the hand ever goes out of range, this spell ends. When the spell ends, you regain the 5 hit points you lost to create the hand.

You can use your action to control the hand, moving it up to 30 feet. The hand can 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. In addition, you can use the hand as if it were your own to deliver other spells you cast that normally have a range of touch. The hand can’t otherwise attack, activate magic items, or carry more than 10 pounds.

The hand has 5 hit points and AC 20, and it’s immune to damage from nonmagical sources. It uses your saving throws, but it is considered to be an object for most effects. In addition, if the hand needs to make a saving throw and succeeding on the saving throw would allow the hand to take only half damage, it instead takes no damage if it succeeds and only half damage if it fails.

Spirit Mask

1st-level abjuration

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You catch a minor spirit and wrap a part of your soul around it and let it go. While under the effects of this spell, all attempts to use a divination spell on you are misdirected to the spirit instead.

Spur Mount

1st-level transmutation

  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (an apple or a sugar cube)
  • Duration: 1 round

You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the Dash or Disengage action as a bonus action. This spell has no effect on a creature that you are not riding.

Stanch

1st-level transmutation (blood)

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can’t be the source of blood for any spell or effect that requires even a drop of blood.

Starry Sky

1st-level illusion (ritual)

  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (an unblemished silver mirror)
  • Duration: 3 hours

A completely accurate star map of the local sky is projected upwards from the mirror.

It can be used to study the sky or, if cast outside, the aid in navigation during the day or on overcast nights.

Step Like Me

1st-level transmutation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (blood, hair, or a personal item of target)
  • Duration: 24 hours

Choose a creature within one size category of yourself that you can see within range. The target must succeed on a Constitution saving throw or you steal its footsteps. For the duration of the spell, you leave the tracks of the target, while it leaves tracks as if it were you. In addition, those capable of identifying creatures through tremorsense mistake you for a creature of the target’s kind.

Storm of Arrows

1st-level conjuration (ranger)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a feather)
  • Duration: instantaneous

You chant a minor incantation, brushing the arrows in your quiver with a feather. Upon finishing the casting, spectral duplicates of your arrows appear at a point in the sky you can see with in range, forming a 10-foot radius cylinder up to 40 feet tall. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one.

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

Strength Of An Ox

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a 1-pound weight)
  • Duration: Concentration, up to 1 minute

You touch a creature and give it the capacity to carry, push, drag, or lift weight as if it were one size category larger for the duration of the spell. The target is also not subject to the penalties given in the variant rules for encumbrance. Furthermore, the subject can carry a load that would normally be unwieldy, such as a large log, a rowboat, or an oxcart.

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.

Succor’s Retribution

1st-level enchantment (sorcerer, warlock, wizard)

  • Casting Time: 1 reaction, which you take in response to a creature that healed, restored, strengthened, or otherwise aided another creature
  • Range: 30 feet
  • Components: V, S, M (a claw from an unhatched)
  • Duration: Concentration, up to 1 minute

A willing creature you designate within range has advantage on attacks against the target that triggered this spell. The designated creature benefits from this spell for the spell’s duration or until it successfully hits the target, whichever occurs first.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can designate one additional creature for each slot level above 1st.

Summon Nature’s Light

1st-level conjuration

Classes Druid, Ranger

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You summon a swarm of bioluminescent insects that illuminate a 5-foot radius area with a dim yellow-green light. This light will not function if taken into an area of magical darkness.

The swarm is stationary when summoned, but you can command it to fly up to 20 feet per round in a direction of your choosing as a bonus action. The swarm may reveal the presence invisible objects or creatures within its area of effect by the displacement of the insects. However, attacks against the creature or object still have disadvantage. The swarm cannot attack, possesses 10 HP, and can only be damaged by fire or area attacks. The swarm is dispersed by a strong gust of wind or similar effect.

Summon Solitary Bee

1st-level conjuration

  • Casting Time: 1 action
  • Range: 15 feet
  • Components: VS
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Druid, Ranger

You summon a lone, buzzing bee in a space that you can see within range. The bee is an ally to you and your companions. The bee disappears when it drops to 0 hit points or when the spell ends.

In combat, the bee shares your initiative count, and takes its turn immediately after yours. The bee understands and obeys all verbal commands you give it (no action required), and if not given a verbal command, it will take no action.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, use the higher level where the spell’s level appears in the stat block.

Solitary Bee

Tiny beast

Armor Class 9 + the level of the spell (natural armor) Hit Points 5 + 5 for each level above 1st Speed 5 ft., fly 20 ft. STR DEX CON INT WIS CHA 1 (-5) 10 (+0) 3 (-4) 1 (-5) 8 (-1) 5 (-3) Senses Passive Perception 11 Languages understands the languages you speak Challenge ─ Proficiency Bonus equals your bonus

Actions

Multiattack. The bee makes a number of attacks equal to half this spell's level (rounded up).

Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d4 + 1 + the spell's level piercing damage.

Swift Brew

1st-level conjuration

  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch an empty, open container that you can fit in your hand. That container is filled with your choice of alcoholic beverage.

The first creature that drinks this beverage within the next hour gets a number of temporary hit points equal to 5 + your spellcasting ability modifier. This lasts until you finish a short or long rest.

At Higher Levels. When you cast this spell at 2nd level or higher, the temporary hit points you receive increases by 5 for each slot level above 1st.

Swim

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of pumice stone)
  • Duration: 1 hour

Two willing creatures you touch has advantage on Strength (Athletics) ability checks and Dexterity (Acrobatics) ability checks made while swimming, and gains a Swim speed of 40 feet.

At Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you may cast this spell on two additional creatures for each slot level above 1st.

T

Telekinetic Parry

1st-level evocation

  • Casting Time: 1 reaction, which you take when an enemy makes an attack roll against you
  • Range: Self
  • Components: S
  • Duration: Instantaneous

As a reaction, you use a brief burst of kinetic energy to block an attack against you. The attacker has disadvantage on the attack roll. An attack that hits deals damage as normal. This spell works against melee and ranged attacks, as well as spell attacks that have a physical manifestation, including force effects, but not against spells that do not require an attack roll, such as magic missile.

Thin The Ice

1st-level transmutation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of sunstone)
  • Duration: Instantaneous

You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately.

The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.

Thunderous Charge

1st-level transmutation (labyrinth)

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack’s damage or shove the target 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.

Tidal Barrier

1st-level abjuration

  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a piece of driftwood)
  • Duration: Concentration, up to 1 minute

A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its speed is reduced to 0 until the start of its next turn.

Tireless

1st-level transmutation (clockwork)

  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (an ever-wound spring worth 50 gp)
  • Duration: 24 hours

You grant machinelike stamina to a creature you touch for the duration of the spell. The target requires no food or drink or rest during this period and does not receive exhaustion from failing to take food, drink, or rest. It can move at two times its normal speed overland and perform two times the usual amount of labor. The target is not protected from fatigue or exhaustion caused by a magical effect. The user cannot take a long rest while under the influence of this spell, and as such cannot regain spell slots or receive other benefits of a long rest while under the influence of this spell. If used more than once before a long rest, the user immediately takes one level of exhaustion that is considered a magical effect.

Touch of the Sea

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a fish scale)
  • Duration: 1 hour

You cause webs to grow between the target’s fingers and its feet to transform into flippers. In addition, they gain the ability to breathe underwater and gain a swimming speed equal to their walking speed.

Toxic Coating

1st-level evocation

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Druid, Sorcerer, Warlock

Your skin becomes coated with toxic mucus or quills that are deadly to the touch. For the duration, your Unarmed Strikes deal 2d6 poison or acid damage instead of the normal bludgeoning damage. Additionally, when you are hit with a melee attack, you can use your reaction to deal 1d6 poison to the creature.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both instances of damage increase by 1d6 for every slot level above 1st.

Tree Ladder

1st-level transmutation

Components: V, S Casting Time: 1 action Duration: 1 minute Range: Touch Area of Effect: 1 tree Saving Throw: None

One living tree that you touch instantly grows ladderlike holds, allowing it to be climbed easily by humanoid creatures. The DC to climb the tree drops to 5. The handholds are sturdy enough to hold 500 lbs. of weight. The spell has no effect if cast on a tree creature.

Trick Question

1st-level enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.

Twist The Skein

1st-level enchantment

  • Casting Time: 1 reaction, which you take when a creature makes an attack roll, saving throw, or skill check
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to -9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.

Twitch

1st-level enchantment

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 minute
  • Range: 30 ft.

One creature you can see within range begins twitching its fingers uncontrollably. While the spell is in effect, an affected creature must make a successful Wisdom saving throw to cast a spell with a somatic component; if the saving throw fails, the intended spell fails and the spell slot is expended. An affected creature also must make a Wisdom saving throw before making a Dexterity check that requires fine control of the hands, such as using thieves’ tools; if the saving throw fails, the Dexterity check fails automatically. A successful Wisdom saving throw ends the spell effect.

U

Unchained Melody

1st-level transmutation

  • Components: V
  • Casting Time: 1 bonus action
  • Duration: 1 round
  • Range: Self

Until the end of your next turn, each creature within 30 feet of you can add 1d4 to its ability checks made to escape from a grapple or other restraint.

Undermine Armor

1st-level transmutation (chaos)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target’s AC by 2.

Undermine armor has no effect on creatures that aren’t wearing armor.

Unfettered Steed

1st-level transmutation

Components: V, S Casting Time: 1 action Duration: 10 minutes Range: Touch Area of Effect: 1 mount Saving Throw: None

For the duration of the spell, one mount takes no speed penalty from wearing armor.

Unruly Item

1st-level transmutation (chaos)

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You animate an object in the possession of a creature within range, giving the object limited movement and a compulsion to thwart its possessor. The effect of the spell varies depending on the kind of object you affect.

Weapon: A weapon being wielded by a creature fights and twists, trying to free itself from the creature’s grasp. The creature must make a Dexterity saving throw.

On a failed save, the creature has disadvantage on any attacks it makes in that round with the weapon. On a save that fails by 5 or more, the creature drops the weapon.

Armor: The creature’s armor shifts and moves, becoming noisy and uncomfortable. If the armor does not normally impart disadvantage on Dexterity (Stealth) checks, it does so while this spell is in effect. The creature wearing it must succeed on a Dexterity saving throw or take a 10-foot penalty to its speed and be unable to use the Dash action.

Other Items: The effects on other carried items can vary at the GM’s discretion. A potion might behave as a weapon, trying not to be drunk, falling to the ground and becoming ruined if the Dexterity save is failed by 5 or more. A backpack might try to empty itself, disgorging a random item each round on a failed save.

Unseen Cartographer

1st-level conjuration

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (cartographer’s tools, ink, paper)
  • Duration: 1 hour

You cause an invisible, mindless, shapeless force to come 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. Otherwise, the force follows you, remaining within range, for the duration.

Carrying the material components, the force uses them to draw a map of the areas you can see as you pass through. You can use your action to send the cartographer away from you, up to the edge of the spell’s range, and it can map from there as if it were a normal human looking at the area from that point. The quality of the map is similar to that of one produced by a competent scout. The cartographer does not indicate creatures, hazards, or other such items on its map, but only the physical, architectural, and topographical features of the surrounding space.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, double the range for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the unseen cartographer notices hidden doors and traps within 10 feet of it if a Wisdom (Perception) check of 15 or lower would notice those hidden elements. The force simple draws the hidden elements on the map; it has no other means of letting you know of their presence. When you cast this spell using a spell slot of 4th level or higher, the cartographer also has darkvision out to a range of 60 feet. When you cast this spell using a spell slot of 5th level or higher, the cartographer can fly, allowing it to make maps from an aerial view within the spell’s range (480 feet at 5th level).

Unwelcome Halo

1st-level evocation

Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes Classes: cleric, sorcerer, wizard

This spell causes one creature you can see to glow as if surrounded by a halo of light. The target must make a Wisdom saving throw. On a failed saving throw, the halo sheds bright light in a 20-foot radius from the creature, and dim light for additional 20 feet. This light effectively gives away the creature’s location and imposes disadvantage on Dexterity (Stealth) checks when the creature is able to hide at all.

At the end of each of the creature’s turn, it may make a new saving throw; on a success, the spell ends.

Upthrust

1st-level transmutation

  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous

As an action, you target one creature with a minor telekinetic force. They must succeed on a Strength saving throw or be lifted vertically 10 ft. directly above their current position. The creature falls immediately after unless they have a fly speed greater than 0 ft.

At Higher Levels. The number of feet increases by 10 for each spell slot used above 1st level.

V

Voltaic Blast

1st-level evocation

  • Casting Time: 1 action
  • Range: Self (15-foot line)
  • Components: V S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Ranger, Sorcerer, Wizard

You fire a blast of electricity from your fingers in a direction you choose, forming a line 15 feet long and 5 feet wide. Each creature within the area must succeed on a Dexterity saving throw or take 2d6 lightning damage, taking half as much on a success.

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

Voorish Sign

1st-level divination (mythos)

  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: S
  • Duration: Concentration, up to 10 minutes

For the duration, invisible creatures and objects within 20 feet of you become visible to you, and you have advantage on saving throws against effects that cause the frightened condition. The effect moves with you, remaining centered on you until the duration expires.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every two slot levels above 1st.

W

Waft

1st-level transmutation (dragon)

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a topaz worth at least 10 gp)
  • Duration: 1 round

This spell was first invented by dragon parents to assist their offspring when learning to fly. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.

Warding Sigil

1st-level abjuration

  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: S
  • Duration: 1 minute
  • Replaces: Blade Ward

You make a magical sign, creating a protective ward around yourself. For the duration, whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage and the spell ends. The ward has 4 hit points and is resistant to bludgeoning, piercing, and slashing damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the ward's hit points increase by 2d4 for each slot level above 1st.

Waterproof

1st-level abjuration

Casting Time: 1 action

Range: touch

Components: V, S, M (a bit of wax and paper)

Duration: 24 hours (see text)

You protect the touched creature (including all worn, wielded and carried items) or object from getting wet. The target can be fully immersed in water for hours and then emerge completely dry, without a single drop of water clinging to it. Flammable items can be immediately ignited, though a burning waterproof item begins sputtering if taken underwater as its oxygen is spent and goes out 1d4-1 rounds later. This spell retards the growth of algae or the accretion of barnacles, mollusks and similar sea life, but it does not prevent drowning or damage from pressure, hot or cold water or allow the target to breathe water. It also does not provide aid with swimming. Waterproof metal items do not rust or corrode in water, bowstrings and harps snap and strum perfectly, and the waterproof books, scrolls, and inks remain pristine and crisp.

A potion or other liquid made waterproof does not mix with water.

A container can be made waterproof, even if the container is not designed to be watertight, such as a bag or backpack. If cast on such a container, the duration is increased to a week.

Waters of Truth

1st-level divination

  • Classes: Bard, Druid, Sorcerer, Warlock
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (a body of water)
  • Duration: Instantaneous

This spell transforms still and pure water into a reflective surface that reveals illusions, ethereal creatures, invisible creatures, and shapechangers.

Water must be a minimum of 5 ft. across. To make use of this spell, you must be able to see the reflection of the creature or effect from the reflection off of the surface of the water, requiring a Wisdom (Perception) check with a DC determined by your GM (typically DC 12).

Watery Tendrils

1st-level transmutation

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M* (enough water to fill a vial, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You create two whip-like tendrils of water that surrounds your arms. For the duration, you can use these tendrils for your Attack action. When you attack, you make a melee spell attack with a reach of 10 ft. On a hit, the creature takes 4d4 + your spellcasting modifier bludgeoning damage, and you can choose to grapple this creature.

The creature can use their action to break the grapple with a successful Athletics (Strength) or Acrobatics (Dexterity) check against your spell save DC. While a creature is grappled this way, you cannot use this tendril as part of your attack, but can still use the other unless that tendril is also grappling a creature.

As an action, you can pull a grappled creature to a space within 5 ft. of you.

Weather Witch

1st-level divination

  • Casting Time: 1 action
  • Range: Caster
  • Components: V, S, M (a small twig and a pinch of rust)
  • Duration: Instantaneous

This spell allows the caster to predict the weather in the area for the next 24 hours. They will know the cloud cover, amount of precipitation (if any), humidity, wind speed, wind direction, and any severe weather conditions such as a tornado, blizzard or hurricane.

At Higher Levels. When cast using a spell slot of 2nd level or higher, the caster can predict an additional 24 hours of weather for each slot level above 1st.

Weapon of Blood

1st-level transmutation (blood)

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of iron shavings)
  • Duration: Concentration, up to 1 hour

When you cast this spell, you inflict 1d4 slashing damage on yourself that can’t be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a +1 dagger.

At Higher Levels. When you cast this spell using a spell slot of 3rd to 5th level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a +2 dagger. When you cast this spell using a spell slot of 6th to 8th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a +2 dagger of wounding. When you cast this spell using a 9th-level spell slot, the self-inflicted wound deals 9d4 slashing damage and the spell produces a +3 dagger of wounding.

Weapon of the Earth

1st-level transmutation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a chunk of iron ore)
  • Duration: 1 minute

You pick up a chunk of rock and turn it into a one-handed melee weapon of your choice. While it is made of stone, it inflicts damage as a normal weapon of its type; it is also immune to effects that target metal.

Weightlessness

1st-level transmutation

  • Casting Time: 1 action
  • Range: Caster
  • Components: V, S, M (a bubble of soap or a hollow glass bead)
  • Duration: 10 minutes

This spell causes the caster to become utterly weightless, and any movement will be as if in a gravity-free environment. This is not without risk, since it will be nearly impossible to remain in one spot without hanging on to something solid or anchoring in some way. Moving horizontally across a wall would likely push the caster away from it, making steering difficult. With practice though, the caster might learn to leap at angles and control direction by aiming jumps and bouncing off surfaces.

When the spell expires, the caster rapidly gains mass, and will have 1 turn to land safely.

At Higher Levels. When cast using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.

Wind Compass

1st-level divination

  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: 8 hours

You create a tiny moaning wind that is tied to a specific compass direction. As long as you continue moving in that direction, the wind compass sighs contentedly in your ear to tell you so. If you diverge from that direction, the wind compass begins to moan with rising and falling pitch in proportion to how far you have veered from your intended course.

As long as it persists, you can maintain an accurate heading. A wind compass does not necessarily help you find a specific destination, but it does grant you advantage on Wisdom (Survival) checks to avoid getting lost along the way. This spell does not function underwater or in areas that otherwise lack air, and you cannot benefit from it if you are deafened.

Wind Speak

1st-level divination (ritual)

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Instantaneous
  • Range: Unlimited on the same plane

You whisper a short message of no more than 15 words into the air, and the wind blows it to the ears of one creature you know. You must be in a place where the wind can blow freely (outdoors or in a building with large, open windows) when you cast the spell, and the target must be in a similar location when the message arrives; otherwise, the spell fails. The message travels 1 mile per round (10 miles per minute, or 600 miles per hour).

Weather Eye

1st-level divination

  • Casting Time: 1 hour
  • Range: personal
  • Components: V, S, M (a bowl of water)
  • Duration: 24 hours

You can more accurately predict the weather gaining advantage on survival checks made to forecast weather conditions. If control weather or a similar effect has been used to influence the weather within 10 miles, you become aware of it.

Web Orb

1st-level evocation

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 50 ft. Area of Effect: 1 creature Saving Throw: Dexterity negates effect

You project a small, gray glob of fluid from your hand at a creature you can see. The creature is struck by the glob unless it makes a successful Dexterity saving throw.

When it hits its target, the glob expands into a small net of sticky webbing as strong as fine steel wire. A Large or smaller creature struck by the net is restrained. A restrained creature can use its action to make a Strength check against your spell save DC; if the Strength check succeeds, the webs burst and the spell ends.

A thin line of webbing trails from the net to your hand. As an action, you can make an opposed Strength contest against the restrained creature. If you win the contest, you pull the creature 10 feet closer to you; otherwise, it remains where it is. In either case, the creature remains restrained.

Wind Tunnel

1st-level evocation

  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a paper straw)
  • Duration: Concentration, up to 1 minute

You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created.

A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage.

The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.

With the Wind

1st-level evocation

  • Components: V, S
  • Casting Time: 1 action
  • Duration: Concentration, up to 1 hour
  • Range: Touch

One ranged weapon you touch doubles its range for the duration of this spell, as the air moves around its missiles to propel them farther.

Withered Sight

1st-level necromancy

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a dried lizard’s eye)
  • Duration: Concentration, up to 1 minute

You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.

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.

Withering Smite

1st-level necromancy (apocalypse)

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon radiates terrible energy that empowers the next strike you make with it. The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 necrotic damage.

If the target of that attack was a creature, it must make a successful Constitution saving throw or take 1d6 necrotic damage at the start of each of its turns for 1 minute, its flesh rotting around the wound. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The rotting effect also ends if the affected creature receives magical healing.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the weapon’s hit increases by 1d6 for each slot level above 1st. Subsequent necrotic damage doesn’t increase.

Wolfsong

1st-level transmutation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell.

If you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away.

A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.

Woodland Shriek

1st-level abjuration

  • Components: V, S
  • Casting Time: 1 action
  • Duration: 8 hours
  • Range: 30 ft.

You imbue nonintelligent plants and bushes in a 20-foot radius with the ability to shriek loudly if a Small or larger creature enters the warded area. The creature can go unnoticed if it makes a successful Dexterity saving throw, but it must be a conscious effort at sneaking; a creature can’t “accidentally” go unnoticed by the plants. The shrieking plants are audible up to a mile away. Once the alarm is triggered, the plants shriek for 30 seconds, then the spell ends.

Other than the size minimum, the spell is entirely nonspecific. Any creature that meets the size criterion, such as deer, foxes, and children, will set it off.

Writhing Arms

1st-level transmutation

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC).

If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically.

Although you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.

X

Y

Yawning Curse

1st-level enchantment

  • Casting Time: 1 action
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous

You inhale with a big yawn and enchant it with your magics and target a creature within range.

That creature must succeed on a Charisma saving throw or they become cursed. While cursed, they must use their action on their next turn to release a deep, long yawn. At the end of their next turn, the curse ends.

Creatures immune to being charmed, constructs, and undead are unaffected by this spell.

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

Z

Zen Archery

1st-level divination (cleric, druid, ranger)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: concentration, up to 10 minutes

You allow insight to guide your ranged weapon attacks. For the duration, when you make an attack with a ranged weapon, you can use your Spellcasting ability modifier instead of Dexterity for all attack and damage rolls.

Ziphian Bribe

1st-level enchantment (bard)

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (the contents of the bribe, which must equal 100 gp times the creature’s challenge rating)
  • Duration: 8 hours

This spell imbues a bribe you present to a creature with an aura of friendliness. If the creature willingly accepts the gift, it regards you as a friendly acquaintance for the spell’s duration. Alternatively, you can suggest a course of activity as per the suggestion spell, but you do not need to concentrate on the spell.

This spell doesn’t affect a creature that can’t be charmed. If you or your companions harm the creature, the spell ends.

Zugzwang

1st-level enchantment

  • Casting Time: 1 action
  • Range: 40 ft.
  • Components: V, S, M* (a king piece from a chess game that is worth at least 1 gp)
  • Duration: Instantaneous

You see the battlefield as a chessboard and direct it as such. As an action, you target one creature within 40 ft. of you and command that creature to move their movement speed and make one melee attack at a target creature if there is a creature within range of their melee attack.

That creature must succeed on a Charisma saving throw or be forced to carry out that command. The spell fails if you command it to enter obviously harmful territory, like off of a cliff or into lava.

Creatures immune to the charmed condition are immune to this spell.

Cause Fear

1st-level necromancy

Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Spell Lists. Warlock, Wizard

Ceremony

1st-level evocation (ritual)

Casting Time: 1 hour Range: Touch Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) Duration: Instantaneous (see below)

You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a Wish spell.

Investiture (UA). You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within 1 hour, the invested spell is lost.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Spell Lists. Cleric, Paladin

Chaos Bolt

1st-level evocation

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.

d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

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

Spell Lists. Sorcerer

Charm Person

1st-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour

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.

Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard

Chromatic Orb

1st-level evocation

Casting Time: 1 action Range: 90 feet Components: V, S, M (a diamond worth at least 50 gp) Duration: Instantaneous

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

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

Spell Lists. Sorcerer, Wizard

Color Spray

1st-level illusion

Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round

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

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

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

Spell Lists. Bard, Sorcerer, Wizard

Command

1st-level enchantment

Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round

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.

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.

Spell Lists. Bard (Optional), Cleric, Paladin

Compelled Duel

1st-level enchantment

Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Concentration, up to 1 minute

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Spell Lists. Paladin

Comprehend Languages

1st-level divination (ritual)

Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour

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

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

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Create or Destroy Water

Source: Player's Handbook

1st-level transmutation

Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Spell Lists. Cleric, Druid

Cure Wounds

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, Ranger

Detect Evil and Good

Source: Player's Handbook

1st-level divination

Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

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.

Spell Lists. Cleric, Paladin

Detect Magic

Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes

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

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

Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Detect Poison and Disease

Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 action Range: Self Components: V, S, M (a yew leaf) Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

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

Spell Lists. Cleric, Druid, Paladin, Ranger

Disguise Self

Source: Player's Handbook

1st-level illusion

Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

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 your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your 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. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Spell Lists. Artificer, Bard, Sorcerer, Wizard

Dissonant Whispers

Source: Player's Handbook

1st-level enchantment

Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous

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.

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.

Spell Lists. Bard

Distort Value

Source: Acquisitions Inc.

1st-level Illusion

Casting Time: 1 minute Range: Touch Components: V Duration: 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Divine Favor

Source: Player's Handbook

1st-level evocation

Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Spell Lists. Paladin

Earth Tremor

Source: Xanathar's Guide to Everything/Elemental Evil Player's Companion

1st-level evocation

Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous

You cause a tremor in the ground in a 10-foot radius. 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.

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.

Spell Lists. Bard, Druid, Sorcerer, Wizard

Ensnaring Strike

Source: Player's Handbook

1st-level conjuration

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

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

Spell Lists. Ranger

Entangle

Source: Player's Handbook

1st-level conjuration

Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

Spell Lists. Druid, Ranger (Optional)

Expeditious Retreat

Source: Player's Handbook

1st-level transmutation

Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 10 minutes

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

Spell Lists. Artificer, Sorcerer, Warlock, Wizard

Faerie Fire

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute

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.

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.

Spell Lists. Artificer, Bard, Druid

False Life

Source: Player's Handbook

1st-level necromancy

Casting Time: 1 action Range: Self Components: V, S, M (a small amount of alcohol or distilled spirits) Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Spell Lists. Artificer, Sorcerer, Wizard

Feather Fall

Source: Player's Handbook

1st-level transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute

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.

Spell Lists. Artificer, Bard, Sorcerer, Wizard

Find Familiar

Source: Player's Handbook

1st-level conjuration (ritual)

Casting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Spell Lists. Wizard

Fog Cloud

Source: Player's Handbook

1st-level conjuration

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Spell Lists. Druid, Ranger, Sorcerer, Wizard

Frost Fingers

Source: Icewind Dale - Rime of the Frostmaiden

1st-level evocation

Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

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

Spell Lists. Wizard

Gift of Alacrity

Source: Explorer's Guide to Wildemount

1st-level divination (dunamancy:chronurgy)

Casting Time: 1 minute Range: Touch Components: V, S Duration: 8 hours

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

Spell Lists. Wizard (Dunamancy)

Goodberry

Source: Player's Handbook

1st-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Spell Lists. Druid, Ranger

Grease

Source: Player's Handbook

1st-level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Spell Lists. Artificer, Sorcerer (Optional), Wizard

Guiding Bolt

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

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

Spell Lists. Cleric

Guiding Hand

1st-level divination (ritual)

Casting Time: 1 minute Range: 5 feet Components: V, S Duration: Concentration, up to 8 hours

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.

When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.

If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Spell Lists. Bard, Cleric, Druid, Wizard

Hail of Thorns

Source: Player's Handbook

1st-level conjuration

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Spell Lists. Ranger

Healing Elixir

1st-level conjuration

Casting Time: 1 minute Range: Self Components: V, S, M (alchemist’s supplies) Duration: 24 hours

You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it’s consumed, at which point the vial vanishes.

As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

Spell Lists. Warlock, Wizard

Healing Word

Source: Player's Handbook

1st-level evocation

Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Spell Lists. Bard, Cleric, Druid

Hellish Rebuke

Source: Player's Handbook

1st-level evocation

Casting Time: 1 reaction, which you take when you are damaged by a creature within 60 feet of you that you can see Range: 60 feet Components: V, S Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Spell Lists. Warlock

Heroism

Source: Player's Handbook

1st-level enchantment

Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Spell Lists. Bard, Paladin

Hex

Source: Player's Handbook

1st-level enchantment

Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Spell Lists. Warlock

Hunter's Mark

Source: Player's Handbook

1st-level divination

Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Spell Lists. Ranger

Ice Knife

1st-level conjuration

Casting Time: 1 action Range: 60 feet Components: S, M (a drop of water or piece of ice) Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

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

Spell Lists. Druid, Sorcerer, Wizard

Id Insinuation

1st-level enchantment

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can then make another Wisdom saving throw. On a success, the spell ends on the target.

Spell Lists. Sorcerer, Warlock, Wizard

Identify

1st-level divination (ritual)

Casting Time: 1 minute Range: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Spell Lists. Artificer, Bard, Wizard

Illusory Script

1st-level illusion (ritual)

Casting Time: 1 minute Range: Touch Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes) Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.

Spell Lists. Bard, Warlock, Wizard

Infallible Relay

1st-level divination (technomagic)

Casting Time: 1 minute Range: Self Components: V, S, M (a mobile phone) Duration: Concentration, up to 10 minutes

With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails.

The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell’s duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.

Spell Lists. Sorcerer, Warlock, Wizard

Inflict Wounds

1st-level necromancy

Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Spell Lists. Cleric

Jim's Magic Missile

1st-level evocation

Casting Time: 1 action Range: 120 feet Components: V, S, M (1 gold coin, which is consumed as tax for using the spell) Duration: Instantaneous

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart can target a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, the missile does 2d4 force damage.

If the attack roll scores a critical, the missile does 5d4 force damage instead of the 4d4 force that you would normally get on a critical. If any of the attack roll is a natural one, all missiles turn around and hit the caster for 1 force damage per missile.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. This also increases the tax by 1 gp per spell slot over 1st.

Spell Lists. Wizard

Jump

1st-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (a grasshopper’s hind leg) Duration: 1 minute

You touch a creature. The creature’s jump distance is tripled until the spell ends.

Spell Lists. Artificer, Druid, Ranger, Sorcerer, Wizard

Longstrider

Source: Player's Handbook

1st-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour

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.

Spell Lists. Artificer, Bard, Druid, Ranger, Wizard

Mage Armor

Source: Player's Handbook

1st-level abjuration

Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours

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

Spell Lists. Sorcerer, Wizard

Magic Missile

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous

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

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

Spell Lists. Sorcerer, Wizard

Magnify Gravity

Source: Explorer's Guide to Wildemount

1st-level transmutation (dunamancy:graviturgy)

Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round

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

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

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

Spell Lists. Wizard (Dunamancy)

Protection from Evil and Good

Source: Player's Handbook

1st-level abjuration

Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Spell Lists. Cleric, Druid, Paladin, Warlock, Wizard

Puppet

Source: Unearthed Arcana 36 - Starter Spells

1st-level enchantment

Casting Time: 1 action Range: 120 feet Components: V Duration: Instantaneous

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

Spell Lists. Bard, Warlock, Wizard

Purify Food and Drink

Source: Player's Handbook

1st-level transmutation (ritual)

Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Spell Lists. Artificer, Cleric, Druid, Paladin

Ray of Sickness

Source: Player's Handbook

1st-level necromancy

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

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

Spell Lists. Sorcerer, Wizard

Remote Access

Source: Unearthed Arcana 7 - Modern Magic

1st-level transmutation (technomagic)

Casting Time: 1 action Range: 120 feet Components: V, S Duration: 10 minutes

You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.

Spell Lists. Sorcerer, Warlock, Wizard

Sanctuary

Source: Player's Handbook

1st-level abjuration

Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute

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

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Spell Lists. Artificer, Cleric

Searing Smite

Source: Player's Handbook

1st-level evocation

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

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

Spell Lists. Paladin, Ranger (Optional)

Sense Emotion

Source: Unearthed Arcana 36 - Starter Spells

1st-level divination

Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute

You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

Spell Lists. Bard, Warlock, Wizard

Shield

Source: Player's Handbook

1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round

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

Spell Lists. Sorcerer, Wizard

Shield of Faith

Source: Player's Handbook

1st-level abjuration

Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Spell Lists. Cleric, Paladin

Silent Image

Source: Player's Handbook

1st-level illusion

Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes

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.

Spell Lists. Bard, Sorcerer, Wizard

Silvery Barbs

1st-level Enchantment

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw Range: 60 feet Components: V Duration: Instantaneous

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.

Spell Lists. Bard, Sorcerer, Wizard

Sleep

Source: Player's Handbook

1st-level enchantment

Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute

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.

Spell Lists. Bard, Sorcerer, Wizard

Snare

Source: Xanathar's Guide to Everything

1st-level abjuration

Casting Time: 1 minute Range: Touch Components: V, S, M (30 feet of cord or rope, which is consumed by the spell) Duration: Until dispelled or triggered

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.

The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.

The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.

Spell Lists. Artificer, Druid, Ranger, Wizard

Speak with Animals

Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes

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 DM’s discretion.

Spell Lists. Bard, Druid, Ranger

Sudden Awakening

1st-level enchantment

Casting Time: 1 bonus action Range: 10 feet Components: V Duration: Instantaneous

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

Spell Lists. Bard, Ranger, Sorcerer, Wizard

Tasha's Caustic Brew

Source: Tasha's Cauldron of Everything

1st-level evocation

Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a bit of rotten food) Duration: Concentration, up to 1 minute

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

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

Spell Lists. Artificer, Sorcerer (Optional), Wizard (Optional)

Tasha's Hideous Laughter

Source: Player's Handbook

1st-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Spell Lists. Bard, Wizard

Tenser's Floating Disk

Source: Player's Handbook

1st-level conjuration (ritual)

Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of mercury) Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Spell Lists. Wizard

Thunderous Smite

Source: Player's Handbook

1st-level evocation

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Spell Lists. Paladin

Thunderwave

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous

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.

Spell Lists. Bard, Druid, Sorcerer, Wizard

Unearthly Chorus

1st-level illusion

Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.

Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.

Spell Lists. Bard

Unseen Servant

1st-level conjuration (ritual)

Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of string and a bit of wood) Duration: 1 hour

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.

Spell Lists. Bard, Warlock, Wizard

Wild Cunning

1st-level transmutation (ritual)

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:

If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again. If there is edible forage within range, you know it and where to find it. If there is clean drinking water within range, you know it and where to find it. If there is suitable shelter for you and your companions within range, you know it and where to find it. Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption. Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish. Spell Lists. Druid, Ranger

Witch Bolt

1st-level evocation

Casting Time: 1 action Range: 30 feet Components: V, S, M (a twig from a tree that has been struck by lightning) Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

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

Spell Lists. Sorcerer, Warlock, Wizard

Wrathful Smite

1st-level evocation

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Spell Lists. Paladin

Zephyr Strike

1st-level transmutation

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Spell Lists. Ranger

Control Undead

1st-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: 8 hours

You use the force of your own will to dominate a lesser undead. Choose an undead of challenge rating less than or equal to ¼. That creature must make a Charisma saving throw. On a failure, that creature is now controlled by you as if you had cast the animate undead spell for 8 hours. After the spell ends, that creature reverts to its owner’s control or attacks you if its owner is dead or on another plane.

Contrariness

1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

Choose one creature within range. That creature makes a Charisma saving throw. If it fails, the subject of the spell becomes belligerent and negative toward all around them (disadvantage to all Charisma (persuasion) checks). They will disagree with everything said. In a crowded area, such as a bar, this could easily lead to combat.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may choose one additional target for each slot level above 1st.

Crop Circle

1st-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (an ear of corn) Duration: Instantaneous

You summon an invisible force that instantaneously hacks all grasses and underbrush to the ground, leaving nothing but an empty 40-foot radius circle. Although the blades are invisible, they are not insubstantial. All creatures and inanimate objects make a Dexterity saving throw or take 1d6 force damage as swirling scythes and sickles cut all plants in the spell’s radius. Farmers use this spell to clear arable land for farming, although some use it to frighten neighboring farmers or to sabotage their crops. This spell has no effect on plants or creatures of CR ½ or higher.

Curse of Ineptitude

1st-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 round

Choose one creature within range. That creature must make a Wisdom saving throw. On a failure, you impart a streak of bad luck on the target. All attack rolls, skill checks, and saving throws are made with disadvantage for 1 round.

Cutting Flame

1st-level evocation Casting Time: 1 round Range: Touch Components: V, S, M (clove of rotten garlic) Duration: Concentration, up to 10 minutes

You cause a white, hot, six-inch long beam of fire to spring from the target’s fingertips. The primary function of this beam is for cutting through inanimate objects. The rate at which you can cut through the object depends on its AC (see the table below). Objects with an AC higher than 20 cannot be cut using this spell. You can only make cuts up to six inches deep, thus trying to cut through a foot-thick stone wall would have little effect.

In a pinch, this spell can be used offensively. If used as such, you are considered proficient with this weapon and it functions as a light melee finesse weapon.. A successful attack deals 1d6 + strength or dexterity fire damage. Attempting to damage an attended object counts as using the spell offensively and damages the object.

Hardness Inches/round
0-4 12
5-9 6
10-14 3
15-19 1
20+ Unable to be cut

Deep Shadows

1st-level illusion Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour

This spell creates a deepening and darkening of all shadows within a 60-foot area of a place you touch.This spell doesn’t actually create shadows; it just makes existing shadows much larger and darker, and enhances them so they even interfere with low-light vision and darkvision. The shadows cause all attacks at targets within them to be made at disadvantage if the original shadow was just dim-light, or provide total cover and advantage on all Dexterity(stealth) checks to any creatures in the original shadows if the original shadows were considered in darkness. If the spell is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effects are blocked until the covering is removed.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or higher, this spell is dispelled.

Discerning Eye

1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M(a magnifying glass) Duration: Instantaneous

The spell determines the exact monetary value of a single item.

Dispel Magic, Lesser

1st-level abjuration

As dispel magic, except that the maximum spell level that may be targeted is level 1.

Distract

1st-level enchantment

Casting Time: 1 action Range: 50 feet Components: V, S Duration: 1 round

Choose one creature in range. That creature must make a Wisdom saving throw. On a failure, it is momentarily distracted, losing any actions remaining in this round. It becomes stunned until the next round in which it makes a new initiative roll as if it just entered combat.

Divine Beacon

1st-level abjuration Casting Time: 1 reaction Range: 10 miles Components: V Duration: 10 hours

The caster designates a recipient of this beacon: a specific individual, a member of specific race, class, or organization. If the individual or group is within the range of the spell they know any negative conditions the caster is subject to, and the direction and range to the caster. If the caster dies, the spell ends.

Down and Out

1st-level divination Casting Time: 1 bonus action Range: Self Components: V Duration: 1 round

The magic of this spell allows you to see the best way to knock things down. You receive advantage on any attempt to disarm or trip an opponent while the spell in in effect.

Draw on Faith

1st-level conjuration Casting Time: 1 action Range: Self Components: V, S Duration: Until expended or 1 hour

Upon casting this spell, you receive a surge of divine energy that grants you a +1 bonus on any one attack roll, saving throw, or check you make in the next minute. You must decide if you will use the bonus before you make the die roll.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the bonus you gain by 1 for each slot level above 1st. Earth Charger 1st-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S Duration: 1 minute Earth Charger fills your mount with the power of earth. As long as it remains in contact with the ground, it gains a +2 bonus to Strength checks and melee attacks and damage rolls. The creature also gains the ability to run over other creatures with a successful melee attack. The target of Earth Charger is considered proficient in this attack. Moving over another creature does not provoke an opportunity attack from that creature. To perform this attack, the target of the attack must be at least one size category smaller than the attacker. The damage for this new attack is based on the mounts size and is as follows.

Size Bludgeoning Damage
Small 1d4 + strength
Medium 1d6 + strength
Large 1d8 + strength
Huge 2d6 + strength
Gargantuan 2d8 + strength
Colossal 4d8 + strength

Energy Weapon

1st-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 minute Casting this spell sheaths one weapon in one of five energy types of the caster’s choice (acid, cold, fire. electricity, or thunder). For the duration of the spell, the enchanted weapon deals an additional 1d6 damage of the energy type chosen on a successful hit. The elemental energy imbued does not harm the caster, or the weapon, but it may affect surrounding objects (for example, a flaming sword could be used to ignite a pool of oil).

Energy Missile

1st-level evocation Casting Time: 1 action Range: 100 feet Components: V, S Duration: Instantaneous A bolt of the chosen energy type (acid, cold, electric, fire, or thunder) blasts from your fingertips and with a successful ranged spell attack deals 2d6 + your spell casting modifier damage of that type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may shoot an additional bolt of energy for each slot level above 1st. These bolts need not target the same creature.

Escape Grapple

1st-level transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: 1 round The magic of this spell makes you more lithe and imparts an instinctive knowledge of wrestling moves and breaking holds. You gain advantage on your next check to escape a grapple or being held.

Flashy Defenses

1st-level abjuration Casting Time: 1 action Range: Self Components: V,S, M ( a small bag of lint) Duration: 10 minutes Flashy Defenses creates a barrier of matter or force around you, providing protection against random types of attacks. The force or matter manifested is appropriate to the damage being defended against. For instance, a sphere of mist might surround you to stop fire attacks, or small metal shields to stop melee attacks, or feathers to stop missile attacks. Roll on the table below each minute of the spell duration to determine the attack or energy type protected against. You gain damage resistance. This defense overlaps (and does not stack with) similar defenses from Endure Elements, Resist Elements, Protection from Elements, or Stoneskin.

1d10 Attack Protected From
1 Melee attacks
2 Missile attacks
3 All melee or missile attacks
4 Cold
5 Acid
6 Electricity
7 Thunder
8 Fire
9 All energy types
10

granted by a mixture of substances. |

Foul Flesh

1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of spoiler meat) Duration: 8 hours The caster imbues his flesh with a foul appearance and taste, dissuading living creatures from biting him. Any time a living creature with a bite attack successfully bites a target under the effects of Foul Flesh it must make a successful Constitution saving throw or refuse to bite the target again while the spell duration lasts. A creature that fails its saving throw can still use other attack modes against the caster. Foes’ Measure 1st-level divination Casting Time: 1 action Range: 100 feet Components: V, S Duration: Instantaneous

The caster learns the power of all affected creatures 30- feet of a point the caster sees. He learns their class or creature type (and subtype) along with their level or challenge rating. Disguised creatures cause the spell to provide whatever information the disguised creature wishes.

Flank Shield

1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a miniature shield) Duration: Concentration, up to 10 minutes

This spell creates a magical barrier protecting the target’s flank. No creature can gain advantage on this target, and effects that trigger when a target has advantage do not occur. The target can still be surprised, but any creatures that surprise the target do not gain advantage but do gain surprise rounds normally.

Glamour

1st-level illusion Casting Time: 1 action Range: Self Components: V, S, M (a drop of perfume) Duration: Concentration, up to 2 hours You ensorcel yourself to appear beautiful to anyone looking upon you. Not only will they find you attractive, but all your Charisma (deception) and Charisma (persuasion) checks gain advantage.

This spell does not change any specifics of your appearance, such as gender, race, and so forth, although it proves useful to cast in conjunction with Disguise Self or Alter Self. Any target you interact with or who tries to disbelieve your charms may make a Charisma saving throw. A success will negate the effect on themselves only.

Gloomlight

1st-level illusion Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours

The touched object sheds an eerie radiance in a 60-foot radius, enabling creatures with darkvision the ability to perceive color. Magical Darkness and Light counter Gloomlight.

Guilt

1st-level enchantment Casting Time: 1 action Range: 100 feet Components: V, S, M(a small mirror) Duration: 1d4 rounds

Choose a creature in range. If that creature is non-good, it must make a Charisma saving throw. On a failure, that creature is forced to think about its evil deeds it has performed in its past for 1d4 rounds. While in this deep contemplation, it is denied any action except to protect itself. At the end of its turn, it may make another Charisma saving throw to negate the effect.

Harden

1st-level abjuration Casting Time: 1 action Range: Touch Components: V,S Duration: 8 hours You increase an object’s hit points by 50 percent.

Hesitation

1st-level enchantment Casting Time: 1 bonus action Range: 50 feet Components: S Duration: Instantaneous You force a target creature in range to hesitate, briefly confused and uncertain. That creature makes a Wisdom saving throw. On a failure, that creature reduces its initiative by 5.

Heat Lightning

1st-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (pointed rod of iron or copper) Duration: instantaneous

You produce vertical strokes of lightning that flash downward for 1 round, dealing creatures and objects in a 10-foot diameter, 30-foot high cylinder 2d6 electric damage, or half-damage on a successful Dexterity saving throw. On a failed save, creatures are also stunned for 1 round and catch on fire, immediately taking an additional 1d6 fire damage. A creature catching on fire continues to burn in subsequent rounds unless it makes a Dexterity saving throw or takes a full-round action to put out the flames. The lightning strikes ignite unattended, flammable objects in the area.

Hex of the Bull’s-eye

1st-level enchantment Casting Time: 1 action Range: 100 feet Components: V, S, M (a sight from a crossbow) Duration: instantaneous

You turn the fates against one foe. Chose a target in range. That target must make a Charisma saving throw. On a failure, the target gains disadvantage to all actions. At the end of each turn, the target may make another Charisma saving throw to end the effect.

Hex Weapon

1st-level enchantment Casting Time: 1 action Range: 100 feet Components: V, S, M (a horseshoe) Duration: instantaneous

A foe’s weapon turns against its wielder. Chose a target in range holding a weapon to make a Wisdom saving throw. On a failure, the foe must choose to drop the weapon or to hold on to the weapon. If the foe dropped the weapon, it can not pick it up until it succeeds at a Wisdom saving throw which it makes at the end of each of its turn. If the foe held the weapon, then each turn as a bonus action, the foe must attack itself each turn before it takes any other actions. After it makes the attack on itself, it makes another Wisdom saving throw. On a success, the effect of the spell ends.

Hidden Shelter

1st-level transmutation Casting Time: 1 action Range: 30 feet Components: S Duration: 1 Month

With a wave of your hand, you create a natural shelter from the elements of your surroundings.

The shelter will house 6 creatures of medium size and they can spend the next 24 hours hiding in relative comfort. The shelter does not protect you or your allies from unnatural phenomena, nor does it protect them from extreme weather conditions such as fire, flood, volcanic eruptions, earthquakes, hurricanes and the like. It will, however, protect you and your allies from normal rain, snow, wind, heat and cold. The shelter will be made of the natural surroundings and will blend in with them. Noticing the shelter requires a Perception check opposed by your Stealth check with a competence bonus equal to your caster level. If you and your allies spend more than 24 hours total in the same spot, the shelter continues to function, but it will cease to blend in with its surroundings.

Ice Arm

1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous

You shroud your hand and forearm in extreme cold which you can use to damage an opponent. Your successful melee spell attack deals 1d8 cold damage. A successful melee spell attack discharges the spell. As long as you hold the charge, your hand and forearm absorb fire damage, allowing you to reach into fire unharmed. When the spell has absorbed 10 fire damage, it is discharged.

While the spell protects your arm in this manner, touching an object does not discharge the spell unless you want it to. This allows you to reach through a wall of fire to grasp a gem on the other side, for example. The spell does not protect any other part of your body, so you could not use it to walk across a pool of lava or to stick your head into a campfire.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, Increase the damage done by the spell by 1d8 and increase the amount of fire damage absorbed by the spell by 10 for each slot level above 1st.

Id Seizure

1st-level enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S, M (disk or sphere of crystal or metal on a string)
  • Duration: Concentration, up to one minute

You tap into the target creature’s subconscious, releasing primitive urges that short circuit its mind and leave it disoriented. Choose a target in range. That creature makes a Charisma saving throw. On a failure, the affected creature can only take move actions, and may attempt to save again at the end of each of its turns.

Ignore

1st-level Enchantment Casting Time: 1 action Range: 30 feet Components: M (cotton and a blindfold) Duration: Concentration, up to one minute

Choose a target in range. It must make a Wisdom saving throw. On a failure, you magically distract a creature causing it to suffer disadvantage to Wisdom (perception) and Intelligence (investigation) checks. Even if the subject fails the save, it does not know it has been the subject of a spell effect.

Illuminated Weapon

1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes

You touch a weapon, making it particularly useful against undead opponents by infusing it with magical daylight causing it to shed light like the Light spell. The weapon disrupts the undead flesh of a corporeal foe. Any undead struck with this weapon must make a Charisma saving throw or gain a 1d4 penalty to attacks, saves, and checks. Each turn, the affected undead may make another Charisma saving throw at the end of its turn to remove this effect. Multiple hits do not impose multiple end of turn saves. Incorporeal undead like wraiths who are hit and fail the saving throw are also disrupted, forcing them to take only a move or a standard action on their next turn.

Inflict Pain

1st-level necromancy Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous

Inflict Pain surrounds your hand with a dull red glow, allowing you to send blindingly hot pinpricks through your target’s body. Choose a target in range to make a Constitution saving throw. On a failure, the target is dealt 2d6 + spell casting modifier necrotic damage and the target suffers a -1 penalty to attack rolls, skill checks, and ability checks, for 1 minute. A successful save reduces the damage by half and prevents any additional penalties.

Invisible Familiar

1st-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (a dollop of wax) Duration: 8 hours

Your familiar is rendered invisible to sight as if you cast Invisibility upon it. You cannot share this effect, and it cannot be cast on any other creature.

Inspired Initiative

1st-level divination Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hours or until discharged

You choose three creatures to gain a momentary impression of the future. Those creatures gain advantage on their next initiative check.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, Increase the number of creatures affected by 1 for each slot level above 1st.

Keen Senses

1st-level transmutation Casting Time: 1 action Range: Touch Components: V, M (a spring of eyebright) Duration: 1 hour With Keen Senses, you gain low-light vision, or if you have low-light vision, you gain darkvision. In addition, you gain advantage on Wisdom(perception) and Intelligence(investigation) checks.

Lash Fey

1st-level necromancy Casting Time: 1 action Range: 50 feet Components: V, S, M (a handful of iron shavings) Duration: 1 round

You create a cloud of iron filings that carries a slight negative energy charge. Any fey creature caught within the 10 foot radius of the cloud must make a Constitution saving throw or suffers 3d10 necrotic damage. Since undead are powered by negative energy, this spell cures them of 1 point of damage.

Malicious Intent

1st-level enchantment Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute

Malicious Intent causes all creatures except you in a 30 foot radius of you to take a –1 penalty on all saving throws. Alternatively, you can select a single school of magic and cause all subjects in the area to take a d4 penalty on saving throws against spells from that school.

Mental Sentinel

1st-level divination Casting Time: 1 action Range: 30 feet Components: V Duration: 1 hour or until discharged

You choose on target who is filled with visions of things hidden just beyond the corners of his or her sight. That target gets a 1d4 bonus to all Wisdom(perception) or Intelligence(investigation) checks. The target can discharge the effect to gain 1d4 to an initiative roll.

Minor Lasting Image

1st-level illusion Casting Time: 1 action Range: 30 feet Components: V, S Duration: Permanent

You create a very small, immobile illusion of any object, force, or creature you visualize. The illusion does not create sound, smell, texture, or temperature, nor does it move. The resulting illusion matches your visualization exactly, even if the image in your mind differs somehow from the real object, force, or creature—if such exists at all. A creature may make a Charisma saving throw to disbelieve the object and negate the spell.

Missteps

1st-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to one minute

You inflict a minor jinx of clumsiness on the target creature. That creature makes a Dexterity saving throw. On a failure, reducing its speed ratings by 10 feet (to a minimum of 5 feet), and it has disadvantage on all Dexterity saving throws and any range or finesse weapon attacks. At the end of each of the creatures rounds, it may make another Dexterity saving throw to remove the effect. The Dexterity saving throws are performed with disadvantage as well.

Mistsight

1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes

You can see through mist, fog, heavy rain, and other water-based forms of concealment as if they weren’t there. For example, a Fog Cloud spell does not provide any concealment miss chance against your attacks. All non-visual effects of the spell work normally (for example, a Stinking Cloud affects you if you enter it, a Solid Fog slows you, and so on).

Overcompensation

1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: 1 round

This spell causes the weapon touched to grow to the size that would normally be impossible to wield. The damage dealt by the weapon increases as though it were one size category larger, but the weapon can be wielded as though it were its original size.

This effect does not stack with other magic effects that increase size, such as Enlarge Person or Righteous Might.

Pearl of Brilliance

1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: 1 round

A gleaming pearl-sized silver sphere appears in your palm, glowing as brightly as a candle. You can use the pearl to make a melee spell attack or throw it as a splash weapon, making a ranged spell attack with a range of 20/60 feet. When the pearl hits, it breaks and releases a flash of intense light. The target struck takes 2d6 radiant damage. Creatures within 5 feet of the target (excluding you and including the target) must make a Constitution saving throw or be blinded for 1d4 rounds. Undead creatures struck take 3d6 radiant damage and must save or be stunned for 2d4 rounds. Undead creatures in the 5 foot blast take 1d6 radiant damage and must save or be stunned for 1d4 rounds. The flash from the Pearl of Brilliance as it breaks counters or dispels any darkness spell of equal or lower level. A darkness spell of equal or higher level counters or dispels Pearl of Brilliance.

Peephole

1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a saw blade or a piece of a saw blade) Duration: 1 hour

You create a small opening through a wooden, plaster, or stone wall but not through metal or other harder materials. The peephole is 1 inch deep. If the wall’s thickness is more than the depth of the peephole created, the spell fails. Observing through the hole created by a peephole spell grants cover to the observer. Additionally, the peephole eliminates any Wisdom (perception) DC modifier for a wooden door and grants the caster advantage on Wisdom (perception).

The Peephole spell can also be used to create a small hole in the side of a chest, a safe or lockbox, or any other container so long as the type of material and thickness are within the spell’s capabilities.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the depth of the hole by 1 inch for each slot level above 1st.

Pins and Needles

1st-level illusion Casting Time: 1 action Range: 100 feet Components: V, M (a silver needle) Duration: 10 rounds

For the duration of this spell, the victim has the unpleasant sensation of being poked and prodded with hundreds of tiny needles. The target of the spell makes a Constitution saving throw. On a failure, this spell causes the victim to suffer a –1 penalty on all attack rolls and skill checks, and requires that he succeed at a Constitution saving throw any time that the target tries to cast a spell or lose the spell slot.

Poison Weapon

1st-level conjuration Casting Time: 1 action Range: touch Components: V, S Duration: Concentration, up to 1 hour

This spell functions like magic weapon, except that instead of gaining a magical enhancement, the weapon becomes coated with magically created poison. Use your spell saving throw DC for the Constitution saving throw DC for the poison. If a creature is wounded with the weapon, and fails the saving throw, that creature gains the poisoned condition and is dealt 1d6 poison damage at the start of its turn. At the end of each of its turns, it may make an additional Constitution saving throw to end the condition and the damage.

Potent Weapon

1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour

When you cast this spell, you designate a foe by creature type and imbue a weapon you touch with the power to deal additional damage to that foe. The weapon is considered a magic weapon against creatures of that type with a +1 bonus.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the weapon magic bonus to +2. When you cast this spell using a spell slot of 5th level or higher, increase the weapon magic bonus to +3.

Precipitate

1st-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (a small dried gourd or rattle) Duration: Concentration, up to 20 rounds

Using this spell, you create driving rain in the spell’s area if the temperature is above 50 degrees Fahrenheit, creating sleet or rain instead if the air temperature is between 50 degrees Fahrenheit and freezing, and creating sleet or snow if the air temperature is freezing or below.

Once you decide what kind of precipitation you wish to create, the precipitation blocks all sight (including darkvision) beyond 5 feet. A creature 5 feet away has half cover, while creatures farther away have three-quarters cover . In addition, each type of precipitation has an additional effect:

  • Rain: Small, unprotected mundane flames (such as candles, torches, and campfires of Tiny size) are extinguished by the driving rain. There is no effect on fire creatures or magical flames.
  • Sleet: Ground in the area becomes slick and icy, so creatures can move safely only at one-half speed. Creatures moving at full speed must make an Dexterity(acrobatics) check with the DC equal to your spell casting saving throw, with failure indicating that the creature cannot move on the ice, and failure by 5 points or more meaning that the creature falls prone.
  • Snow: Ground in the area becomes icy and snow accumulates. Creatures can move only at one-half speed, and no running or charging is possible. Even moving at one-half speed, a creature must make an Dexterity(acrobatics) with the DC equal to your spell save DC, with failure indicating that the creature cannot move and failure by 5 points or more meaning that the creature falls prone.

Pressure Spray

1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M ( an eyedropper) Duration: Concentration, up to 1 minute

You create a line of highly pressurized water to spring forth from your hand. You may use this line to make a ranged spell attack against a single target. If you succeed, you deal 3d6 bludgeoning damage. If that damage would kill a creature, you may elect to knock the creature out. Additionally, Medium and Small creatures must make a Strength saving throw with failure their Fortitude saves are knocked prone by the blast, and Tiny or smaller creatures are knocked back 1d4 x 10 feet and knocked prone. Each round that you concentrate on the spell you can make an additional attack against either the same target or a new target.

As a standard action, you can use the water from the spell to extinguish fires. Mundane fires that cover an area of one 5-ft. square or less are automatically extinguished in one round. Mundane fires of a size greater than five feet are shrunk by a 5-ft. square each round you target them. Magical fires can also be extinguished, but to do so requires you to make an ability check using your spell casting ability (DC equals 10 + the magical fires spell level.) Fire Elementals creatures or other creatures that are vulnerable to water or cold damage can not be knocked out with this spell.

Quill Skin

1st-level transmutation Casting Time: 1 reaction Range: Self Components: V Duration: Concentration, up to 2 minutes

Hundreds of thin, pointed quills instantly erupt from your skin. The quills effectively serve as armor spikes (1d4 piercing damage) and you are treated as if you are proficient with them. These quills cover the majority your body and do not harm you, or hinder your movement or any other actions. The quills sprout out of natural and leather armor but remain harmless under other types. The quills are fine enough as not to cause damage to clothing or other items worn.

Creatures swallowing or constricting you take 3d6 piercing damage each round while you remain swallowed or constricted.

Reactive Armor

1st-level abjuration Casting Time: 1 reaction Range: Self Components: S Duration: 1 day With a gesture, reactive armor summons one type of armor you are proficient in, but not wearing. You can wear the armor all day, but if you take the armor off it disappears. Your gear and any other items you are wearing are safely stored on the armor as if you had carefully donned your armor.

Righteous Strike

1st-level evocation

Casting Time: 1 bonus action Range: Touch Components: V, S Duration: 8 hours or until discharged

This spell allows you to channel your holy power into a weapon as part of another attack action. When this happens the weapon gains a +1 bonus to attack and damage, and is able to bypass all forms of damage reduction, and counts as magic for this one attack against an evil creature.

Sacred Watch

1st-level divination Casting Time: 1 round Range: Touch Components: V, S Duration: 10 days

Sacred watch allows you to become instantly aware when the subject of this spell is in danger. Distance is not a factor and the spell even works across multiple planes and dimensions.

You receive a mental image of the subject, including the surrounding area when danger is present.

Note: This spell does not tell you where the subject is, only that the subject is in danger.

Scentless

1st-level abjuration Casting Time: 1 round Range: Touch Components: V, S, M (red herring) Duration: 5 hours

When you cast this spell, touch up to 5 creatures. The scent ability does not help creatures find targets of this spell; they have no scent. At the end of the duration your scent trail reappears.

At Higher Levels. When you cast this spell using a spell slot of 2rd level or higher, increase the number of targets of this spell by 1 for each spell slot you cast above level 1.

Second Chance

1st-level abjuration Casting Time: reaction Range: Touch Components: V, S Duration: instantaneous

The subject can attempt a new saving throw to shrug off one unwanted ongoing condition or effect. Second chance does not heal damage already suffered from an effect or condition. If an effect doesn’t allow a save, or if it has a duration of Instantaneous, then second chance has no effect. The save DC is the same as for the first saving throw. This spell can be cast only once per unwanted condition—if the second save fails, this spell cannot help.

Self-Loading Bolts

1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours

This spell causes the bolts targeted by the spell to automatically load themselves into the target crossbow. One new bolt loads itself whenever there is not one already in the crossbow. Only the target bolts will load themselves, and only into the target crossbow. If either the crossbow or the bolts are shut inside a closed container, they will lie dormant, not loading until the container is opened. They will also not load if the bolts and the crossbow are more than five feet away from each other.

Shadow Hands

1st-level Transmutation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous

A wave of murky blackness shoots from your hands. You must hold your hands together and then pull them apart quickly, to either side of you. The sheet of blackness is nearly as thick as your hand. Any creature within 10 feet of you must make a Dexterity saving throw. On a failed saving throw, the creature takes 3d6 cold damage, or half as much with a success. This spell is closely related to the burning hands spell of the surface world, but is considered more practical in a lightless environment.

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

Shadow Weapon

1st-level illusion Casting Time: 1 bonus action Range: Self Components: V Duration: 10 minutes

You cause a non-magical, non-masterwork weapon of a size that you can wield to appear in your hand. You may attack with this weapon as though proficient. If the weapon leaves your hand, it vanishes and the spell effect ends.

Each time you hit a foe with this weapon, the struck creature must make a Wisdom saving throw. On a success, the foe takes half damage from the weapon in that round, minimum 1. On successive hits, it must make new saves with a cumulative +1 bonus for each successful save previously made against your shadow weapon. A weapon created using this spell can only deal damage to creatures with Intelligence scores and thus it doesn’t work on objects or mindless creatures.

Share Sacrifice

1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous

This spell will only function on living creatures. When you touch the target and speak the appropriate prayer, that creature may make a Wisdom saving throw. On a failure, or if the target does not choose to make the save, the target heals half the hit point damage it has suffered. Half of the amount of damage healed is taken as damage by you, rounded down. You can not reduce this damage in any way.

Skill Lore

1st-level divination Casting Time: 1 action Range: Touch Components: V, S Duration: Until discharged

You enhance a creature’s aptitude for a particular skill. While the spell is in effect, the target gains advantage on one skill check chosen at the time of casting. If this skill check takes more than one round it gains no benefit from this spell. Only one skill lore can be in effect on a creature at a time as a second casting counters the first.

Songstrike

1st-level evocation Casting Time: 1 bonus action Range: Self (30-foot cone) Components: V Duration: Instantaneous

With a single note, you blast forth a cone of sonic energy from your mouth. Creatures in the cone make a Dexterity saving throw. Those that fail take 1d4 thunder damage, or half as much on a successful saving throw.

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

Sonic Dart

1st-level evocation Casting Time: 1 bonus action Range: 100 feet Components: V Duration: Instantaneous

You create a tiny missile of sonic energy that flies forth at a target you designate in range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 thunder damage.

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.

Soul Beacon

1st-level necromancy Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 10 minutes

You amplify all positive and good aspects of your soul, giving you power to resist the attacks of undead creatures. You gain a +2 bonus to Armor Class against undead attacks and saves against effects from undead. Because your soul shines so brightly, undead and other creatures whose bodies are supported by negative energy can see you as clearly as a campfire on a clear night even in normal (but not magical) darkness.

For example, a vampire on the opposite side of a 500-foot diameter cavern could see you even if the cavern were unlit and even though the vampire’s darkvision only reaches 60 feet. If the vampire had attacks that reached that far, he could see and target you normally at that distance. His dominated half-orc slave could not see you unless you entered an area of light or the range of his darkvision.

Spikes of the Locust Tree

1st-level Transmutation Casting Time: 1 bonus action Range: Touch Components: V Duration: 1 round

Long, woody thorns erupt from the target's skin, damaging those who touch or grapple him. Anyone who touches or grapples the subject takes 1d4 piercing damage. Unarmed strikes by the target deal an additional 1d4 piercing damage. The subject gains advantage on checks to escape being grabbed.

Stunning Note

1st-level enchantment

  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V
  • Duration: 1 round

You shout at one creature in range. That target makes a Constitution saving throw. On a failure, that target is stunned for one round.

Supernatural Ward

1st-level abjuration

  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: 1 round

While supernatural ward is in effect, you gain advantage on saving throws.

Summon Weapon

1st-level conjuration

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 day

This spell summons one melee or ranged weapon (but not ammunition) of your choice. This weapon appears in your hands. The weapon is typical for its type and appropriate for your size. Only one weapon appears per casting, and only you can wield it. If you set it down or hand it to someone else, it vanishes as soon as you release it from your grasp. You can’t summon a weapon too large to be held in your two hands.

Sword Shock

1st-level evocation

  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: 1 day

You point at an object a creature within range is holding and electricity pulses through that object. That target makes a Constitution saving throw. On a failed save, that creature takes 3d4 electric damage and drops the object of the spell. On a success, the target takes half damage but does not drop the object. If the creature is holding two or more items, it may drop all objects held, but does not take extra damage. If the creature is not holding any items, it may still be targeted, but it will not drop anything

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

Torchbearer

1st-level conjuration

  • Casting Time: 2 minutes
  • Range: 30 feet
  • Components: V, S, M (a tindertwig)
  • Duration: 8 hours

You conjure a Medium-sized, humanoid creature. The torchbearer appears with a newly-lit torch, which it carries for you or the one person for whom you specifically created the torchbearer. A torchbearer appears to be a short, burly human dressed in livery of whatever color you specify. It does not fight, but animals shun it and refuse to attack it.

The torchbearer has an AC of 11 and 10 hit points. If it loses all its hit points, the torchbearer disappears, as does the torch it was carrying. A torchbearer has a base speed of 30 feet, and a Strength score of 11 (for purposes of encumbrance). It does not fight.

The torchbearer’s torch sheds light as an ordinary torch, and remains with the torchbearer; it cannot be given to anyone else. The light produced by the torch increases according to caster level. A torchbearer’s abilities include those of torchbearers of lower caster levels.

At Higher Levels. When you cast this spell using a spell slot of 2nd level, the torch sheds light as a sunrod. When you cast this spell as a 3rd level spell, the torch sheds light as a bullseye lantern and changes appearance to resemble a lantern. When you cast this spell as a 4th level spell, the torch sheds light as a daylight spell and changes appearance to resemble a brightly-glowing ball.

True Shield

1st-level abjuration

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours or until discharged

You gain a +10 bonus to your AC against the next direct attack that targets you. Whether the attack succeeds or not, the spell is triggered and the effect ends.

Tunnel

1st-level transmutation

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small piece of burrowing animal’s claw)
  • Duration: 1 day

Tunnel causes your hands and forearms to thicken and a heavy layer of leathery skin covers them. You gain a burrow speed of 20 feet, but you may only burrow through dirt (not rock), and you may not take the dash action while burrowing. The change to your arms has no effect on your combat abilities.

Undetectable Poison

1st-level illusion

  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S
  • Duration: 1 day

This spell allows you to mask the presence of poisons. Detect poison and similar effects utterly fail to detect the poison. Detect magic does reveal the aura of an illusion spell. Creatures carrying poisons and unattended magic poisons may make Wisdom saving throws to prevent the poison from being made undetectable.

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

Unspoken Tongue

1st-level enchantment

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 5 hours

Select a creature within range. That target makes a Charisma saving throw. On a failure, they speak unintelligible gibberish long as the subject is under the effects of this spell,. Among other effects, spellcasters under the effect of unspeakable tongue can still cast spells with verbal components, and can speak magic item command words, but cannot use language-dependent skill checks (such as Charisma (Persuasion)) which become effectively impossible to make. This effect can be dispelled or negated with a remove curse spell.

Valiant Resolve

1st-level abjuration

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (small piece of iron)
  • Duration: Concentration, up to 1 minute

The first five points of damage done to the subject from non-magic bludgeoning, slashing, and piercing damage are negated.

Ward, Lesser

1st-level abjuration

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (see text)
  • Duration: 10 days, or until discharged

This inscription harms those who enter, pass, or open the warded area or object. A lesser ward can guard a bridge or passage that is 10 feet or less across, ward a portal, trap a chest or box, and so on. You set the conditions of the ward. Typically, any creature of a specific type violating the warded area is subject to the magic it stores. Wards can be set according to alignment, creature type, subtype, or species (such as “elf” or “aberration”). Wards also can be set to pass those of your religion or organization. They cannot be set according to appearance, class, Hit Dice, or level. Wards respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple lesser wards cannot function within 30 feet of each other. When casting the spell, you mark a clear design in paint, chalk, blood, scratch marks, or some other means. The ward can conform to any shape up to the limitations of your total square footage. When the spell is completed, the ward remains quite obvious. Wards can be detected as traps (DC equal to your spell save DC) and disabled or bypassed (same DC); in addition they can also be dispelled. The nondetection spell can fool a ward. You can identify a lesser ward with a successful Intelligence (arcana), Intelligence (investigation), or Wisdom (perception) check (same DC as above). Identifying the ward does not discharge it, but it allows you to know the basic nature of the glyph (version [see below], type of damage caused, what spell is stored).

Depending on the version selected, a ward either blasts the intruder or activates a spell:

Blast Ward: A blast deals 2d4 points of damage to one target. This damage is acid, cold, electricity, fire, or sonic (your choice, made at time of casting). Those affected can make Dexterity saving throw to take half damage.

Spell Ward: You can store any harmful 1st level spell that you know. All level-dependent features of the spell are based on your level at the time of casting. If the spell has targets, it targets the intruder. If the spell has an area or an amorphous effect (such as a cloud), the area or effect centers on the intruder. All saves operate as normal, except that the Difficulty Class is spell save of lesser ward.

White Noise

1st-level evocation

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

This spell causes the target object to emit loud, unspecific sound bursts and white light that make hearing and seeing difficult. If an object if attended by an unwilling creature, that creature can make a Wisdom saving throw, and on a success, the spell fails. All Wisdom(perception) checks are made with disadvantage. A foot of stone or three inches of iron block the sound created by this spell. White noise also negates blindsight and blindsense abilities based on hearing. Creatures relying entirely on hearing for perception are effectively blinded. You do not see or hear anything out of the ordinary beyond 60 feet.

Wind Churn

1st-level evocation

  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 10 foot cylinder of wind around a target. Choose one target within range that is flying. That target must make a Strength saving throw. On a failure, that target is held in the same space as when you cast the spell by the winds. While in this space, the target has a -1d4 penalty to all actions, checks, and saves, cannot leave the space, and takes 2d6 bludgeoning damage from the buffeting winds of the cylinder. At the end of each of its turns, it makes another Strength saving throw to leave the cylinder and end the effect.

rpg/arcydea/spells/1st-level.txt · Last modified: 2024/07/07 21:03 by wizardofaus_doku

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