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Dancing Lights

  • casting time 1 action
  • range 120 feet

  • components V S M
  • duration Concentration, up to 1 minute

a bit of phosphorus or wychwood, or a glowworm

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Evocation cantrip

Mage Hand

  • casting time 1 action
  • range 30 feet

  • components V S
  • duration 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Conjuration cantrip

Message

  • casting time 1 action
  • range 120 feet

  • components V S M
  • duration 1 round

a short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Transmutation cantrip

Prestidigitation [1/2]

  • casting time 1 action
  • range 10 feet

  • components V S
  • duration Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

• You instantaneously light or snuff out a candle, a torch, or a small campfire.

• You instantaneously clean or soil an object no larger than 1 cubic foot.

• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Transmutation cantrip

Prestidigitation [2/2]

  • casting time 1 action
  • range 10 feet

  • components V S
  • duration Up to 1 hour

• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Transmutation cantrip

Vicious Mockery

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Enchantment cantrip

Cure Wounds

  • 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.

1st-level Evocation

Unearthly Chorus (UA)

  • 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.

1st-level Illusion

Aid

  • casting time 1 action
  • range 30 feet

  • components V S M
  • duration 8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

2nd-level Abjuration

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Gift of Gab

  • casting time 1 reaction, which you take when you speak to another creature
  • range Self

  • components V S R
  • duration Instantaneous

(2 gp) When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

2nd-level Enchantment

Mirror Image [1/2]

  • casting time 1 action
  • range Self

  • components V S
  • duration 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

2nd-level Illusion

Mirror Image [2/2]

  • casting time 1 action
  • range Self

  • components V S
  • duration 1 minute

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

2nd-level Illusion

Spiritual Weapon [1/2]

  • casting time 1 bonus action
  • range 60 feet

  • components V S
  • duration 1 minute

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

2nd-level Evocation

Spiritual Weapon [2/2]

  • casting time 1 bonus action
  • range 60 feet

  • components V S
  • duration 1 minute

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

2nd-level Evocation

Motivational Speech

  • casting time 1 minute
  • range 60 feet

  • components V
  • duration 1 hour

You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

3rd-level Enchantment

Psionic Blast (UA)

  • casting time 1 action
  • range Self (30-foot cone)

  • components V
  • duration Instantaneous

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn't pushed or knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

3rd-level Evocation

Revivify

  • casting time 1 action
  • range Touch

  • components V S M
  • duration Instantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

3rd-level Necromancy

Ego Whip (UA)

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can't cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

4th-level Enchantment

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Hallucinatory Terrain

  • casting time 10 minutes
  • range 300 feet

  • components V S M
  • duration 24 hours

a stone, a twig, and a bit of green plant

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

4th-level Illusion

Raulothim's Psychic Lance

  • casting time 1 action
  • range 120 feet

  • components V
  • duration Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

4th-level Enchantment

Mass Cure Wounds

  • casting time 1 action
  • range 60 feet

  • components V S
  • duration Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

5th-level Evocation

Synaptic Static

  • casting time 1 action
  • range 120 feet

  • components V S
  • duration Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

5th-level Enchantment

Eyebite [1/2]

  • casting time 1 action
  • range Self

  • components V S
  • duration Concentration, up to 1 minute

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

6th-level Necromancy

Eyebite [2/2]

  • casting time 1 action
  • range Self

  • components V S
  • duration Concentration, up to 1 minute

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

6th-level Necromancy

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