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S;10 minutes;A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame

  • casting time or as an action on a later turn
  • range you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit

  • components the target takes 1d8 fire damage.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)
  • duration 11th level (3d8)

and 17th level (4d8). ;Druid

Druid although doing so ends the spell. When you cast this spell

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time 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
  • range the damage increases by 1d6 for each slot level above 1st. ;Druid (Wildfire)

Druid 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

S;1 hour;You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw

  • casting time 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
  • range 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

  • components 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. ;Druid
  • duration

Druid and does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;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

Druid the healing increases by 1d8 for each slot level above 1st. ;Druid

S;Instantaneous;You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.;Druid (XGE)
  • duration

Druid a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

M;Instantaneous;(a drop of water or piece of ice)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

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.;Druid (XGE)

Druid the target takes 1d10 piercing damage. Hit or miss

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

Druid M;Concentration

S

  • casting time up to 10 minutes;(a forked twig)Describe or name an object that is familiar to you. You sense the direction to the object's location
  • range as long as that object is within 1

  • components000 feet of you. If the object is in motion
  • duration you know the direction of its movement.
    The spell can locate a specific object known to you

as long as you have seen it up close - within 30 feet - at least once. Alternatively

Druid M;Concentration

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Druid (Wildfire)
  • range

Druid the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

0;Produce Flame;Conjuration cantrip;1 action;Self;V 0;Produce Flame;Conjuration cantrip;1 action;Self;V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Charm Person;1st level Enchantment ;1 action;30 feet;V 1;Charm Person;1st level Enchantment ;1 action;30 feet;V
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Earth Tremor;1st level Evocation;1 action;10 feet;V 1;Earth Tremor;1st level Evocation;1 action;10 feet;V
1;Ice Knife;1st level Conjuration;1 action;60 feet;S 1;Ice Knife;1st level Conjuration;1 action;60 feet;S
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Locate Object;2nd level Divination;1 action;Self;V 2;Locate Object;2nd level Divination;1 action;Self;V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V