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Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

You hurl a bubble of acid. Choose one creature within range,or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6),11th level (3d6) and 17th level (4d6).

Wizard, Artificer Conjuration cantrip

Create Bonfire

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

You create a bonfire on ground that you can see within range. Until the spells ends,the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8),and 17th level (4d8).

Wizard, Artificer (XGE),, Conjuration cantrip

Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

You create up to four torch-sized lights within range,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.

Wizard, Artificer, Evocation cantrip

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit,the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10),11th level (3d10)

Wizard, Artificer, Evocation cantrip

Frostbite

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save,the target takes 1d6 cold damage,and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6),and 17th level (4d6).

Wizard, Artificer (XGE),, Evocation cantrip

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 minute

You touch one willing creature. Once before the spell ends,the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Cleric, Artificer Divination cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV,M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends,the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature,that creature must succeed on a Dexterity saving throw to avoid the spell.

Wizard, Artificer Evocation cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV,S
  • duration1 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,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 magical items,or carry more than 10 pounds.

Wizard, Artificer Conjuration cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch,such as broken chain link,a torn clack,or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension,you mend it,leaving no trace of the former damage.
This spell can physically repair a magic item or construct,but the spell can't restore magic to such an object.

Wizard, Artificer, Transmutation cantrip

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Message

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • duration1 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,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.

Wizard, Artificer, Transmutation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV,S
  • durationInstantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12),11th level (3d12),and 17 level (4d12).

Wizard, Artificer Conjuration cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV,S
  • durationUp 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,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.
• 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.

Wizard, Artificer,, Transmutation cantrip

Ray of Frost

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit,it takes 1d8 cold damage,and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8),and 17th level (4d8).

Wizard, Artificer,, Evocation cantrip

Resistance

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a miniature cloak

You touch one willing creature. Once before the spell ends

Wizard, Artificer,, Abjuration cantrip

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit,the target takes 1d8 lightning damage,and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8),and 17th level (4d8).

Wizard, Artificer,, Evocation cantrip

Spare the Dying

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Cleric, Artificer,, Necromancy cantrip

Thunderclap

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range,other than you,must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6),11th level (3d6)

Cleric, Artificer,, Evocation cantrip

Absorb Elements

  • casting time1 reaction,which you take when you take acid,cold,fire,or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

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.

Wizard, Artificer (XGE) 1st level Abjuration

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Alarm (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV,S,M
  • duration8 hours

a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door,a window,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.

Wizard, Artificer, 1st level Abjuration

Catapult

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous

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 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.

Wizard, Artificer (XGE) 1st level Transmutation

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,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,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.

Wizard, Artificer 1st level Divination

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 hour

You make yourself,including your clothing,armor,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.

Wizard, Artificer, 1st level Illusion

Expeditious Retreat

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S
  • durationConcentration,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

Wizard, Artificer, 1st level Transmutation

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration,up to 1 minute

Each object in a 20-foot cube within range is outlined in (A color) of 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.

Bard, Artificer 1st level Evocation

False Life

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

a small amount of alcohol or distilled spirits

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

Bard, Artificer 1st level Necromancy

Feather Fall

  • casting time1 reaction
  • range60 feet

  • componentsV,M
  • duration1 minute

a white feather or the heart of a hen

Reaction - When you or a creature within 60 feet of you falls 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.

Wizard, Artificer 1st level Transmutation

Grease

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • duration1 minute

a bit of pork rind or butter

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.

Wizard, Artificer 1st level Conjuration

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Heroism

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,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,you can target 1 additional creature for each slot level above 1st.

Bard, Artificer,, 1st level Enchantment

Identify (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

a pearl worth at least 100 gp and an owl feather

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,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.

Wizard, Artificer 1st level Divination

Jump

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Wizard, Artificer, 1st level Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st.

Wizard, Artificer 1st level Transmutation

Purify Food and Drink (ritual)

  • casting time1 action
  • range10 feet

  • componentsV,S
  • durationInstantaneous

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.

Cleric, Artificer,, 1st level Transmutation

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV,S,M
  • duration1 minute

a small silver mirror

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,such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature,this spell ends.

Cleric, Artificer, 1st level Abjuration

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV,S
  • duration1 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

Cleric, Artificer, 1st level Abjuration

Snare

  • casting time1 minute
  • rangeTouch

  • componentsS,M
  • duration8 hours

25 feet of rope,which the spell consumes

As you cast this spell,you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting,requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small,Medium,or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air,leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns,ending the effect on itself on a success. Alternatively,the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success,the restrained effect ends.
After the trap is triggered,the spell ends when no creature is restrained by it.

Wizard, Artificer (XGE), 1st level Abjuration

Aid

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration8 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.

Cleric, Artificer 2nd level Abjuration

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Alter Self [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 hour

You assume a different form. When you cast the spell,choose one of the following options,you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment,sprouting gills,and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like,including your height,weight,facial features,sound of your voice,hair length,coloration,and distinguishing characteristics,if any. You can make yourself appear as a member of another race,though none of your statistics change. You also don't appear as a creature of a different size than you,and your basic shape stays the same,if you're bipedal,you can't use this spell to become quadrupedal,for instance. At any time for the duration of the spell,you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws,fangs,spines,horns,or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning,piercing,or slashing damage,as appropriate to the natural weapon you chose,and you are

Wizard, Artificer, 2nd level Transmutation

Alter Self [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 hour

proficient with you unarmed strikes. Finally,the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Wizard, Artificer, 2nd level Transmutation

Arcane Lock

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled

gold dust worth at least 25 gp,which the spell consumes

You touch a closed door,gate,chest,or other entryway,and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that,when spoken within 5 feet of the object,suppresses this spell for 1 minute. Otherwise,it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell,the object is more difficult to break or force open. The DC to break it or pick any locks on it increases by 10.

Wizard, Artificer, 2nd level Abjuration

Blur

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

Your body becomes blurred,shifting and wavering to all who can see you. For the duration,any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight,or can see through illusions,as with truesight.

Wizard, Artificer, 2nd level Illusion

Continual Flame

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled

ruby dust worth 50 gp,which the spell consumes

A flame,springs forth from an object that you touch. The effect looks like a regular flame,but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Wizard, Artificer, 2nd level Evocation

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration,that creature has darkvision out to a range of 60 feet.

Wizard, Artificer 2nd level Transmutation

Dragon's Breath

  • casting time1 bonus action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a hot pepper

You touch one willing creature and imbue it with the power to spew magical energy from its mouth,cold,fire,lightning,or poison. Until the spell ends,the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw,taking 3d6 damage of the chosen type on a failed save,or half as much damage on a successful one.
At Higher Levels: When you cast this spell us ing a spell slot of 3rd level or higher,the damage increases by 1d6 for each slot level above 2nd.

Wizard, Artificer (XGE), 2nd level Transmutation

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

Fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose 1 of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points,and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target 1 additional creature for each slot level above 2nd.

Bard, Artificer, 2nd level Transmutation

Enlarge/Reduce [1/2]

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling,the spell has no effect.
If the target is a creature,everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions,and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large,for example. If there isn't enough room for the target to double its size,the creature or object attains the maximum possible size in the space available. Until the spell ends,the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged,the target's attack with them deal 1d4 extra damage.
Reduce. The target's size is halved in all dimensions,and its weight is reduced

Wizard, Artificer, 2nd level Transmutation

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Enlarge/Reduce [2/2]

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a pinch of powdered iron

to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small,for example. Until the spell ends,the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced,the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Wizard, Artificer, 2nd level Transmutation

Heat Metal

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

A piece of iron and a flame

Choose a manufactured metal object,that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends,you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it,the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object,it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the damage increases by 1d8 for each slot above 2nd.

Bard, Artificer, 2nd level Transmutation

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

Bard, Artificer, 2nd level Illusion

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded,deafened,paralyzed

Bard, Artificer, 2nd level Abjuration

Levitate

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see within range rises vertically,and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling),which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target,you can move up or down as part of your move. Otherwise,you can use your action to move the target,which must remain within the spell's range.
When the spell ends,the target floats gently to the ground if it is still aloft.

Wizard, Artificer 2nd level Transmutation

Magic Mouth (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV,S,M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp,which the spell consumes

You implant a message within an object in range,which must be 25 words or less,though it can be delivered over as long as 10 minutes. Finally,determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs,a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example,the mouth of a statue),the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell,you can have the spell end after it delivers its message,or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like,though it must be based on visual or audible conditions that occur within 30 feet of the object. For example,you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Wizard, Artificer,, 2nd level Illusion

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

You touch a nonmagical weapon. Until the spell ends,that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the bonus increases to +3.

Wizard, Artificer,, 2nd level Transmutation

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • duration1 hour

You touch a creature. If it is poisoned,you neutralize the poison. If more than one poison afflicts the target,you neutralize on poison that you know is present,the target has advantage on saving throws against being poisoned,and it has resistance to poison damage.

Ranger, Artificer, 2nd level Abjuration

Pyrotechnics

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area,and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius,moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Wizard, Artificer (XGE) 2nd level Transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Rope Trick

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope,an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space,but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Wizard, Artificer,, 2nd level Transmutation

See Invisibility

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • duration1 hour

A pinch of Talc and a small sprinkling of powdered silver

For the duration,you see invisible creatures and objects as if they were visible

Wizard, Artificer,, 2nd level Divination

Skywrite (ritual)

  • casting time1 action
  • rangeSight

  • componentsV,S
  • durationConcentration,up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Wizard, Artificer (XGE), 2nd level Transmutation

Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a drop of bitumen and a spider

Until the spell ends,down,and across vertical surfaces and upside down along ceilings,while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Wizard, Artificer 2nd level Transmutation

Web

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a bit of spider web

You conjure a mass of thick,wall,or ceiling,the conjured web collapses on itself,and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save,the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds,it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round,dealing 2d4 fire damage to any creature that starts its turn in the fire.

Wizard, Artificer,, 2nd level Conjuration

Blink

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher,you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn,and when the spell ends if you are on the Ethereal Plane,you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane,you can see and hear the plane you originated from,which is cast in shades of gray,and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you,unless they have the ability to do so.

Wizard, Artificer, 3rd level Transmutation

Catnap

  • casting time1 action
  • range30 feet

  • componentsS,M
  • duration10 minutes

a pinch of sand

You make a calming gesture,and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration,that target gains the benefit of a short rest,you can target one additional willing creature for each slot level above 3rd.

Wizard, Artificer (XGE),, 3rd level Enchantment

Create Food and Water

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range,enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing,and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Cleric, Artificer 3rd level Conjuration

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

Choose any creature,object,or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Wizard, Artificer, 3rd level Abjuration

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2 2
2 2
2 2
3 3
3 3
3 3
3 3

Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV,S,S,M
  • durationConcentration,up to 1 hour

,A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.,.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.,

Wizard, Artificer, 3rd level Transmutation

Fly

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends,unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you can target one additional creature for each slot level above 3rd.

Wizard, Artificer, 3rd level Transmutation

Glyph of Warding [1/3]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp,which the spell consumes

When you cast this spell,either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book,a scroll,or a treasure chest) to conceal the glyph. If you choose a surface,the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object,that object must remain in its place,if the object is moved more than 10 feet from where you cast this spell,the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface,the most typical triggers include touching or standing on the glyph,removing another object covering the glyph,approaching within a certain distance of the glyph,or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object,the most common triggers include opening that

Wizard, Artificer 3rd level Abjuration

Glyph of Warding [2/3]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp,which the spell consumes

object,approaching within a certain distance of the object,or seeing or reading the glyph. Once a glyph is triggered,this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight),creature kind (for example,the ward could be set to affect aberrations or drow),or alignment. You can also set conditions for creatures that don't trigger the glyph,such as those who say a certain password.
When you inscribe the glyph,choose explosive runes or a spell glyph.
Explosive Runes: When triggered,the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid,cold,fire,lightning,or thunder damage on a failed saving throw (your choice when you create the glyph),or half as much damage on a successful one.
Spell Glyph: You can store a prepared spell of or lower in

Wizard, Artificer 3rd level Abjuration

Glyph of Warding [3/3]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp,which the spell consumes

the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered,the stored spell is cast. If the spell has a target,it targets the creature that triggered the glyph. If the spell affects an area,the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps,they appear as close as possible to the intruder and attack it. If the spell requires concentration,it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph,you can store any spell of up to the same level as the slot you use for the glyph of warding.

Wizard, Artificer 3rd level Abjuration

Haste

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends,it gains a +2 bonus to AC,it has advantage on Dexterity saving throws,and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only),Dash,Disengage,Hide,or Use an Object action.
When the spell ends,the target can't move or take actions until after its next turn,as a wave of lethargy sweeps over it.

Wizard, Artificer 3rd level Transmutation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

For the duration,the willing creature you touch has resistance to one damage type of your choice: acid,fire,lightning,or thunder.

Wizard, Artificer 3rd level Abjuration

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

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.

Cleric, Artificer (*)(Life)(Grave),, 3rd level Necromancy

Water Breathing (ritual)

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration24 hours

a short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Wizard, Artificer, 3rd level Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Water Walk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration1 hour

a piece of cork

This spell grants the ability to move across any liquid surface - such as water,acid,mud,snow,quicksand,or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid,the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Ranger, Artificer, 3rd level Transmutation

Arcane Eye

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 hour

a bit of bat fur

You create an invisible,which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action,you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move,but it can't enter another plane of existence. A solid barrier blocks the eye's movement,but the eye can pass through an opening as small as 1 inch in diameter.

Wizard, Artificer,, 4th level Divination

Elemental Bane

  • casting time1 action
  • range90 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

Choose one creature you can see within range,and choose one of the following damage types - acid,fire,lightning,or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type,the target takes an extra 2d6 damage of that type. Moreover,the target loses any resistance to that damage type until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Wizard, Artificer (XGE) 4th level Transmutation

Fabricate

  • casting time10 minutes
  • range120 feet

  • componentsV,S
  • durationInstantaneous

You convert raw materials into products of the same material. For example,you can fabricate a wooden bridge from a clump of trees,a rope from a patch of hemp,or eight connected 5-foot cubes),given a sufficient quantity of raw material. If you are working with metal,stone,or another mineral substance,however,the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship,such as jewelry,weapons,glass,or armor,unless you have proficiency with the type of artisan's tools used to craft such objects.

Wizard, Artificer, 4th level Evocation

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

a leather strap,bound around the arm or a similar appendage

You touch a willing creature. For the duration,the target's movement is unaffected by difficult terrain,and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints,such as manacles or a creature that has it grappled. Finally,being underwater imposes no penalties on the target's movement or attacks.

Ranger, Artificer,, 4th level Abjuration

Leomund's Secret Chest

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

an exquisite chest,3 feet by 2 feet by 2 feet,000 gp,and a Tiny replica made from the same materials worth at least 50 gp

You hide a chest,and all its contents,on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane,you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days,there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again,if the smaller replica chest is destroyed,or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane,it is irretrievably lost.

Wizard, Artificer 4th level Conjuration

Mordenkainen's Faithful Hound

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration8 hours

(a tiny silver whistle,a piece of bone,where it remains for the duration,until you dismiss it as an action,or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell,the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns,the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit,it deals 4d8 piercing damage.

Wizard, Artificer 4th level Conjuration

Mordenkainen's Private Sanctum [1/2]

  • casting time10 minutes
  • range120 feet

  • componentsV,S,M
  • duration24 hours

a thin sheet of lead,a piece of opaque glass,and powdered chrysolite

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell,you decide what sort of security the spell provides,choosing any or all of the following properties.
• Sound can't pass through the barrier at the edge of the warded area.
• The barrier of the warded area appears dark and foggy,preventing vision (including darkvision) through it.
• Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
• Creatures in the area can't be targeted by divination spells.
• Nothing can teleport into or out of the warded area.
• Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,you can

Wizard, Artificer, 4th level Abjuration

Mordenkainen's Private Sanctum [2/2]

  • casting time10 minutes
  • range120 feet

  • componentsV,S,M
  • duration24 hours

a thin sheet of lead,a piece of opaque glass,and powdered chrysolite

increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

Wizard, Artificer, 4th level Abjuration

3 3
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4 4
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4 4

Otiluke's Resilient Sphere

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save,not physical objects,energy,or other spell effects,can pass through the barrier,in or out,though a creature in the sphere can breathe there. The sphere is immune to all damage,and a creature or object inside can't be damaged by attacks or effects originating from outside,nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly,the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.

Wizard, Artificer 4th level Evocation

Stone Shape

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

soft clay,which must be worked into roughly the desired shape of the stone object

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So,you could shape a large rock into a weapon,idol,or coffer,or make a small passage through a wall,as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch,but finer mechanical detail isn't possible.

Wizard, Artificer 4th level Transmutation

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 hour

(diamond dust worth 100 gp,the target has resistance to nonmagical bludgeoning,piercing,and slashing damage.

Wizard, Artificer 4th level Abjuration

4 4
4 4
4 4