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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components 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
  • duration activate magical items

or carry more than 10 pounds. ;Bard

Bard 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

S;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

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

Bard harmless sensory effect

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)

Bard 11th level (3d4) and 17th level (4d4). ;Bard

S

  • casting time up to 1 minute;(A drop of blood)Up to 3 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
  • range 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

  • components you can target 1 additional creature for each slot level above 1st. ;Bard
  • duration

Bard M;Concentration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

the healing increases by 1d4 for each slot level above 1st. ;Bard

1 inch of common metal

S;Concentration

  • casting time 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
  • range 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

  • components you can target 1 additional creature for each slot level above 1st. ;Bard
  • duration

1 inch of common metal up to 1 minute;A willing creature you touch is imbued with bravery. Until the spell ends

S

  • casting time up to 1 minute;(A piece of iron and a flame)Choose a manufactured metal object
  • range such as a metal weapon or a suit of heavy or medium metal armor

  • components 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
  • duration 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

1 inch of common metal M;Concentration

S

  • casting time a target's hit points increase by an additional 5 for each slot level above 2nd. ;Bard (TCE)
  • range

1 inch of common metal M;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

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;V;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) 0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;V;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)
1;Bane;1st level Enchantment ;1 action;30 feet;V 1;Bane;1st level Enchantment ;1 action;30 feet;V
1;Detect Magic (Ritual);1st level Divination;1 action;Self;V 1;Detect Magic (Ritual);1st level Divination;1 action;Self;V
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;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
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;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
1;Heroism;1st level Enchantment ;1 action;Touch;V 1;Heroism;1st level Enchantment ;1 action;Touch;V
2;Heat Metal;2nd level Transmutation;1 action;60 feet;V 2;Heat Metal;2nd level Transmutation;1 action;60 feet;V
2;Aid;2nd level Abjuration;1 action;30 feet;V 2;Aid;2nd level Abjuration;1 action;30 feet;V

S;Instantaneous;Choose any creature

  • casting time 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
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.

    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration 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. ;Bard

1 inch of common metal object

S;Concentration

  • casting time the target loses the ability to distinguish friend from foe
  • range regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage

  • components it can repeat the saving throw
  • duration ending the effect on itself on a success.
    Whenever the affected creature chooses another creature as a target

it must choose the target at random from among the creatures it can see within range of the attack

spell up to 1 minute;You reach into the mind of 1 creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save

S

  • casting time up to 1 minute;(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target's speed is halved
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

spell M;Concentration

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Bard

spell or one you can describe by stating distance and direction

S

  • casting time up to 1 hour;(A caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

spell M;Concentration

S;1 round;You create a ghostly

  • casting time the target takes 1d8 necrotic damage
  • range and it can't regain hit points until the start of your next turn. Until then

  • components the hand clings to the target.
    If you hit an undead target
  • duration it also has disadvantage on attack rolls against you until the end of your next turn.
    This spell's damage increases by 1d8 when you reach 5th level (2d8)

11th level (3d8)

and 17th level (4d8). ;Sorcerer skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit

S

  • casting time 1 foot of stone
  • range 1 inch of common metal

  • components a thin sheet of lead
  • duration 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. ;Sorcerer

and 17th level (4d8). ;Sorcerer M;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

S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn

  • casting time including against the triggering attack
  • range and you take no damage from magic missile.;Sorcerer

and 17th level (4d8). ;Sorcerer you have a +5 bonus to AC

3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V 3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V
0;Chill Touch;Necromancy cantrip;1 action;120 feet;V 0;Chill Touch;Necromancy cantrip;1 action;120 feet;V
0;Message;Transmutation cantrip;1 action;120 feet;V 0;Message;Transmutation cantrip;1 action;120 feet;V
1;Shield;1st level Abjuration;1 reaction;Self;V 1;Shield;1st level Abjuration;1 reaction;Self;V