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Absorb Elements

  • casting time1 reaction which you take when you take acid cold fire lightning 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.

Artificer 1st level Abjuration

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 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.

Artificer 1st level Abjuration

Burning Hands

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV S
  • durationInstantaneous

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.

Wizard 1st level Evocation

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 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.

Artificer 1st level Transmutation

Cause Fear

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration 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.

Wizard (XGE) 1st level Necromancy

Charm Person

  • casting time1 action
  • range30 feet

  • componentsV S
  • duration1 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.

Wizard 1st level Enchantment

Chromatic Orb

  • casting time1 action
  • range90 feet

  • componentsV S M
  • durationInstantaneous

a diamond worth at least 50 gp

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 or higher the damage increases by 1d8 for each slot level above 1st.
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.

Wizard 1st level Evocation

Color Spray

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV S M
  • duration1 round

a pinch of powder or sand that is colored red yellow and blue

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 spell ends. 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.

Wizard 1st level Illusion

Comprehend Languages (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV S M
  • duration1 hour

a pinch of soot and salt

For the duration you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see but you must be touching the surface of 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.

Wizard 1st level Divination

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Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

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.

Artificer 1st level Evocation

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 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.

Artificer 1st level Divination

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV S
  • duration1 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.

Artificer 1st level Illusion

Earth Tremor

  • casting time1 action
  • range10 feet

  • componentsV S
  • durationInstantaneous

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 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 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 the damage increases by 1d6 for each slot level above 1st.

Wizard (XGE) 1st level Evocation

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 you can take the Dash action.

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 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.

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 you gain 5 additional temporary hit points for each slot level above 1st.

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.

Artificer 1st level Transmutation

Find Familiar (ritual) [1/2]

  • casting time1 hour
  • range10 feet

  • componentsV S M
  • durationInstantaneous

10 gp worth of charcoal incense and herbs that must be consumed by fire in a brass brazier

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.
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

Wizard 1st level Conjuration

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Find Familiar (ritual) [2/2]

  • casting time1 hour
  • range10 feet

  • componentsV S M
  • durationInstantaneous

10 gp worth of charcoal incense and herbs that must be consumed by fire in a brass brazier

are deaf and blind with regard to your own senses.
As an action you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. 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.
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.

Wizard 1st level Conjuration

Fog Cloud

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationConcentration 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.

Wizard 1st level Conjuration

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.

Artificer 1st level Conjuration

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

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.

Artificer (Alchemist) 1st level Evocation

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 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 1 additional creature for each slot level above 1st.

Artificer (Battle Smith) 1st level Enchantment

Ice Knife

  • casting time1 action
  • range60 feet

  • componentsS M
  • durationInstantaneous

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 the target takes 1d10 piercing damage. Hit or miss 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 the cold damage increases by 1d6 for each slot level above 1st.

Wizard (XGE) 1st level Conjuration

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 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.

Artificer 1st level Divination

Illusory Script (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsS M
  • duration10 days

a lead-based ink worth at least 10 gp which the spell consumes

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.

Wizard 1st level Illusion

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.

Artificer 1st level Transmutation

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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.

Artificer 1st level Transmutation

Mage Armor

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • duration8 hours

a piece of cured leather

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 it if the target dons armor or if you dismiss the spell as an action.

Wizard 1st level Abjuration

Magic Missile

  • casting time1 action
  • range120 feet

  • componentsV S
  • durationInstantaneous

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 above 1st.

Artificer (Armorer) 1st level Evocation

Protection from Evil and Good

  • casting time1 action
  • rangeTouch

  • componentsV S M
  • durationConcentration up to 10 minutes

holy water or powdered silver and iron which the spell consumes

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.

Wizard 1st level Abjuration

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.

Artificer 1st level Transmutation

Ray of Sickness

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

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.

Artificer (Alchemist) 1st level Necromancy

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 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 or casts a spell that affects an enemy creature this spell ends.

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 and you take no damage from magic missile.

Wizard 1st level Abjuration

Silent Image

  • casting time1 action
  • range60 feet

  • componentsV S M
  • durationConcentration up to 10 minute

a bit of fleece

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.

Wizard 1st level Illusion

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Sleep

  • casting time1 action
  • range90 feet

  • componentsV S M
  • duration1 minute

a pinch of find sand rose petals or a cricket

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.

Wizard 1st level Enchantment

Snare

  • casting time1 minute
  • rangeTouch

  • componentsS M
  • duration8 hours

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 the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible 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.

Artificer 1st level Abjuration

Tasha's Caustic Brew

  • casting time1 action
  • rangeSelf (30-foot line)

  • componentsV S M
  • durationConcentration up to 1 minute

a bit of rotten food

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.

Artificer (TCE) 1st-level evocation

Tasha's Hideous Laughter

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

tiny tarts and a feather that waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of 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.

Wizard 1st level Enchantment

Tenser's Floating Disk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV S M
  • duration1 hour

a drop of mercury

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 more 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 was 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.

Wizard 1st level Conjuration

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV S
  • durationInstantaneous

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.

Wizard 1st level Evocation

Unseen Servant (ritual)

  • casting time1 action
  • range60 feet

  • componentsV S M
  • duration1 hour

a piece of string and a bit of wood

This spell creates an invisible mindless shapeless 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.

Wizard 1st level Conjuration

Witch Bolt

  • casting time1 action
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a twig from a tree that has been struck by lightning

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.

Wizard 1st level Evocation

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