up to 1 minute
up to 1 minute
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends
This spell repairs a single break or tear in an object you touch
up to 1 minute
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8)
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet)
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times
You point at one creature you can see within range
Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
up to 1 minute
up to 1 minute
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route
You do one of the following:
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
up to 10 minutes
up to 10 minutes
up to 10 minutes
You make yourself—including your clothing
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
A creature you touch makes a Constitution saving throw
(a flask of Holy Water worth 25+ GP
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
You ward a creature within range. Until the spell ends
up to 10 minutes
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
(specially marked sticks
One creature that you can see within range must succeed on a Constitution saving throw
up to 1 minute
(ruby dust worth 50+ GP
up to 1 hour
You sense any trap within range that is within line of sight. A trap
(2 Copper Pieces
up to 1 minute
up to 1 hour
You touch a creature and end one condition on it: Blinded
up to 10 minutes
up to 1 hour
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.
You touch a creature and end the Poisoned condition on it. For the duration
up to 10 minutes
up to 1 minute
(a pair of platinum rings worth 50+ GP each
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends