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if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength., Animate Objects,PHB'24,240,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Artificer, Bard, Sorcerer, Wizard,,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier [1/8]

  • casting time this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.,Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Arcane Eye,PHB'24,242,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer, Wizard,,You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Lock,PHB'24,242,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth 25+ GP, which the spell consumes),Artificer, Wizard,,You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute., Arcane Vigor,PHB'24,242,2nd,Bonus,Instantaneous,Abjuration,Self,V, S,Sorcerer, Wizard,,You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.,Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2. Ashardalon's Stride,FTD,19,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,,Artificer, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Bigby's Hand,PHB'24,246,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (an eggshell and a glove),Artificer, Sorcerer, Wizard,,You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.,Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5. Blink,PHB'24,248,3rd,Action,1 minute,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., Blur,PHB'24,248,2nd,Action,Concentration, up to 1 minute,Illusion,Self,V,Artificer, Sorcerer, Wizard,,Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Catapult,XGE,150,1st,Action,Instantaneous,Transmutation,60 feet,S,,Artificer, Sorcerer, Sorcerer, Wizard, Wizard,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. Catnap,XGE,151,3rd,Action,10 minutes,Enchantment,30 feet,S, M (a pinch of sand),,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,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, and it can't be affected by this spell again until it finishes a long rest.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Continual Flame,PHB'24,256,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),Artificer, Cleric, Druid, Wizard,,A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a bonfire on ground that you can see within range. Until the spell 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 moves into 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), 11th level (3d8), and 17th level (4d8)., Create Food and Water,PHB'24,258,3rd,Action,Instantaneous,Conjuration,30 feet,V, S,Artificer, Cleric, Paladin,,You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten., Create Spelljamming Helm,AAG,22,5th,Action,Instantaneous,Transmutation,Touch,V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes),Artificer, Wizard, Wizard,,Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm., Creation,PHB'24,259,5th,1 Min.,Special,Illusion,30 feet,V, S, M (a paintbrush),Artificer, Sorcerer, Wizard,,You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.MaterialsMaterialDurationVegetable matter24 hoursStone or crystal12 hoursPrecious metals1 hourGems10 minutesAdamantine or mithral1 minute,Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5. Cure Wounds,PHB'24,259,1st,Action,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Dancing Lights,PHB'24,259,Cantrip,Action,Concentration, up to 1 minute,Illusion,120 feet,V, S, M (a bit of phosphorus),Artificer, Bard, Sorcerer, Wizard,,You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range., Darkvision,PHB'24,260,2nd,Action,8 hours,Transmutation,Touch,V, S, M (a dried carrot),Artificer, Druid, Ranger, Sorcerer, Wizard,,For the duration, a willing creature you touch has Darkvision with a range of 150 feet., Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood
  • range 1 inch of metal

  • components or a thin sheet of lead., Disguise Self,PHB'24,262,1st,Action,1 hour,Illusion,Self,V, S,Artificer, Bard, Sorcerer, Wizard,,You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., Dispel Magic,PHB'24,264,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.,Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. Dragon's Breath,PHB'24,266,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Touch,V, S, M (a hot pepper),Sorcerer, Wizard,,You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Elemental Bane,XGE,155,4th,Action,Concentration, up to 1 minute,Transmutation,90 feet,V, S,,Artificer, Druid, Druid, Warlock, Warlock, Wizard, Wizard,Choose one creature you can see within range, and choose one of the following damage types: acid, cold, 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. Elemental Weapon,PHB'24,267,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,Artificer, Druid, Paladin, Ranger,,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.,Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4. Elementalism,PHB'24,267,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour., Enhance Ability,PHB'24,268,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard,,You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Enlarge/Reduce,PHB'24,268,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a pinch of powdered iron),Artificer, Bard, Druid, Sorcerer, Wizard,,For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)., Expeditious Retreat,PHB'24,270,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer, Sorcerer, Warlock, Wizard,,You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action., Fabricate,PHB'24,271,4th,10 Min.,Instantaneous,Transmutation,120 feet,V, S,Artificer, Wizard,,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 clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects., Faerie Fire,PHB'24,271,1st,Action,Concentration, up to 1 minute,Evocation,60 feet,V,Artificer, Bard, Druid,,Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.Attack rolls against an affected creature or object have Advantage if the attacker can see it., False Life,PHB'24,271,1st,Action,Instantaneous,Necromancy,Self,V, S, M (a drop of alcohol),Artificer, Sorcerer, Wizard,,You gain 2d4 + 4 Temporary Hit Points.,Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1. Feather Fall,PHB'24,271,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or piece of down),Artificer, Bard, Sorcerer, Wizard,,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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature., Fire Bolt,PHB'24,274,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.,Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Flame Arrows,XGE,156,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Fly,PHB'24,276,3rd,Action,Concentration, up to 10 minutes,Transmutation,Touch,V, S, M (a feather),Artificer, Sorcerer, Warlock, Wizard,,You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. Freedom of Movement,PHB'24,277,4th,Action,1 hour,Abjuration,Touch,V, S, M (a leather strap),Artificer, Bard, Cleric, Druid, Ranger,,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 have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4. Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,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), 11th level (3d6), and 17th level (4d6)., Glyph of Warding,PHB'24,279,3rd,1 Hr.,Until dispelled or triggered,Abjuration,Touch,V, S, M (powdered diamond worth 200+ GP, which the spell consumes),Artificer, Bard, Cleric, Wizard,,You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in 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 takes effect. 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.,Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding. Grease,PHB'24,280,1st,Action,1 minute,Conjuration,60 feet,V, S, M (a bit of pork rind or butter),Artificer, Sorcerer, Wizard,,Nonflammable 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 have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone., Greater Restoration,PHB'24,281,5th,Action,Instantaneous,Abjuration,Touch,V, S, M (diamond dust worth 100+ GP, which the spell consumes),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and magically remove one of the following effects from it:1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target's Attunement to a cursed magic itemAny reduction to one of the target's ability scoresAny reduction to the target's Hit Point maximum, Green-Flame Blade,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)., Guidance,PHB'24,282,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,Artificer, Cleric, Druid,,You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., Haste,PHB'24,284,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Sorcerer, Wizard,,Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it., Heat Metal,PHB'24,284,2nd,Action,Concentration, up to 1 minute,Transmutation,60 feet,V, S, M (a piece of iron and a flame),Artificer, Bard, Druid,,Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, 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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.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.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2. Identify,PHB'24,287,1st,1 Min.,Instantaneous,Divination (ritual),Touch,V, S, M (a pearl worth 100+ GP),Artificer, Bard, Wizard,,You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it., Intellect Fortress,TCE,107,3rd,Action,Concentration, up to 1 hour,Abjuration,30 feet,V,Artificer,Bard, Bard, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.,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. The creatures must be within 30 feet of each other when you target them. Invisibility,PHB'24,289,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash in gum arabic),Artificer, Bard, Sorcerer, Warlock, Wizard,,A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. Jump,PHB'24,290,1st,Bonus,1 minute,Transmutation,Touch,V, S, M (a grasshopper's hind leg),Artificer, Druid, Ranger, Sorcerer, Wizard,,You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Kinetic Jaunt,SCC,37,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Self,S,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,,You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.Your walking speed increases by 10 feet.You don't provoke opportunity attacks.You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage., Leomund's Secret Chest,PHB'24,290,4th,Action,Until dispelled,Conjuration,Touch,V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP),Artificer, Wizard,,You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components 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 take a Magic 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 taking a Magic action to touch the chest and the replica.After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find., Lesser Restoration,PHB'24,291,2nd,Bonus,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned., Levitate,PHB'24,291,2nd,Action,Concentration, up to 10 minutes,Transmutation,60 feet,V, S, M (a metal spring),Artificer, Sorcerer, Wizard,,One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object 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 take a Magic 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., Light,PHB'24,292,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Bard, Cleric, Sorcerer, Wizard,,You touch one Large or smaller object that isn't being worn or carried by someone else. 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.Covering the object with something opaque blocks the light. The spell ends if you cast it again., Lightning Lure,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,V,Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Longstrider,PHB'24,293,1st,Action,1 hour,Transmutation,Touch,V, S, M (a pinch of dirt),Artificer, Bard, Druid, Ranger, Wizard,,You touch a creature. The target's Speed increases by 10 feet until the spell ends.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Mage Hand,PHB'24,293,Cantrip,Action,1 minute,Conjuration,30 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds., Magic Mouth,PHB'24,295,2nd,1 Min.,Until dispelled,Illusion (ritual),30 feet,V, S, M (jade dust worth 10+ GP, which the spell consumes),Artificer, Bard, Wizard,,You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, 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 trigger 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 the 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 repeat its message whenever the trigger occurs.The trigger 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., Magic Stone,XGE,160,Cantrip,Bonus,1 minute,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Warlock, Warlock,You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.If you cast this spell again, the spell ends on any pebbles still affected by your previous casting., Magic Weapon,PHB'24,295,2nd,Bonus,1 hour,Transmutation,Touch,V, S,Artificer, Paladin, Ranger, Sorcerer, Wizard,,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. The spell ends early if you cast it again.,Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot. Mending,PHB'24,297,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),Artificer, Bard, Cleric, Druid, Sorcerer, Wizard,,This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, but it can't restore magic to such an object., Message,PHB'24,298,Cantrip,Action,1 round,Transmutation,120 feet,S, M (a copper wire),Artificer, Bard, Druid, Sorcerer, Wizard,,You point 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
  • duration 1 foot of stone, metal, or wood

or a thin sheet of lead blocks the spell., Mordenkainen's Faithful Hound,PHB'24,300,4th,Action,8 hours,Conjuration,30 feet,V, S, M (a silver whistle),Artificer, Wizard,,You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.No one but you can see the hound, and it is intangible and invulnerable. 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 has Truesight with a range of 30 feet.At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.On your later turns, you can take a Magic action to move the hound up to 30 feet., Mordenkainen's Private Sanctum,PHB'24,301,4th,10 Min.,24 hours,Abjuration,120 feet,V, S, M (a thin sheet of lead),Artificer, Wizard,,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.When you cast the spell,

Artificer for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block

if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength., Animate Objects,PHB'24,240,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Artificer, Bard, Sorcerer, Wizard,,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier [2/8]

  • casting time this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.,Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Arcane Eye,PHB'24,242,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer, Wizard,,You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Lock,PHB'24,242,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth 25+ GP, which the spell consumes),Artificer, Wizard,,You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute., Arcane Vigor,PHB'24,242,2nd,Bonus,Instantaneous,Abjuration,Self,V, S,Sorcerer, Wizard,,You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.,Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2. Ashardalon's Stride,FTD,19,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,,Artificer, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Bigby's Hand,PHB'24,246,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (an eggshell and a glove),Artificer, Sorcerer, Wizard,,You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.,Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5. Blink,PHB'24,248,3rd,Action,1 minute,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., Blur,PHB'24,248,2nd,Action,Concentration, up to 1 minute,Illusion,Self,V,Artificer, Sorcerer, Wizard,,Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Catapult,XGE,150,1st,Action,Instantaneous,Transmutation,60 feet,S,,Artificer, Sorcerer, Sorcerer, Wizard, Wizard,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. Catnap,XGE,151,3rd,Action,10 minutes,Enchantment,30 feet,S, M (a pinch of sand),,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,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, and it can't be affected by this spell again until it finishes a long rest.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Continual Flame,PHB'24,256,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),Artificer, Cleric, Druid, Wizard,,A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a bonfire on ground that you can see within range. Until the spell 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 moves into 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), 11th level (3d8), and 17th level (4d8)., Create Food and Water,PHB'24,258,3rd,Action,Instantaneous,Conjuration,30 feet,V, S,Artificer, Cleric, Paladin,,You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten., Create Spelljamming Helm,AAG,22,5th,Action,Instantaneous,Transmutation,Touch,V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes),Artificer, Wizard, Wizard,,Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm., Creation,PHB'24,259,5th,1 Min.,Special,Illusion,30 feet,V, S, M (a paintbrush),Artificer, Sorcerer, Wizard,,You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.MaterialsMaterialDurationVegetable matter24 hoursStone or crystal12 hoursPrecious metals1 hourGems10 minutesAdamantine or mithral1 minute,Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5. Cure Wounds,PHB'24,259,1st,Action,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Dancing Lights,PHB'24,259,Cantrip,Action,Concentration, up to 1 minute,Illusion,120 feet,V, S, M (a bit of phosphorus),Artificer, Bard, Sorcerer, Wizard,,You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range., Darkvision,PHB'24,260,2nd,Action,8 hours,Transmutation,Touch,V, S, M (a dried carrot),Artificer, Druid, Ranger, Sorcerer, Wizard,,For the duration, a willing creature you touch has Darkvision with a range of 150 feet., Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood
  • range 1 inch of metal

  • components or a thin sheet of lead., Disguise Self,PHB'24,262,1st,Action,1 hour,Illusion,Self,V, S,Artificer, Bard, Sorcerer, Wizard,,You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., Dispel Magic,PHB'24,264,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.,Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. Dragon's Breath,PHB'24,266,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Touch,V, S, M (a hot pepper),Sorcerer, Wizard,,You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Elemental Bane,XGE,155,4th,Action,Concentration, up to 1 minute,Transmutation,90 feet,V, S,,Artificer, Druid, Druid, Warlock, Warlock, Wizard, Wizard,Choose one creature you can see within range, and choose one of the following damage types: acid, cold, 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. Elemental Weapon,PHB'24,267,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,Artificer, Druid, Paladin, Ranger,,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.,Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4. Elementalism,PHB'24,267,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour., Enhance Ability,PHB'24,268,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard,,You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Enlarge/Reduce,PHB'24,268,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a pinch of powdered iron),Artificer, Bard, Druid, Sorcerer, Wizard,,For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)., Expeditious Retreat,PHB'24,270,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer, Sorcerer, Warlock, Wizard,,You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action., Fabricate,PHB'24,271,4th,10 Min.,Instantaneous,Transmutation,120 feet,V, S,Artificer, Wizard,,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 clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects., Faerie Fire,PHB'24,271,1st,Action,Concentration, up to 1 minute,Evocation,60 feet,V,Artificer, Bard, Druid,,Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.Attack rolls against an affected creature or object have Advantage if the attacker can see it., False Life,PHB'24,271,1st,Action,Instantaneous,Necromancy,Self,V, S, M (a drop of alcohol),Artificer, Sorcerer, Wizard,,You gain 2d4 + 4 Temporary Hit Points.,Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1. Feather Fall,PHB'24,271,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or piece of down),Artificer, Bard, Sorcerer, Wizard,,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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature., Fire Bolt,PHB'24,274,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.,Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Flame Arrows,XGE,156,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Fly,PHB'24,276,3rd,Action,Concentration, up to 10 minutes,Transmutation,Touch,V, S, M (a feather),Artificer, Sorcerer, Warlock, Wizard,,You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. Freedom of Movement,PHB'24,277,4th,Action,1 hour,Abjuration,Touch,V, S, M (a leather strap),Artificer, Bard, Cleric, Druid, Ranger,,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 have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4. Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,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), 11th level (3d6), and 17th level (4d6)., Glyph of Warding,PHB'24,279,3rd,1 Hr.,Until dispelled or triggered,Abjuration,Touch,V, S, M (powdered diamond worth 200+ GP, which the spell consumes),Artificer, Bard, Cleric, Wizard,,You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in 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 takes effect. 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.,Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding. Grease,PHB'24,280,1st,Action,1 minute,Conjuration,60 feet,V, S, M (a bit of pork rind or butter),Artificer, Sorcerer, Wizard,,Nonflammable 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 have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone., Greater Restoration,PHB'24,281,5th,Action,Instantaneous,Abjuration,Touch,V, S, M (diamond dust worth 100+ GP, which the spell consumes),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and magically remove one of the following effects from it:1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target's Attunement to a cursed magic itemAny reduction to one of the target's ability scoresAny reduction to the target's Hit Point maximum, Green-Flame Blade,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)., Guidance,PHB'24,282,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,Artificer, Cleric, Druid,,You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., Haste,PHB'24,284,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Sorcerer, Wizard,,Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it., Heat Metal,PHB'24,284,2nd,Action,Concentration, up to 1 minute,Transmutation,60 feet,V, S, M (a piece of iron and a flame),Artificer, Bard, Druid,,Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, 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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.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.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2. Identify,PHB'24,287,1st,1 Min.,Instantaneous,Divination (ritual),Touch,V, S, M (a pearl worth 100+ GP),Artificer, Bard, Wizard,,You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it., Intellect Fortress,TCE,107,3rd,Action,Concentration, up to 1 hour,Abjuration,30 feet,V,Artificer,Bard, Bard, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.,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. The creatures must be within 30 feet of each other when you target them. Invisibility,PHB'24,289,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash in gum arabic),Artificer, Bard, Sorcerer, Warlock, Wizard,,A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. Jump,PHB'24,290,1st,Bonus,1 minute,Transmutation,Touch,V, S, M (a grasshopper's hind leg),Artificer, Druid, Ranger, Sorcerer, Wizard,,You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Kinetic Jaunt,SCC,37,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Self,S,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,,You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.Your walking speed increases by 10 feet.You don't provoke opportunity attacks.You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage., Leomund's Secret Chest,PHB'24,290,4th,Action,Until dispelled,Conjuration,Touch,V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP),Artificer, Wizard,,You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components 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 take a Magic 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 taking a Magic action to touch the chest and the replica.After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find., Lesser Restoration,PHB'24,291,2nd,Bonus,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned., Levitate,PHB'24,291,2nd,Action,Concentration, up to 10 minutes,Transmutation,60 feet,V, S, M (a metal spring),Artificer, Sorcerer, Wizard,,One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object 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 take a Magic 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., Light,PHB'24,292,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Bard, Cleric, Sorcerer, Wizard,,You touch one Large or smaller object that isn't being worn or carried by someone else. 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.Covering the object with something opaque blocks the light. The spell ends if you cast it again., Lightning Lure,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,V,Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Longstrider,PHB'24,293,1st,Action,1 hour,Transmutation,Touch,V, S, M (a pinch of dirt),Artificer, Bard, Druid, Ranger, Wizard,,You touch a creature. The target's Speed increases by 10 feet until the spell ends.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Mage Hand,PHB'24,293,Cantrip,Action,1 minute,Conjuration,30 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds., Magic Mouth,PHB'24,295,2nd,1 Min.,Until dispelled,Illusion (ritual),30 feet,V, S, M (jade dust worth 10+ GP, which the spell consumes),Artificer, Bard, Wizard,,You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, 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 trigger 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 the 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 repeat its message whenever the trigger occurs.The trigger 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., Magic Stone,XGE,160,Cantrip,Bonus,1 minute,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Warlock, Warlock,You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.If you cast this spell again, the spell ends on any pebbles still affected by your previous casting., Magic Weapon,PHB'24,295,2nd,Bonus,1 hour,Transmutation,Touch,V, S,Artificer, Paladin, Ranger, Sorcerer, Wizard,,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. The spell ends early if you cast it again.,Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot. Mending,PHB'24,297,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),Artificer, Bard, Cleric, Druid, Sorcerer, Wizard,,This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, but it can't restore magic to such an object., Message,PHB'24,298,Cantrip,Action,1 round,Transmutation,120 feet,S, M (a copper wire),Artificer, Bard, Druid, Sorcerer, Wizard,,You point 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
  • duration 1 foot of stone, metal, or wood

you decide what sort of security the spell provides, choosing any 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 365 days makes the spell last until dispelled.,Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4. Otiluke's Resilient Sphere,PHB'24,303,4th,Action,Concentration, up to 1 minute,Abjuration,30 feet,V, S, M (a glass sphere),Artificer, Wizard,,A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe

Artificer for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block

if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength., Animate Objects,PHB'24,240,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Artificer, Bard, Sorcerer, Wizard,,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier [3/8]

  • casting time this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.,Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Arcane Eye,PHB'24,242,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer, Wizard,,You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Lock,PHB'24,242,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth 25+ GP, which the spell consumes),Artificer, Wizard,,You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute., Arcane Vigor,PHB'24,242,2nd,Bonus,Instantaneous,Abjuration,Self,V, S,Sorcerer, Wizard,,You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.,Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2. Ashardalon's Stride,FTD,19,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,,Artificer, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Bigby's Hand,PHB'24,246,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (an eggshell and a glove),Artificer, Sorcerer, Wizard,,You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.,Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5. Blink,PHB'24,248,3rd,Action,1 minute,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., Blur,PHB'24,248,2nd,Action,Concentration, up to 1 minute,Illusion,Self,V,Artificer, Sorcerer, Wizard,,Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Catapult,XGE,150,1st,Action,Instantaneous,Transmutation,60 feet,S,,Artificer, Sorcerer, Sorcerer, Wizard, Wizard,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. Catnap,XGE,151,3rd,Action,10 minutes,Enchantment,30 feet,S, M (a pinch of sand),,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,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, and it can't be affected by this spell again until it finishes a long rest.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Continual Flame,PHB'24,256,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),Artificer, Cleric, Druid, Wizard,,A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a bonfire on ground that you can see within range. Until the spell 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 moves into 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), 11th level (3d8), and 17th level (4d8)., Create Food and Water,PHB'24,258,3rd,Action,Instantaneous,Conjuration,30 feet,V, S,Artificer, Cleric, Paladin,,You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten., Create Spelljamming Helm,AAG,22,5th,Action,Instantaneous,Transmutation,Touch,V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes),Artificer, Wizard, Wizard,,Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm., Creation,PHB'24,259,5th,1 Min.,Special,Illusion,30 feet,V, S, M (a paintbrush),Artificer, Sorcerer, Wizard,,You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.MaterialsMaterialDurationVegetable matter24 hoursStone or crystal12 hoursPrecious metals1 hourGems10 minutesAdamantine or mithral1 minute,Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5. Cure Wounds,PHB'24,259,1st,Action,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Dancing Lights,PHB'24,259,Cantrip,Action,Concentration, up to 1 minute,Illusion,120 feet,V, S, M (a bit of phosphorus),Artificer, Bard, Sorcerer, Wizard,,You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range., Darkvision,PHB'24,260,2nd,Action,8 hours,Transmutation,Touch,V, S, M (a dried carrot),Artificer, Druid, Ranger, Sorcerer, Wizard,,For the duration, a willing creature you touch has Darkvision with a range of 150 feet., Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood
  • range 1 inch of metal

  • components or a thin sheet of lead., Disguise Self,PHB'24,262,1st,Action,1 hour,Illusion,Self,V, S,Artificer, Bard, Sorcerer, Wizard,,You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., Dispel Magic,PHB'24,264,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.,Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. Dragon's Breath,PHB'24,266,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Touch,V, S, M (a hot pepper),Sorcerer, Wizard,,You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Elemental Bane,XGE,155,4th,Action,Concentration, up to 1 minute,Transmutation,90 feet,V, S,,Artificer, Druid, Druid, Warlock, Warlock, Wizard, Wizard,Choose one creature you can see within range, and choose one of the following damage types: acid, cold, 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. Elemental Weapon,PHB'24,267,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,Artificer, Druid, Paladin, Ranger,,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.,Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4. Elementalism,PHB'24,267,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour., Enhance Ability,PHB'24,268,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard,,You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Enlarge/Reduce,PHB'24,268,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a pinch of powdered iron),Artificer, Bard, Druid, Sorcerer, Wizard,,For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)., Expeditious Retreat,PHB'24,270,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer, Sorcerer, Warlock, Wizard,,You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action., Fabricate,PHB'24,271,4th,10 Min.,Instantaneous,Transmutation,120 feet,V, S,Artificer, Wizard,,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 clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects., Faerie Fire,PHB'24,271,1st,Action,Concentration, up to 1 minute,Evocation,60 feet,V,Artificer, Bard, Druid,,Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.Attack rolls against an affected creature or object have Advantage if the attacker can see it., False Life,PHB'24,271,1st,Action,Instantaneous,Necromancy,Self,V, S, M (a drop of alcohol),Artificer, Sorcerer, Wizard,,You gain 2d4 + 4 Temporary Hit Points.,Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1. Feather Fall,PHB'24,271,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or piece of down),Artificer, Bard, Sorcerer, Wizard,,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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature., Fire Bolt,PHB'24,274,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.,Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Flame Arrows,XGE,156,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Fly,PHB'24,276,3rd,Action,Concentration, up to 10 minutes,Transmutation,Touch,V, S, M (a feather),Artificer, Sorcerer, Warlock, Wizard,,You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. Freedom of Movement,PHB'24,277,4th,Action,1 hour,Abjuration,Touch,V, S, M (a leather strap),Artificer, Bard, Cleric, Druid, Ranger,,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 have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4. Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,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), 11th level (3d6), and 17th level (4d6)., Glyph of Warding,PHB'24,279,3rd,1 Hr.,Until dispelled or triggered,Abjuration,Touch,V, S, M (powdered diamond worth 200+ GP, which the spell consumes),Artificer, Bard, Cleric, Wizard,,You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in 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 takes effect. 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.,Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding. Grease,PHB'24,280,1st,Action,1 minute,Conjuration,60 feet,V, S, M (a bit of pork rind or butter),Artificer, Sorcerer, Wizard,,Nonflammable 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 have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone., Greater Restoration,PHB'24,281,5th,Action,Instantaneous,Abjuration,Touch,V, S, M (diamond dust worth 100+ GP, which the spell consumes),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and magically remove one of the following effects from it:1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target's Attunement to a cursed magic itemAny reduction to one of the target's ability scoresAny reduction to the target's Hit Point maximum, Green-Flame Blade,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)., Guidance,PHB'24,282,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,Artificer, Cleric, Druid,,You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., Haste,PHB'24,284,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Sorcerer, Wizard,,Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it., Heat Metal,PHB'24,284,2nd,Action,Concentration, up to 1 minute,Transmutation,60 feet,V, S, M (a piece of iron and a flame),Artificer, Bard, Druid,,Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, 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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.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.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2. Identify,PHB'24,287,1st,1 Min.,Instantaneous,Divination (ritual),Touch,V, S, M (a pearl worth 100+ GP),Artificer, Bard, Wizard,,You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it., Intellect Fortress,TCE,107,3rd,Action,Concentration, up to 1 hour,Abjuration,30 feet,V,Artificer,Bard, Bard, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.,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. The creatures must be within 30 feet of each other when you target them. Invisibility,PHB'24,289,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash in gum arabic),Artificer, Bard, Sorcerer, Warlock, Wizard,,A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. Jump,PHB'24,290,1st,Bonus,1 minute,Transmutation,Touch,V, S, M (a grasshopper's hind leg),Artificer, Druid, Ranger, Sorcerer, Wizard,,You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Kinetic Jaunt,SCC,37,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Self,S,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,,You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.Your walking speed increases by 10 feet.You don't provoke opportunity attacks.You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage., Leomund's Secret Chest,PHB'24,290,4th,Action,Until dispelled,Conjuration,Touch,V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP),Artificer, Wizard,,You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components 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 take a Magic 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 taking a Magic action to touch the chest and the replica.After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find., Lesser Restoration,PHB'24,291,2nd,Bonus,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned., Levitate,PHB'24,291,2nd,Action,Concentration, up to 10 minutes,Transmutation,60 feet,V, S, M (a metal spring),Artificer, Sorcerer, Wizard,,One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object 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 take a Magic 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., Light,PHB'24,292,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Bard, Cleric, Sorcerer, Wizard,,You touch one Large or smaller object that isn't being worn or carried by someone else. 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.Covering the object with something opaque blocks the light. The spell ends if you cast it again., Lightning Lure,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,V,Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Longstrider,PHB'24,293,1st,Action,1 hour,Transmutation,Touch,V, S, M (a pinch of dirt),Artificer, Bard, Druid, Ranger, Wizard,,You touch a creature. The target's Speed increases by 10 feet until the spell ends.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Mage Hand,PHB'24,293,Cantrip,Action,1 minute,Conjuration,30 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds., Magic Mouth,PHB'24,295,2nd,1 Min.,Until dispelled,Illusion (ritual),30 feet,V, S, M (jade dust worth 10+ GP, which the spell consumes),Artificer, Bard, Wizard,,You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, 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 trigger 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 the 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 repeat its message whenever the trigger occurs.The trigger 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., Magic Stone,XGE,160,Cantrip,Bonus,1 minute,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Warlock, Warlock,You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.If you cast this spell again, the spell ends on any pebbles still affected by your previous casting., Magic Weapon,PHB'24,295,2nd,Bonus,1 hour,Transmutation,Touch,V, S,Artificer, Paladin, Ranger, Sorcerer, Wizard,,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. The spell ends early if you cast it again.,Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot. Mending,PHB'24,297,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),Artificer, Bard, Cleric, Druid, Sorcerer, Wizard,,This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, but it can't restore magic to such an object., Message,PHB'24,298,Cantrip,Action,1 round,Transmutation,120 feet,S, M (a copper wire),Artificer, Bard, Druid, Sorcerer, Wizard,,You point 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
  • duration 1 foot of stone, metal, or wood

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 take an 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., Poison Spray,PHB'24,306,Cantrip,Action,Instantaneous,Necromancy,30 feet,V, S,Artificer, Druid, Sorcerer, Warlock, Wizard,,You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.,Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12). Prestidigitation,PHB'24,307,Cantrip,Action,1 hour,Transmutation,10 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its

Artificer for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block

if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength., Animate Objects,PHB'24,240,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Artificer, Bard, Sorcerer, Wizard,,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier [4/8]

  • casting time this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.,Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Arcane Eye,PHB'24,242,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer, Wizard,,You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Lock,PHB'24,242,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth 25+ GP, which the spell consumes),Artificer, Wizard,,You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute., Arcane Vigor,PHB'24,242,2nd,Bonus,Instantaneous,Abjuration,Self,V, S,Sorcerer, Wizard,,You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.,Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2. Ashardalon's Stride,FTD,19,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,,Artificer, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Bigby's Hand,PHB'24,246,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (an eggshell and a glove),Artificer, Sorcerer, Wizard,,You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.,Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5. Blink,PHB'24,248,3rd,Action,1 minute,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., Blur,PHB'24,248,2nd,Action,Concentration, up to 1 minute,Illusion,Self,V,Artificer, Sorcerer, Wizard,,Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Catapult,XGE,150,1st,Action,Instantaneous,Transmutation,60 feet,S,,Artificer, Sorcerer, Sorcerer, Wizard, Wizard,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. Catnap,XGE,151,3rd,Action,10 minutes,Enchantment,30 feet,S, M (a pinch of sand),,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,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, and it can't be affected by this spell again until it finishes a long rest.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Continual Flame,PHB'24,256,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),Artificer, Cleric, Druid, Wizard,,A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a bonfire on ground that you can see within range. Until the spell 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 moves into 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), 11th level (3d8), and 17th level (4d8)., Create Food and Water,PHB'24,258,3rd,Action,Instantaneous,Conjuration,30 feet,V, S,Artificer, Cleric, Paladin,,You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten., Create Spelljamming Helm,AAG,22,5th,Action,Instantaneous,Transmutation,Touch,V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes),Artificer, Wizard, Wizard,,Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm., Creation,PHB'24,259,5th,1 Min.,Special,Illusion,30 feet,V, S, M (a paintbrush),Artificer, Sorcerer, Wizard,,You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.MaterialsMaterialDurationVegetable matter24 hoursStone or crystal12 hoursPrecious metals1 hourGems10 minutesAdamantine or mithral1 minute,Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5. Cure Wounds,PHB'24,259,1st,Action,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Dancing Lights,PHB'24,259,Cantrip,Action,Concentration, up to 1 minute,Illusion,120 feet,V, S, M (a bit of phosphorus),Artificer, Bard, Sorcerer, Wizard,,You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range., Darkvision,PHB'24,260,2nd,Action,8 hours,Transmutation,Touch,V, S, M (a dried carrot),Artificer, Druid, Ranger, Sorcerer, Wizard,,For the duration, a willing creature you touch has Darkvision with a range of 150 feet., Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood
  • range 1 inch of metal

  • components or a thin sheet of lead., Disguise Self,PHB'24,262,1st,Action,1 hour,Illusion,Self,V, S,Artificer, Bard, Sorcerer, Wizard,,You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., Dispel Magic,PHB'24,264,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.,Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. Dragon's Breath,PHB'24,266,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Touch,V, S, M (a hot pepper),Sorcerer, Wizard,,You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Elemental Bane,XGE,155,4th,Action,Concentration, up to 1 minute,Transmutation,90 feet,V, S,,Artificer, Druid, Druid, Warlock, Warlock, Wizard, Wizard,Choose one creature you can see within range, and choose one of the following damage types: acid, cold, 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. Elemental Weapon,PHB'24,267,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,Artificer, Druid, Paladin, Ranger,,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.,Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4. Elementalism,PHB'24,267,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour., Enhance Ability,PHB'24,268,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard,,You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Enlarge/Reduce,PHB'24,268,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a pinch of powdered iron),Artificer, Bard, Druid, Sorcerer, Wizard,,For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)., Expeditious Retreat,PHB'24,270,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer, Sorcerer, Warlock, Wizard,,You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action., Fabricate,PHB'24,271,4th,10 Min.,Instantaneous,Transmutation,120 feet,V, S,Artificer, Wizard,,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 clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects., Faerie Fire,PHB'24,271,1st,Action,Concentration, up to 1 minute,Evocation,60 feet,V,Artificer, Bard, Druid,,Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.Attack rolls against an affected creature or object have Advantage if the attacker can see it., False Life,PHB'24,271,1st,Action,Instantaneous,Necromancy,Self,V, S, M (a drop of alcohol),Artificer, Sorcerer, Wizard,,You gain 2d4 + 4 Temporary Hit Points.,Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1. Feather Fall,PHB'24,271,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or piece of down),Artificer, Bard, Sorcerer, Wizard,,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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature., Fire Bolt,PHB'24,274,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.,Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Flame Arrows,XGE,156,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Fly,PHB'24,276,3rd,Action,Concentration, up to 10 minutes,Transmutation,Touch,V, S, M (a feather),Artificer, Sorcerer, Warlock, Wizard,,You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. Freedom of Movement,PHB'24,277,4th,Action,1 hour,Abjuration,Touch,V, S, M (a leather strap),Artificer, Bard, Cleric, Druid, Ranger,,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 have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4. Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,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), 11th level (3d6), and 17th level (4d6)., Glyph of Warding,PHB'24,279,3rd,1 Hr.,Until dispelled or triggered,Abjuration,Touch,V, S, M (powdered diamond worth 200+ GP, which the spell consumes),Artificer, Bard, Cleric, Wizard,,You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in 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 takes effect. 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.,Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding. Grease,PHB'24,280,1st,Action,1 minute,Conjuration,60 feet,V, S, M (a bit of pork rind or butter),Artificer, Sorcerer, Wizard,,Nonflammable 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 have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone., Greater Restoration,PHB'24,281,5th,Action,Instantaneous,Abjuration,Touch,V, S, M (diamond dust worth 100+ GP, which the spell consumes),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and magically remove one of the following effects from it:1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target's Attunement to a cursed magic itemAny reduction to one of the target's ability scoresAny reduction to the target's Hit Point maximum, Green-Flame Blade,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)., Guidance,PHB'24,282,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,Artificer, Cleric, Druid,,You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., Haste,PHB'24,284,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Sorcerer, Wizard,,Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it., Heat Metal,PHB'24,284,2nd,Action,Concentration, up to 1 minute,Transmutation,60 feet,V, S, M (a piece of iron and a flame),Artificer, Bard, Druid,,Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, 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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.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.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2. Identify,PHB'24,287,1st,1 Min.,Instantaneous,Divination (ritual),Touch,V, S, M (a pearl worth 100+ GP),Artificer, Bard, Wizard,,You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it., Intellect Fortress,TCE,107,3rd,Action,Concentration, up to 1 hour,Abjuration,30 feet,V,Artificer,Bard, Bard, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.,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. The creatures must be within 30 feet of each other when you target them. Invisibility,PHB'24,289,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash in gum arabic),Artificer, Bard, Sorcerer, Warlock, Wizard,,A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. Jump,PHB'24,290,1st,Bonus,1 minute,Transmutation,Touch,V, S, M (a grasshopper's hind leg),Artificer, Druid, Ranger, Sorcerer, Wizard,,You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Kinetic Jaunt,SCC,37,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Self,S,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,,You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.Your walking speed increases by 10 feet.You don't provoke opportunity attacks.You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage., Leomund's Secret Chest,PHB'24,290,4th,Action,Until dispelled,Conjuration,Touch,V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP),Artificer, Wizard,,You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components 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 take a Magic 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 taking a Magic action to touch the chest and the replica.After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find., Lesser Restoration,PHB'24,291,2nd,Bonus,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned., Levitate,PHB'24,291,2nd,Action,Concentration, up to 10 minutes,Transmutation,60 feet,V, S, M (a metal spring),Artificer, Sorcerer, Wizard,,One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object 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 take a Magic 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., Light,PHB'24,292,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Bard, Cleric, Sorcerer, Wizard,,You touch one Large or smaller object that isn't being worn or carried by someone else. 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.Covering the object with something opaque blocks the light. The spell ends if you cast it again., Lightning Lure,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,V,Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Longstrider,PHB'24,293,1st,Action,1 hour,Transmutation,Touch,V, S, M (a pinch of dirt),Artificer, Bard, Druid, Ranger, Wizard,,You touch a creature. The target's Speed increases by 10 feet until the spell ends.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Mage Hand,PHB'24,293,Cantrip,Action,1 minute,Conjuration,30 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds., Magic Mouth,PHB'24,295,2nd,1 Min.,Until dispelled,Illusion (ritual),30 feet,V, S, M (jade dust worth 10+ GP, which the spell consumes),Artificer, Bard, Wizard,,You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, 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 trigger 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 the 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 repeat its message whenever the trigger occurs.The trigger 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., Magic Stone,XGE,160,Cantrip,Bonus,1 minute,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Warlock, Warlock,You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.If you cast this spell again, the spell ends on any pebbles still affected by your previous casting., Magic Weapon,PHB'24,295,2nd,Bonus,1 hour,Transmutation,Touch,V, S,Artificer, Paladin, Ranger, Sorcerer, Wizard,,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. The spell ends early if you cast it again.,Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot. Mending,PHB'24,297,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),Artificer, Bard, Cleric, Druid, Sorcerer, Wizard,,This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, but it can't restore magic to such an object., Message,PHB'24,298,Cantrip,Action,1 round,Transmutation,120 feet,S, M (a copper wire),Artificer, Bard, Druid, Sorcerer, Wizard,,You point 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
  • duration 1 foot of stone, metal, or wood

non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth., Protection from Energy,PHB'24,309,3rd,Action,Concentration, up to 1 hour,Abjuration,Touch,V, S,Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard,,For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder., Protection from Poison,PHB'24,310,2nd,Action,1 hour,Abjuration,Touch,V, S,Artificer, Cleric, Druid, Paladin, Ranger,,You touch a creature and end the Poisoned condition on it. For

Artificer for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block

if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength., Animate Objects,PHB'24,240,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Artificer, Bard, Sorcerer, Wizard,,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier [5/8]

  • casting time this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.,Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Arcane Eye,PHB'24,242,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer, Wizard,,You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Lock,PHB'24,242,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth 25+ GP, which the spell consumes),Artificer, Wizard,,You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute., Arcane Vigor,PHB'24,242,2nd,Bonus,Instantaneous,Abjuration,Self,V, S,Sorcerer, Wizard,,You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.,Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2. Ashardalon's Stride,FTD,19,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,,Artificer, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Bigby's Hand,PHB'24,246,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (an eggshell and a glove),Artificer, Sorcerer, Wizard,,You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.,Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5. Blink,PHB'24,248,3rd,Action,1 minute,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., Blur,PHB'24,248,2nd,Action,Concentration, up to 1 minute,Illusion,Self,V,Artificer, Sorcerer, Wizard,,Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Catapult,XGE,150,1st,Action,Instantaneous,Transmutation,60 feet,S,,Artificer, Sorcerer, Sorcerer, Wizard, Wizard,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. Catnap,XGE,151,3rd,Action,10 minutes,Enchantment,30 feet,S, M (a pinch of sand),,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,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, and it can't be affected by this spell again until it finishes a long rest.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Continual Flame,PHB'24,256,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),Artificer, Cleric, Druid, Wizard,,A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a bonfire on ground that you can see within range. Until the spell 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 moves into 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), 11th level (3d8), and 17th level (4d8)., Create Food and Water,PHB'24,258,3rd,Action,Instantaneous,Conjuration,30 feet,V, S,Artificer, Cleric, Paladin,,You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten., Create Spelljamming Helm,AAG,22,5th,Action,Instantaneous,Transmutation,Touch,V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes),Artificer, Wizard, Wizard,,Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm., Creation,PHB'24,259,5th,1 Min.,Special,Illusion,30 feet,V, S, M (a paintbrush),Artificer, Sorcerer, Wizard,,You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.MaterialsMaterialDurationVegetable matter24 hoursStone or crystal12 hoursPrecious metals1 hourGems10 minutesAdamantine or mithral1 minute,Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5. Cure Wounds,PHB'24,259,1st,Action,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Dancing Lights,PHB'24,259,Cantrip,Action,Concentration, up to 1 minute,Illusion,120 feet,V, S, M (a bit of phosphorus),Artificer, Bard, Sorcerer, Wizard,,You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range., Darkvision,PHB'24,260,2nd,Action,8 hours,Transmutation,Touch,V, S, M (a dried carrot),Artificer, Druid, Ranger, Sorcerer, Wizard,,For the duration, a willing creature you touch has Darkvision with a range of 150 feet., Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood
  • range 1 inch of metal

  • components or a thin sheet of lead., Disguise Self,PHB'24,262,1st,Action,1 hour,Illusion,Self,V, S,Artificer, Bard, Sorcerer, Wizard,,You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., Dispel Magic,PHB'24,264,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.,Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. Dragon's Breath,PHB'24,266,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Touch,V, S, M (a hot pepper),Sorcerer, Wizard,,You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Elemental Bane,XGE,155,4th,Action,Concentration, up to 1 minute,Transmutation,90 feet,V, S,,Artificer, Druid, Druid, Warlock, Warlock, Wizard, Wizard,Choose one creature you can see within range, and choose one of the following damage types: acid, cold, 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. Elemental Weapon,PHB'24,267,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,Artificer, Druid, Paladin, Ranger,,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.,Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4. Elementalism,PHB'24,267,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour., Enhance Ability,PHB'24,268,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard,,You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Enlarge/Reduce,PHB'24,268,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a pinch of powdered iron),Artificer, Bard, Druid, Sorcerer, Wizard,,For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)., Expeditious Retreat,PHB'24,270,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer, Sorcerer, Warlock, Wizard,,You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action., Fabricate,PHB'24,271,4th,10 Min.,Instantaneous,Transmutation,120 feet,V, S,Artificer, Wizard,,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 clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects., Faerie Fire,PHB'24,271,1st,Action,Concentration, up to 1 minute,Evocation,60 feet,V,Artificer, Bard, Druid,,Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.Attack rolls against an affected creature or object have Advantage if the attacker can see it., False Life,PHB'24,271,1st,Action,Instantaneous,Necromancy,Self,V, S, M (a drop of alcohol),Artificer, Sorcerer, Wizard,,You gain 2d4 + 4 Temporary Hit Points.,Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1. Feather Fall,PHB'24,271,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or piece of down),Artificer, Bard, Sorcerer, Wizard,,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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature., Fire Bolt,PHB'24,274,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.,Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Flame Arrows,XGE,156,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Fly,PHB'24,276,3rd,Action,Concentration, up to 10 minutes,Transmutation,Touch,V, S, M (a feather),Artificer, Sorcerer, Warlock, Wizard,,You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. Freedom of Movement,PHB'24,277,4th,Action,1 hour,Abjuration,Touch,V, S, M (a leather strap),Artificer, Bard, Cleric, Druid, Ranger,,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 have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4. Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,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), 11th level (3d6), and 17th level (4d6)., Glyph of Warding,PHB'24,279,3rd,1 Hr.,Until dispelled or triggered,Abjuration,Touch,V, S, M (powdered diamond worth 200+ GP, which the spell consumes),Artificer, Bard, Cleric, Wizard,,You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in 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 takes effect. 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.,Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding. Grease,PHB'24,280,1st,Action,1 minute,Conjuration,60 feet,V, S, M (a bit of pork rind or butter),Artificer, Sorcerer, Wizard,,Nonflammable 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 have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone., Greater Restoration,PHB'24,281,5th,Action,Instantaneous,Abjuration,Touch,V, S, M (diamond dust worth 100+ GP, which the spell consumes),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and magically remove one of the following effects from it:1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target's Attunement to a cursed magic itemAny reduction to one of the target's ability scoresAny reduction to the target's Hit Point maximum, Green-Flame Blade,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)., Guidance,PHB'24,282,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,Artificer, Cleric, Druid,,You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., Haste,PHB'24,284,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Sorcerer, Wizard,,Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it., Heat Metal,PHB'24,284,2nd,Action,Concentration, up to 1 minute,Transmutation,60 feet,V, S, M (a piece of iron and a flame),Artificer, Bard, Druid,,Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, 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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.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.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2. Identify,PHB'24,287,1st,1 Min.,Instantaneous,Divination (ritual),Touch,V, S, M (a pearl worth 100+ GP),Artificer, Bard, Wizard,,You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it., Intellect Fortress,TCE,107,3rd,Action,Concentration, up to 1 hour,Abjuration,30 feet,V,Artificer,Bard, Bard, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.,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. The creatures must be within 30 feet of each other when you target them. Invisibility,PHB'24,289,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash in gum arabic),Artificer, Bard, Sorcerer, Warlock, Wizard,,A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. Jump,PHB'24,290,1st,Bonus,1 minute,Transmutation,Touch,V, S, M (a grasshopper's hind leg),Artificer, Druid, Ranger, Sorcerer, Wizard,,You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Kinetic Jaunt,SCC,37,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Self,S,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,,You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.Your walking speed increases by 10 feet.You don't provoke opportunity attacks.You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage., Leomund's Secret Chest,PHB'24,290,4th,Action,Until dispelled,Conjuration,Touch,V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP),Artificer, Wizard,,You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components 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 take a Magic 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 taking a Magic action to touch the chest and the replica.After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find., Lesser Restoration,PHB'24,291,2nd,Bonus,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned., Levitate,PHB'24,291,2nd,Action,Concentration, up to 10 minutes,Transmutation,60 feet,V, S, M (a metal spring),Artificer, Sorcerer, Wizard,,One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object 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 take a Magic 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., Light,PHB'24,292,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Bard, Cleric, Sorcerer, Wizard,,You touch one Large or smaller object that isn't being worn or carried by someone else. 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.Covering the object with something opaque blocks the light. The spell ends if you cast it again., Lightning Lure,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,V,Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Longstrider,PHB'24,293,1st,Action,1 hour,Transmutation,Touch,V, S, M (a pinch of dirt),Artificer, Bard, Druid, Ranger, Wizard,,You touch a creature. The target's Speed increases by 10 feet until the spell ends.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Mage Hand,PHB'24,293,Cantrip,Action,1 minute,Conjuration,30 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds., Magic Mouth,PHB'24,295,2nd,1 Min.,Until dispelled,Illusion (ritual),30 feet,V, S, M (jade dust worth 10+ GP, which the spell consumes),Artificer, Bard, Wizard,,You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, 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 trigger 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 the 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 repeat its message whenever the trigger occurs.The trigger 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., Magic Stone,XGE,160,Cantrip,Bonus,1 minute,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Warlock, Warlock,You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.If you cast this spell again, the spell ends on any pebbles still affected by your previous casting., Magic Weapon,PHB'24,295,2nd,Bonus,1 hour,Transmutation,Touch,V, S,Artificer, Paladin, Ranger, Sorcerer, Wizard,,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. The spell ends early if you cast it again.,Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot. Mending,PHB'24,297,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),Artificer, Bard, Cleric, Druid, Sorcerer, Wizard,,This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, but it can't restore magic to such an object., Message,PHB'24,298,Cantrip,Action,1 round,Transmutation,120 feet,S, M (a copper wire),Artificer, Bard, Druid, Sorcerer, Wizard,,You point 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
  • duration 1 foot of stone, metal, or wood

the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage., Purify Food and Drink,PHB'24,310,1st,Action,Instantaneous,Transmutation (ritual),10 feet,V, S,Artificer, Cleric, Druid, Paladin,,You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range., Pyrotechnics,XGE,163,2nd,Action,Instantaneous,Transmutation,60 feet,V, S,,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,Choose an area of nonmagical flame that you can see and that fits 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., Ray of Frost,PHB'24,311,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer,

Artificer for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block

if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength., Animate Objects,PHB'24,240,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Artificer, Bard, Sorcerer, Wizard,,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier [6/8]

  • casting time this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.,Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Arcane Eye,PHB'24,242,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer, Wizard,,You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Lock,PHB'24,242,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth 25+ GP, which the spell consumes),Artificer, Wizard,,You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute., Arcane Vigor,PHB'24,242,2nd,Bonus,Instantaneous,Abjuration,Self,V, S,Sorcerer, Wizard,,You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.,Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2. Ashardalon's Stride,FTD,19,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,,Artificer, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Bigby's Hand,PHB'24,246,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (an eggshell and a glove),Artificer, Sorcerer, Wizard,,You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.,Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5. Blink,PHB'24,248,3rd,Action,1 minute,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., Blur,PHB'24,248,2nd,Action,Concentration, up to 1 minute,Illusion,Self,V,Artificer, Sorcerer, Wizard,,Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Catapult,XGE,150,1st,Action,Instantaneous,Transmutation,60 feet,S,,Artificer, Sorcerer, Sorcerer, Wizard, Wizard,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. Catnap,XGE,151,3rd,Action,10 minutes,Enchantment,30 feet,S, M (a pinch of sand),,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,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, and it can't be affected by this spell again until it finishes a long rest.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Continual Flame,PHB'24,256,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),Artificer, Cleric, Druid, Wizard,,A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a bonfire on ground that you can see within range. Until the spell 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 moves into 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), 11th level (3d8), and 17th level (4d8)., Create Food and Water,PHB'24,258,3rd,Action,Instantaneous,Conjuration,30 feet,V, S,Artificer, Cleric, Paladin,,You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten., Create Spelljamming Helm,AAG,22,5th,Action,Instantaneous,Transmutation,Touch,V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes),Artificer, Wizard, Wizard,,Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm., Creation,PHB'24,259,5th,1 Min.,Special,Illusion,30 feet,V, S, M (a paintbrush),Artificer, Sorcerer, Wizard,,You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.MaterialsMaterialDurationVegetable matter24 hoursStone or crystal12 hoursPrecious metals1 hourGems10 minutesAdamantine or mithral1 minute,Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5. Cure Wounds,PHB'24,259,1st,Action,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Dancing Lights,PHB'24,259,Cantrip,Action,Concentration, up to 1 minute,Illusion,120 feet,V, S, M (a bit of phosphorus),Artificer, Bard, Sorcerer, Wizard,,You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range., Darkvision,PHB'24,260,2nd,Action,8 hours,Transmutation,Touch,V, S, M (a dried carrot),Artificer, Druid, Ranger, Sorcerer, Wizard,,For the duration, a willing creature you touch has Darkvision with a range of 150 feet., Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood
  • range 1 inch of metal

  • components or a thin sheet of lead., Disguise Self,PHB'24,262,1st,Action,1 hour,Illusion,Self,V, S,Artificer, Bard, Sorcerer, Wizard,,You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., Dispel Magic,PHB'24,264,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.,Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. Dragon's Breath,PHB'24,266,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Touch,V, S, M (a hot pepper),Sorcerer, Wizard,,You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Elemental Bane,XGE,155,4th,Action,Concentration, up to 1 minute,Transmutation,90 feet,V, S,,Artificer, Druid, Druid, Warlock, Warlock, Wizard, Wizard,Choose one creature you can see within range, and choose one of the following damage types: acid, cold, 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. Elemental Weapon,PHB'24,267,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,Artificer, Druid, Paladin, Ranger,,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.,Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4. Elementalism,PHB'24,267,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour., Enhance Ability,PHB'24,268,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard,,You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Enlarge/Reduce,PHB'24,268,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a pinch of powdered iron),Artificer, Bard, Druid, Sorcerer, Wizard,,For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)., Expeditious Retreat,PHB'24,270,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer, Sorcerer, Warlock, Wizard,,You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action., Fabricate,PHB'24,271,4th,10 Min.,Instantaneous,Transmutation,120 feet,V, S,Artificer, Wizard,,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 clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects., Faerie Fire,PHB'24,271,1st,Action,Concentration, up to 1 minute,Evocation,60 feet,V,Artificer, Bard, Druid,,Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.Attack rolls against an affected creature or object have Advantage if the attacker can see it., False Life,PHB'24,271,1st,Action,Instantaneous,Necromancy,Self,V, S, M (a drop of alcohol),Artificer, Sorcerer, Wizard,,You gain 2d4 + 4 Temporary Hit Points.,Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1. Feather Fall,PHB'24,271,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or piece of down),Artificer, Bard, Sorcerer, Wizard,,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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature., Fire Bolt,PHB'24,274,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.,Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Flame Arrows,XGE,156,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Fly,PHB'24,276,3rd,Action,Concentration, up to 10 minutes,Transmutation,Touch,V, S, M (a feather),Artificer, Sorcerer, Warlock, Wizard,,You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. Freedom of Movement,PHB'24,277,4th,Action,1 hour,Abjuration,Touch,V, S, M (a leather strap),Artificer, Bard, Cleric, Druid, Ranger,,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 have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4. Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,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), 11th level (3d6), and 17th level (4d6)., Glyph of Warding,PHB'24,279,3rd,1 Hr.,Until dispelled or triggered,Abjuration,Touch,V, S, M (powdered diamond worth 200+ GP, which the spell consumes),Artificer, Bard, Cleric, Wizard,,You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in 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 takes effect. 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.,Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding. Grease,PHB'24,280,1st,Action,1 minute,Conjuration,60 feet,V, S, M (a bit of pork rind or butter),Artificer, Sorcerer, Wizard,,Nonflammable 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 have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone., Greater Restoration,PHB'24,281,5th,Action,Instantaneous,Abjuration,Touch,V, S, M (diamond dust worth 100+ GP, which the spell consumes),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and magically remove one of the following effects from it:1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target's Attunement to a cursed magic itemAny reduction to one of the target's ability scoresAny reduction to the target's Hit Point maximum, Green-Flame Blade,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)., Guidance,PHB'24,282,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,Artificer, Cleric, Druid,,You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., Haste,PHB'24,284,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Sorcerer, Wizard,,Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it., Heat Metal,PHB'24,284,2nd,Action,Concentration, up to 1 minute,Transmutation,60 feet,V, S, M (a piece of iron and a flame),Artificer, Bard, Druid,,Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, 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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.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.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2. Identify,PHB'24,287,1st,1 Min.,Instantaneous,Divination (ritual),Touch,V, S, M (a pearl worth 100+ GP),Artificer, Bard, Wizard,,You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it., Intellect Fortress,TCE,107,3rd,Action,Concentration, up to 1 hour,Abjuration,30 feet,V,Artificer,Bard, Bard, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.,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. The creatures must be within 30 feet of each other when you target them. Invisibility,PHB'24,289,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash in gum arabic),Artificer, Bard, Sorcerer, Warlock, Wizard,,A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. Jump,PHB'24,290,1st,Bonus,1 minute,Transmutation,Touch,V, S, M (a grasshopper's hind leg),Artificer, Druid, Ranger, Sorcerer, Wizard,,You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Kinetic Jaunt,SCC,37,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Self,S,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,,You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.Your walking speed increases by 10 feet.You don't provoke opportunity attacks.You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage., Leomund's Secret Chest,PHB'24,290,4th,Action,Until dispelled,Conjuration,Touch,V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP),Artificer, Wizard,,You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components 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 take a Magic 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 taking a Magic action to touch the chest and the replica.After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find., Lesser Restoration,PHB'24,291,2nd,Bonus,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned., Levitate,PHB'24,291,2nd,Action,Concentration, up to 10 minutes,Transmutation,60 feet,V, S, M (a metal spring),Artificer, Sorcerer, Wizard,,One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object 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 take a Magic 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., Light,PHB'24,292,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Bard, Cleric, Sorcerer, Wizard,,You touch one Large or smaller object that isn't being worn or carried by someone else. 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.Covering the object with something opaque blocks the light. The spell ends if you cast it again., Lightning Lure,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,V,Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Longstrider,PHB'24,293,1st,Action,1 hour,Transmutation,Touch,V, S, M (a pinch of dirt),Artificer, Bard, Druid, Ranger, Wizard,,You touch a creature. The target's Speed increases by 10 feet until the spell ends.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Mage Hand,PHB'24,293,Cantrip,Action,1 minute,Conjuration,30 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds., Magic Mouth,PHB'24,295,2nd,1 Min.,Until dispelled,Illusion (ritual),30 feet,V, S, M (jade dust worth 10+ GP, which the spell consumes),Artificer, Bard, Wizard,,You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, 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 trigger 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 the 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 repeat its message whenever the trigger occurs.The trigger 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., Magic Stone,XGE,160,Cantrip,Bonus,1 minute,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Warlock, Warlock,You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.If you cast this spell again, the spell ends on any pebbles still affected by your previous casting., Magic Weapon,PHB'24,295,2nd,Bonus,1 hour,Transmutation,Touch,V, S,Artificer, Paladin, Ranger, Sorcerer, Wizard,,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. The spell ends early if you cast it again.,Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot. Mending,PHB'24,297,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),Artificer, Bard, Cleric, Druid, Sorcerer, Wizard,,This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, but it can't restore magic to such an object., Message,PHB'24,298,Cantrip,Action,1 round,Transmutation,120 feet,S, M (a copper wire),Artificer, Bard, Druid, Sorcerer, Wizard,,You point 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
  • duration 1 foot of stone, metal, or wood

Wizard,,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.,Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). Resistance,PHB'24,312,Cantrip,Action,Concentration, up to 1 minute,Abjuration,Touch,V, S,Artificer, Cleric, Druid,,You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn., Revivify,PHB'24,312,3rd,Action,Instantaneous,Necromancy,Touch,V, S, M (a diamond worth 300+ GP, which the spell consumes),Artificer, Cleric, Druid, Paladin, Ranger,,You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts., Rope Trick,PHB'24,312,2nd,Action,1 hour,Transmutation,Touch,V, S, M (a

Artificer for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block

if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength., Animate Objects,PHB'24,240,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Artificer, Bard, Sorcerer, Wizard,,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier [7/8]

  • casting time this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.,Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Arcane Eye,PHB'24,242,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer, Wizard,,You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Lock,PHB'24,242,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth 25+ GP, which the spell consumes),Artificer, Wizard,,You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute., Arcane Vigor,PHB'24,242,2nd,Bonus,Instantaneous,Abjuration,Self,V, S,Sorcerer, Wizard,,You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.,Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2. Ashardalon's Stride,FTD,19,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,,Artificer, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Bigby's Hand,PHB'24,246,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (an eggshell and a glove),Artificer, Sorcerer, Wizard,,You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.,Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5. Blink,PHB'24,248,3rd,Action,1 minute,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., Blur,PHB'24,248,2nd,Action,Concentration, up to 1 minute,Illusion,Self,V,Artificer, Sorcerer, Wizard,,Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Catapult,XGE,150,1st,Action,Instantaneous,Transmutation,60 feet,S,,Artificer, Sorcerer, Sorcerer, Wizard, Wizard,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. Catnap,XGE,151,3rd,Action,10 minutes,Enchantment,30 feet,S, M (a pinch of sand),,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,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, and it can't be affected by this spell again until it finishes a long rest.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Continual Flame,PHB'24,256,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),Artificer, Cleric, Druid, Wizard,,A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a bonfire on ground that you can see within range. Until the spell 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 moves into 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), 11th level (3d8), and 17th level (4d8)., Create Food and Water,PHB'24,258,3rd,Action,Instantaneous,Conjuration,30 feet,V, S,Artificer, Cleric, Paladin,,You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten., Create Spelljamming Helm,AAG,22,5th,Action,Instantaneous,Transmutation,Touch,V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes),Artificer, Wizard, Wizard,,Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm., Creation,PHB'24,259,5th,1 Min.,Special,Illusion,30 feet,V, S, M (a paintbrush),Artificer, Sorcerer, Wizard,,You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.MaterialsMaterialDurationVegetable matter24 hoursStone or crystal12 hoursPrecious metals1 hourGems10 minutesAdamantine or mithral1 minute,Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5. Cure Wounds,PHB'24,259,1st,Action,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Dancing Lights,PHB'24,259,Cantrip,Action,Concentration, up to 1 minute,Illusion,120 feet,V, S, M (a bit of phosphorus),Artificer, Bard, Sorcerer, Wizard,,You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range., Darkvision,PHB'24,260,2nd,Action,8 hours,Transmutation,Touch,V, S, M (a dried carrot),Artificer, Druid, Ranger, Sorcerer, Wizard,,For the duration, a willing creature you touch has Darkvision with a range of 150 feet., Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood
  • range 1 inch of metal

  • components or a thin sheet of lead., Disguise Self,PHB'24,262,1st,Action,1 hour,Illusion,Self,V, S,Artificer, Bard, Sorcerer, Wizard,,You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., Dispel Magic,PHB'24,264,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.,Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. Dragon's Breath,PHB'24,266,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Touch,V, S, M (a hot pepper),Sorcerer, Wizard,,You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Elemental Bane,XGE,155,4th,Action,Concentration, up to 1 minute,Transmutation,90 feet,V, S,,Artificer, Druid, Druid, Warlock, Warlock, Wizard, Wizard,Choose one creature you can see within range, and choose one of the following damage types: acid, cold, 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. Elemental Weapon,PHB'24,267,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,Artificer, Druid, Paladin, Ranger,,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.,Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4. Elementalism,PHB'24,267,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour., Enhance Ability,PHB'24,268,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard,,You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Enlarge/Reduce,PHB'24,268,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a pinch of powdered iron),Artificer, Bard, Druid, Sorcerer, Wizard,,For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)., Expeditious Retreat,PHB'24,270,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer, Sorcerer, Warlock, Wizard,,You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action., Fabricate,PHB'24,271,4th,10 Min.,Instantaneous,Transmutation,120 feet,V, S,Artificer, Wizard,,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 clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects., Faerie Fire,PHB'24,271,1st,Action,Concentration, up to 1 minute,Evocation,60 feet,V,Artificer, Bard, Druid,,Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.Attack rolls against an affected creature or object have Advantage if the attacker can see it., False Life,PHB'24,271,1st,Action,Instantaneous,Necromancy,Self,V, S, M (a drop of alcohol),Artificer, Sorcerer, Wizard,,You gain 2d4 + 4 Temporary Hit Points.,Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1. Feather Fall,PHB'24,271,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or piece of down),Artificer, Bard, Sorcerer, Wizard,,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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature., Fire Bolt,PHB'24,274,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.,Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Flame Arrows,XGE,156,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Fly,PHB'24,276,3rd,Action,Concentration, up to 10 minutes,Transmutation,Touch,V, S, M (a feather),Artificer, Sorcerer, Warlock, Wizard,,You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. Freedom of Movement,PHB'24,277,4th,Action,1 hour,Abjuration,Touch,V, S, M (a leather strap),Artificer, Bard, Cleric, Druid, Ranger,,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 have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4. Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,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), 11th level (3d6), and 17th level (4d6)., Glyph of Warding,PHB'24,279,3rd,1 Hr.,Until dispelled or triggered,Abjuration,Touch,V, S, M (powdered diamond worth 200+ GP, which the spell consumes),Artificer, Bard, Cleric, Wizard,,You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in 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 takes effect. 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.,Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding. Grease,PHB'24,280,1st,Action,1 minute,Conjuration,60 feet,V, S, M (a bit of pork rind or butter),Artificer, Sorcerer, Wizard,,Nonflammable 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 have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone., Greater Restoration,PHB'24,281,5th,Action,Instantaneous,Abjuration,Touch,V, S, M (diamond dust worth 100+ GP, which the spell consumes),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and magically remove one of the following effects from it:1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target's Attunement to a cursed magic itemAny reduction to one of the target's ability scoresAny reduction to the target's Hit Point maximum, Green-Flame Blade,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)., Guidance,PHB'24,282,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,Artificer, Cleric, Druid,,You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., Haste,PHB'24,284,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Sorcerer, Wizard,,Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it., Heat Metal,PHB'24,284,2nd,Action,Concentration, up to 1 minute,Transmutation,60 feet,V, S, M (a piece of iron and a flame),Artificer, Bard, Druid,,Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, 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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.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.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2. Identify,PHB'24,287,1st,1 Min.,Instantaneous,Divination (ritual),Touch,V, S, M (a pearl worth 100+ GP),Artificer, Bard, Wizard,,You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it., Intellect Fortress,TCE,107,3rd,Action,Concentration, up to 1 hour,Abjuration,30 feet,V,Artificer,Bard, Bard, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.,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. The creatures must be within 30 feet of each other when you target them. Invisibility,PHB'24,289,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash in gum arabic),Artificer, Bard, Sorcerer, Warlock, Wizard,,A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. Jump,PHB'24,290,1st,Bonus,1 minute,Transmutation,Touch,V, S, M (a grasshopper's hind leg),Artificer, Druid, Ranger, Sorcerer, Wizard,,You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Kinetic Jaunt,SCC,37,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Self,S,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,,You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.Your walking speed increases by 10 feet.You don't provoke opportunity attacks.You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage., Leomund's Secret Chest,PHB'24,290,4th,Action,Until dispelled,Conjuration,Touch,V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP),Artificer, Wizard,,You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components 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 take a Magic 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 taking a Magic action to touch the chest and the replica.After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find., Lesser Restoration,PHB'24,291,2nd,Bonus,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned., Levitate,PHB'24,291,2nd,Action,Concentration, up to 10 minutes,Transmutation,60 feet,V, S, M (a metal spring),Artificer, Sorcerer, Wizard,,One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object 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 take a Magic 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., Light,PHB'24,292,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Bard, Cleric, Sorcerer, Wizard,,You touch one Large or smaller object that isn't being worn or carried by someone else. 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.Covering the object with something opaque blocks the light. The spell ends if you cast it again., Lightning Lure,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,V,Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Longstrider,PHB'24,293,1st,Action,1 hour,Transmutation,Touch,V, S, M (a pinch of dirt),Artificer, Bard, Druid, Ranger, Wizard,,You touch a creature. The target's Speed increases by 10 feet until the spell ends.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Mage Hand,PHB'24,293,Cantrip,Action,1 minute,Conjuration,30 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds., Magic Mouth,PHB'24,295,2nd,1 Min.,Until dispelled,Illusion (ritual),30 feet,V, S, M (jade dust worth 10+ GP, which the spell consumes),Artificer, Bard, Wizard,,You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, 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 trigger 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 the 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 repeat its message whenever the trigger occurs.The trigger 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., Magic Stone,XGE,160,Cantrip,Bonus,1 minute,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Warlock, Warlock,You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.If you cast this spell again, the spell ends on any pebbles still affected by your previous casting., Magic Weapon,PHB'24,295,2nd,Bonus,1 hour,Transmutation,Touch,V, S,Artificer, Paladin, Ranger, Sorcerer, Wizard,,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. The spell ends early if you cast it again.,Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot. Mending,PHB'24,297,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),Artificer, Bard, Cleric, Druid, Sorcerer, Wizard,,This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, but it can't restore magic to such an object., Message,PHB'24,298,Cantrip,Action,1 round,Transmutation,120 feet,S, M (a copper wire),Artificer, Bard, Druid, Sorcerer, Wizard,,You point 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
  • duration 1 foot of stone, metal, or wood

segment of rope),Artificer, Wizard,,You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends., Sanctuary,PHB'24,313,1st,Bonus,1 minute,Abjuration,30 feet,V, S, M (a shard of glass from a mirror),Artificer, Cleric,,You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage., See Invisibility,PHB'24,314,2nd,Action,1 hour,Divination,Self,V, S, M (a pinch of

Artificer for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block

if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength., Animate Objects,PHB'24,240,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Artificer, Bard, Sorcerer, Wizard,,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier [8/8]

  • casting time this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.,Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5. Arcane Eye,PHB'24,242,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),Artificer, Wizard,,You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Lock,PHB'24,242,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth 25+ GP, which the spell consumes),Artificer, Wizard,,You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute., Arcane Vigor,PHB'24,242,2nd,Bonus,Instantaneous,Abjuration,Self,V, S,Sorcerer, Wizard,,You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll's total plus your spellcasting ability modifier. Those dice are then expended.,Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2. Ashardalon's Stride,FTD,19,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,,Artificer, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. Bigby's Hand,PHB'24,246,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (an eggshell and a glove),Artificer, Sorcerer, Wizard,,You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.,Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5. Blink,PHB'24,248,3rd,Action,1 minute,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space., Blur,PHB'24,248,2nd,Action,Concentration, up to 1 minute,Illusion,Self,V,Artificer, Sorcerer, Wizard,,Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight., Booming Blade,TCE,106,Cantrip,Action,1 round,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Catapult,XGE,150,1st,Action,Instantaneous,Transmutation,60 feet,S,,Artificer, Sorcerer, Sorcerer, Wizard, Wizard,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. Catnap,XGE,151,3rd,Action,10 minutes,Enchantment,30 feet,S, M (a pinch of sand),,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,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, and it can't be affected by this spell again until it finishes a long rest.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Continual Flame,PHB'24,256,2nd,Action,Until dispelled,Evocation,Touch,V, S, M (ruby dust worth 50+ GP, which the spell consumes),Artificer, Cleric, Druid, Wizard,,A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched., Create Bonfire,XGE,152,Cantrip,Action,Concentration, up to 1 minute,Conjuration,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a bonfire on ground that you can see within range. Until the spell 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 moves into 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), 11th level (3d8), and 17th level (4d8)., Create Food and Water,PHB'24,258,3rd,Action,Instantaneous,Conjuration,30 feet,V, S,Artificer, Cleric, Paladin,,You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten., Create Spelljamming Helm,AAG,22,5th,Action,Instantaneous,Transmutation,Touch,V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes),Artificer, Wizard, Wizard,,Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm., Creation,PHB'24,259,5th,1 Min.,Special,Illusion,30 feet,V, S, M (a paintbrush),Artificer, Sorcerer, Wizard,,You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.MaterialsMaterialDurationVegetable matter24 hoursStone or crystal12 hoursPrecious metals1 hourGems10 minutesAdamantine or mithral1 minute,Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5. Cure Wounds,PHB'24,259,1st,Action,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Dancing Lights,PHB'24,259,Cantrip,Action,Concentration, up to 1 minute,Illusion,120 feet,V, S, M (a bit of phosphorus),Artificer, Bard, Sorcerer, Wizard,,You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range., Darkvision,PHB'24,260,2nd,Action,8 hours,Transmutation,Touch,V, S, M (a dried carrot),Artificer, Druid, Ranger, Sorcerer, Wizard,,For the duration, a willing creature you touch has Darkvision with a range of 150 feet., Detect Magic,PHB'24,262,1st,Action,Concentration, up to 10 minutes,Divination (ritual),Self,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.The spell is blocked by 1 foot of stone, dirt, or wood
  • range 1 inch of metal

  • components or a thin sheet of lead., Disguise Self,PHB'24,262,1st,Action,1 hour,Illusion,Self,V, S,Artificer, Bard, Sorcerer, Wizard,,You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., Dispel Magic,PHB'24,264,3rd,Action,Instantaneous,Abjuration,120 feet,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard,,Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.,Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use. Dragon's Breath,PHB'24,266,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Touch,V, S, M (a hot pepper),Sorcerer, Wizard,,You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.,Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2. Elemental Bane,XGE,155,4th,Action,Concentration, up to 1 minute,Transmutation,90 feet,V, S,,Artificer, Druid, Druid, Warlock, Warlock, Wizard, Wizard,Choose one creature you can see within range, and choose one of the following damage types: acid, cold, 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. Elemental Weapon,PHB'24,267,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,Artificer, Druid, Paladin, Ranger,,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.,Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4. Elementalism,PHB'24,267,Cantrip,Action,Instantaneous,Transmutation,30 feet,V, S,Druid, Sorcerer, Wizard,,You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour., Enhance Ability,PHB'24,268,2nd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S, M (fur or a feather),Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard,,You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target. Enlarge/Reduce,PHB'24,268,2nd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a pinch of powdered iron),Artificer, Bard, Druid, Sorcerer, Wizard,,For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1)., Expeditious Retreat,PHB'24,270,1st,Bonus,Concentration, up to 10 minutes,Transmutation,Self,V, S,Artificer, Sorcerer, Warlock, Wizard,,You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action., Fabricate,PHB'24,271,4th,10 Min.,Instantaneous,Transmutation,120 feet,V, S,Artificer, Wizard,,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 clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan's Tools used to craft such objects., Faerie Fire,PHB'24,271,1st,Action,Concentration, up to 1 minute,Evocation,60 feet,V,Artificer, Bard, Druid,,Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.Attack rolls against an affected creature or object have Advantage if the attacker can see it., False Life,PHB'24,271,1st,Action,Instantaneous,Necromancy,Self,V, S, M (a drop of alcohol),Artificer, Sorcerer, Wizard,,You gain 2d4 + 4 Temporary Hit Points.,Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1. Feather Fall,PHB'24,271,1st,Reaction,1 minute,Transmutation,60 feet,V, M (a small feather or piece of down),Artificer, Bard, Sorcerer, Wizard,,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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature., Fire Bolt,PHB'24,274,Cantrip,Action,Instantaneous,Evocation,120 feet,V, S,Artificer, Sorcerer, Wizard,,You hurl a mote of fire at a creature or an 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 starts burning if it isn't being worn or carried.,Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). Flame Arrows,XGE,156,3rd,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.,At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd. Fly,PHB'24,276,3rd,Action,Concentration, up to 10 minutes,Transmutation,Touch,V, S, M (a feather),Artificer, Sorcerer, Warlock, Wizard,,You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3. Freedom of Movement,PHB'24,277,4th,Action,1 hour,Abjuration,Touch,V, S, M (a leather strap),Artificer, Bard, Cleric, Druid, Ranger,,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 have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4. Frostbite,XGE,156,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,,Artificer, Druid, Druid, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,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), 11th level (3d6), and 17th level (4d6)., Glyph of Warding,PHB'24,279,3rd,1 Hr.,Until dispelled or triggered,Abjuration,Touch,V, S, M (powdered diamond worth 200+ GP, which the spell consumes),Artificer, Bard, Cleric, Wizard,,You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.When you inscribe the glyph, you set its trigger and choose whether it's an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in 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 takes effect. 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.,Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding. Grease,PHB'24,280,1st,Action,1 minute,Conjuration,60 feet,V, S, M (a bit of pork rind or butter),Artificer, Sorcerer, Wizard,,Nonflammable 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 have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone., Greater Restoration,PHB'24,281,5th,Action,Instantaneous,Abjuration,Touch,V, S, M (diamond dust worth 100+ GP, which the spell consumes),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and magically remove one of the following effects from it:1 Exhaustion levelThe Charmed or Petrified conditionA curse, including the target's Attunement to a cursed magic itemAny reduction to one of the target's ability scoresAny reduction to the target's Hit Point maximum, Green-Flame Blade,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,S, M (a melee weapon worth at least 1 sp),Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8)., Guidance,PHB'24,282,Cantrip,Action,Concentration, up to 1 minute,Divination,Touch,V, S,Artificer, Cleric, Druid,,You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill., Haste,PHB'24,284,3rd,Action,Concentration, up to 1 minute,Transmutation,30 feet,V, S, M (a shaving of licorice root),Artificer, Sorcerer, Wizard,,Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it., Heat Metal,PHB'24,284,2nd,Action,Concentration, up to 1 minute,Transmutation,60 feet,V, S, M (a piece of iron and a flame),Artificer, Bard, Druid,,Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, 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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.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.,Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2. Identify,PHB'24,287,1st,1 Min.,Instantaneous,Divination (ritual),Touch,V, S, M (a pearl worth 100+ GP),Artificer, Bard, Wizard,,You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it., Intellect Fortress,TCE,107,3rd,Action,Concentration, up to 1 hour,Abjuration,30 feet,V,Artificer,Bard, Bard, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.,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. The creatures must be within 30 feet of each other when you target them. Invisibility,PHB'24,289,2nd,Action,Concentration, up to 1 hour,Illusion,Touch,V, S, M (an eyelash in gum arabic),Artificer, Bard, Sorcerer, Warlock, Wizard,,A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. Jump,PHB'24,290,1st,Bonus,1 minute,Transmutation,Touch,V, S, M (a grasshopper's hind leg),Artificer, Druid, Ranger, Sorcerer, Wizard,,You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Kinetic Jaunt,SCC,37,2nd,Bonus,Concentration, up to 1 minute,Transmutation,Self,S,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,,You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.Your walking speed increases by 10 feet.You don't provoke opportunity attacks.You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage., Leomund's Secret Chest,PHB'24,290,4th,Action,Until dispelled,Conjuration,Touch,V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP),Artificer, Wizard,,You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components 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 take a Magic 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 taking a Magic action to touch the chest and the replica.After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find., Lesser Restoration,PHB'24,291,2nd,Bonus,Instantaneous,Abjuration,Touch,V, S,Artificer, Bard, Cleric, Druid, Paladin, Ranger,,You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned., Levitate,PHB'24,291,2nd,Action,Concentration, up to 10 minutes,Transmutation,60 feet,V, S, M (a metal spring),Artificer, Sorcerer, Wizard,,One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object 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 take a Magic 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., Light,PHB'24,292,Cantrip,Action,1 hour,Evocation,Touch,V, M (a firefly or phosphorescent moss),Artificer, Bard, Cleric, Sorcerer, Wizard,,You touch one Large or smaller object that isn't being worn or carried by someone else. 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.Covering the object with something opaque blocks the light. The spell ends if you cast it again., Lightning Lure,TCE,107,Cantrip,Action,Instantaneous,Evocation,Self,V,Artificer, Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,Sorcerer, Sorcerer, Warlock, Warlock, Wizard, Wizard,You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Longstrider,PHB'24,293,1st,Action,1 hour,Transmutation,Touch,V, S, M (a pinch of dirt),Artificer, Bard, Druid, Ranger, Wizard,,You touch a creature. The target's Speed increases by 10 feet until the spell ends.,Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Mage Hand,PHB'24,293,Cantrip,Action,1 minute,Conjuration,30 feet,V, S,Artificer, Bard, Sorcerer, Warlock, Wizard,,A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.The hand can't attack, activate magic items, or carry more than 10 pounds., Magic Mouth,PHB'24,295,2nd,1 Min.,Until dispelled,Illusion (ritual),30 feet,V, S, M (jade dust worth 10+ GP, which the spell consumes),Artificer, Bard, Wizard,,You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, 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 trigger 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 the 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 repeat its message whenever the trigger occurs.The trigger 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., Magic Stone,XGE,160,Cantrip,Bonus,1 minute,Transmutation,Touch,V, S,,Artificer, Druid, Druid, Warlock, Warlock,You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.If you cast this spell again, the spell ends on any pebbles still affected by your previous casting., Magic Weapon,PHB'24,295,2nd,Bonus,1 hour,Transmutation,Touch,V, S,Artificer, Paladin, Ranger, Sorcerer, Wizard,,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. The spell ends early if you cast it again.,Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot. Mending,PHB'24,297,Cantrip,1 Min.,Instantaneous,Transmutation,Touch,V, S, M (two lodestones),Artificer, Bard, Cleric, Druid, Sorcerer, Wizard,,This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, but it can't restore magic to such an object., Message,PHB'24,298,Cantrip,Action,1 round,Transmutation,120 feet,S, M (a copper wire),Artificer, Bard, Druid, Sorcerer, Wizard,,You point 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
  • duration 1 foot of stone, metal, or wood

talc),Artificer, Bard, Sorcerer, Wizard,,For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly., Shocking Grasp,PHB'24,316,Cantrip,Action,Instantaneous,Evocation,Touch,V, S,Artificer, Sorcerer, Wizard,,Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.,Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). Skill Empowerment,XGE,165,5th,Action,Concentration, up to 1 hour,Transmutation,Touch,V, S,,Artificer, Bard, Bard, Sorcerer, Sorcerer, Wizard, Wizard,Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice

Artificer for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block

Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same
Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same
Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same
Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same
Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same
Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same
Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same
Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same Name,Source,Page,Level,Casting Time,Duration,School,Range,Components,Classes,Optional/Variant Classes,Text,At Higher Levels Absorb Elements,XGE,150,1st,Reaction,1 round,Abjuration,Self,S,,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,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. Acid Splash,PHB'24,239,Cantrip,Action,Instantaneous,Evocation,60 feet,V, S,Artificer, Sorcerer, Wizard,,You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.,Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). Aid,PHB'24,239,2nd,Action,8 hours,Abjuration,30 feet,V, S, M (a strip of white cloth),Artificer, Bard, Cleric, Druid, Paladin, Ranger,,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. Air Bubble,AAG,22,2nd,Action,24 hours,Conjuration,60 feet,S,Artificer, Druid, Druid, Ranger, Ranger, Sorcerer, Sorcerer, Wizard, Wizard,,You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd. Alarm,PHB'24,239,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a bell and silver wire),Artificer, Ranger, Wizard,,You set an alarm against 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 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 audible or mental:Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep., Alter Self,PHB'24,239,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,Artificer, Sorcerer, Wizard,,You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same