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,
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
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
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
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,
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
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
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