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Acid Splash

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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).

Sorcerer, Wizard(2024) Evocation Cantrip

Blade Ward

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Bard, Sorcerer, Warlock, Wizard(2024),, Abjuration Cantrip

Chill Touch

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Sorcerer, Warlock, Wizard(2024) Necromancy Cantrip

Dancing Lights

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a bit of phosphorus

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.

Bard, Sorcerer, Wizard(2024),, Illusion Cantrip

Druidcraft

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Whispering to the spirits of nature, you create one of the following effects within range.
OLGA DREBAS
A sprite casts Druidcraft
to make flowers blossom
Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Fire Play. You light or snuff out a candle, a torch, or a campfire.

Druid(2024), Transmutation Cantrip

Eldritch Blast

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock(2024), Evocation Cantrip

Elementalism

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

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.
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.

Druid, Sorcerer, Wizard(2024),, Transmutation Cantrip

Fire Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

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).

Sorcerer, Wizard(2024) Evocation Cantrip

Friends

  • casting timeAction
  • range10 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

some makeup

You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.

Bard, Sorcerer, Warlock, Wizard(2024), Enchantment Cantrip

0 0
0 0
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0 0
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Guidance

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

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.

Cleric, Druid(2024), Divination Cantrip

Light

  • casting timeAction
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss

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.

Bard, Cleric, Sorcerer, Wizard(2024) Evocation Cantrip

Mage Hand

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 minute

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.

Bard, Sorcerer, Warlock, Wizard(2024), Conjuration Cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

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.

Wizard(2024),, Transmutation Cantrip

Message

  • casting timeAction
  • range120 feet

  • componentsS, M
  • duration1 round

a copper wire

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

1 foot of stone, metal, or wood,, Transmutation Cantrip

Mind Sliver

  • casting timeAction
  • range60 feet

  • componentsV
  • duration1 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Sorcerer, Warlock, Wizard(2024), Enchantment Cantrip

Minor Illusion

  • casting timeAction
  • range30 feet

  • componentsS, M
  • duration1 minute

a bit of fleece

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

Bard, Sorcerer, Warlock, Wizard(2024),, Illusion Cantrip

Poison Spray

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

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).

Druid, Sorcerer, Warlock, Wizard(2024), Necromancy Cantrip

Prestidigitation

  • casting timeAction
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

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.
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.

Bard, Sorcerer, Warlock, Wizard(2024) Transmutation Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
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0 0
0 0

Produce Flame

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • duration10 minutes

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Druid(2024), Conjuration Cantrip

Ray of Frost

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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).

Sorcerer, Wizard(2024),, Evocation Cantrip

Resistance

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

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.

Cleric, Druid(2024) Abjuration Cantrip

Sacred Flame

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Cleric(2024),, Evocation Cantrip

Shillelagh

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S, M
  • duration1 minute

mistletoe

A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).
The spell ends early if you cast it again or if you let go of the weapon.
Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

Druid(2024), Transmutation Cantrip

Shocking Grasp

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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).

Sorcerer, Wizard(2024),, Evocation Cantrip

Sorcerous Burst

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Sorcerer(2024), Evocation Cantrip

Spare the Dying

  • casting timeAction
  • range15 feet

  • componentsV, S
  • durationInstantaneous

Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Cleric, Druid(2024), Necromancy Cantrip

Starry Wisp

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Bard, Druid(2024), Evocation Cantrip

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Thaumaturgy

  • casting timeAction
  • range30 feet

  • componentsV
  • durationUp to 1 minute

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 minute.
Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 minute.

Cleric(2024) Transmutation Cantrip

Thorn Whip

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

the stem of a thorny plant

You create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. On a hit, the target takes 1d6 Piercing damage, and if it is Large or smaller, you can pull it up to 10 feet closer to you.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Druid(2024), Transmutation Cantrip

Thunderclap

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationInstantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Druid(2024) Evocation Cantrip

Toll the Dead

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Cleric, Warlock, Wizard(2024), Necromancy Cantrip

True Strike

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a weapon with which you have proficiency and that is worth 1+ CP

Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).
Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Bard, Sorcerer, Warlock, Wizard(2024),, Divination Cantrip

Vicious Mockery

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Bard(2024) Enchantment Cantrip

Word of Radiance

  • casting timeAction
  • rangeSelf

  • componentsV, M
  • durationInstantaneous

a sunburst token

Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Cleric(2024),, Evocation Cantrip

Alarm

  • casting time1 minute or Ritual
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a bell and silver wire

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.

Ranger, Wizard(2024), Level 1 Abjuration

Comprehend Languages

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of soot and salt

For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.

Bard, Sorcerer, Warlock, Wizard(2024), Level 1 Divination

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Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

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, 1 inch of metal or a thin sheet of lead.

Cleric, Paladin(2024), Level 1 Divination

Detect Poison and Disease

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a yew leaf

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Cleric, Druid, Paladin, Ranger(2024),, Level 1 Divination

Find Familiar [1/2]

  • casting time1 hour or Ritual
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't

Wizard(2024) Level 1 Conjuration

Find Familiar [2/2]

  • casting time1 hour or Ritual
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

attack, but it can take other actions as normal.
One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
BRIAN VALEZA
Spirits summoned by Find Familiar take forms inspired by the mages who conjure them

Wizard(2024) Level 1 Conjuration

Identify

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a pearl worth 100+ GP

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.

Bard, Wizard(2024) Level 1 Divination

Illusory Script

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsS, M
  • duration10 days

ink worth 10+ GP, which the spell consumes

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.

Bard, Warlock, Wizard(2024),, Level 1 Illusion

Purify Food and Drink

  • casting timeAction or Ritual
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Cleric, Druid, Paladin(2024),, Level 1 Transmutation

Speak with Animals

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • duration10 minutes

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
JESPER EJSING
A human Druid uses Speak with Animals to chat with his best bear friend

Bard, Druid, Ranger, Warlock(2024),, Level 1 Divination

Tenser's Floating Disk

  • casting timeAction or Ritual
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a drop of mercury

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Wizard(2024) Level 1 Conjuration

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Unseen Servant

  • casting timeAction or Ritual
  • range60 feet

  • componentsV, S, M
  • duration1 hour

a bit of string and of wood

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Bard, Warlock, Wizard(2024), Level 1 Conjuration

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