Create an acidic bubble at a point in range, where it explodes in a 5ft-radius Sphere. Each creature in that Sphere must succeed on a DEX save or take 1d6 Acid dmg.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
A wall of strong wind rises from the ground at a point you choose in range. You can make the wall up to 50ft long, 15ft high, and 1ft thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a STR saving throw, taking 4d8 Bludgeoning dmg on a fail or half dmg on a success.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss auto. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within reach. On a hit, target takes 3d6 Necrotic dmg, and you regainHP equal to half the amount of Necrotic dmg dealt.
Until spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.
Upcasting: The dmg increases by 1d6 for every MP used above 3.
This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.
You call forth an Undead spirit. It manifests in an unoccupied space you see in range and uses the Undead Spirit stat block. When cast, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0HP or when spell ends.
Its friendly to you & your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
You call forth a Fey spirit. It manifests in an unoccupied space you see in range and uses the Fey Spirit stat block. When cast, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0HP or when spell ends.
Its friendly to you & your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Fey Spirit
Small Fey, Neutral
AC 12 + the spell’s level
HP 30 + 10 for every MP used over 3
Speed 30ft.,
Fly 30ft.
 
Create a 20ft-radius Sphere of yellow, nauseating gas centered on a point in range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (like the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a CON save or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
Protective spirits flit around you in a 15ft Emanation for the duration. If you're good or neutral, their spectral form appears angelic or fey (your choice). If you're evil, they appear fiendish.
When cast, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a WIS save. Fail =, the creature takes 3d8 Radiant dmg (if you're good or neutral) or 3d8 Necrotic dmg (if you're evil). Success =, the creature takes half dmg. A creature makes this save only once per turn.
Upcasting: The dmg increases by 1d8 for every MP used above 3.
You imbue plants in an immobile 30ft Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining info about creatures that have passed, weather, and other circumstances.
You can also turn Difficult Terrain caused by plant growth (like thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.
The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
You grant the semblance of life to a corpse of your choice in range, allowing it to answer questions you pose. The corpse needs a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was target of this spell within the past 10 days.
Until spell ends, you can ask the corpse up to 5 questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you're antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new info, doesn’t comprehend anything thats happened as it died, and can’t speculate about future events.
You alter time around up to 6 creatures of your choice in a 40ft Cube in range. Each target must succeed on a WIS save or be affected by this spell for the duration.
An affected target’s Speed is halved, it takes a −2 penalty to AC and DEX saves, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 % chance spell fails as a result of target making the spell’s gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Send a short message of 25 words or less to a creature you have met or a creature described to you by someone who has met it. Target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if target is on a different plane than you, there is a 5 % chance that the message doesn’t arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hrs. If you try to send another message during that time, you learn you're blocked, and spell fails.
Touch a creature thats died in the last min. That creature revives with 1HP. This spell can’t revive a creature thats died of old age, nor does it restore any missing body parts.
At your touch, all curses affecting a creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.
For the duration, the willing creature you touch has Resistance to one dmg type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point in range. All normal plants in a 100ft-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4ft of movement for every 1ft it moves. You can exclude one or more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-km radius centered on a point in range become enriched for 365 days. The plants yield x2 the normal amount of food when harvested. They can benefit from only one Plant Growth per year.
A Large, quasi-real, horselike creature appears on the ground in an open space of your choice in range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10ft away from the steed.
For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100ft and can travel 13 kms in an hr. When spell ends, the steed gradually fades, giving the rider 1min to dismount. spell ends early if the steed takes any dmg.
For the duration, you hide a target you touch from Divination spells. Target can be a willing creature, or it can be a place or an object no larger than 10ft in any dimension. Target can’t be targeted by any Divination spell or perceived through magical scrying sensors.
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any WIS (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5ft of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
Minor physical dmg to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent you no longer fit within it) expels you and deals 6d6 Force dmg to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force dmg to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
Up to 6 creatures of your choice you see in range regainHP equal to 2d4 plus your spellcasting ability mod..
Upcasting: The healing increases by 1d4 for every MP used above 3.
Create the image of an object,creature, or other phenomenon no larger than a 20ft Cube. It appears at a spot you see in range and lasts for duration. It seems real, including sounds, smells, and temp. appropriate to the thing depicted, but can’t deal dmg or cause conditions.
If you're in hologram's range,you can take a Magic action to cause the image to move in range. As it moves, you can alter its appearance so its movements appear natural. you can cause the illusion to make different sounds at different times, even make it carry on a conversation,
Physical interaction reveals it to be an hologram, . A creature that takes a Study action to examine it can determine its an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns it's fake,, the creature can see through the image, and its other sensory qualities become faint to the creature.
Upcasting: The spell lasts until dispelled, without requiring Conc., if cast with a level 4+ spell slot.
Create a 10ft-radius, 20ft-tall Cylinder of magical energy centered on a point on the ground you see in range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a CHA save.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.
Upcasting: The duration increases by 1 hr for every MP used above 3.
A stroke of lightning forming a 100ft-long, 5ft-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a DEX save, taking 8d6 Lightning dmg on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d6 for every MP used above 3.
As your attack hits or misses target, the weapon or ammo you’re using transforms into a lightning bolt. Instead of taking any dmg or other effects from the attack, target takes 4d8 Lightning dmg or half dmg on a miss. Each creature within 10ft of target then makes a DEX save, taking 2d8 Lightning dmg on a fail or half dmg on a success.
The weapon or ammo then returns to its normal form.
Upcasting: The dmg for both effects of the spell increases by 1d8 for every MP used above 3.
A 10ft Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area.
Creatures and objects within the Emanation when spell is cast can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the effects of such spells can’t extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any Colour you choose, but it’s transparent from the inside.
spell ends early if you leave the Emanation or if you cast it again.
Create a twisting pattern of Colours in a 30ft Cube in range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a WIS save or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
spell ends for an affected creature if it takes any dmg or if someone else uses an action to shake the creature out of its stupor.
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20ft-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30ft away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold dmg. Any creature that ends its turn there must succeed on a DEX save or take 2d6 Acid dmg from otherworldly tentacles.
Upcasting: The Cold or Acid dmg (your choice) increases by 1d6 for every MP used above 3.
Choose a willing creature you see in range. Until spell ends, target’s Speed is x2d, it gains a +2 bonus to Armor Class, it has Advantage on DEX saves, and it gains an extra 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 spell ends, target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Inscribe a glyph that later unleashes a magical effect. Inscribe it either on a surface (like a table or a section of floor) or within an object that can be closed (like a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10ft in diameter. If the surface or object is moved more than 10ft from where you cast this spell, the glyph is broken, and spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful WIS (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 spell is cast. 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.
Explosive Rune. When triggered,
the glyph erupts with magical energy in a 20ft-radius Sphere centered on the glyph. Each creature in the area makes a DEX save. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder dmg (your choice when you create the glyph) on a fail or half dmg on a success.
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 Conc., it lasts until the end of its full duration.
Upcasting: The dmg of an explosive rune increases by 1d8 for every MP used 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.
A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. spell ends on target if it drops to 0HP or if it takes a Magic action to end the spell on itself.
While in this form, target’s only method of movement is a Fly Speed of 10ft, and it can hover. Target can enter and occupy the space of another creature. Target has Resistance to Bludgeoning, Piercing, and Slashing dmg
Touch a willing creature. For the duration, target gains a Fly Speed of 60ft and can hover. When spell ends, target falls if it is still aloft unless it can stop the fall.
Upcasting: You can target one extra creature for every MP used above 3.
A bright streak flashes from you to a point you choose in range and then blossoms with a low roar into a fiery explosion. Each creature in a 20ft-radius Sphere centered on that point makes a DEX save, taking 8d6 Fire dmg on a fail or half dmg on a success.
Flammable objects in the area that aren’t being worn or carried start burning.
Upcasting: The dmg increases by 1d6 for every MP used above 3.
Touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration, target appears dead to outward inspection and to spells used to determine target’s status. Target has the Blinded and Incapacitated conditions, and its Speed is 0.
Target also has Resistance to all dmg except Psychic dmg, and it has Immunity to the Poisoned condition.
Each creature in a 30ft Cone must succeed on a WIS save or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a WIS save. Success =, spell ends on that creature.
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following dmg types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 dmg of the chosen type when it hits.
Upcasting: If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra dmg increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra dmg increases to 3d4.
Choose a creature, object, or magical effect in range. Any ongoing spell of level 3 or lower on target ends. For each ongoing spell of level 4 or higher on target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). Success =ful check, spell ends.
Upcasting: You auto end a spell on target if the spell’s level is equal to or less than the level of the spell slot you use.
For the duration, sunlight spreads from a point in range and fills a 60ft-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an extra 60ft.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60ft Emanation originating from that object. Covering that object with something opaque, like a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Until spell ends, sleet falls in a 40ft-tall, 20ft-radius Cylinder centered on a point you choose in range. The area is Heavily Obscured, and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a DEX save or have the Prone condition and lose Conc..
You radiate a magical aura in a 30ft Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant dmg when hitting with a weapon or an Unarmed Strike.
Create 45 lbs of food and 30 litres of fresh water on the ground or in containers in 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 hrs if uneaten.
You try to interrupt a creature in the process of casting a spell. The creature makes a CON save. Fail =, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammo appropriate to the weapon) that launch forward and then disappear. Each creature of your choice you see in a 60ft Cone makes a DEX save, taking 5d8 Force dmg on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d8 for every MP used above 3.
Conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you see in range. The pack lasts for the duration, and you choose the spirits’ animal form, like wolves, serpents, or birds.
You have Advantage on STR saving throws while you’re within 5ft of the pack, and when you move on your turn, you can also move the pack up to 30ft to an unoccupied space you see.
Whenever the pack moves within 10ft of a creature you see and whenever a creature you see enters a space within 10ft of the pack or ends its turn there, you can force that creature to make a DEX save. Fail =, the creature takes 3d10 Slashing dmg. A creature makes this save only once per turn.
Upcasting: The dmg increases by 1d10 for every MP used above 3.
Create an Invisible sensor in range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (like behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When cast, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (like a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
A storm cloud appears at a point in range you see above yourself. It takes the shape of a Cylinder that is 10ft tall with a 60ft radius.
When cast, choose a point you see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5ft of that point makes a DEX save, taking 3d10 Lightning dmg on a fail or half dmg on a success.
Until spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.
If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s dmg increases by 1d10.
Upcasting: The dmg increases by 1d10 for every MP used above 3.
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 (spell ends instantly if you're 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 60ft 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 spell ends if you're on the Ethereal Plane. You return to an open space of your choice you see within 10ft of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
Target hit by the strike takes an extra 3d8 Radiant dmg from the attack, and target has the Blinded condition until spell ends. At the end of each of its turns, the Blinded target makes a CON save, ending the spell on itself on a success.
Upcasting: The extra dmg increases by 1d8 for every MP used above 3.
Touch a creature, which must succeed on a WIS save or become cursed for the duration. Until the curse ends, target suffers one of the following effects of your choice:
Choose one ability. Target has Disadvantage on ability checks and saving throws made with that ability.
Target has Disadvantage on attack rolls against you.
In combat, target must succeed on a WIS save at the start of each of its turns or be forced to take the Dodge action on that turn.
If you deal dmg to target with an attack roll or a spell, target takes an extra 1d8 Necrotic dmg.
Upcasting: If you cast this spell using a level 4 spell slot, you can maintain Conc. on it for up to 10 mins. If you use a level 5+ spell slot, the spell doesn’t require Conc., and the duration becomes 8 hrs (level 5–6 slot) or 24 hrs (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
Choose any number of creatures in range. For the duration, each target has Advantage on WIS saves and Death Saving Throws and regains the max number ofHP possible from any healing.
An aura radiates from you in a 30ft Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6HP to a creature in it.
This spell grants up to 10 willing creatures of your choice in range the ability to breathe in space and underwater until spell ends. Affected creatures also retain their normal mode of respiration.
Choose a bone pile or Medium/Small Humanoid corpse in range. Target becomes an Undead creature: a Skeleton (if bones) or Zombie (if corpse).
On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if it's within 60ft of you (if you control multiple, you can command any of them at the same time, ). You choose the action it'll take and where it'll move on its next turn, or issue a general command, like guard a door. If no commands issued, the creature takes the Dodge action and moves to avoid harm. Once given a task, it follows it until complete.
The creature is under your control for 24 hrs, after which it stops obeying any commands. To maintain control for another 24 hrs,cast this spell again. This spell reasserts your control for up to 4 creatures you've animated.
Upcasting: You animate/reassert control over 2 extra Undead creatures for every MP used above 3. Each creature must come from a different corpse or bone pile .
Create a magical zone that guards against deception in a 15ft-radius Sphere centered on a point in range. Until spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a CHA save. Fail =, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
Conjure a mass of sticky webbing at a point in range. The webs fill a 20ft Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If the webs aren’t anchored between 2 solid masses (like walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5ft.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DEX save or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a STR (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.
The webs are flammable. Any 5ft Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire dmg to any creature that starts its turn in the fire.
Touch another creature that is willing and create a mystic connection between you and target until spell ends. While target is within 60ft of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all dmg. Also, each time it takes dmg, you take the same amount of dmg.
spell ends if you drop to 0HP or if you and target become separated by more than 60ft. It also ends if the spell is cast again on either of the connected creatures.
Touch a creature and end the Poisoned condition on it. For the duration, target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison dmg.
You call forth a bestial spirit. It manifests in an unoccupied space you see in range and uses the Bestial Spirit stat block. When cast, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0HP or when spell ends.
Its friendly to you & your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Bestial Spirit
Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air only) or 30 (Land and Water
only) + 5 for every MP used over 2
Speed 30ft.
You suggest a course of activity—described in no more than 25 words—to a creature you see in range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal dmg to target or its allies. Eg, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.”
Target must succeed on a WIS save or have the Charmed condition for the duration or until you or your allies deal dmg to target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, spell ends for target upon completing it.
Create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears in range in a space of your choice, and you can immediately make one melee spell attack against a creature within 5ft of the force. On a hit, target takes Force dmg equal to 1d8 plus your spellcasting ability mod..
As a Bonus Action on your later turns, you can move the force up to 20ft and repeat the attack against a creature within 5ft of it.
Upcasting: The dmg increases by 1d8 for every slot level above 2.
The ground in a 20ft-radius Sphere centered on a point in range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing dmg for every 5ft it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a WIS (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Until spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. Target also gains a Climb Speed equal to its Speed.
Upcasting: You can target one extra creature for each spell slot level about 2.
For the duration, no sound can be created within or pass through a 20ft-radius Sphere centered on a point you choose in range. Any creature or object entirely inside the Sphere has Immunity to Thunder dmg, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Target hit by the strike takes an extra 2d6 Radiant dmg from the attack. Until spell ends, target sheds Bright Light in a 5ft radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.
Upcasting: The dmg increases by 1d6 for every MP used above 2.
A loud noise erupts from a point of your choice in range. Each creature in a 10ft-radius Sphere centered there makes a CON save, taking 3d8 Thunder dmg on a fail or half dmg on a success. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the dmg if it’s in the spell’s area.
Upcasting: The dmg increases by 1d8 for every MP used above 2.
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you see into the Ethereal Plane. Creatures and objects there appear ghostly.
Hurl 3 fiery rays. You can hurl them at one target in range or at several. Make a ranged spell attack for each ray. On a hit, target takes 2d6 Fire dmg.
Upcasting: Create one extra ray for every MP used above 2.
Activate an effect below. Until spell ends, you can activate either as an action on later turns.
(1) Sense Thoughts. You sense the presence of thoughts within 30ft of you of creatures that know languages/are telepathic. You can’t read the thoughts, but know a thinking creature is present.
The spell's blocked by 1ft of stone,,or wood, 1cm of metal or lead.
(2)Read Thoughts. Target a creature you see within 30ft of you or a creature you just detected with Sense Thoughts. You learn what's most on target’s mind right now. If target doesn’t know any languages / isn’t telepathic, you learn nothing.
As an action on your next turn, you can probe deeper into target’s mind. If you do, target makes a WIS save. Fail =, you discern target’s reasoning, emotions, and something looming large in its mind (like worry, love, or hate). Success =, spell ends. Either way, target knows you're probing its mind, and,can take an action to make an INT(Arcana) check against your spell save DC, ending the spell on a success.
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 3ft-by-5ft portal opens to an extradimensional space that lasts until 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 spell ends.
A beam of enervating energy shoots from you toward a creature in range. Target must make a CON save. Success =, target has Disadvantage on the next attack roll it makes until the start of your next turn.
Fail =, target has Disadvantage on STR-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its dmg rolls. Target repeats the save at the end of each of its turns, ending the spell on a success.
Up to 5 creatures of your choice who remain in range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8HP. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Upcasting: The healing increases by 1d8 for every MP used above 2.
You craft an illusion in the mind of a creature you see in range. Target makes an INT save. Fail =, you create a phantasmal object, creature, or other phenomenon thats no larger than a 10ft Cube and that is perceivable only to target for the duration. The phantasm includes sound, temp., and other stimuli.
Target can take a Study action to examine the phantasm with an INT (Investigation) check against your spell save DC. If the check succeeds, target realizes that the phantasm is an illusion, and spell ends.
While affected by the spell, target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. Eg, if target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
An affected target can even take dmg from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic dmg to target if it is in the phantasm’s area or within 5ft of the phantasm. Target perceives the dmg as a type appropriate to the illusion.
You radiate a concealing aura in a 30ft Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to DEX (Stealth) checks and leave no tracks.
Choose a manufactured metal object, like a metal weapon or a suit of Heavy or Medium metal armor, you see in range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire dmg when spell is cast. Until spell ends, you can take a Bonus Action on each of your later turns to deal this dmg again if the object is in range.
If a creature is holding or wearing the object and takes the dmg from it, the creature must succeed on a CON save 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.
Upcasting: The dmg increases by 1d8 for every MP used above 2.
With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.
Mask (Creature). Choose a creature type other than target’s actual type. Spells and other magical effects treat target as if it were a creature of the chosen type.
False Aura (Object). You change the way target appears to spells and magical effects that detect magical auras, like Scan Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
A silvery beam of pale light shines down in a 5ft-radius, 40ft-high Cylinder centered on a point in range. Until spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60ft.
When the Cylinder appears, each creature in it makes a CON save. Fail =, a creature takes 2d10 Radiant dmg, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. Success =, a creature takes half dmg only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.
Upcasting: The dmg increases by 1d10 for every MP used above 2.
Briefly surrounded by silvery mist, you teleport up to 30ft to an unoccupied space you see.
3 illusory duplicates of yourself appear in your space. Until spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other dmg and effects. spell ends when all 3 duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
You drive a spike of psionic energy into the mind of a creature you see in range. Target makes a WIS save, taking 3d8 Psychic dmg on a fail or half dmg on a success. Fail =, you also always know target’s location until spell ends, but only while the 2 of you're on the same plane of existence. While you have this knowledge, target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Upcasting: The dmg increases by 1d8 for every MP used above 2.
A shimmering green arrow streaks toward a target in range and bursts in a spray of acid. Make a ranged spell attack against target. On a hit, target takes 4d4 Acid dmg and 2d4 Acid dmg at the end of its next turn. On a miss, the arrow splashes target with acid for half as much of the initial dmg only.
Upcasting: The dmg (both initial and later) increases by 1d4 for every MP used above 2.
Touch a nonmagical weapon. Until spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and dmg rolls. spell ends early if you cast it again.
Upcasting: The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
You implant a message in an object in range—a message that's said when a trigger condition is met. Pick an object you see and that isn’t being worn or carried by another creature. Then speak the message, must be 25 words or less, but can be delivered over as long as 10mins. Finally, determine the triggering conditions to deliver your message.
When the trigger occurs, a magic mouth appears on the object and recites the message in your voice and volume you spoke. If the object you chose has a mouth or something mouth-like (ex, a statue mouth), the magical mouth appears there,. When cast, you can have the spell end after delivering the 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, but must be based on visual/audible conditions occuring within 30ft of the object. Eg,the condition for the mouth to speak is when any creature moves within 30ft or when a silver bell rings within 30ft.
Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000ft of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30ft—at least once. Alternatively, the spell can locate the nearest object of a particular kind, like a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 kms, if any are present.
a creature or loose object of your choice you see in range rises vertically up to 20ft and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 lbs. An unwilling creature that succeeds on a CON save is unaffected.
Target can move only by pushing or pulling against a fixed object or surface within reach (like a wall or a ceiling), which allows it to move as if it were climbing. You can change target’s altitude by up to 20ft in either direction on your turn. If you're target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move target, which must remain within the spell’s range.
When spell ends, target floats gently to the ground if it is still aloft.
Touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
MARTIN MOTTET
A human Druid casts Lesser Restoration to ease the suffering of a friend who was poisoned in battle
Choose an object you see in range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object thats a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If target is held shut by Arcane Lock, that spell is suppressed for 10 mins, during which time target can be opened and closed.
When cast, a loud knock, audible up to 300ft away, emanates from target.
A creature you touch has the Invisible condition until spell ends. spell ends early immediately after target makes an attack roll, deals dmg, or casts a spell.
Upcasting: You can target one extra creature for every MP used above 2.
Choose a Humanoid you see in range. Target must succeed on a WIS save or have the Paralyzed condition for the duration. At the end of each of its turns, target repeats the save, ending the spell on itself on a success.
Upcasting: You can target one extra Humanoid for every MP used above 2.
A Line of strong wind 60ft long and 10ft wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a STR saving throw or be pushed 15ft away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2ft of movement for every 1ft it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, like those of lanterns, to dance wildly and has a 50 % chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Touch a corpse or other remains. For the duration, target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising target from the dead, as days spent under the influence of this spell don’t count against the time limit of spells like Raise Dead.
Create a 5ft-diameter sphere of fire in an unoccupied space on the ground in range. It lasts for the duration. Any creature that ends its turn within 5ft of the sphere makes a DEX save, taking 2d6 Fire dmg on a fail or half dmg on a success.
As a Bonus Action, you can move the sphere up to 30ft, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5ft tall and jump it across pits up to 10ft wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20ft radius and Dim Light for an extra 20ft.
Upcasting: The dmg increases by 1d6 for every MP used above 2.
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, target takes Fire dmg equal to 3d6 plus your spellcasting ability mod..
The flaming blade sheds Bright Light in a 10ft radius and Dim Light for an extra 10ft.
Upcasting: The dmg increases by 1d6 for every MP used above 2.
You sense any trap in range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause dmg or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
You summon a spirit that appears as a loyal steed or simple vehicle in an open space of your choice in range. It uses the Otherworldly Steed stat block. If you've already used this spell, the steed is replaced by a new one.
The steed resembles a Large, rideable animal or simple vehicle of your choice, like a horse,skateboard, a dire wolf, or an elk. When cast, choose it's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is friendly to you & your allies. In combat, it shares your Initiative count, and functions as a controlled mount while you ride it. If you're Incapacitated, the steed takes its turn immediately after yours and, focuses on protecting you.
Disappearance. The steed disappears if it drops to 0HP or you die. When it disappears, it leaves anything it was wearing or carrying. When cast again,.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level
HP
5 + 10 per MP (steed has a # of Hit Dice [d10s] = spell’s level)
Speed 60ft., Fly 60ft. (requires 4MP+)
 
You weave a distracting string of words, causing creatures of your choice you see in range to make a WIS save. Any creature you or your companions are fighting auto succeeds on this save. Fail =, a target has a −10 penalty to WIS (Perception) checks and Passive Perception until spell ends.
For the duration, the spell enlarges or reduces a creature or an object you see in range (see the chosen effect below). A targeted object must be neither worn nor carried. If target is unwilling, it can make a CON save. Success =, 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 ammo returns to normal size immediately after it hits or misses a target.
Enlarge. Target’s size increases by one category—from Medium to Large, for example. Target also has Advantage on STR checks and STR saving throws. Target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 dmg.
Reduce. Target’s size decreases by one category—from Medium to Small, for example. Target also has Disadvantage on STR checks and STR saving throws. Target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less dmg (this can’t reduce the dmg below 1).
Touch a creature and choose STR, DEX, INT, WIS, or CHA. For the duration, target has Advantage on ability checks using the chosen ability.
Upcasting: You can target one extra creature for every MP used above 2. You can choose a different ability for each target.
Touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until spell ends, target can take a Magic action to exhale a 15ft Cone. Each creature in that area makes a DEX save, taking 3d6 dmg of the chosen type on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d6 for every MP used above 2.
For the duration, a willing creature you touch has Darkvision with a range of 150ft.
For the duration, magical Darkness spreads from a point in range and fills a 15ft-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15ft Emanation originating from that object. Covering that object with something opaque, like a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
a creature you see in range must succeed on a WIS save or have the Charmed condition for the duration. The creature succeeds auto if it isn’t Humanoid.
A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself you mentally choose. Target can act normally on its turn if you choose no creature or if no creature is within its reach. Target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take the Magic action to maintain control of target, or spell ends.
Touch up to 4 nonmagical Arrows or Bolts and plant them in the ground in your space. Until spell ends, the ammo can’t be physically uprooted, and whenever a creature other than you enters a space within 30ft of the ammo for the first time on a turn or ends its turn there, one piece of ammo flies up to strike it. The creature must succeed on a DEX save or take 2d4 Piercing dmg. The piece of ammo is then destroyed. spell ends when none of the ammo remains planted in the ground.
When cast, you can designate any creatures you choose, and the spell ignores them.
Upcasting: The amount of ammo that can be affected increases by 2 for every MP used above 2.
A flame springs from an object you touch. The effect casts Bright Light in a 20ft radius and Dim Light for an extra 20ft. 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.
Conjure spinning daggers in a 5ft Cube centered on a point in range. Each creature in that area takes 4d4 Slashing dmg. A creature also takes this dmg if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this dmg only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30ft.
Upcasting: The dmg increases by 2d4 for every MP used above 2.
Each Humanoid in a 20ft-radius Sphere centered on a point you choose in range must succeed on a CHA save or be affected by one of the following effects (choose for each creature):
The creature has Immunity to the Charmed and Frightened conditions until spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if target takes dmg or witnesses its allies taking dmg. When spell ends, the creature’s attitude returns to normal.
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.
a creature you see in range must succeed on a CON save, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, target repeats the save, ending the spell on itself on a success.
Upcasting: You can target one extra creature for every MP used above 2.
Touch a willing Beast. For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special senses it has.
Touch a willing creature. Until spell ends, target’s skin assumes a bark-like appearance, and target has an Armor Class of 17 if its AC is lower than that.
You receive an omen from an otherworldly entity about the results of a course of action you plan to take within the next 30 mins. The DM chooses the omen from the Omens table.
Omens
Omen 
You tap into your life force to heal yourself. Roll one or 2 of your unexpendedHP Dice, and regain a number ofHP equal to the roll’s total plus your spellcasting ability mod.. Those dice are then expended.
Upcasting: The number of unexpended Hit Dice you can roll increases by one for every MP used above 2.
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 besides hacking. You and any creatures you designate when spell is cast can open and close the object despite the lock. You can also set a password that, when spoken within 5ft of the object, unlocks it for 1min.
A Tiny Beast of your choice you see in range must succeed on a CHA save, or it attempts to deliver a message for you (if target’s Challenge Rating isn’t 0, it auto succeeds). You specify a location you have visited and a recipient who matches a general description, like “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-5 words. The Beast travels for the duration toward the specified location, covering about 25 kms per 24 hrs or 50 kms if the Beast can fly.
When the Beast arrives, it delivers your message to the creature you described, mimicking your communication. If the Beast doesn’t reach its destination before spell ends, the message is lost, and the Beast returns to where you cast the spell.
Upcasting: The spell’s duration increases by 48 hrs for every MP used above 2.
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, Colouration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your stats change. You can’t appear as a creature of a different size, and your basic shape stays the same
Choose up to 3 creatures in range. Each target’sHP max and currentHP increase by 5 for the duration.
Upcasting: Each target’sHP increase by 5 for every MP used above 2.
Target takes an extra 1d6 Necrotic dmg from the attack, and it must succeed on a WIS save or have the Frightened condition until spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
A beam of crackling energy lances toward a creature in range, forming a sustained arc of lightning between you and target. Make a ranged spell attack against it. On a hit, target takes 2d12 Lightning dmg.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning dmg to target auto, even if the first attack missed.
spell ends if target is ever outside the spell’s range or if it has Total Cover from you.
Upcasting: The initial dmg increases by 1d12 for every MP used above 1.
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until spell ends. The servant springs into existence in an unoccupied space on the ground in range. It has AC 10, 1HP, and a STR of 2, and it can’t attack. If it drops to 0HP, spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human could do, like 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 60ft away from you, spell ends.
For the duration, you understand the literal meaning of any language you hear or see signed. You also understand any written language you see, but you must be touching the surface on which the words are written. It takes about 1min to read one page of text. This spell doesn’t decode symbols or secret messages.
Each creature of your choice in a 5ft-radius Sphere centered on a point in range must succeed on a WIS save or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If target fails the second save, target has the Unconscious condition for the duration. spell ends on a target if it takes dmg or someone within 5ft of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, like elves, or that have Immunity to the Exhaustion condition auto succeed on saves against this spell.
Hurl a bolt of light toward a creature in range. Make a ranged spell attack against target. On a hit, it takes 4d6 Radiant dmg, and the next attack roll made against it before the end of your next turn has Advantage.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
Your strike rings with thunder that is audible within 300ft of you, and target takes an extra 2d6 Thunder dmg from the attack. extraly, if target is a creature, it must succeed on a STR saving throw or be pushed 10ft away from you and have the Prone condition.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
This spell creates a circular, horizontal plane of force, 3ft in diameter and 1 cm thick, that floats 3ft above the ground in an open space of your choice you see in range. The disk remains for the duration and can hold up to 500 lbs. If more weight is placed on it, spell ends, and everything on the disk falls to the ground.
The disk is immobile while you're within 20ft of it. If you move more than 20ft away from it, the disk follows you so that it remains within 20ft 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 10ft or more. Eg, the disk can’t move across a 10ft-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100ft from the disk (typically because it can’t move around an obstacle to follow you), spell ends.
a creature of your choice you see in range makes a WIS save. Fail =, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself.
At the end of each of its turns and each time it takes dmg, it makes another WIS save. Target has Advantage on the save if the save is triggered by dmg. Success =, spell ends.
Upcasting: You can target one extra creature for each spell slot level about 1.
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 info 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
Create the image of an object, a creature, or other visible phenomenon thats no larger than a 15ft Cube. The image appears at a spot in range and lasts for the duration. The image is purely visual
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no dmg from Homing Missile.
A shimmering field surrounds a creature of your choice in range, granting it a +2 bonus to AC for the duration.
As you hit target, it takes an extra 1d6 Fire dmg from the attack. At the start of each of its turns until spell ends, target takes 1d6 Fire dmg and then makes a CON save. Fail =, the spell continues. Success =, spell ends.
Upcasting: All the dmg increases by 1d6 for every MP used above 1.
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30ft of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1ft of stone, dirt, or wood, 1 cm of metal, or a thin sheet of lead.
For the duration, you sense the presence of magical effects within 30ft 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 1ft of stone, dirt, or wood, 1 cm of metal or a thin sheet of lead.
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30ft of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1ft of stone, dirt, or wood, 1 cm of metal or a thin sheet of lead.
You ward a creature in range. Until spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a WIS save or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
spell ends if the warded creature makes an attack roll, casts a spell, or deals dmg.
You shoot a greenish ray at a creature in range. Make a ranged spell attack against target. On a hit, target takes 2d8 Poison dmg and has the Poisoned condition until the end of your next turn.
Upcasting: The dmg increases by 1d8 for every MP used above 1.
You remove poison and rot from nonmagical food and drink in a 5ft-radius Sphere centered on a point in range.
Until spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against target. Target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If target is already possessed, Charmed, or Frightened by such a creature, target has Advantage on any new saving throw against the relevant effect.
You unleash a wave of thunderous energy. Each creature in a 15ft Cube originating from you makes a CON save. Fail =, a creature takes 2d8 Thunder dmg and is pushed 10ft away from you. Success =, a creature takes half dmg only.
In addition, unsecured objects that are entirely within the Cube are pushed 10ft away from you, and a thunderous boom is audible within 300ft.
Upcasting: The dmg increases by 1d8 for every MP used above 1.
Nonflammable grease covers the ground in a 10ft square centered on a point in range and turns it into Difficult Terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a DEX save 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.
A creature of your choice you see in range regainsHP equal to 2d4 plus your spellcasting ability mod..
Upcasting: The healing increases by 2d4 for every MP used above 1.
Touch a willing creature who isn’t wearing armor. Until spell ends, target’s base AC becomes 13 plus its DEX mod.. spell ends early if target dons armor.
Touch a creature. Target’s Speed increases by 10ft until spell ends.
Upcasting: You can target one extra creature for every MP used above 1.
Touch a willing creature. Once on each of its turns until spell ends, that creature can jump up to 30ft by spending 10ft of movement.
Upcasting: You can target one extra creature for every MP used above 1.
A creature you touch makes a CON save, taking 2d10 Necrotic dmg on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d10 for every MP used above 1.
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 spell is cast, 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 thats Truesight can read the hidden message.
Touch an object throughout the spell’s casting. If the object is a magic item or 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're. 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.
You magically mark a creature you see in range as your quarry. Until spell ends, you deal an extra 1d6 Force dmg to target whenever you hit it with an attack. You also have Advantage on any WIS (Perception or Survival) check you make to find it.
If target drops to 0HP before this spell ends, you can take a Bonus Action to move the mark to a new creature you see in range.
Upcasting: Your Conc. can last longer with a spell slot of level 3–4 (up to 8 hrs) or 5+ (up to 24 hrs).
Create 3 glowing darts of magical force. Each dart strikes a creature of your choice you see in range. A dart deals 1d4 + 1 Force dmg to its target. The darts all strike simultaneously, and you can direct them to hit a creature or several.
Upcasting: The spell creates one more dart for every MP used above 1.
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until spell ends. You seem 1ft shorter or taller and can appear heavier or lighter. You must adopt a form thats 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. Eg, 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 you're disguised, a creature must take the Study action to inspect your appearance and succeed on an INT (Investigation) check against your spell save DC.
You place a curse on a creature you see in range. Until spell ends, you deal an extra 1d6 Necrotic dmg to target whenever you hit it with an attack. Also, choose one ability when spell is cast. Target has Disadvantage on ability checks made with the chosen ability.
If target drops to 0HP before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.
Upcasting: Your Conc. can last longer with a spell slot of level 2 (up to 4 hrs), 3–4 (up to 8 hrs), or 5+ (24 hrs).
A willing creature you touch is imbued with bravery. Until spell ends, the creature is immune to the Frightened condition and gains Temp.HP equal to your spellcasting ability mod. at the start of each of its turns.
Upcasting: You can target one extra creature for every MP used above 1.
The creature that dmgd you is momentarily surrounded by green flames. It makes a DEX save, taking 2d10 Fire dmg on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d10 for every MP used above 1.
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammo. The attack's target and each creature within 5ft of it make a DEX save, taking 1d10 Piercing dmg on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d10 for every MP used above 1.
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1HP, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when spell ends.
Create a 20ft-radius Sphere of fog centered on a point in range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (like one created by Gust of Wind) disperses it.
Upcasting: The fog’s radius increases by 20ft for every MP used above 1.
You gain a familiar, a spirit in an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider,, or other CR 0 Beast. It appears in range,and has the chosen form's stats, though its a Spirit,,instead of a Beast. Your familiar is independent of you, but it obeys you.
Telepathic Connection. While your familiar's within 100ft of you, you can communicate with it telepathically. Also, as a Bonus Action, you 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.
Also,When you cast a touch spell, your familiar can deliver it (must be within 100ft of you, and take a Reaction to use the spell).
Combat. The familiar is friendly to you & your allies, and uses your Initiative. It can’t attack,It can take other actions as normal.
One Familiar Only. You can’t have more than 1 familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new form.
Spirits summoned by Find Familiar take forms inspired by those who conjure them
Choose up to 5 falling creatures in range. A falling creature’s rate of descent slows to 60ft per round until spell ends. If a creature lands before spell ends, the creature takes no dmg from the fall, and spell ends for that creature.
You gain 2d4 + 4 Temp.HP.
Upcasting: You gain 5 extra Temp.HP for every MP used above 1.
Objects in a 20ft Cube in range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a DEX save. For the duration, objects and affected creatures shed Dim Light in a 10ft 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.
You take the Dash action, and until spell ends, you can take that action again as a Bonus Action.
Grasping plants sprout from the ground in a 20ft square in range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when spell ends.
Each creature (other than you) in the area when spell is cast must succeed on a STR saving throw or have the Restrained condition until spell ends. A Restrained creature can take an action to make a STR (Athletics) check against your spell save DC. Success =, it frees itself from the grasping plants and is no longer Restrained by them.
As you hit target, grasping vines appear on it, and it makes a STR saving throw. A Large or larger creature has Advantage on this save. Fail =, target has the Restrained condition until spell ends. Success =, the vines shrivel away, and spell ends.
While Restrained, target takes 1d6 Piercing dmg at the start of each of its turns. Target or a creature within reach of it can take an action to make a STR (Athletics) check against your spell save DC. Success =, spell ends.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
Target takes an extra 2d8 Radiant dmg from the attack. The dmg increases by 1d8 if target is a Fiend or an Undead.
Upcasting: The dmg increases by 1d8 for every MP used above 1.
Until spell ends, your attacks with weapons deal an extra 1d4 Radiant dmg.
a creature of your choice you see in range hears a discordant melody in its mind. Target makes a WIS save. Fail =, it takes 3d6 Psychic dmg and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. Success =, target takes half dmg only.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
A creature you touch regains a number ofHP equal to 2d8 plus your spellcasting ability mod..
Upcasting: The healing increases by 2d8 for every MP used above 1.
Create a shard of ice and fling it at a creature in range. Make a ranged spell attack against target. On a hit, target takes 1d10 Piercing dmg. Hit or miss, the shard then explodes. Target and each creature within 5ft of it must succeed on a DEX save or take 2d6 Cold dmg.
You do one of the following:
Create Water. Create up to 10 litres of clean water in range in an open container. Alternatively, the water falls as rain in a 30ft Cube in range, extinguishing exposed flames there.
Destroy Water. Destroy up to 10 litres of water in an open container in range. Alternatively, you destroy fog in a 30ft Cube in range.
Upcasting: Create or destroy 10 extra litres of water, or the size of the Cube increases by 5ft, for every MP used above 1.
You try to compel a creature into a duel. a creature you see in range makes a WIS save. Fail =, target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30ft away from you.
spell ends if you make an attack roll against a creature other than target, if you cast a spell on an enemy other than target, if an ally of yours dmgs target, or if you end your turn more than 30ft away from target.
You speak a one-word command to a creature you see in range. Target must succeed on a WIS save or follow the command on its next turn. Choose the command from these options:
Approach. Target moves toward you by the shortest and most direct route, ending its turn if it moves within 5ft of you.
Drop. Target drops whatever it is holding and then ends its turn.
Flee. Target spends its turn moving away from you by the fastest available means.
Grovel. Target has the Prone condition and then ends its turn.
Halt. On its turn, target doesn’t move and takes no action or Bonus Action.
Upcasting: You can affect one extra creature for every MP used above 1.
You launch a dazzling array of flashing, Colourful light. Each creature in a 15ft Cone originating from you must succeed on a CON save or have the Blinded condition until the end of your next turn.
Hurl an orb of energy at a target in range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against target. On a hit, target takes 3d8 dmg of the chosen type.
If you roll the same number on 2 or more of the d8s, the orb leaps to a different target of your choice within 30ft of target. Make an attack roll against the new target, and make a new dmg roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Upcasting: The dmg increases by 1d8 for every MP used above 1. The orb can leap a max number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
One Humanoid you see in range makes a WIS save. It does so with Advantage if you or your allies are fighting it. Fail =, target has the Charmed condition until spell ends or until you or your allies dmg it. The Charmed creature is Friendly to you. When spell ends, target knows it was Charmed by you.
Upcasting: You can target one extra creature for every MP used above 1.
A thin sheet of flames shoots forth from you. Each creature in a 15ft Cone makes a DEX save, taking 3d6 Fire dmg on a fail or half dmg on a success.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
You bless up to 3 creatures in range. Whenever a target makes an attack roll or a saving throw before spell ends, target adds 1d4 to the attack roll or save.
Upcasting: You can target one extra creature for every MP used above 1.
Up to 3 creatures of your choice you see in range must each make a CHA save. Whenever a target that fails this save makes an attack roll or a saving throw before spell ends, target must subtract 1d4 from the attack roll or save.
Upcasting: You can target one extra creature for every MP used above 1.
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10ft Emanation originating from you makes a STR saving throw. Fail =, a target takes 2d6 Necrotic dmg and can’t take Reactions until the start of its next turn. Success =, a target takes half dmg only.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
Protective magical frost surrounds you. You gain 5 Temp.HP. If a creature hits you with a melee attack roll before spell ends, the creature takes 5 Cold dmg. spell ends early if you have no Temp.HP.
Upcasting: The Temp.HP and the Cold dmg both increase by 5 for every MP used above 1.
Target a Beast you see in range. Target must succeed on a WIS save or have the Charmed condition for the duration. If you or one of your allies deals dmg to target, the spells ends.
Upcasting: You can target one extra Beast for every MP used above 1.
You set an alarm against intrusion. Choose a door, a window, or an area in range thats no larger than a 20ft Cube. Until spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When cast, 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 60ft of the warded area.
Mental Alarm. You are alerted by a mental ping if you're within 1 km of the warded area. This ping awakens you if you’re asleep.
Burning radiance erupts from you in a 5ft Emanation. Each creature of your choice you see in it must succeed on a CON save or take 1d6 Radiant dmg.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You unleash a string of insults laced with subtle enchantments at a creature you see or hear in range. Target must succeed on a WIS save or take 1d6 Psychic dmg and have Disadvantage on the next attack roll it makes before the end of its next turn.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
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 dmg rolls instead of using STR or DEX. If the attack deals dmg, it can be Radiant dmg or the weapon’s normal dmg type (your choice).
Cantrip Upgrade. Whether you deal Radiant dmg or the weapon’s normal dmg type, the attack deals extra Radiant dmg when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Point at a creature you see in range, and the single chime of a dolorous bell is audible within 10ft of target. Target must succeed on a WIS save or take 1d8 Necrotic dmg. If target is missing any of itsHP, it instead takes 1d12 Necrotic dmg.
Cantrip Upgrade. The dmg increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Each creature in a 5ft Emanation originating from you must succeed on a CON save or take 1d6 Thunder dmg. The spell’s thunderous sound can be heard up to 100ft away.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
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 target. On a hit, target takes 1d6 Piercing dmg, and if it is Large or smaller, you can pull it up to 10ft closer to you.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You manifest a minor wonder in range. Create one of the effects below in range. If you cast this spell multiple times, you can have up to 3 of its 1-min effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1min.
Booming Voice. Your voice booms up to 3 times as loud as normal for 1min. For the duration, you have Advantage on CHA (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change Colour for 1min.
Phantom Sound. Create an instantaneous sound that originates from a point of your choice in range, like a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1min.
You launch a mote of light at a creature or object in range. Make a ranged spell attack against target. On a hit, target takes 1d8 Radiant dmg, and until the end of your next turn, it emits Dim Light in a 10ft radius and can’t benefit from the Invisible condition.
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Choose a creature in range thats 0HP and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range x2s when you reach levels 5 (30ft), 11 (60ft), and 17 (120ft).
You cast sorcerous energy at a creature or object in range. Make a ranged attack roll against target. On a hit, target takes 1d8 dmg 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 dmg. When cast, the max number of these d8s you can add to the spell’s dmg equals your spellcasting ability mod..
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Lightning springs from you to a creature you try to touch. Make a melee spell attack against target. On a hit, target takes 1d8 Lightning dmg, and it can’t make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
A Club or Quarterstaff you're holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of STR for the attack and dmg rolls of melee attacks using that weapon, and the weapon’s dmg die becomes a d8. If the attack deals dmg, it can be Force dmg or the weapon’s normal dmg type (your choice).
spell ends early if you cast it again or if you let go of the weapon.
Cantrip Upgrade. The dmg die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Flame-like radiance descends on a creature you see in range. Target must succeed on a DEX save or take 1d8 Radiant dmg. Target gains no benefit from Half Cover or 3-Quarters Cover for this save.
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Touch a willing creature and choose a dmg type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes dmg of the chosen type before spell ends, the creature reduces the total dmg taken by 1d4. A creature can benefit from this spell only once per turn.
A frigid beam of blue-white light streaks toward a creature in range. Make a ranged spell attack against target. On a hit, it takes 1d8 Cold dmg, and its Speed is reduced by 10ft until the start of your next turn.
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
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 20ft radius and Dim Light for an extra 20ft. spell ends if you cast it again.
Until spell ends, you can take a Magic action to hurl fire at a creature or an object within 60ft of you. Make a ranged spell attack. On a hit, target takes 1d8 Fire dmg.
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Create a magical effect in range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to 3 of its non-instantaneous effects active at a time.
Sensory Effect. Create an instantaneous, harmless sensory effect, like 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 cubicft.
Magic Mark. You make a Colour, a small mark, or a symbol appear on an object or a surface for 1 hr.
Minor Creation. 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 dmg and has no monetary worth.
You spray toxic mist at a creature in range. Make a ranged spell attack against target. On a hit, target takes 1d12 Poison dmg.
Cantrip Upgrade. The dmg increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
You magically emanate a sense of friendship toward a creature you see in range. Target must succeed on a WIS save or have the Charmed condition for the duration. Target succeeds auto if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hrs.
spell ends early if target takes dmg or if you make an attack roll, deal dmg, or force anyone to make a saving throw. When spell ends, target knows it was Charmed by you.
Create up to 4 torch-size lights in range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the 4 lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10ft radius.
As a Bonus Action, you can move the lights up to 60ft to a space in range. A light must be within 20ft of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
Create a sound or image of an object in range that lasts for the duration. The illusion ends if cast again.
If a creature takes a Study action to examine the sound or image, the creature can determine that its an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns it's an illusion,, 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 spell ends.
Image. If you create an image of an object—like a chair, muddyftprints, or a small chest—it must be no larger than a 5ft 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, as things can pass through it.
You try to temporarily sliver the mind of a creature you see in range. Target must succeed on an INT save or take 1d6 Psychic dmg and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Point toward a creature in range and whisper a message. Target (and only 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're familiar with target and know it is beyond the barrier. Magical silence
This spell repairs a single break or tear in an object you touch, like a broken chain link, 2 halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former dmg.
This spell can physically repair a magic item, but it can’t restore magic to such an object.
A spectral, floating hand appears at a point you choose in range. The hand lasts for the duration. The hand vanishes if it is ever more than 30ft away from you or if cast again.
When cast, 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 30ft.
The hand can’t attack, activate magic items, or carry more than 10 lbs.
Touch one Large or smaller object that isn’t being worn or carried by someone else. Until spell ends, the object sheds Bright Light in a 20ft radius and Dim Light for an extra 20ft. The light can be Coloured as you like.
Covering the object with something opaque blocks the light. spell ends if you cast it again.
Touch a willing creature and choose a skill. Until spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Hurl a mote of fire at a creature or an object in range. Make a ranged spell attack against target. On a hit, target takes 1d10 Fire dmg. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The dmg increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You exert control over the elements, creating one of the following effects in range.
Beckon Air. Create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5ft Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. Create a thin shroud of dust or sand that covers surfaces in a 5ft-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. Create a thin cloud of harmless embers and Coloured, scented smoke in a 5ft Cube. You choose the Colour and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1min.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1ft Cube to assume a crude shape (like that of a creature) for 1 hr.
Hurl a beam of crackling energy. Make a ranged spell attack against a creature or object in range. On a hit, target takes 1d10 Force dmg.
Cantrip Upgrade. The spell creates 2 beams at level 5, 3 beams at level 11, and 4 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.
Whispering to the spirits of nature, you create one of the following effects in range.
OLGA DREBAS
A sprite casts Druidcraft
to make flowers blossom
Weather Sensor. Create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hrs. 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.
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, target takes 1d10 Necrotic dmg, and it can’t regainHP until the end of your next turn.
Cantrip Upgrade. The dmg increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Whenever a creature makes an attack roll against you before spell ends, the attacker subtracts 1d4 from the attack roll.