You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal or a thin sheet of lead.
You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot: You gain 5 additional Temporary Hit Points for each spell slot level above 1.
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar
can’t attack, but it can take other actions as normal.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Spirits summoned by Find Familiar take forms inspired by the mages who conjure them.
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 1.
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot: The spell creates one more dart for each spell slot level above 1.
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 damage from Magic Missile.
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play: You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil: You instantaneously clean or soil an object no larger than 1 cubic foot.
Magic Mark: You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation: You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Cantrip Upgrade: The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade: The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot: The damage increases by 2d4 for each spell slot level above 2.
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-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 15-foot Emanation originating from that object. Covering that object with something opaque, such as 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 touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 2.
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction. 1: north, 2: south, 3: east, or 4: west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
Cantrip Upgrade: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Using a Higher-Level Spell Slot: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
When you take damage from a creature within 90ft, the crown of the undead minotaur King Kanjugar appears over your head.
If an attack, spell, or other source of damage would drop the affected creature to 0 HP, it now drops to 1 HP instead. Half of all additional damage dealt beyond dropping to 0 HP is now reflected back at the source of damage.
This spell must be used before knowing if the target is hit.
Chanting the hymns of the priests, you can place a tether of chaos or order between the souls of two creatures you are able to see.
Order. When one creaature heals, the other heals for 1/2 that amount.
Chaos. When one creature takes damage, the other takes 1/2 the amount.
Using a Higher-Level Spell Slot: For every spell level above second, you may tether 1 additional creature. All creatures, including the caster, must be within 45 feet of each other
Make a ranged spell attack against a creature you can see within range as bones, dust, and air fuse into a floating spectral arrow.
On impact, the arrow shatters, dealing 4d6 Necrotic damage to the target. The creature must make a Constitution saving throw. On a fail, it is Paralyzed until the end of its next turn. If the target is a fiend or undead, the caster may heal for half damage dealt.
Using a Higher-Level Spell Slot: Damage increases by 1d6 for every spell level above 2nd.
You unleash a wave of necrotic energy that infests the life force of a creature you can see within range. The energy violently reacts whenever vitality flows — whether healing or damage.
Choose one creature within range. The target must make a Constitution saving throw. On a failed save, it takes 4d10 necrotic damage, and the curse takes hold until the spell ends. On a success, it takes half damage and the curse ends immediately.
While cursed: Whenever the target attempts to regain HP, it instead takes half that amount as necrotic damage. Whenever the target deals damage, it takes 1d6 necrotic damage in backlash (no save). Undead creatures instead regain HP equal to half the backlash damage dealt. At the start of each of your turns, you can choose to maintain the curse on the same target or shift it to a new creature within 30 feet (once per turn).
Using a Higher-Level Spell Slot: When you cast this spell using a spell slot of 4th level or higher, the initial necrotic damage increases by 1d10 for each slot level above 3rd.
When you or an ally within range are hit by an attack, you call upon spirits of the grave to interpose their ethereal forms, shielding the living from harm.
The target gains Temporary Hit Points equal to 2d10 + your spellcasting modifier, and spectral wardens swirl around them. Until the spell ends: The target has resistance to necrotic and bludgeoning, piercing, and slashing damage from nonmagical attacks. Whenever a creature within 5 feet of the warded target hits them with a melee attack, that attacker takes 2d8 necrotic damage as the spirits lash out.
Using a Higher-Level Spell Slot: For each slot level above 3rd, the temporary hit points increase by 1d10 and the reactive necrotic damage increases by 1d8.
You weave bones and shadow into a single collective entity — a temporary construct of fused remains animated by dark will. You create a Bone Sentinel, a Large undead creature formed from loose bones around you (or conjured from necrotic essence if none are nearby). It obeys your verbal commands and takes its turn immediately after yours.
At the end of the spell’s duration, the Sentinel collapses into harmless dust.
Using a Higher-Level Spell Slot: When you cast this spell using a slot of 4th level or higher, the Sentinel's Hit Points increase by 15 and the explosion damage by 1d8 for each slot level above 3rd.
You erupt with an implosion of death energy, drawing the vitality from everything nearby and claiming it for yourself.
All creatures of your choice within a 20 foot radius must make a Constitution saving throw. On a failed save, the target takes 5d10 necrotic damage and you regain Hit Points equal to half the total necrotic damage dealt. On a successful save, they take half damage and you regain no HP.
If at least one creature is reduced to 0 HP by this spell, you gain temporary hit points equal to your wizard level + your Intelligence modifier, and until the end of your next turn, your attacks and spells deal extra necrotic damage equal to your proficiency bonus.
Using a Higher-Level Spell Slot: When you cast this spell using a slot of 4th level or higher, the damage increases by 1d10 per slot level.
You bind your flesh to the souls of the fallen, creating a morbid tether between life and death.
For the duration: When you take damage that would reduce you to less than 1 HP, you instead remain at 1 HP, and a nearby corpse or undead creature within 30 feet is obliterated, its essence consumed.
While active, you gain resistance to all damage and whenever you kill a creature, you gain Temporary Hit Points equal to twice your Intelligence modifier. If there are no corpses or undead nearby when the first effect triggers, the spell ends and you fall to 0 HP as normal.
Using a Higher-Level Spell Slot: When cast using a spell slot of 4th level or higher, the duration increases by 1 minute for every slot level above 3rd.
You perform a rapid incantation of mass reanimation, calling forth a horde of skeletal spirits bound to your command.
Choose up to five corpses or bone piles within range. They rise as Hollow Servants, spectral undead warriors that obey your commands. The Hollow Servants act immediately after you in initiative and follow your verbal commands. Once the spell ends, all Hollow Servants dissolve into dark mist and vanish.
Using a Higher-Level Spell Slot: When cast with a slot of 4th level or higher, you can raise one additional Hollow Servant for each slot level above 3rd, up to a maximum of 8.