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Thunderwave

  • casting timeAction
  • rangeSelf

  • componentsV S
  • durationInstantaneous

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save a creature takes half as much damage only.
In addition unsecured objects that are entirely within the Cube are pushed 10 feet away from you and a thunderous boom is audible within 300 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Wizard Level 1 Evocation

Tasha’s Hideous Laughter

  • casting timeAction
  • range30 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a tart and a feather

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save 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 damage it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save the spell ends.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 1.

Wizard Level 1 Enchantment

Tenser’s Floating Disk

  • casting timeAction or Ritual
  • range30 feet

  • componentsV S M
  • duration1 hour

a drop of mercury

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

Ritual Adept Level 1 Conjuration

Magic Missile

  • casting timeAction
  • range120 feet

  • componentsV S
  • durationInstantaneous

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.

Magic Initiate - Wizard Level 1 Evocation

Sleep

  • casting timeAction
  • range60 feet

  • componentsV S M
  • durationConcentration up to 1 minute

a pinch of sand or rose petals

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.

Wizard Level 1 Enchantment

Feather Fall

  • casting timeReaction
  • range60 feet

  • componentsV, M
  • duration1 minute

a small feather or piece of down

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.

Bard, Sorcerer, Wizard(2024) Level 1 Transmutation

Ice Knife

  • casting timeAction
  • range60 feet

  • componentsS M
  • durationInstantaneous

a drop of water or a piece of ice

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 Piercing damage. Hit or miss the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.

Wizard Level 1 Conjuration

Jump

  • casting timeBonus Action
  • rangeTouch

  • componentsV S M
  • duration1 minute

a grasshopper’s hind leg

You touch a willing creature. Once on each of its turns until the spell ends that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Wizard Level 1 Transmutation

Disguise Self

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Sublcass Illusionist Level 1 Illusion

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Scorching Ray

  • casting timeAction
  • range120 feet

  • componentsV S
  • durationInstantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.

Wizard Level 2 Evocation

Invisibility

  • casting timeAction
  • rangeTouch

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

an eyelash in gum arabic

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.

Subclass Illusionist Level 2 Illusion

Enlarge/Reduce

  • casting timeAction
  • range30 feet

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

a pinch of powdered iron

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).

Bard, Druid, Sorcerer, Wizard(2024) Level 2 Transmutation

Lightning Bolt

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a bit of fur and a crystal rod

A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Sorcerer, Wizard(2024) Level 3 Evocation

Fireball

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a ball of bat guano and sulfur

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Sorcerer, Wizard(2024), Level 3 Evocation

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