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name

  • casting timecasting time
  • rangerange

  • componentsV, S, M
  • durationduration

materials - requires M component

description

class name type

Fire Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Wizard (2024) Evocation Cantrip

Mage Hand

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Gnomish Lineage Spells (2024) Conjuration Cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can’t restore magic to such an object.

Wizard (2024) Transmutation Cantrip

Mind Sliver

  • casting timeAction
  • range60 feet

  • componentsV
  • duration1 round

You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Wizard (2024) Enchantment Cantrip

Prestidigitation [1/2]

  • casting timeAction or 10 minutes
  • range10 feet

  • componentsV, S
  • duration1 hour

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.

Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.

Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It

Wizard (2024) Transmutation Cantrip

Prestidigitation [2/2]

  • casting timeAction or 10 minutes
  • range10 feet

  • componentsV, S
  • duration1 hour

lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

When you spend 10 minutes casting this spell, you can create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from this spell

Wizard (2024) Transmutation Cantrip

Alarm

  • casting time1 minute or Ritual
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a bell and silver wire

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:

Wizard (2024) Level 1 Abjuration

Wizard (2024)

Wizard (2024)

lvl lvl
0 0
0 0
0 0
0 0
0 0
0 0
1 1
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. 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.

Chromatic Orb

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 50+ GP

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

Wizard (2024) Level 1 Evocation

Wizard (2024)

Wizard (2024)

Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

Wizard (2024) Level 1 Divination

1 inch of metal

  • casting timeWizard (2024)
  • range

Wizard (2024) or a thin sheet of lead.

Find Familiar

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, 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.

Wizard (2024) Level 1 Conjuration

Wizard (2024)

Wizard (2024)

Identify

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a pearl worth 100+ GP

You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.

Wizard (2024) Level 1 Divination

Wizard (2024)

Wizard (2024)

Mage Armor

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a piece of cured leather

You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Wizard (2024) Level 1 Abjuration

1 1
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum 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. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum 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.
1 1
The spell is blocked by 1 foot of stone, dirt, or wood The spell is blocked by 1 foot of stone, dirt, or wood
1 1
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. 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.
1 1
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
1 1

Shield

  • casting timeReaction
  • rangeSelf

  • componentsV, S
  • duration1 round

take when you are hit by an attack roll or targeted by the Magic Missile spell

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.

Wizard (2024) Level 1 Abjuration

Witch Bolt

  • casting timeAction
  • range60 feet

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

a twig struck by lightning

A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage.

Wizard (2024) Level 1 Evocation

Wizard (2024)

Wizard (2024)

Wizard (2024)

Wizard (2024)

Wizard (2024)

Wizard (2024)

Wizard (2024)

Wizard (2024)

1 1
1 1
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1. Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.

Wizard (2024)

Wizard (2024)

Wizard (2024)

Wizard (2024)

Wizard (2024)

Wizard (2024)

Wizard (2024)

Wizard (2024)