Alarm (1st level abjuration) |
You prepare a loud alert to be triggered by unexpected visitors. |
Area of Effect: any space no larger than 30 feet in any dimension
Range: touch
Casting Time: 1 action
Duration: 8 hours
Components: verbal, somatic, material |
You prepare a disturbingly sound and associate it with a campsite, passageway, or other area no more than 30 feet in any dimension. When you cast this spell, you can designate insider status for any creature(s) and/or creature type(s) of your choosing. When a creature that was not inside the perimeter or given that status when this spell is cast enters the designated area, the prepared sound surges into a powerful cacaphony. This awakens all unconscious creatures within 90 feet of the area while possibly alerting conscious characters at a much greater distance. This ends the spell, as does your departure from its area of effect. When you voluntarily end this spell, you can cause it to sound off even if the perimeter was not breached.
Materials: Casting this spell consumes lengths slender of copper wire valued at no less than 3sp. |
This spell is a common precaution used to protect resting travellers. Alarm might not grant sleepers the chance to strike first, but it will give them a fighting chance against anything short of the swiftest and most deadly rushing attackers. |
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Animal Friendship (1st level enchantment) |
You induce a beast to regard you as a worthy leader. |
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: 24 hours
Components: verbal, somatic, material |
Choose a beast you can see within range that has an Intelligence of 4 or lower. If this beast fails a Wisdom saving throw against your spellcasting DC, you charm the beast for a full day. When the target beast is harmed as a result of trusting you or your companions the charm ends.
Upcasting: For each additional spell slot level, you can add another beast within range as a target of this spell.
Materials: Casting this spell consumes a meal suited to the target animal. This spans a spectrum from incidental crumbs cast off from ordinary rations to a large portion of fresh fruit or meat valued at as much as 1gp. |
Beasts manipulated by this magic can function as scouts or sentries, especially if they are capable of emitting loud noises on contact with intruders. Some savage beasts may enter battle as allies, though most will withdraw after suffering harm. The Animal Friendship spell is not popular with urbane spellcasters, yet it is incredibly useful even in cities. After all, pigeons and rats still find ways to thrive even where construction and pavement prove inhospitable to other forms of wildlife. The most successful animal trainers make regular use of this spell. |
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Animate Ropes (1st level transmutation) |
You energize and control a long bundle of fibers. |
Area of Effect: lengths rope no longer than 50 feet in total
Range: touch
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic |
You mobilize one or more lengths or natural rope such as might be derived from flax, hemp, or silk; so long as their total length is no greater than 50 feet. Their Armor Class and hit points remain unchanged. Yet these energized ropes immediately respond to your command. Any length can lose 1 foot to bind itself to another, effectively uniting the two ropes. Any length can lose 5 feet to secure itself as a stable anchor by looping around anything from a tree branch to a stony outcropping.
In addition to these behaviors, one loop can lose 5 feet in an attempt to constrict a creature of medium or smaller size. If that creature fails a Dexterity saving throw against your spellcasting DC, you can choose to inflict either the bound or hobbled status on that creature. You can attempt one such constriction when you cast this spell or when you use your action while this spell is active. Also, during your turn, you can reposition the animated rope(s) with 30 feet of climbing movement, cause them to form new connections and/or cause them to undo any or all connections presently in place, recovering length dedicated to those bindings. |
This magical effect can be more difficult to evade than an ordinary grab or snare. Animate Ropes can be a useful technique for spellcasters without the strength and skill to forcibly apply a restraint in the normal manner. |
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Aura Sight (1st level divination) |
You alter your perception to visualize innate auras. |
Area of Effect: self
Range: self (30 feet)
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic |
You learn the type(s) of every creature you can see no more than 30 feet away. You also learn the alignment of each of these creatures with a passive Deception lower than your spellcasting DC. Unless you also have truesight, creatures under the effect of the Alter Aura spell will yield false information that seems genuine. |
This spell can be an effective tool for spotting imposters and other infiltrators. Known in some quarters as "Sprite Eyes," Aura Sight is often used by teams of elite security personnel controlling access to senior officials. Courts of law, ennoblement ceremonies, and secret society inductions often employ this spell as a matter of routine. |
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Bane (1st level enchantment) |
You call for ill fortune to fall upon others. |
Area of Effect: a number of creatures
Range: 60 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic |
Choose a number of creatures no greater than your proficiency modifier within range. Each of these creatures to fail a Charisma saving throw against your spellcasting DC becomes cursed. When a creature under this effect performs an attack roll or a saving throw, a penalty of 1d4 is subtraced from that final result. This effect ends for any creature separated from you by more than 60 feet, and this spell ends whe it no longer affects any creatures.
Upcasting: For each additional spell slot level, you can add two additional creatures within range to the targets of this spell. |
This spell creates unexpected impediments to make battle more difficult for select foes. Bane typically draws upon natural or unholy forces to prompt hostility from the environment itself. |
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Bless (1st level enchantment) |
You promote the success of a select group. |
Area of Effect: a number of creatures
Range: 60 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic |
Choose a number of creatures no greater than your proficiency modifier within range. When a creature under this effect performs an attack roll or a saving throw, a bonus of 1d4 added to that final result. This effect ends for any creature separated from you by more than 60 feet, and this spell ends whe it no longer affects any creatures.
Upcasting: For each additional spell slot level, you can add two additional creatures within range to the targets of this spell. |
This spell clears away minor impediments and nuisances to make fighting easier for chosen allies. Bless typically draws upon natural or holy forces to prompt the environment itself to favor specific creatures. |
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Breadcrumb Trail (1st level transmutation) |
You leave behind obvious clues as you move. |
Area of Effect: self
Range: self
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic, material |
While you maintain this effect, you leave clear and distinctive evidence of your passage. Skill checks to follow tracks you left during this time automatically succeed.
Materials: This spell consumes an amount of food no less than one-fifth of a pound and valued at no less than 1sp. |
This spell transforms discarded bits of food into distinctive markings while also causing actual tracks to become especially prominent in the minutes after they are made. Breadcrumb Trail simplifies any backtracking through unfamiliar structures or wildlands. It also allows military scouts to reliably guide larger forces. |
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Burning Hands (1st level evocation) |
Your blast an area with a torrent of intense fire. |
Area of Effect: 15-foot cone
Range: self
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic |
You project a wide burst of deadly flames. Designate a 15-foot cone adjacent to your position. Every creature in that cone must attempt a Dexterity saving throw against your spellcasting DC, taking 3d6 fire damage with failure and half that amount with success. This spell also ignites comustible materials in its area of effect.
Upcasting: For each additional spell slot level, you can add 1d6 to the damage inflicted by this spell. |
This spell can lead to disaster when cast inside a library. Burning Hands is an extremely ancient magick with similarities to the original breath of dragons. It remains popular with violent spellcasters intent on devastating structures as well as foes. |
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Charm Person (1st level enchantment) |
You mesmerize someone into regarding you as a trusted friend. |
Area of Effect: one person
Range: 30 feet
Casting Time: 1 action
Duration: 1 hour
Components: verbal, somatic |
Select one person within range. That individual must make a Wisdom saving throw against your spellcasting DC or become charmed. When the target person is harmed as a result of trusting you or your companions the charm ends.
Upcasting: For each additional spell slot level, you can add another person within range as a target of this spell. |
People are aware of their own charmed status. Yet the effect inspires overwhelming gratitude while it is underway. Charm Person is an especially controversial spell, and it is not unusual for someone to become hostile immediately after this manipulation has ended. |
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Color Spray (1st level illusion) |
Your blast an area with scintillating brilliance. |
Area of Effect: 15-foot cone
Range: self
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic |
You project a wide burst of dazzling lights. Designate a 15-foot cone adjacent to your position and roll 3d20. Starting with the individual with the lowest hit points, creatures inside this cone are blinded so long as their total hit points do not exceed your roll. This blindness lasts until the end of your next turn.
Upcasting: For each additional spell slot level, you can add another d20 to the roll determining how many total hit points of creatures can be blinded by spell. |
Popular with fugitives and thieves, this spell sometimes enables an action to be taken while unseen. Color Spray is also a staple of arcane entertainment, since the effect is beautifully spectacular from the perspective of outsiders. |
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Command (1st level enchantment) |
You utter an imperative that is difficult to defy. |
Area of Effect: 1 creature
Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal |
You give a simple order to a creature able to hear and understand you not of the undead type within range. Though normally a single word, a preposition or pronoun can be included in languages that do no integrate some of those parts of speech into verbs. If you target fails a Wisdom saving throw against your spellcasting DC, the order you gave must be obeyed until the end of that target's next turn.
•Come/Approach: The target moves toward/adjacent to you.
•Drop/Give: The target drops any item(s) in hand.
•Halt/Stop: The target does not move on its turn.
•Remove/Strip: The target doffs one indicated item.
•Run/Flee: The target moves away from you as far as possible.
•Sit/Kneel: The target falls prone and does not move on its turn.
Creatures take no actions on the turns they are affected by this spell, though they may Dash to better obey a movement commmand or Dodge in anticipation of violence. This spell cannot be used to compel the use of a consumable, item charge, spell slot, or other limited use ability. It can be used to compel movement that brings an end to ongoing effect(s) dependent on position or range.
Upcasting: For each additional spell slot level, you can add two additional creatures within range to the targets of this spell. |
Popular with fugitives and thieves, this spell sometimes enables an action to be taken while unseen. Color Spray is also a staple of arcane entertainment, since the effect is beautifully spectacular from the perspective of outsiders. |
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Comprehend Languages (1st level divination) |
You understand all tongues, both spoken and written. |
Area of Effect: Self
Range: Self
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic |
Though this spell does not answer riddles or decode ciphers, it does convey the meaning of every word the caster clearly hears or sees. It does not support the use of social skills through previously unfamiliar languages, but it does allows nonverbal responses for much less challenging interactions than those conducted without benefit of any words at all. |
Many diplomats and explorers make heavy use of this spell. Comprehend Languages is also invaluable to scholars pouring through libraries with important works in dozens of different tongues. |
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Cosmic Ray (1st level evocation) |
You bear down on one target with raw magical power. |
Area of Effect: one target
Range: 240 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic |
You perform a ranged spell attack against one target within 240 feet. If you hit you inflict force damage equal to 2d10 plus your spellcasting ability score modifier.
Upcasting: For each additional spell slot level, you can add 1d10 to the damage of this attack. |
This effect can be powered by many combinations of alien emanations, eldritch energies, heavenly forces, and infernal radiation. Cosmic Ray is the modern standard for teaching spellcasters about arcane attacks. |
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Create or Destroy Water (1st level transmutation) |
You call forth or dismiss a large amount of moisture. |
Area of Effect: 30-foot cube or smaller
Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic |
You can add 10 gallons of clean water to a barrel, basin, trough, or other container. You can instead distribute this water to extinguish all flames and dampen all materials inside a 30-foot cube within range. If you make neither of those choices, then you can deplete a supply of water by 10 gallons or you can remove all dampness, fog, and mist from a 30-foot cube within range.
Upcasting: For each additional spell slot level, you can add 10 gallons to the a quantity of water or expand the size of a cube by 5 feet. |
This spell can be vital for hydrating both people and pack animals in some environments. Yet Create or Destroy Water is also a welcome comfort when used to dry out travellers soaked by rain or a river crossing. When administered in a timely fashion, it can save waterlogged supplies otherwise sure to be ruined by that condition. |
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Cure Wounds (1st level necromancy) |
You channel life energy to reverse injuries. |
Area of Effect: one creature
Range: touch
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic |
One creature you touch that is not of the construct or undead types regains a number of hit points equal to 2d8 plus your spellcasting ability score modifier.
Upcasting: For each additional spell slot level, your target regains an additional 1d8 hit points. |
Purportedly the first prayer ever answered by a deity in this world, this form of magical healing is closely associated with divine power. Yet Cure Wounds has an even more ancient origin, as it can also be energized by entirely natural phenomena. |
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Detect Magic (1st level divination) |
You adjust your senses to perceive magic itself. |
Area of Effect: self
Range: self
Casting Time: 1 action
Duration: Concentration, up to 1 hour
Components: verbal, somatic |
You see distinctive auras around any magic items as well as any creatures, objects, or areas under the effect(s) of any ongoing spell(s). You might also experience persistent sounds or unnatural scents emenating from magical phenomena. These auras are not distinctive enough to definitively identify each item or spell at a glance, but you have advantage on ability checks to idenntify spells while you are under the effect of this spell. |
Arcane universities often guide pupils toward this as their first true spellcasting project. Detect Magic is truly universal, occupying a place in the lore of every spellcasting class and subclass. |
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Detect Poison and Disease (1st level divination) |
You adjust your senses to perceive pathogens and toxins. |
Area of Effect: self
Range: self
Casting Time: 1 action
Duration: Concentration, up to 1 hour
Components: verbal, somatic |
You see distinctive auras around any any creatures, objects, or areas presently capable of spreading a significant disease or inflicting harm with poison. These auras are clearly differentiated enough for you to understand the nature of the danger as well as its source. Any food or drink that is unsafe to consume will be revealed as such with this spell. |
Some aristocrats are able to precede every meal with this magical safeguard. Detect Poison and Disease is also a vital tool for inspectors policing the food supplies of great cities. |
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Disguise Self (1st level illusion) |
You appear to be a different person. |
Area of Effect: self
Range: self
Casting Time: 1 action
Duration: 8 hours
Components: verbal, somatic |
You transform your look as well as that of your gear and garb. You may become taller or shorter by as much as one foot, and you may become as thin or rotund as seems plausible. You may adopt the features of a different gender and/or race within those constraints. You have advantage on ability checks to pass yourself off as another person if you had that person in mind when the spell was cast. This spell ends at the start of a short rest or a long rest. |
This spell provides an arcane alternative to the disguise kit for infiltration purposes. Yet Disguise Self also sometimes allows legendary actors to perform multiple roles in the same play. |
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Divine Favor (1st level evocation) |
You channel holy power into force of arms. |
Area of Effect: self
Range: self
Casting Time: 1 bonus action
Duration: Concentration, up to 10 minutes
Components: verbal, somatic |
Your hands shine brightly with heavenly light. When you hit with a weapon attack while this effect is active, that attack deals an additional 1d4 radiant damage. |
This spell provides an arcane alternative to the disguise kit for infiltration purposes. Yet Disguise Self also sometimes allows legendary actors to perform multiple roles in the same play. |
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Entangle (1st level conjuration) |
You cause vines to suddenly grow and obstruct movement. |
Area of Effect: 20-foot square
Range: 90 feet
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Components: verbal, somatic |
You cause animated vines to erupt from a 20-foot patch of floor or ground entirely visible from your current position. That patch of ground becomes difficult terrain until this spell ends. Any creature entering this patch of ground or starting a turn there must make a Strength saving throw against your spellcasting DC or be immobilized. A character caught in this way can use an action to attempt an Athletics check or a Survival check to end the immobilized condition, succeeding if they equal or surpass your spellcasting DC. This spell can continue after the area of effect can no longer be seen, but it ends if any part of the area of effect is no longer in range. |
An early innovation of druids, this spell was employed to stop intruders from trespassing within the circles of ancient fey rites. Entangle continues to serve well for apprehending nimble creatures as well as delaying unwanted pursuers. |
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Expeditious Retreat (1st level transmutation) |
You muster a burst of great foot speed. |
Area of Effect: self
Range: self
Casting Time: 1 bonus action
Duration: Concentration, up to 10 minutes
Components: verbal, somatic |
Casting this spell immediately allows you to take the Disengage action and the Sprint action. While you maintain this effect, you can use your bonus action to take the dash action. |
This is the simplest of the many spells practitioners use to extract themselves from trouble spots. Though unspectacular, Expeditious Retreat has saved many lives. |
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Faerie Fire (1st level evocation) |
You cause creature(s) to emit an eyecatching glow. |
Area of Effect: 20-foot cube
Range: 90 feet
Casting Time: 1 action
Duration: Concentration, up to 10 minutes
Components: verbal, somatic |
Designate a 20-foot cube entirely within your line of sight. Each creature within that cube must make a Dexterity saving throw against your spellcasting DC to avoid becoming glamored as long as they remain in range and you maintain this effect. |
Precursors to the first druids devoloped this spell to support fey enforcers dealing with intruders at ritual sites. Faerie Fire remains popular especially among adventurers in wildlands where elusive foes are frequently encountered. |
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False Life (1st level necromancy) |
You infuse one creature with unnatural vigor. |
Area of Effect: one creature
Range: touch
Casting Time: 1 action
Duration: 1 hour
Components: verbal, somatic, material |
One creature you touch gains a number of temporary hit points equal to 1d8 plus your spellcasting ability modifier.
Upcasting: For each additional spell slot level, you can add another 1d8 temporary hit points to the amount gained. |
This spell enables some spellcasters to gird themselves against danger. False Life also works wonders when used to fortify a frail civilian or tiny creature. |
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Feather Fall (1st level transmutation) |
You convert a sudden plunge into a small drop. |
Area of Effect: 15-foot radius
Range: 90 feet
Casting Time: 1 reaction
Duration: 1 minute
Components: verbal, somatic, material |
When a creature you can see within 90 feet of you falls, you can cast this spell to arrest that plunge. Instead that creature and any other creatures of your choice within 15 feet harmlessly drift down 60 feet, dropping another 60 feet at the starts of their turns until they could no longer fall or this spell expires.
Materials: Casting this spell consumes a feather of no particular value. |
This technique has reduced many deadly traps to mere inconveniences. Feather Fall also supports daring deliberate plunges from tall structures and sheer cliffs. |
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Find Familiar (1st level conjuration) |
You summon a spirit in the form of a little creature. |
Area of Effect: self
Range: 15 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic, material |
You call forth a mystical spirit that takes the form of a common animal. If you already have a familiar spirit of your own, it vanishes to make way for this newcomer. If you are on land, this spirit may take the form of a bat, a beetle, a cat, a chameleon, a crow, a dove, a duck, a falcon, a ferret, a fox, a frog, a goose, a hare, a hawk, a lizard, a mouse, a newt, an owl, a parrot, a pigeon, a rabbit, a rat, a raven, a serpent, a scorpion, a spider, a toad, a turtle, or a weasel. If you are in an aquatic environment, this spirit may take the form of a crab, a fish, an octopus, or a squid. These options may vary on other planes of existence.
Your familiar acts as a companion animal. You can use your reaction to see and hear through the senses of your familiar until the start of your next turn. While within 100 feet you have an especially strong connection to your familiar. Within this range, your familiar can communicate telepathically with you. Your familiar can use their own reaction while within 100 feet to allow you to cast a spell before the end of your next turn with your familiar as the origin point.
Though in many ways similar to the animal it resembles, this spirit has an Intelligence equal to your spellcasting ability score and as well as the capacity to speak clearly in any languages you know. Your familiar has its own distinctive voice. This voice is unable to mimic specific people, but it can produce all the sounds normally assocated with the relevant type of animmal. While you are holding your familiar or the creature is in a container you carry; your familiar is immune to all damage and harmful effects. When reduced to 0 hit points, your familiar immediately vanishes, leaving no corpse.
Materials: This spell consumes a crystal or gem valued at no less than 100gp. |
Originally exclusive to wizards, this spell is now also a warlock mainstay. Find Familiar offers enormous applications ranging from battle to espionage. |
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Floating Disk (1st level conjuration) |
You create and control a floating platform. |
Area of Effect: one item
Range: 30 feet
Casting Time: 1 action
Duration: 8 hours
Components: verbal, somatic |
You create a translucent platform that levitates no higher than 3 feet while gliding smoothly over most surfaces. This platform occupies space as if it were a creature of medium size. It cannnot be attacked or forcibly repositioned, though it extends no special protection to materials it carries. Living creatures automatically slide off this platform if placed there. Yet it can reliably carry up to 500 pounds of inanimate material, including corpses as well as equipment, supplies, and treasure. This disk remains still while you are within 20 feet of it, gliding as needed to remain within 20 feet of you. If burdened with more than 500 pounds, the disk no longer glides. If separated by a distannce of greater than 30 feet (such as when blocked by solid obstacles or when you soar up above 35 feet) tihs spell ends. |
This spell was originally developed by teams of wizards extracing valuables from ancient ruins. Floating Disk remains primarily a tool for hauling equipment and loot in places where ordinary porters dare not tread. |
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Fog Cloud (1st level conjuration) |
You fill an area with haze thick enough to block vision. |
Area of Effect: 20-foot radius
Range: 120 feet
Casting Time: 1 action
Duration: Concentration, up to 1 hour
Components: verbal, somatic |
Designate the center of a 20-foot radius. This area becomes filled with a thick fog that heavily obscures every space in that area. Any strong wind makes ends this effect.
Upcasting: For each additional spell slot level, you can add 2o feet to the radius of this effect. |
This simple yet practical effect is available to a diverse mix of spellcasters. Fog Cloud cannot inflict harm, but it conceals aggressors nearly as well as it hides escapees. |
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Guiding Bolt (1st level evocation) |
You launch a flare both deadly and illuminating. |
Area of Effect: one creature
Range: 120 feet
Casting Time: 1 action
Duration: 1 minute
Components: verbal, somatic |
You make a spell attack against one creature within 120 feet. If you hit, that creature takes an amount of radiant damage equal to 3d6 + your spellcasting ability modifier and that creature is glamored for 1 minute. |
This spell can be devastating when deployed in the company of many archers. Guiding Bolt remains a popular option with spellcasters intent on teamwork in battle. |
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Healing Word (1st level necromancy) |
You call out to invigorate a nearby comrade. |
Area of Effect: one creature
Range: 60 feet
Casting Time: 1 bonus action
Duration: Instantaneous
Components: verbal |
One creature within 60 feet that is not of the construct or undead types regains a number of hit points equal to 1d4 plus your spellcasting ability score modifier. |
Allies often raise their voice in passionate pleas for fallen teammates to rise anew. Healing Word applies true magic to these efforts, actually reviving a combatant on death's door. |
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Identify (1st level divination) |
You analyze the arcane properties of an object you touch. |
Area of Effect: one item
Range: touch
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic, material |
You touch an item you suspect of having magical properties. This could be multiple physical objects, such as a toolkit or the ammunition in a quiver; but not multiple items, such as several scrolls in the same case or a bandolier of assorted potions. Your touch allows you to examine the item and determine the nature of its magical properties, if any.
If your target is a magic item, you learn its abilities as well as how to use those abilities. If the item requires attunement, you learn the limitations and requirements of that process. If the item has a limited number of charges or limitations on the frequency of use, you learn those as well. Even if your target is not a magic item, you learn the names of any spells presently affecting that item while not affecting the surrounding environment.
Materials: This spell consumes a crystal, gemstone, or orb valued at no less than 100gp. |
Even in small communities, it is likely someone offers this service. Identify can form the basis for a lucrative career when paired with an installation or implement powerful enough to bypass the consumption of material components. |
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Illusory Script (1st level illusion) |
You conceal a written message with an overlay of different meaning. |
Area of Effect: one document
Range: touch
Casting Time: 1 action
Duration: 25 days
Components: somatic, material |
You rapidly inscribe up 500 words on a blank page or scroll as a secret message hidden by up to 500 words of a different message. When you cast this spell, you can designate individuals or categories of readers (such as members of a specific faction or individuals of a specific race) able to see the secret message while others encounter only the cover text. Only truesight can intercept the secret message by peering through the illusory cover, since both messages cease to exist when this spell ends.
Materials: This spell consumes a quantity of ink valued at no less than 10gp. |
An effective and popular method of sending covert correspondence, this technique is a staple of espionage. Illusory Script also sees widespread use among collaborators sharing occult lore through letters and scrolls that appear to feature nothing but innocuous academic ideas. |
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Inflict Wounds (1st level necromancy) |
You drain the life from one creature you can touch. |
Area of Effect: one creature
Range: touch
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic |
You perform a melee spell attack capable of inflicting necrotic damage equal to 2d8 plus your spellcasting ability score modifier. If you hit, your target cannot regain hit points until the start of your next turn.
Upcasting: For each additional spell slot level, you inflict an additional 1d8 necrotic damage with this attack. |
As a body of arcane procedures, this spell is the opposite of the Cure Wounds spell. Yet Inflict Wounds is as readily available through unholy power as by way of divine channels. |
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Jump (1st level transmutation) |
You grant the power to move with lengthy leaps. |
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: 1 minute
Components: verbal, somatic, material |
One nearby creature gains the ability to move up to 30 feet in a single bound. When jumping this creature has a minimum speed of 30. This creature automatically succeeds when performing any jump no greater than 30 feet in length. This effect is of no benefit to paralyzed, petrified, or tethered creatures, but it can do much to enhance the movement of hobbled or slowed creatures as well as persons wearing bulky armor.
Upcasting: For each additional spell slot level, you can expand this effect to include one more creature within range.
Materials: Casting this spell consumes the leg of a small or tiny creature known for leaping, such as a frog or a rabbit, valued at 1sp. |
This spell does much to circumvent difficult terrain as well as terrain hazards. Jump is an excellent choice for skirmishers intent on weaving in and out of a particular range. |
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