THE IMMACULATE SYSTEM 

MAGIC-USE GUIDE — TABLE OF CONTENTS
Introduction
Casting Spells
Using Items
Lore by Class
Barbarians
Bards
Clerics
Druids
Fighters
Monks
Paladins
Rangers
Rogues
Sorcerers
Warlocks
Wizards
Spells
 Cantrips
  1st Level
2nd Level
 3rd Level
 4th Level
 5th Level
 6th Level
 7th Level
 8th Level
 9th Level
Magic Items
Potions
Scrolls
Books
Rings
Jewels
Rods
Staves
Wands
Belts
Boots
Bracers
Gloves
Cloaks
Robes
Headgear
Neckwear
Tattoos
Containers
Figurines
Instruments
Tools
Armors
Shields
Weapons
Munitions
Artifacts
Deities
Apollo
Arawn
Ares
Chih Sung-Tzu
Chung Kuel
Dagda
Dionysus
Geb
Hades
Hel
Lei Kung
Loki
Mannanan Mac Lir
Ma Yuan
Odin
Oghma
Osiris
Ptah
Ra
Set
Shang-Ti
Silvanus
Thor
Tyr
Zeus
Relics
Peoples
Bugbears
Cambions
Dragonborn
Dwarves
Elves
Firbolgs
Gnomes
Goblins
Goliaths
Halflings
Half-Elves
Half-Orcs
Hobgoblins
Humans
Kobolds
Lizardfolk
Minotaurs
Nymphs
Orcs
Pixies
Satyrs
Sprites
Tieflings
Tritons
Typhonians
Index


 ⇈ Title ⇈  ↡ Index ↡  ↑ Contents ↑  → Preface ←  ↓ Introduction ↓

Preface

Suspension of Disbelief Playing this game involves dealing with a fantasy world where our understanding of physics sometimes fails and our understanding of magic certainly does. Adventurers in the world of the game inhabit environments awash in potent spellcasting resources. Otherwise impossible structures stand firm through accomplishments of arcane engineering. Even persons of ordinary intellectual ability can become formidable spellcasters. Angry brutes of arcane heritage might still cast spells as a birthright.
 The potential energy realized when a box suddenly falls from a shelf is analogous to the untapped forces racing through every location in a world home to ages of arcane conflict. Adventurers savvy to the ways of magic pull powerful energies out of thin air with just the right words and gestures. Characters less versed in arcana nonetheless accept the existence of these pervasive powers. Many have seen wizards unleash spectacular energies, and almost every civilized person has witnessed clerics perform miracles.
 Spellcasting should always be adjudicated by the rules of that process and spells themselves. Yet the same can be said for all gameplay conventions. A player need meet no test of physical strength to play a musclebound warrior. Everyone at the table is assuming a persona with capabilities beyond the grasp of players themselves. In this fantasy roleplaying game, participants do well to support the fantasies of their collaborators. Suspending belief in a shared fantasy enriches that experience to the benefit of everyone seeking fun collaborations in good faith.
 The world of Theatron is unlike Earth in many ways. As an anagram of "not Earth," even its name reinforces this notion. On Theatron, extreme pressure produces temporary points of weakness in nearby materials. This thwarts the use of many technologies. On Theatron, overfed animals occasionally do not grow fat but instead convert into giant variations of their original forms. Recurrence of this process can produce gargantua capable of devastating great cities. On Theatron, twenty-five deities systematically control afterlives and spiritual magic. Many other deities were banished long ago, and new interlopers are quickly given the same treatment.
 Along with magical resources related to cosmic, draconic, fey, life, thought, and unholy phenomena, gods-given spiritual channels provide tremendous energy to spellcasters here. This world is many centuries into its fifth era – the Great Consolidation. The previous era saw a myriad of deities fostering all manner of conflicts among mortals. Before that a godless era spanned tens of thousands of years of conflict between elven archmagi and dragon tyrants. Each era began with a fundamental change to the magical environment of the world. While more stable than its immediate predecessor, the magical environment of the modern era rests upon the accumulation of all historic arcane activity.
 Early dragons, engorged by devouring countless large beasts, managed to belch and shape the energies stewing in their bellies. Both the first speech and the first spells evolved from this deadly breath weapon. Elven thralls enabled dragons to better refine past achievements by referencing detailed archives. When elven archmagi ruled the world, teaching wizardry to non-fey beings was a serious crime. Those restrictions mattered little once gods rushed into the world, quick to channel holy power through any people earnest in their worshipful pleas. Today adventurers of any race can pursue training in any class, and each class has its own magical traditions.
 Most notable barbarians, fighters, and rogues are not any sort of magic-users. Yet even minorities among their ranks develop some spellcasting ability. Accomplished bards, monks, paladins, and rangers pair spellcasting with other primary interests. Clerics, druids, sorcerers, warlocks, and wizards enter their respective classes as functioning spellcasters. Magical power is a primary pursuit for them, and living legends among these full spellcasters can achieve some of the most impressive effects available to mortals.
 ADVENTURING CLASSES 
MartialMagical
BarbariansBards
FightersClerics
MonksDruids
PaladinsSorcerers
RangersWarlocks
RoguesWizards
 Each adventuring class has its own spell list. Highly experienced bards and warlocks each have a limited capacity to learn any spells of their choice from beyond their own lists. Feats, racial features, and subclass features also may grant access to spells not available on the class spell list(s) available to a particular character. Many subclasses offer lists of bonus spells as effective expansions of their spellcasting repertoires. Along with bards, clerics, druids, sorcerers, warlocks, and wizards; some fighters and rogues are able to learn a list of cantrips. This simplest form of spell, these endlessly repeatable magical effects deplete their casters no more than armed warriors are depleted by attacking with weapons.
 Even characters with no spellcasting ability of any kind still inhabit a world rich with magic. Some rely on potions and powders to infuse themselves with temporary special abilities. Many accomplished adventurers wield magic weapons and supplement their abilities with enchanted items. Adventurers also find some of their adversaries likewise equipped. Great warriors sometimes do battle with great spellcasters. Extreme rivalries may see characters learning new spells or obtaining the services of spellcasters as countermeasures calculated to foil a specific foe. Learning how to deal with magic is absolutely vital for all sorts of adventurers.


↟ Contents ↟  ↡ Index ↡  ↑ Preface ↑  → Introduction ←  ↓ Casting Spells ↓

Introduction


↟ Contents ↟  ↡ Index ↡  ↑ Introduction ↑  → Casting Spells ←  ↓ Using Items ↓

Cantrips Cantrips are the simplest sort of spellcasting. Some theorists liken cantrips to words spelled with a single letter. In their least ambitious forms, cantrips activate a single magical resource. Yet they are not necessarily so basic. Sufficiently advanced practices make it possible to intensify many cantrips. Every cantrip features both somatic and verbal components. Casting a cantrip does not normally consume any spell slots though it does normally require one action. For most practitioners, learning to reliably perform their first cantrip is a major milestone on a lifelong journey of arcane discovery.
 The Innate Spellcasting feature grants a cantrip to all healthy and mature members of a race. Shamanic Militants (barbarians) can cast Shilelagh. Each subclass of monks, paladins, and rangers learns two cantrips related to their specialities. Bards, Braced Battlemages (fighters), clerics, druids, sorcerers, Stage Magicians (rogues), warlocks, and wizards each develop their own growing repertiores of cantrips from their respective class lists.
 Many societies attach great prestige to seasoned spellcasters while considering a cantrips no more valuable than proficiency with a toolkit. Unlike more advanced magic, a person with no particular aptitudes can learn a cantrip through patient instruction paired with extraordinary persistence. This knowledge is also relatively simple to maintain. If an adventurer has forgotten one of these elementary techniques, it was probaby crowded out by the incorporation of a different cantrip into their personal magical routine.
Casting Spells A character in the world casts a spell by using words, gestures, and/or materials to infuse magical energy with intention. Any spell beyond a cantrip involves combining multiple energies to produce an arcane reaction. A player in this game casts a spell by declaring the name of that spell as well as its intended target(s) and effect(s). During action sequences, these decarations should be limited to that player's turn and occasions when a trigger has been satisfied for a spell that can be cast as a reaction. It is not wrong to see spellcasting as a complicated process. It is wrong to make spellcasting an unnecessarily complicated process.
 In freeform play, it is possible to ask about casting any spell at any time. Some DMs are broadly permissive in the unconventional use of spells and their effects. If your group supports this freewheeling style of play, keep that in mind when making spell selections for your character. Other DMs prefer to define the effects of spells in narrow terms. If this is the norm at your table, focus on moments when your idea varies little from the typical application of a spell. As always, being specific about the spell, its targets, and your intended result will give your DM the information required to begin adjudicating your spellcasting effort.
 Save for cantrips, casting a spell normally involves expending a spell slot. Each spell slot has a level from one to nine. Each spellcasting class grants a supply of spell slots renewable on completion of a long rest. Multiclass characters have a consolidated reserve of spell slots derived from the sum of their class capabilities perhaps slightly compromised by the challenges of blending disparate techniques. Spell slots can also be expended to provide power for other effects, such as the way paladins lash out with holy radiance or the way sorcerers boost damaging spells with surges of intensity. Spellcasters without spell slots are depleted of the resources to accomplish major magic, though they can still cast cantrips and use other class abilities normally.
 None of this is to say that magic is easily harnessed. Even cantrips require sensitivity to particular resources paired with technical grasp of their effective utilization. More advanced spells demand understanding of formulae blending different esoteric energies into a single phenomenon. Some spellcasters are informed by extensive study or internal power while others rely upon intense connections to higher powers, the natural world, or unholy entities. Even in reaction to other events, casting a proper spell is always strenuous. Even the greatest practitioners are hard-pressed to work two dozen proper spells in the same day.


↟ Contents ↟  ↡ Index ↡  ↑ Using Items ↑  → Lore by Class ←  ↓ Barbarians ↓

Cantrips Cantrips are the simplest sort of spellcasting. Some theorists liken cantrips to words spelled with a single letter. In their least ambitious forms, cantrips derive their power from a single magical resource. Yet they are not entirely elementary. Sufficiently advanced practices make it possible to intensify many cantrips. Every cantrip features both somatic and verbal components. Casting a cantrip does not normally consume any spell slots though it does normally require one action. For most practitioners, learning to reliably perform their first cantrip is a major milestone on a lifelong journey of arcane discovery.
Lore by Class Though characters span a spectrum of engagement with arcane lore, all adventuring classes have some spellcasting potential. Barbarians, fighters, and rogues each develop these abilities through pursuit of a specific subclass. Bards, monks, paladins, and rangers can attain significant levels of magical power regardless of subclass selection. Dedicated clerics, druids, sorcerers, warlocks, and wizards can advance their spellcasting to the limits of mortal prowess. So it is that each of the twelve classes has its own spell list reflecting distinctive magical capabilities.
 Many subclasses also offer a list of bonus spells. These spells are always available, yet they do not count against the usual personal limit to the nuber of spells known or prepared. Bonus spells reflect the core arcane knowledge associated with their subclasses. Though many are taken from other class lists, some bonus spells are featured on the spell list of their own class. Every sufficiently advanced member of that subclass considers these essential techniques habitually ready for use.
 Subclass features sometimes also grant specific spells. The technnicalities of their casting are described in those features. Possible variations include a single daily use, constant availability as with bonus spell, and castings only permitted under special circumstances. The fifty-five spellcasting subclasses each operate by their own set of rules. Yet magic also offers some constants. The 420 standard spells tend to produce the same results without regard for the class or race of a spellcaster. Successful identification of a spellcasting effort in progress also indicates the source and nature of the spellcasting feature in use for that effort. Yet normal methods of studying enchanted items and magical effects do not reveal particulars of the being responsible for those effects.

↟ Contents ↟  ↡ Index ↡  ↑ Lore by Class ↑  → Barbarians ←  ↓ Bards ↓

Life Force With some exceptions, modern arcane scholars embrace the notion of life as a magical force that flows through all living beings. This explains how ravenous dragons discovered magic as well as how serene druids are able to keep pace with reverent clerics. Academic explorations of natural magic are particularly rare, perhaps because it has remained relatively unchanged through dozens of millennia of notable changes to the magical environment. Apart from constructs and the undead, every combatant enters battle with a personal reserve of life enegy.
 Necromancers, vampires, et al. can draw upon this energy for their own purposes. Yet even in the most desolate of environments, the absence of other life forces can serve as a springboard to effective spellcasting. The most bleak druids formulate their spells around the absence of life rather than extract resources from ambient life energy. Though spellcasters of all sorts have access to techniques for manipulting the life energy of other beings, monks excel at this practice. The few barbarians to explore spellcasting are likewise attuned to the vital force flowing through creatures in their vicinity.
Barbarians The Age of Heroes elevated many tribal warriors thriving without benefit of either the gear or the training of civilized soldiers. The first adventuring barbarians were hostile to all things arcane. Some would sooner destroy a magic item than benefit from it in battle. The notion of a barbarian spellcaster was a walking contradiction. Yet countless local traditions of shamanism ran strong in the same tribal cultures that gave rise to early barbarians. Practitioners applied reverence and study to both the natural environment and nature spirits. This allowed most thriving tribes to maintain one household providing counsel and healing empowered with modest spellcasting.
 The Great Consolidation redefined the role of barbarians. Many would both covet and utilize magic items. All would start forming personal relationships with spirit animals early in their careers. The Savage Totems of barbarians are not subject to manipulation as magical abilities, but they are the product of unions with supernatural entities. While players may select the Savage Totems of their advancing characters, their barbarian characters typically feel that they were chosen by their spirit animal(s) rather than making some sort of selection.
 Though modern adventuring barbarians rarely pursue spellcasting, this is the path taken by Shamanic Militants. Still focused on an extremely aggressive fighting style, these spellcasters advance slowly while drawing from a limited collection of spells. Though all Shamanic Militants learn how to empower a special sort of Shilelagh that brings misfortune upon its victims, they do not study other cantrips. Their spell selections tend to draw from the natural world in one form or another. Strong personal connections to spirit animals provide guidance that allows these aggressively violent spellcasters to weave meaningful effects from unseen energies.

BARBARIAN SPELLS are the most primitive formulae to achieve real effects in the modern era. Most barbarians are either hostile to or disinterested in arcane studies. Thus only Shamanic Militants have any potential to learn spells from this list. Each of these spells was shaped by a legendary shaman doing their best to guide a tribe through a time of crisis. Primitive peoples may regard each spell as a religious miracle, even though Shamanic Miitants draw from traditions even even more ancient than the Old Faith. The spells of Shamanic Militants are the least likely sort of magic to be stored in the form of scrolls.
⊲ Shamanic Militants are the only variety of spellcasting barbarians. Thus all barbarian spells are Shamanic Militant spells. These spells derive from a close connection to both battle and nature. They offer little in the way of illusions and psychic effects. Most practitioners site spirit animals as the source of their arcane knowledge. Among tribes that typically distrust other varieties of spellcasters, Shamanic Militants are a unique source of remedies and other wonders. The senior shaman of a tribe is often second in prestige, only surpassed by the ruling chieftan. Many of these practitioners contribute thoughtful advice and entertaining stories in addition to their spellcasting capabilities.


↟ Contents ↟  ↡ Index ↡  ↑ Barbarians ↑  → Bards ←  ↓ Clerics ↓

Cantrips Cantrips are the simplest sort of spellcasting. Some theorists liken cantrips to words spelled with a single letter. In their least ambitious forms, cantrips derive their power from a single magical resource. Yet they are not entirely elementary. Sufficiently advanced practices make it possible to intensify many cantrips. Every cantrip features both somatic and verbal components. Casting a cantrip does not normally consume any spell slots though it does normally require one action. For most practitioners, learning to reliably perform their first cantrip is a major milestone on a lifelong journey of arcane discovery.
Bards Godlike power allows some entities to cause epic arcane effects by will alone. Mortals typically employ words and gestures to manipulate even modest magical energies. Among the Six Styles of spellcasting, the musical approach most emphasizes the importance of harmonies, melodies, and rhythm when weaving spells. Bards first developed this approach during the Age of Heroes. That era saw bardic colleges emerge as elite institutions dedicated to training adventurers already advanced as both fighters and thieves. Early bards were each living legends, with the most accomplished cultivating capabilities equivalent to a 36th level adventurer of the modern era.
 Bards of the modern era are not required to meet standards no longer possible. Any participation in any other adventuring classes is now purely optional. Their lore and training are driven by hard-won lessons from centuries gone by. Though Spellcasting progresses with bards at the same rate as monks, paladins, and rangers; bards are the only members of that quartet with the ability to develop a personal repertoire of cantrips. Their Showstoppers also present extraordinnary opportunities to lean spells from other classes. Though bards cannot keep up with the most dedicated sorts of spellcasters, they dabble in esoteric magic enough to stand tall alongside peers purely focused on arcane pursuits.

BARD SPELLS are heavily focused on sound as well as the feelings and thoughts it can inspire. They are not capable of delivering direct damage apart from psychic effects and thunderous noises. Instead they rely heavily on charms and phantasms. Most bards display extreme artistry in the shaping of arcane effects, and many weave effective illusions. Creative expression also allows them to work magic that fortifies the resolve of allies or sways the sympathies of strangers. In any situation where morale is crucial, an audible bard might yet turn the tide of battle.
⊲ College of Lore bards have unique access to bonus spells. Though a formal study of magic is normally part of a bard's training, these specialists delve deeply into a particular set of principles and lore central to the most ancient form of wizardry. Standardized by the Archfey themselves, these magicks endure as viable spells in the modern era. Collectively they constitute a set of protocols for coordinating, empowering, securing, and transporting Imperium Arcanum soldiers. They also make it possible to activate or concetrate Leyforce powers in material objects.
 This lore pairs command of raw arcane power with a specia connection to locations and travel. Elementary techniques make it possible to highlight a foe with Faerie Fire or attempt elimination with a Magic Missile volley. More advanced efforts make it possible to energize a Magic Weapon or even Infuse Weapon(s) with elemental energies.


↟ Contents ↟  ↡ Index ↡  ↑ Bards ↑  → Clerics ←  ↓ Druids ↓

Cantrips Cantrips are the simplest sort of spellcasting. Some theorists liken cantrips to words spelled with a single letter. In their least ambitious forms, cantrips derive their power from a single magical resource. Yet they are not entirely elementary. Sufficiently advanced practices make it possible to intensify many cantrips. Every cantrip features both somatic and verbal components. Casting a cantrip does not normally consume any spell slots though it does normally require one action. For most practitioners, learning to reliably perform their first cantrip is a major milestone on a lifelong journey of arcane discovery.
Clerics Divine powers did not reach into this world until the start of the Age of Heroes. Now well into the subsequent era of history, spiritual spellcasting has become the most abundant and influential form of modern magical practice. Each member of the Fivesquare Pantheon inspires multiple holy orders, at least one polytheism, and at least one spellcasting philosophy. These many belief systems each feature unique lore and rites. Fervent adherents versed in that lore and those rights minister to other believers. These inspired individuals often become clerics after taking bold action during a crisis or surviving an ordeal during a pilgrimage.
 Despite such a proliferation of faiths, all highly accomplished clerics cultivate arcane practices associated with one of nine Holy Domains. Sacred texts offering strongly contrary teachings might yet concur on questions of spiritual spellcasting. All twenty-five deities share the same global infrastructure for gathering the passion of prayers and channeling the power of miracles. This system incorporates angels as perfectly faithful intermediaries and organizers for gods of all alignments. The angelic ability to sort truth from lies filters out insincere prayers, supplying heavenly fonts from only the purest acts of mortal devotion.
 As a result, any cleric boldly defying the teachings and core values of a patron deity is at risk of losing access to holy power. A major act of attonment might restore this connection. Alternatively, clerics of lapsed faith can reach out to a new faith or philosophy supportive of the same Holy Domain. If conversion to this new belief system is profound and sincere, a different patron deity might offer such a cleric access to holy power. While religious arcana is rich with lessons that illustrate abstract principles, it is otherwise simple in structure. The essence of all spiritual spellcasting involves blending resources from the same twenty-one Heavenly Channels.
 Virtually all the magical energy clerics control arrives through one or more of these channels. Spiritual spellcasting is a collection of methods for calling down the power of the gods rather than weaving effects from other phenomena. Organized religions often maintain sacred scriptures. Within these vast collections of legends and parables, hidden meanings reveal lessons applicable to spellcasting. Though many clerics study scripture everyday as a matter of piety, it is also an opportunity to prepare a different set of cleric spells. Comprehensive knowledge conveys formulae for all one hundred forty-four standard cleric spells as well as any additional spells associated by Holy Domain.
 Maintaining a consistent alignment is part practicing any religion or spellcasting philosophy. Yet Holy Domains are not limited to any particular alignment or core belief. Each is instead united by a body of supplemental lessons and rites offering up different way of utilizing holy power. ????







↟ Contents ↟  ↡ Index ↡  ↑ Spells ↑  → Cantrips ←  ↓ 1st Level ↓

Cantrip Busking Cantrips are so common that mere displays of these minor magics do not normally inspire crowds to part with coins. Yet cantrips can be of tremendous help during exercises of skills and tool proficiencies. From bathing a lone singer in bright light to creating a rumble of thunder at just the right moment in a dramatic play, these minor effects can do much to enhance a live performance. Many cantrips can be utilized in that way or as effective tools at a workbench.
 Cantrips are otherwise rarely suited to profitable exploitation. Opportunities tend to be situational. For example, more ambitious spells are often used to supply ice to cities where it cannot simply be carted down from nearby mountains. Under normal conditions, a cartel or guild generates plenty of supply for ice distributors with sufficient funds. Yet during an extreme heat wave, suppliers might struggle to keep up with demand. Those circumstances might make it viable to busk by strolling sweltering streets with offers to chill beverages and freeze water buckets.
Cantrips The simplest sort of spellcasting, cantrips are regarded by some theorists as akin to words spelled with a single letter. In their least ambitious forms, cantrips derive their power from a single magical resource. Yet they are not entirely elementary. Sufficiently advanced practices make it possible to intensify many cantrips. Every cantrip features both somatic and verbal components. Casting a cantrip does not normally consume any spell slots though it does normally require one action. For most practitioners, learning to reliably perform their first cantrip is a major milestone on a lifelong journey of arcane discovery.
 As practitioners grow in power, many cantrips escalate in effectiveness. Damaging cantrips make major gains at 7th, 13th, and 19th character levels. Each cantrip makes another contribution to the habits of a character. Some will see routine conventional use while others are exercised for purposes of experimentation and practice. Normally this is about improving the cantrip itself and honing related arcane techniques. Yet it can also be about lateral growth – branching out to learn new cantrips. One cantrip of personal choice (as opposed to assignment by name in a feature of a subclass, race, religion, etc.) can be abandoned and replaced with a different selection from an available class list.
 Both magic-users and society at large tend to regard cantrips as useful tools bought through ancestral legacy, lengthy study, passionate prayer, and/or serene meditation rather than coin. High end entertainers often have an entourage including cantrip-capable supporters able to make their shows even more spectacular. Luxury merchants normally employ professionals to maintain the splendor of their showrooms and wares by way of appropriate cantrips. Due to widespread price controls, some guilds thrive while others struggle to cover their own costs. One sign of a thriving guild sees all their merchandise in flawless condition thanks to regular incorporation of cantrips into finishing and/or display protocols.
↓ Skip Section ↓      Cantrips     ↓ Skip Section ↓
Acid Splash
Brilliant Strike
Coiling Creeper
Cosmic Veil
Dancing Lights
Eldritch Blast
Enhance Asistance
Firebolt
Granite Fist
Green Thumb
Grievous Grasp
Light
Mage Hand
Mending
Message
Mindbolt
Minor Illusion
Mystic Shield
Poison Spray
Prestidigiation
Produce Arcs
Produce Flame
Produce Ice
Produce Stone
Ray of Frost
Reflect Image
Resistance
Sacred Flame
Shillelagh
Shocking Grasp
Spare the Dying
Steady Beast
Sunbolt
Thaumaturgy
Vicious Mockery
Vile Miasma
Acid Splash (cantrip)
You send corrisive chemicals splattering across a small area.
Area of Effect: up to two creatures within 5' of each other
Range: 30 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You direct a jet of corrosive material at one target within 30 feet or two targets both within 30 feet as well as within 5 feet of each other. Those target(s) must succeed on a Dexterity saving throw(s) or take 1d6 acid damage. That acid damage increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.
 The substances conjured by this cantrip are fleeting in nature. Acid Splash cannot be used to fill a basin with corrosives, but it can be used to scour organic residues from metal or stone. Though this process leaves behind its own distinctive traces, it can effectively destroy bloodstains, tracks, and other trace evidence.
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Brilliant Strike (cantrip)
You illuminate an ideal opportunity to attack a foe.
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You allow one creature within 30 feet to make a weapon attack or unarmed attack with advantage. If you chose, that attack can inflict radiant damage instead of its normal damage type(s). If you cast this cantrip on yourself, then it allows you to make one weapon attack or unarmed attack with advantage if not also radiant damage.
 This cantrip has little use outside combat. Yet Brilliant Strike can be used to imbue one upraised fist with a menacing glow or do likewise with a weapon in hand.
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Coiling Creeper (cantrip)
You send out an animated vine to do your biddinng.
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You create a vine able to wrap around one creature up to 30 feet away. Your target must succeed on a Dexterity saving throw or be tied to you by a living rope with a length of 30 feet, an Armor Class of 10, and a number of hit points equal to your character level. You must concentrate to keep your target tethered. The vine has immunities to bludgeoning, poison, and psychic damage. It has resistances to frost, piercing, and radiant damage.
 During your turn, you can reposition the vine with 30 feet of climbing movement. You can also use your action to direct it to grab one creature or object. Yet it is not a creature unto itself. Thus the vine is not susceptible to alternative attacks or most forms of forced movement. It cannot regain hit points except through effects that could also repair a damaged rope. When reduced to 0 hit points this cantrip ends. The vine then withers to become inanimate debris of no tactical consequence, turning to dust and vanishing entirely over the following minute.
 A creature caught in the vine can use an action to attempt an escape by surpassing your spellcasting DC with a Sleight-of-Hand check modified by Dexterity. Teleportation is also a viable method of escape. While a target is tied to you in this way, you can use your action to constrict the loops, inflicting 1d4 bludgeoning damage. That bludgeoning damage increases with character level, rising to 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 19th level.
 This effect can also be used to wrap around bars, beams, merlons, and sufficiently narrow spires. Coiling Creeper automatically secures itself around any anchor it can reach that you can clearly visualize. It can function as a high quality grappling hook and climbing rope of 30' length while maintained through concentration.
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Cosmic Veil (cantrip)
You shroud the head of one creature in opaque blackness.
Area of Effect: one creature
Range: touch
Casting Time: 1 action
Duration: Instantaneous/Concentration
Components: verbal, somatic
 You weave a mesh of astral threads, then cast it onto the face of one creature you can touch. Perform a melee spell attack. With a hit you inflict 1d4 force damage, and your target is blinded until the start of their next turn. That force damage increases with character level, rising to 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 19th level.
 Shaking off a faceful of this effect is effortless. Cosmic Veil cannot be used to maintain ongoing blindness in an unwilling target. Yet concentrating on this cantrip is still an option since it can be used effectively on targets willing to sport an arcane blindfold for some span of time.
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Dancing Lights (cantrip)
You produce and control a number of small glowing orbs.
Area of Effect: several balls of light within range
Range: 120 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You project small luminous spheres no more numerous than your spellcasting ability score modifier. Each of these projections fills a 10' radius with dim light. As a bonus action, you can reposition each of these lights anywhere within 120' of your present location and/or adjust the color of each.
Dancing Lights are not suitable for reviewing literature, but they can be used to sweep an area for creatures unable to hide in dim light. More typically they serve to distract sentries, embellish entertainment, or signal allies.
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Eldrich Blast (cantrip)
You direct a concentrated burst of the most ancient arcane energies.
Area of Effect: one creature
Range: 120 feet
Casting Time: 1 action
Duration: Instantaneous/Concentration
Components: verbal, somatic
 You call upon forbidden channels of energy to launch a deadly bolt of arcane energy at one target within 120 feet. Perform a ranged spell attack. With a hit you inflict 1d10 force damage. That force damage increases with character level, rising to 2d10 at 7th level, 3d10 at 13th level, and 4d10 at 19th level.
 This cantrip is chiefly destructive in nature. Eldritch Blast can be used to knock targets around; though such efforts are unpredictable, and they often inflict damage in the process.
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Enhance Assistance (cantrip)
You provide magical guidance to an ally.
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 The action used to cast this spell can include assisting with a skill check, and it does not interfere with an ongoing effort to assist with a skill check. When that skill check is made, it benefits from your assistance and a bonus equal to your proficiency bonus.
 This cantrip is especially popular among well-coordinated teams. Enhance Assistance can improve outcomes everywhere from gathering food in a lush forest to scaling a precarious mountaintop.
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Firebolt (cantrip)
You direct an burning ember at extreme speed.
Area of Effect: one creature
Range: 120 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You coil feeback loops of heat and pressure to launch a deadly bolt of fire at one target within 120 feet. Perform a ranged spell attack. With a hit you inflict 1d10 fire damage. That fire damage increases with character level, rising to 2d10 at 7th level, 3d10 at 13th level, and 4d10 at 19th level.
 This cantrip might outrighth destroy tinder or kindling, but it can be used to ignite more substantial combustibles like a log or a tent. Firebolt has no other reliable effect beyond injuring creatures and damaging objects.
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Granite Fist (cantrip)
You convert one or two of your hands into bludgeons as durable as granite.
Area of Effect: one creature
Range: self
Casting Time: 1 action
Duration: Instantaneous/Concentration
Components: verbal, somatic
 One or two of your hands adapt to the delivery of brutal melee attacks. Each of your punches inflicts 1d6 magical bludgeoning damage. That bludgeoning damage increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level. You can perform one attack immediately when you cast this cantrip. If you maintain this effect with concentration, all of your unarmed strikes continue to inflict this cantrip's magical bludgeoning damage.
 Any hand(s) modified by this cantrip cannot be used to wield items or perform crafting tasks. An exception to this rule involves crafting tasks that require a hammer. Even when that tool is unavailable, Granite Fist allows a caster to to interact with materials as if wielding a normal hammer.
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Green Thumb (cantrip)
You employ magic to to encourage the flourishing of natural forces.
Area of Effect: one creature, object, or plant
Range: touch
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You can make one plant no larger than a sapling thrive even under extrmely adverse conditions. This effort can also turn wilting piece of produce into fresh goods of high quality or amplify the yield of an unharvested plant. You can also estimate how near the time is to the ideal day for planting a particular crop.
 This cantrip cannot foresee extreme weather events, but habitual use can determine the ideal growing season or any given cultivar. Green Thumb also allows a farmer or gardener to make some plants thrive in environments where they might not otherwise grow.
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Grievous Grasp (cantrip)
You attempt to snuff out the life of one creature you touch.
Area of Effect: one creature
Range: touch
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You focus on death itself as you reach out to afflict someone with this cantrip. Perform a melee spell attack. With a hit you inflict 1d8 necrotic damage, and your target cannot regain hit points until the start of your next turn. That necrotic damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 19th level.
 This cantrip cannot foresee extreme weather events, but habitua use can determine the ideal growing season or any given cultivar. Green Thumb allows a caster to to interact with materials as if wielding a normal hammer.
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Light (cantrip)
You cause an object to glow brilliantly.
Area of Effect: one object
Range: touch
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 One object you could lift and carry becomes infused with magical luminance. So long as you maintain concentration, that object sheds bright light over a 30' radius and dim light over a 60' radius.
 This cantrip helps many scholars continue to study long after sundown. Light can also be applied to projectiles like a stone or an arrow, enabling illumination of an area before adventurers enter it.
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Mage Hand (cantrip)
You extend your grasp with a projection of magical force.
Area of Effect: one object no heavier than 5 pounds
Range: 30 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You create and control a floating hand composed of shimmering energies. When you cast this spell, you can use that hand to grab one loose object no heavier than 5 pounds. While you maintain concentration, you can use an action to move this hand up to 30 feet. You can drop the item held by this hand at any time. When thihs hand is empty, you can use your bonus action to cause it to grab a loose object no heavier than 5 pounds within 5 feet of its present position.
 When this hand is within 5 feet of you, you can use your bonus action to stow the item it holds on your person. You can also use your bonus action in conjunction with this hand to perform simple tasks like causing a lever or switch to activate, dumping the contents of a container, or attempting to tickle a creature. This effect can be used to perform Sleight-of-Hand tasks like picking pockets and hiding objects, though related checks are normally made with disadvantage.
 Handling dangerous materials emenating intense wild magic often involves use of this cantrip. Mage Hand can be used to transport weapons, but it is unable to deliver an effective weapon attack.
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Mending (cantrip)
You repair and clean and object that is damaged yet not destroyed.
Area of Effect: one piece of equipment or apparel
Range: touch
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You remove all corrosion and filth from one item. This process also mends tattered materials and restores the vividness of faded colors. This cantrip will not compile tiny scraps into a functional object, but it can reverse damage and degredation of useless items that are still largely intact. Even magic items disabled by Rotting Touch or Rusting Touch can be returned to service by way of this cantrip.
 Knowledge of this cantrip allows some scavengers to harvest inventories of quality gear from abandoned items. Mending is the most common spellcasting service available from professional magic-users.
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Message (cantrip)
You exchange thoughts with another creature.
Area of Effect: one creature
Range: 120 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You communicate a brief statement or question to one target you can see or one companion (seen or unseen) within range. This expression is telepathic, and the target can respond with a few words that are also telepathic. Though this is a psychic effect, it requires the use of a language both participants understand.
 Some spellcasters use this cantrip as an arcane alternative to Thieves' Cant. Repeated use of Message allows a group to scheme in plain sight while performing apparently meaningless gestures and utterances. The same technique can be used to conceal conversations between a spy and an informant or a group of scandalous gossips.
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Mindbolt (cantrip)
You lash out with raw telepathic hostility.
Area of Effect: one creature
Range: 120 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You direct a pulse of raw cerebral aggression at one target within 120 feet. Perform a ranged spell attack. With a hit you inflict 1d8 psychic damage. That psychic damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 19th level.
 This effect is not visible and it produces no sound of its own. Mindbolt is normally evident due to the strange utterances and menacing gestures of its caster, though the subtlest of sorcerers can employ this cantrip in a sort of secret violence.
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Minor Illusion (cantrip)
You sculpt an image or sound from raw magical energy.
Area of Effect: one phantom up to 5 feet in diameter
Range: 60 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You create the image of a still object or the ongoing sound of a single non-existent source. Such an image can be no larger than a creature of medium size, and it is immediately revealed as an illusion if it moves in any way. If this illusion is of sound rather than sight, it can vary in aspects like pitch and intensity, but it cannot appear to move beyond its original point of origin. When you cast this cantrip, perform an ability check modified by your spellcasting ability and your proficiency bonus. This value establishes the DC passive Investigation and Investigation checks must overcome to distinguish the illusion from reality.
 This cantrip cannot produce useful illumination. It also cannot produce scents or tactile sensations. Even so, Minor Illusion often produces effective decoys or distractions. Also, entertainers find it an appealing addition to their public performances.
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Mystic Shield (cantrip)
You create a panel of force positioned to protect an ally.
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 Once creature of your choice within 30' gains a +2 bonus to Armor Class, a +2 bonus to Dexterity saving throws, and immunity to force damage until the start of your next turn.
 This cantrip serves no purpose outside combat. Mystic Shield is an ideal countermeasure to specific sorts of arcane attack, but it otherwise does not outperform a conventional shield.
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Poison Spray (cantrip)
You project a cloud of toxic gasses into the face of a foe.
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You direct a puff of toxic vapors at one target within 60 feet. That target must succeed on a Constitution saving throw or take 1d12 poison damage. That poison damage increases with character level, rising to 2d12 at 7th level, 3d12 at 13th level, and 4d12 at 19th level.
 This cantrip can be used fumigate a dwelling, container, or bedroll. Poison Spray is a popular method of pest control, though it leaves behind nasty scents that may linger for hours where ventilation is poor.
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Prestigiditation (cantrip)
You perform a minor alteration to one material object.
Area of Effect: one object
Range: touch
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You use magical power to instantly complete a basic chore or accomplish a simple transformation. In this way you an apply precise ink or a small blotch of paint to an appropriate surface. You can also render an ordinary piece of equipment or garb either neat and clean or soiled and rumpled. Likewise, you can adjust the temperatures and flavors of food and drink, either optimizing those particulars or rendering a portion unpalletable.
 This cantrip cannot repair disabled gear. Yet Prestidigitation allows only remedies purely superficial damage along with cleaning and polishing materials as appropriate. This spell is all about appearances and aesethetics – freshening the look of objects that are not functionally degraded by wear and tear. Repeated use provides an alternative to inkwell and quill for composing non-magical documents.
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Produce Arcs (cantrip)
You channel electrical energy into one or two nearby targets.
Area of Effect: up to two creatures within 15' of each other
Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You direct a strong electric current at one target within 60 feet or two targets both within 60 feet as well as within 15 feet of each other. Those target(s) must succeed on a Dexterity saving throw(s) or take 1d8 lightning damage. That lightning damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 19th level.
 This energy cannot be directed into melee attacks. Yet Produce Arcs allows for displays of power by projecting electrical arcs between two free hands or sending powerful jolts into the ground. Though this energy can be used to start fires, it requires dry paper or some other suitable tinder to achieve ignition.
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Produce Flame (cantrip)
You produce a handheld flame that can be used as a weapon.
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: Instantaneous/Concentration
Components: verbal, somatic
 You generate a small fire that can be hurled at one target within 30 feet or wielded to deliver unarmed melee attacks. Either approach results in a spell attack that inflicts 1d6 magical fire damage if it hits. That fire damage increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level. You can perform one attack immediately when you cast this cantrip. If you did not immediately perform a ranged attack, then you can maintain this effect with concentration.
 Such magical fires are not suitable for most crating purposes. Yet Produce Flame is an excellent tool for purposes of starting other fires. Also, simply maintaining such a flame in hand sheds bright light to a radius of 30' and dim light to a radius of 60', providing illumination comparable to a torch.
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Produce Ice (cantrip)
You project cold so extreme as to freeze fluids in its path.
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: Instantaneous/Concentration
Components: verbal, somatic
 You generate a mote of extreme cold that can be hurled at one target within 30 feet or wielded to deliver unarmed melee attacks. Either approach results in a spell attack that inflicts 1d6 magical frost damage if it hits. That fire damage increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level. You can perform one attack immediately when you cast this cantrip. If you did not immediately perform a ranged attack, then you can maintain this effect with concentration.
 Such magical frost is not suitable for creating material out of thin air. Produce Ice is an excellent tool for solidifying small amounts of water when needed. More powerful magic is required to place an ice slick terrain hazard or create icy impaling implements.
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Produce Stone (cantrip)
You produce a rock ideal for throwing, though its substance is fleeting.
Area of Effect: one creature
Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You generate a small stone that can be hurled at one target within 60 feet. This results in a spell attack that inflicts 1d6 magical bludgeoning damage if it hits. That bludgeoning damage increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level. You can perform one attack immediately when you cast this cantrip. If you did not immediately perform a ranged attack, then you can maintain this effect with concentration.
 These stones vanish within a minute of their production. Thus they are not suitable for building walls or otherwise creating cover. Yet Produce Stone generates projectiles that can be used to create distractions, damage objectsm, or trigger traps as effectively as any other handheld rock.
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Ray of Frost (cantrip)
You emit a chilling beam that can harm and slow one target.
Area of Effect: one creature
Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You direct a beam of shimmering energy to freeze one target up to 60 feet away. This is a ranged spell attack that inflicts 1d6 frost damage and reduces the speed of its target by 10 until the start of your next turn. The frost damage of that beam increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.
 Though this cantrip can cause a solid object to accumulate traces of frost, this never accumulates to a level that might melt into signiicant drinking water. Apart from injuring and slowing foes, Ray of Frost has little application apart from chilling bedding or garb to mitigate extremes of heat.
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Reflect Image (cantrip)
You produce a large magical mirror allowing one creature to view itself.
Area of Effect: one creature
Range: 120 feet
Casting Time: 1 action
Duration: Instantaneous/Concentration
Components: verbal, somatic
 You produce a reflective no larger than 5 feet in diameter. You can position this surface to give one creature a clear view of itself. Any creature that has used a gaze attack in the previous minute also uses that gaze attack on itself if you position this surface in directly front of that particular creature.
 This cantrip can also be used to glimpse around corners or bounce sunlight down a dark shaft. Reflect Image otherwise has little combat application. Yet it is popular with attendants to dignitaries keen on grooming themselves with benefit of a large mirror.
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Resistance (cantrip)
You rally mitigating energies to protect one creature from harm.
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You allow one creature to add your spellcasting ability score modifier to saving throws that might reduce or avoid one type of damage. That damage type must be declared when this cantrip is cast. This effect must be maintained by concentration after this cantrip has been cast.
Resistance can save lives when used to mitigate the harms of poisonous serpents or burning cinders. Yet it offers little in the way of applications beyond the amelioration of personal harm.
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Sacred Flame (cantrip)
You focus intense holy light on a specific point.
Area of Effect: one creature
Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You call down a tiny spark of divine wrath upon one creature no more than 30 feet away. That creature must succeed on a Wisdom saving throw or take 1d6 radiant damage. That radiant damage increases with character level, rising to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.
Sacred Flame does not normally damage inanimate objects. It can be used to create flickers of light annd heat, but it is not suitable for illuminating and area or staving off the perils of environmental cold.
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Shillelagh (cantrip)
You convert an ordinary piece of wood into a magical weapon.
Area of Effect: self
Range: self
Casting Time: 1 action
Duration: Instantaneous/Concentration
Components: verbal, somatic
 You take a swing with simple stick that hits as hard as an enchanted greatclub. For purposes of attacks performed with your Shileglagh, you can substitute your spellcasting ability modifier for your Strength modifier, and your weapon dishes out 1d8 magical bludgeoning damage. You can perform one melee weapon attack with your Shillelagh as part of casting this spell. If you maintain concentration on this cantrip, you can continue to wield your Shillelagh as a one-handed weapon. Its bludgeoning damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th evel, and 4d8 at 19th level.
Materials: To cast this cantrip, you must be holding a piece of wood larger than a toothpick or a splinter. A Shillelagh can also be produced from larger pieces of wood, such as the leg of a broken chair or an ordinary cudgel. When the cantrip ends, the wood returns to its original condition.
 This cantrip can play a key role in surprise attacks. Shillelagh works with a material component so modest that suitable twigs can be found littering the floors of any forest. Unarmed primitives can quickly become formidable threats with benefit of this cantrip.
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Shocking Grasp (cantrip)
You deliver a deadly electricity through your own hands.
Area of Effect: one creature
Range: touch
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You infuse your hand(s) with crackling energy then delivery an intense jolt to one target you can touch. Perform a melee spell attack while ignoring the armor bonus of any metal armor worn or held by the target. With a hit you inflict 1d8 lightning damage. That lightning damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 19th level.
 Though this cantrip can ignite objects like tinder or paper, it generally does not start fires. Shocking Grasp otherwise has little to offer outside of combat.
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Spare the Dying (cantrip)
You create a miraculous effect with minimal magical energy.
Area of Effect: one creature
Range: touch
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 One creature you touch with 0 hit points is effectively stabilized. That creature still has 0 hit points, but they do not have to attempt further death saving throws until sustaining additonal damage.
 This cantrip also delays the decomposition of a corpse. Spare the Dying is often used by funerary professionals to preserve a dead body until circumstances allow for a proper visitation and burial.
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Steady Beast (cantrip)
You create a miraculous effect with minimal magical energy.
Area of Effect: one creature of the beast type
Range: 10 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You can remove the agonized, charmed, confused, frightened, intoxicated, narcotized, paralyzed, poisoned, stunned, unconscious, and/or weakened conditions from one beast you can touch.
 Some babarians and rangers are capable of using this cantrip. In those cases it can represent a close bond with primal creatures. Steady Beast also allows casters to settle animals for a night of rest at one location. It will not prevent creatures from becoming confused, frightened, etc. Yet it will allow them to rest comfortably in terrain or shelter that is not already familiar to them.
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Sunbolt (cantrip)
You concetrate light into a beam of lethal intensity.
Area of Effect: one target
Range: 120 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You direct a pulse of intensely concentrated light at one target within 120 feet. Perform a ranged spell attack. With a hit you inflict 1d8 radiant damage. That radiant damage increases with character level, rising to 2d8 at 7th level, 3d8 at 13th level, and 4d8 at 19th level.
 This brilliant effect is brief, yet it can be seen from great distances. Sunbolt might outrighth destroy tinder or kindling, but it can be used to ignite more substantial combustibles like a log or a tent.
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Thaumaturgy (cantrip)
You create a miraculous effect with minimal magical energy.
Area of Effect: self
Range: self
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 While this cantrip is active, you can speak with unnatural volume. You have advantage on all ability checks to call out across long distances or shout intelligibly over nearby noise and clamor. It also allows you infuse your eyes with different colors and/or cause your eyes to glow. You can likewise change the color of all fires and other light sources within 30 feet. You can also give yourself a visible aura or halo of whatever appearance you choose. Likewise, you can accompany your activities and speeches with unintelligible chants, songs, or whispers.
 This cantrip is popular among holy persons intent on flaunting divine power during ceremonies and sermons. Thaumaturgy is an excellent tool for serving as the voice of authority without spending any spell slots.
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Vicious Mockery (cantrip)
Your words aggravate and ennervate one target.
Area of Effect: one creature
Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You direct hostile noises and malicious insults at one creature no more than 60 feet away. That creature must succeed on a Wisdom saving throw or take 1d4 psychic damage and suffer disadvantage on the next attack that creature performs before the start of your next turn. That psychic damage increases with character level, rising to 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 19th level.
 This cantrip can be muddled with a spree of savage insults to seem like non-magical hostility. Yet Vicious Mockery is a magical effect. Even for targets that cannot understand invective, it can inflict real damage.
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Vile Miasma (cantrip)
You vent hellish fumes to drain the life from an enemy.
Area of Effect: one creature
Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You cause deathly vapors to swirl around one creature up to 60 feet away. That creature must succeed on a Constitution saving throw or take 1d4 necrotic damage and be disturbed until the start of your next turn. That necrotic damage increases with character level, rising to 2d4 at 7th level, 3d4 at 13th level, and 4d4 at 19th level.
Vile Miasma has been known to produce corpses no less horrified than they are withered. Damage inflicted by the cantrip is excruciating, yet the smog itself leaves no trace evidence of its own.
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 DAMAGING CANTRIPS 
  NameClass(es)*Starting
Damage
Target(s)RangeResolution
Method
Notes
Acid Splash✠ ♥ ≬ ★ ∢1d6 acidtwo within 5'30'Dexterity —
Coiling Creeper♣ ✶ ★1d4 bludgeoningone**30'Dexterityinitial grab, recurring squeeze
Cosmic Veil✠ ✶ ♠ ≬ ★ ∢1d4 forceonetouchIntelligenceblinded until start of turn
Eldritch Blast ✶ ★1d10 forceone120'spell attack —
Firebolt♥ ∅ ≬ ∢1d10 fireone120'spell attack —
Granite Fist♣ ≬1d6 bludgeoningoneselfmelee attackmagical damage, recurring melee
Grievous Grasp✠ ♥ ∅ ✶ ≬ ★ ∢1d8 necroticonetouchspell attackno healing until next round
Mindbolt♥ ♠ ≬ ★ ∢1d8 psychicone120'Wisdomno visible effect
Poison Spray✠ ♣ ♥ ∅ ✶ ♠ ≬ ★ ∢1d12 poisonone30'Constitution —
Produce Arcs♣ ≬ ∢1d6 lightningtwo within 15'60'Dexterity —
Produce Flame♣ ∅ ∞ ≬ ★ ∢1d6 fireone30'thrown attackrecurring melee alternative 
Produce Ice♣ ≬ ∢1d6 frostone30'thrown attackrecurring melee alternative 
Produce Stone♣ ≬ ∢1d6 bludgeoningone60'thrown attackmagical damage
Ray of Frost♥ ✶ ≬ ∢1d6 frostone60'spell attackreduced speed until next round
Sacred Flame✠ ∅ ∞1d6 radiantone60'Wisdom —
Shillelagh†♣1d8 bludgeoningoneselfmelee attackmagical damage, recurring melee 
Shocking Grasp♪ ♥ ∅ ♠ ≬ ★ ∢1d8 lightningonetouchspell attackignores metal armor
Sunbolt✠ ♥ ∅ ≬ ∢1d8 radiantone120'spell attack —
Vicious Mockery♪ ✠ ♥ ♠ ★ ∢1d4 psychicone60'Wisdomdisadvantage on next attack 
Vile Miasma★ ∢1d4 necroticone60'Constitutiondisturbed until next round
  NameClass(es)Starting
Damage
Target(s)RangeResolution
Method
Notes
*Barbarian, fighter, monk, paladin, ranger, and rogue cantrips are only available by way of specific subclasses.
**Coiling Creeper can only inflict damage on a creature it has already restrained.


↟ Contents ↟  ↡ Index ↡  ↑ Cantrips ↑  → 1st Level ←  ↓ 2nd Level ↓

Arcane Initiations Magical educations typically involve instructors and/or organizations with formal protocols to confirm entry into a class. These are seldom comprehensive. Just as a warrior need not display proficiency with every possible weapon to be recognized as a proper bararian, fighter, paladin, or ranger; spellcasters need only demonstrate a fraction of the possibilities at their command. Even when it takes place much later in life, there can be a sort of coming-of-age quality to these initiations.
 Success might amount to little more than a simple ceremony. Perhaps a badge, document, or seal is awarded to acknowledge the accomplishment at hand. Yet other training regimens can be part of larger programs, with initiates awarded rank in an organization and provided with a complete set of standard issue gear. These narrative details should not dictate the purchasing power available to a party of new adventurers, but they can be used as explanations for the trappings novice adventurers already possess at the start of play.
1st Level Spells Though these spells are low-level, each is nonetheless a complex process. Multiple magical resources interact to produce these effects. Learning and repeatedly using a small collection of 1st level spells proves that a spellcaster is a full member of an adventuring class. While novices struggle to work more than a few of these spells in one day, extremely experienced spellcasters could perform two dozen or more. Some even learn to cast a few of these spells withhout using spell slots, deploying them as casually as cantrips.
 Spells of this level can cause larger and more intense effects than cantrips. Some organizations offer select 1st level spells as a service to loyal supporters if not also the general public. For example, most communities see routine injuries and ailments treated by religious institutions. It is widely known that all clerics and druids have the potential to provide such remedies. Each group has its own standards and practices when it comes to utilizing this potential.
 1st level spells can also play a crucial role in combat. Timely use of just the right spell can turn the tables on deadly foes. Spells that support upcasting allow experienced practioners to increase the number of targets or the amount of damage produced by these effects. Others serve practical purposes, like helping a group stay together or overcoming language barriers. 1st level spells are not only the gateway to proper spellcasting, but also a collection of standards some adventurers will use across the entire course of an epic career.
↓ Skip Section ↓      First Level Spells     ↓ Skip Section ↓
Alarm
Animal Friendship
Animate Ropes
Aura Sight
Bane
Bless
Breadcrumb Trail
Burning Hands
Charm Person
Color Spray
Command
Comprehend Languages
Cosmic Ray
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease 
Disguise Self
Divine Favor
Entangle
Expeditious Retreat 
Faerie Fire
False Life
Feather Fall
Find Familiar
Floating Disk
Fog Cloud
Guiding Bolt
Healing Word
Hellish Rebuke
Heroism
Hideous Laughter
Identify
Illusory Script
Inflict Wounds
Jump
Lightning Jolt
Lithographic Touch
Locate Companion
Longstrider
Loudspeaker
Mage Armor
Magic Missile
Mental Brawl
Metamorphic Weaponry 
Oily Ooze
Penetrating Glimpse
Purify Food and Drink
Putrid Shiv
Program Puppet
Protection from Entities
Quick Shield
Resounding Noise
Resplendent Garb
Restore Sense
Sanctuary
Savage Pursuit
Shield of Faith
Signal Flare
Silent Image
Sleep
Speak with Animals
Spider Climb
Steady Person
Thunderwave
Tickling Tendrils
Tripping Hazard
Unseen Servant
Vomit Ichor
Weatherproof Barrier
Winter Wind
Zone of Tranquility
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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Lightning Jolt (1st level evocation)
Your strike a nearby creature with a deadly arc of electricity.
Area of Effect: one target
Range: 60 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You perform a ranged spell attack against one target within 60 feet. If you hit you inflict lightning damage equal to 2d12 plus your spellcasting ability score modifier.
Upcasting: For each additional spell slot level, you can add 1d12 to the damage of this attack.
 Some arcanists see this as the most direct way to channel spellcasting capability into a deadly attack. Any Lightning Jolt is likely to disable a normal guard, while captains can be slain outright by the most extreme upcasting of this spell.
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Lithographic Touch (1st level transmutation)
You carve a message into earth or stone.
Area of Effect: one surface no large than 5 feet in diameter
Range: touch
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You inscribe up to fifty words and/or numbers on a surface rich in minerals. Doing so on a patch of bare ground leaves a message that will weather away during the weeks to follow. Applying this spell to a proper stone might engrave a message capable of enduring for many centuries. When this spell applies a message to brickwork, stone walls, or natural stone surfaces; great power might be required to remove that message. Passwall and Stone Shape are ideal spells for destroying an inscription produced by this spell.
 Elite adventurers often call upon casters of this spell to mark the sites of personal achievements. Yet independent practitioners can also turn Lithographic Touch into a personal trade. Each casting quickly accomplishes a full day's labor for a skilled stonecutter.
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Location Companion (1st level transmutation)
You learn the precise position of one party member.
Area of Effect: self
Range: 1,000 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 Choose one creature present at the last campsite or building where you completed a long rest. If that creature is within 1000 feet of you, you know exactly where that creature is. So long as you maintain concentration and stay within 1000 feet of the chosen individual, you continue to remain aware of their location.
 This spell can be extremely useful for reuniting a divided party. Yet Locate Companion is seldom used by manhunters, since it only indicates the way toward individuals presently travelling with the caster.
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Longstrider (1st level transmutation)
You imbue a creature with magical swiftness.
Area of Effect: one creature
Range: 10 feet
Casting Time: 1 action
Duration: 1 hour
Components: verbal, somatic
 Magical swiftness settles upon one creature near your position. That creature adds 10 to each movement speed while this effect remains active, up to a limite of 1 hour.
Upcasting: For each additional spell slot level, you can add to additional creatures within range as a target of this spell.
 This spell can make a critical difference during pursuit. One use of Longstrider only makes a small difference during a day of overland travel, but small differences can be crucial in a crisis.
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Loudspeaker (1st level illusion)
You project your voice across an entire locale.
Area of Effect: self
Range: self (1 mile)
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic, material
 While this spell is active, your whispers are no less audible than your normal speaking voice, and your normal speaking voice is clearly audible throughout a 1 mile radius.
Materials: Casting this spell requires holding a horn valued at no less than 3gp, though this horn is not consumed by the effort.
 Some societies allow or even encourage public criers to deliver daily news reports by way of this spell. Yet Loudpspeaker is generally considered a disturbance. In urban environments, its unauthorized use can result in a fine or some other criminal penalty.
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Mage Armor (1st level abjuration)
You shroud one creature in protective force.
Area of Effect: one creature
Range: touch
Casting Time: 1 action
Duration: 8 hours
Components: verbal, somatic, material
 You cover on creature you can touch in a weave of protective energies. Unless that creature is wearing armor, this effect bestows an Armor Bonus of +3 for up to eight hours.
Materials: Casting this spell consumes a crystal or gem valued at no less than 10gp.
 Many arcane specialists rely on this spell to compensate for their inability to perform effectively in conventional armor. Mage Armor is a staple of sorcerers, warlocks, and wizards involved in military service.
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Magic Missile (1st level evocation)
You strike with inerrant wisps of power.
Area of Effect: one or more creatures
Range: 120 feet
Casting Time: 1 action
Duration: instantaneous
Components: verbal, somatic
 You project a number of tiny glowing bolts equal to your proficiency bonus. Striking in unison, each of these luminous darts inflicts 1d4 force damage on one creature of your choice within range. Those choices can include multiple creatures.
 An early elven innovation, this basic spell was once used by large teams of magi to slay dragons. Magic Missile is another arcane technique deployed on the battlefield to counter heavy armor or extraordinary evasiveness.
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Mental Brawl (1st level evocation)
Your mind clashes directly with another.
Area of Effect: one creature
Range: 120 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You lash out at one conscious creature you can see within range with raw mental aggression. You inflict psychic damage equal to 2d10 plus your spellcasting ability score modifier if that creature fails an Intelligence saving throw against your spellcasting DC. If that saving throw is successful, you take psychic damage equal to 2d10 minus your spellcasting ability score modifier unless you make an Intelligence saving throw against a DC equal to the successful saving throw result of your target. While you maintain concentration and your target remains both conscious and within range, you can repeat this aggression (complete with risk of backlash) with a bonus action.
 This spell links two minds in a cerebral slugfest. The simplest modern form of psychic combat, Mental Brawl can quickly neutralize a foe, yet it is especially risky when used against other mentalists.
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Metamorphic Weaponry (1st level transmutation)
Your turn one or both of your hands into deadly weapons.
Area of Effect: self
Range: self
Casting Time: 1 bonus action
Duration: 10 minutes
Components: verbal, somatic
 Your turn your own hands into functional blades, hammmers, or spears. Choose bludgeoning damage, piercing damage, slashing damage or no change individually for each of your hands. Weaponized hands become unavailable as if they were wielding weapons, though you hold nothing that can be dropped. Each transformed hand can perform both unarmed melee attacks and melee weapon attacks, inflicting 1d8 of the chosen damage type with either sort of attack. You can apply your proficiency bonus to related attack rolls. You can add either your Strength modifier or your Dexterity modifier to both related attack rolls and damage rolls.
 This spell makes it possible to clash with armed warriors on their own terms. Metamorphic Weaponry becomes especially formidable when paired with other effects that empower attacks.
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Penetrating Glimpse (1st level divination)
You experience a flicker of perfect clarity.
Area of Effect: self
Range: self
Casting Time: 1 bonus action
Duration: Instantaneous
Components: verbal, somatic
 You gain truesight to a range of 120 feet for the briefest of instants. This is not long enough to read a hidden message, perform an attack, or cast another spell. Yet it will reveal the locations and identities of invisible creatures, the identities of disguised creatures, and the nature of ongoing illusions. This effect synergizes with arcane senses, also revealing the truth behind altered auras and magical disguises.
 This spell links two minds in a cerebral slugfest. The simplest modern form of psychic combat, Mental Brawl can quickly neutralize a foe, yet it is especially risky when used against other mentalists.
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Savage Pursuit (1st level divination)
You commit your spirit to predation of a living target.
Area of Effect: one creature you can see
Range: 120 feet
Casting Time: 1 bonus action
Duration: Concentration
Components: verbal, somatic
 You designate a creature you can see that is not of the construct or undead types as your target for an ongoing hunt. When you hit this target with a weapon attack or unarmed attack, you inflict 1d8 additional damage of any single type dealt by that attack. When you damage this target in any way, you can add the number of hit points that target lost to your speed until the start of your next turn. You have advantage on all ability checks to locate, perceive, or pursue this creature.
Upcasting: For each additional spell slot level, you can add an additional creature not of the construct or undead types within range that you can see and to this effect.
 A primal technique for bonding hunters with their targets, this spell is rarely of interest to institutional leadership. Savage Pursuit is primarily a method used chase down elusive prey animals, yet it is no less effective when used to eliminate witnesses fleeing the sight of a violent encounter.
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Shield of Faith (1st level abjuration)
Your ward enhances the defenses of a creature.
Area of Effect: one creature
Range: 60 feet
Casting Time: 1 bonus action
Duration: Concentration, up to 1 hour
Components: verbal, somatic
 You call out in the hope of protecting a nearby creature. For the duration of this spell, that creature has a +2 Armor Bonus and a +2 bonus on Dexterity saving throws.
 This spell is normally the result of a strong spiritual connection. Yet Shield of Faith works just as well when provided by minor nature spirits as the loftiest angels or deities.
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Signal Flare (1st level evocation)
You create a brilliant glow and send it aloft.
Area of Effect: 5 foot diameter
Range: 1000 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic, material
 You project a sphere of intense light toward any unoccupied position you can see within 1000 feet. If this beacon is sufficiently elevated, it can be seen from as far as 1 mile away. Yet this view can also be blocked by clouds or fog. You can alter the color of this light, and you can cause it to flicker according to a particular pattern.
Materials: This spell consumes a crystal, gem, or glass bead valued at no less than 10gp.
 Military organizations often employ this spell to designate the location of rallies. Signal Flare can also communicate a small number of coded messages to allies already versed in the particulars of that code.
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Sleep (1st level enchantment)
Your spread intense drowsiness across a small area.
Area of Effect: 15-foot radius
Range: 90 feet
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 Designate a 15-foot radius entirely within 90 feet of your position and roll 2d20. Starting with the individual with the lowest hit points, creatures inside this radius become unconscious so long as their total hit points do not exceed your roll. Unless awakened by other means, fallen creatures will rise after completing a short rest.
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 knocked out by spell.
Materials: This spell consumes a pinch of sand of no significant value.
 This is often considered a gentle alternative to battling guards. Yet Sleep is considered especially insidious when fallen defenders are still slain rather than bypassed or restrained.
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Speak with Animals (1st level transmutation)
You can converse with all manner of beasts.
Area of Effect: self
Range: self
Casting Time: 1 action
Duration: 10 minutes
Components: verbal, somatic
 You gain the ability to understand and be understood by creatures of the beast type. This does not enhance the intelligence of any animals, but it normally supports discussions on topics like nearby hazards, possible hiding spots, recent unusual interlopers, etc. Though wild animals are not naturally inclined to offer services, some will happily perform a simple dutie in exchange for a kindness such as hearty meal or the elimination of an ongoign nuisance.
 This spell makes it possible to gather reports on an area without involving people in that process. Speak with Animals is largely associated with wilderness adventurers, but it has proven useful just about everywhere life thrives.
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Spider Climb (1st level transmutation)
You empower a creature to scale any surface.
Area of Effect: one creature
Range: touch
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic, material
 One creature you touch gains a climbing speed equal to their walking speed. This effect allows all climbing to succeed so long as two limbs (legs included) are applied to a surface, even if that surface is inverted like a ceiling.
Materials: This spell consumes a wisp of spider silk of no significant value.
 This spell can be a nasty surprise for unprepared foes. Spider Climb often makes it possible to move away from enemies then hurl spells from a relatively secure overlook.
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Steady Person (1st level enchantment)
You calm a severely distressed person.
Area of Effect: 10-foot radius
Range: 60 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You can remove the agonized, charmed, confused, frightened, intoxicated, narcotized, paralyzed, poisoned, stunned, unconscious, and/or weakened conditions from one person you can touch.
Upcasting: For each additional spell slot level, you can add another person within range as a target of this spell.
 Beyond their healing abilities, holy persons are often welcome on the battlefield for spells like this. Steady Person can stop a faltering soldier from breaking ranks, perhaps averting a broader failure of morale.
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Thunderwave (1st level evocation)
Your blast an area with intense rumbling sounds.
Area of Effect: 15-foot cone
Range: self
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You project a wide burst of violent vibrations. Designate a 15-foot cone adjacent to your position. Every creature in that cone must attempt a Constitution saving throw against your spellcasting DC, taking 3d6 thunder damage frost damage with failure and half that amount with success. This spell also shatters unsecured ceramics and glassware in the area it covers.
Upcasting: For each additional spell slot level, you can add 1d6 to the damage inflicted by this spell.
 This extremely loud spell often puts nearby creatures on alert. Thunderwave can be especially effective in support of Intimidation efforts.
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Tickling Tendrils (1st level conjuration)
You summon a squirming cluster of alien nuisances.
Area of Effect: 15-foot radius
Range: 90 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You call forth a bunch of writhing worm-like limbs. When you cast this spell, you can perform spell attack(s) to tickle any creatures you choose in the affected area (with your result as their concetration DC.) While this effect is active, you can use your bonus action to perform spell attack(s) to tickle any creatures you choose in the affected area (also with your result as their concetration DC.)
 Though considered vulgar by many practitioners, this spell can effectively disrupt the focus of rival spellcasters. Tickling Tendrils cannot inflict injuries of any kind. Yet its fondling flesh remains a threat to the dignity of victims.
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Tripping Hazard (1st level conjuration)
You add a temporary complication to a small patch of ground.
Area of Effect: 10-foot radius
Range: 60 feet
Casting Time: 1 action
Duration: 1 minute
Components: verbal, somatic, material
 You briefly make a small area of floor or terrain extremely slippery. That area becomes difficult terrain for the duration of this effect. When you cast this spell, every creature in the affected area must make a Dexterity saving throw against your spellcasting DC or fall prone. When a creature moves onto this ground or ends a turn standing there, that creature must also make a Dexterity saving throw against your spellcasting DC or fall prone.
Materials: Casting this spell consumes a splash of oil, a lump of lard, or some other lubricant valued at no less than 2cp.
 Though often associated with pranks, this spell can be instrumental in evading pursuit. Tripping Hazard can be especially effective when placed in bottlenecks like a doorway or a narrow corridor.
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Unseen Servant (1st level conjuration)
Your call upon a spectral attendant to handle ordinary objects.
Area of Effect: one on unoccupied space within range
Range: 60 feet
Casting Time: 1 action
Duration: 1 hour
Components: verbal, somatic
 You summon a spectral entity with the capabilities and demeanor of a feeble footman. This manifestation cannot perform any sort of attack, not can it be attacked or otherwise damaged (though it can be dispelled.) This ghostly valet will strive to comply with your verbal commands. It can haul equipment no heavier than a number of pounds equal to 5 × your spellcasting ability score modifier. During your turn, you can reposition this effect with 60 feet of normal movement (climbing stairs yet not ladders or walls,) direct it to grab one or two loose items within 5 feet of the effect, and/or drop any items presently held by the effect.
Upcasting: For each additional spell slot level, you can add 1d6 to the damage inflicted by this spell.
 This spell is ideal for extracting small objects from dangerous positions. Unseen Servant cannot assist tasks as if it were a creature with some relevant proficiency or skill, but it can otherwise serve as an additional pair of hands.
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Vomit Ichor (1st level evocation)
Your expel a wide spray of hellish fluids.
Area of Effect: 15-foot cone
Range: self
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You project a wide burst of severe frigidity. 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 necrotic damage frost daamge with failure and half that amount with success. A failed saving throw also causes a creature to become befouled for 24 hours.
Upcasting: For each additional spell slot level, you can add 1d6 to the damage inflicted by this spell.
 This spell is deeply unpleasant even for witnesses and its caster. Arcane experts generally regard Vomit Ichor as evidence of unholy magical in practice.
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Weatherproof Barrier (1st level abjuration)
You create a shroud of a comforting elemental defenses.
Area of Effect: one creature
Range: 30 feet
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You protect one creature against environmental stresses related to temperature and precipitation. If you maintain this effect for a full day or another interval of time specified by your DM, your target automatically succeeds on all ability checks to resist harms inflicted by climate conditions and weather events, including the most severe non-magical tempests.
 In the short term, this effect diverts all rainfail and snow around a recipient while allowing that creature to feel comfortable in any garb without regard to the temperature or wind. These protections apply to the climate and weather conditions encountered while adventuring on the surface of the world. Delves below the Dwarfdeep or into other planes of existence can present environmental conditions this spell is unable to mitigate.
Upcasting: For each additional spell slot level, you can extend this effect to an additional creature within range.
 This spell preserves the dignity of elites foraying through difficult conditions. Weatherproof Barrier is not a free pass to roam the Elemental Planes unimpeded, but it will allow a mortal to stride confidently through the worst elements confronting peoples of the surface without enduring any indignities from natural hail, rain, and wind.
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Winter Wind (1st level evocation)
Your blast an area with extreme and sudden cold.
Area of Effect: 15-foot cone
Range: self
Casting Time: 1 action
Duration: Instantaneous
Components: verbal, somatic
 You project a wide burst of severe frigidity. 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 frost damage frost damage with failure and half that amount with success. This spell also extinguishes any natural fires in the area it covers.
Upcasting: For each additional spell slot level, you can add 1d6 to the damage inflicted by this spell.
 This spell is an ideal countermeasure when dealing with fire-wielding foes. Winter Wind will not quench a magic spell or weapon, but it can deal with the secondary hazards created by incendiary attacks.
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Zone of Tranquility (1st level enchantment)
Your imbue an area with a profoundly calming influence.
Area of Effect: your spellcasting ability score modifier ×5 as a radius
Range: self
Casting Time: 1 action
Duration: Concentration
Components: verbal, somatic
 You create a magical zone that radiates out from your position when you cast this spell. Every creature inside this zone is immune to the befuddled, confused, disturbed, frightened, and possessed conditions. Such creatures also have resistance to thunder damage. When a creature suffering from one or more of these conditions enters the zone, the condition(s) are suspended only to resume when the spell ends or the creature leaves the zone.
 This spell does not prevent insiders from hearing sounds that originate outside the zone. Yet it softens the loudest noises to minimize disturbances. Zone of Tranquility is often used to preserve the solemnity of ceremonial occasions.
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↟ Contents ↟  ↡ Index ↡  ↑ 1st Level ↑  → 2nd Level ←  ↓ 3rd Level ↓

Arcane Initiations
2nd Level Spells Dedicated spellcasters enter a subclass when they gain access to spells of this level. These spells do much to shape a growing magical practice. Some form the heart of a magical fighting style with recurring attacks or defensive enhancements. Effects at this level are also capable of rendering equipment useless or making major changes to the sensory environment. Even the most accomplished spellcasters sometimes make frequent use of these spells.

RaritiesBonuses TiersValue
Common+0 Tier I 100gp 
Uncommon  +0/+1 Tiers II & III 500gp 
Rare+1/+2 Tiers IV & V 2,500gp 
Very Rare+2/+3 Tiers VI & VII 10,000gp 
Legendary+3 Tiers VIII & IX  50,000gp 
Artifact+3 Epic∞  

↟ Contents ↟  ↡ Index ↡  ↑ Preface ↑  → Introduction ←  ↓ Characters ↓