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FAERIE FIRE

1st-leveI evocation
Casting Time: I action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when
lhe spell is cast is also outlined in light if it fails a Dexterity saving throw. For lhe duration, objects and affected creatures shed
dim light in a 10.fool radius. Any attack roll against an affected creature or object has arlvantage if the attacker can see it, and the
affected creature or object can't benefit from being invisible.

DETECT MAGIC
1st-leveI divination (ritual)
Casting Time: I action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic wilhin 30 feet of you. ]f you sense magic in Ihis way, you can use your action to
see a faint aura around any visible creature OI'object in the area that bears magic, and you learn its school of magic. if any. The
spell can penetrate most barriers, but it is blocked by I foot of slone, I inch of common metal, a Ihin sheel of lead, OI'3 feet of
wood OI'di r!.

CURE WOUNDS
1st-levei evocation
Casting Time: I action
Range: Touch
Components: V,S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to Id8 +your spellcasting ability modifier. This spell has no effect on
undead or constructs. At Higher Leveis. When you cast this spell using a spell slot of 2nd levei or higher, the healing increases by
Id8 for each slot leveI above IsI.

THUNDERWAVE
1st-leveI evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V,S
Duration: Instantaneous
A wave of thunderous foree sweeps out from you. Eaeh ereature in a 15-foot eube originating from you must make a Constitution
saving throw. On a failed save, a ereature takes 2d8 thunder damage and is pushed 10 feet away from you. On a sueeessful save,
the ereature takes half as mueh damage and isn't pushed. In addition, unseeured objeets that are eompletely within the area of
effeet are automatically pushed 10 feet away from you by the spell's effeet, and the spell emits a thunderous boom audible out to
300 feet.
At Higher LeveIs. When you east this spell using aspell slot of 2nd leveI or higher, the damage inereases by ld8 for eaeh slot leveI
above 1st.

BEAST SENSE
2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: 5
Duration: Concentration, up to 1 hour
Vou touch a willing beast. For the duration of the speIl, you can use your action to see through the beast's eyes and hear what it
hears, and continue to do so until you use your action to return to your normal senses.. While perceiving through the beast's
senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your
own surroundings,

BARKSKIN
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, 5, M (a handfuI of oak bark)
Duration: Concentration, up to 1 hour
Vou touch a willing creature. Until the spel1 ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be
less than 16, regardless ofwhat kind of armar it is wearing.
SPIDER CUMB
2nd-leveI transmutation
Casting Time: I action
Range: Touch
Components: V, S, M(a drop of bitumen and a spider)
Duration: Concentration, up to I hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside
down along ceilings, while leaving its hands free. The target also gains a c1imbing speed equal to its walking speed.

LESSER RESTORATION
2nd-leveI abjuration
Casting Time: I aetion
Range: Toueh
Components: V,S
Duration: Instantaneous
Vou toueh a ereature and ean end either one disease or one eondition afflieting it. The eondition ean be blinded, deafened,
paralyzed, or poisoned.

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