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Air Wave Air Wave (Rare) Alarm (1/3) Alarm (2/3)

1st Level Conjuration 1st Level Conjuration 1st Level Abjuration continued
Casting Time 1 action Casting Time 1 minute (Ritual) warded area and it awakens you if you
Range Short (30 feet) Rare Versions Range Medium (60 feet) are sleeping. An audible alarm produces
Target One creature Aurana's Rapid Air Wave. If you have Area Object or area up to 20-foot cube a loud noise of your choosing for 10
Components V the Extra Attack feature, you may make Components V, S, M (miniature trip wire) seconds within 60 feet.
two melee weapon attacks against the Duration 8 hours Area: Object or area up to 20-foot cube
Your deft weapon swing sends a wave of target.
cutting air to assault a creature within You set an alarm against unwanted
range. Make a melee weapon attack intrusion that alerts you whenever a Cast at Higher Levels
against the target. If you are wielding one creature of size Tiny or larger touches or
You may create an additional alarm for
weapon in each hand, your attack deals enters the warded area. When you cast
each slot level above 1st. The spell's
an additional 1d6 damage. Regardless of the spell, choose any number of
range increases to 600 feet, but you must
the weapon you are wielding, your attack creatures. These creatures don't set off
be familiar with the locations you ward,
deals slashing damage. the alarm.
and all alarms must be set within the
Cast at Higher Levels Choose whether the alarm is silent or same physical structure. Setting off one
The spell's range increases by 30 feet for audible. The silent alarm is heard in your alarm does not activate the other alarms.
each slot level above 1st. mind if you are within 1 mile of the
You may choose one of the following
effects in place of creating an additional

Alarm (3/3) Animal Friendship Animal Friendship (Rare) Arcane Riposte (1/2)
continued 1st Level Enchantment 1st Level Enchantment 1st Level Evocation
Casting Time 1 action Casting Time 1 reaction, which you take
alarm. The effects apply to all alarms
Range Short (30 feet) Rare Versions when a creature makes a melee attack
created during the spell's casting.
Target Beast that you can see that is able Sidoneth's Lasting Animal Friendship. against you
Increased Duration. The spell's duration to hear you and has Int 3 or less Range Self
So long as the target has a CR equal to or
increases to 24 hours. Components V, S, M (red ribbon) Components V, S
less than half your proficiency bonus, the
Improved Audible Alarm. The audible Duration 24 hours spell's duration becomes permanent until
alarm produces any sound you choose Saving Throw Wisdom negates it is dispelled or you cast this spell again. You respond to an incoming attack with a
and can be heard up to 300 feet away. magically-infused attack of your own.
You allow your inner beauty to shine Make a melee spell attack against the
Improved Mental Alarm. The mental
through in song and dance whether to creature that attacked you. If you hit, the
alarm alerts you regardless of your
call a bird from its tree or a badger from creature takes 3d6 acid, cold, fire,
location, even if you and the alarm are on
its sett. Until the spell ends or one of your lightning, poison, or thunder damage.
different planes of existence.
companions harms it (whichever is
sooner), the target is charmed by you. Casting Time: 1 reaction, which you take
when a creature makes a melee attack
against you
Cast at Higher Levels
Choose one additional target for each
slot level above 1st.
Arcane Riposte (2/2) Arcane Riposte (Rare) Bane Bane (Rare)
continued 1st Level Evocation 1st Level Enchantment 1st Level Enchantment
Casting Time 1 action
Cast at Higher Levels Rare Versions Rare Versions
Range Short (30 feet)
The spell deals an extra 1d6 damage for Kasvarina's Unsettling Arcane Target Up to three creatures Beshala's Unnerving Bane. Targets
each slot level above 1st. When using a Riposte.When you deal 10 or more Components V, S, M (a small straw dolly) affected by this spell are rattled.
spell slot of 4th-level or higher, you may damage, the target is rattled until the end Duration Concentration (1 minute) Kreven's Tormenting Bane. A target
choose to deal psychic, radiant, or of your next turn. Saving Throw Charisma negates affected by this spell has disadvantage on
necrotic damage. When using a spell slot
its next saving throw made against fear.
of 6th-level or higher, you may choose to The senses of the targets are filled with
deal force damage. phantom energies that make them more
vulnerable and less capable. Until the
spell ends, a d4 is subtracted from attack
rolls and saving throws made by a target.

Cast at Higher Levels


You target an additional creature for each
slot level above 1st.

Burning Hands Burning Hands (Rare) Bless Calculated Retribution (1/2)

1st Level Evocation 1st Level Evocation 1st Level Enchantment 1st Level Abjuration
Casting Time 1 action Casting Time 1 action Casting Time 1 action
Rare Versions Range Self
Range Self Range Short (30 feet)
Area 15-foot cone Gabal's Inverted Burning Hands. The Target Up to three creatures Components V, S, M (executioner's
Components V, S spell deals cold damage instead of fire Components V, S, M (sprinkle of holy hood)
Saving Throw Dexterity halves damage, creatures in the area make a water) Duration Concentration (1 minute)
Constitution saving throw instead of a Duration Concentration (1 minute)
A thin sheet of flames shoots forth from Dexterity saving throw, and the area You surround yourself with a dampening
your outstretched hands. Each creature in becomes difficult terrain for 1 minute as The blessing you bestow upon the targets magical field and collect the energy of a
the area takes 3d6 fire damage. The fire it is covered in hoarfrost. makes them more durable and foe's attack to use against them. When
ignites any flammable unattended competent. Until the spell ends, a d4 is you take damage from a weapon attack,
objects in the area. added to attack rolls and saving throws you can end the spell to halve the attack's
made by a target. damage against you, gaining a
retribution charge that lasts until the end
of your next turn. By expending the
retribution charge when you hit with a
Cast at Higher Levels Cast at Higher Levels
The damage increases by 1d6 for each You target one additional creature for melee attack, you deal an additional 2d10
slot level above 1st. each slot level above 1st. force damage.
Calculated Retribution (2/2) Ceremony (1/4) Ceremony (2/4) Ceremony (3/4)
continued 1st Level Evocation continued continued
Cast at Higher Levels Casting Time 1 hour (Ritual) Funeral: You bless one or more corpses,
Offering: The gifts of the faithful are
Range Short (30 feet) acknowledging their transition away from
You may use your reaction to halve the offered to the benefit of the gods and the
Target One or more corpses, one or this world. For the next week, they cannot
damage of an attack against you up to a community. Choose one skill or tool
more creatures, or one creature become undead by any means short of a
number of times equal to the level of the proficiency and target a number of
Components V, S, M (25 gold worth of wish spell. This benefit lasts indefinitely
spell slot used, gaining a retribution creatures equal to your proficiency bonus
incense, consumed by the spell) regarding undead of CR 1/4 or less. A that are within range. When a target
charge each time that lasts until 1 round
after the spell ends. You must still make corpse can only benefit from this effect makes an ability check using the skill or
Constitution saving throws to maintain You perform a religious ceremony during once. tool within the next week, it can choose
your concentration on this spell, but you the casting time of this spell. When you to use this benefit to gain an expertise
Guide the Passing: You bless one or
do so with advantage, or if you already cast the spell, you choose one of the die on the check. A creature can be
more creatures within range for their
have advantage, you automatically following effects, any targets of which targeted by this effect no more than once
passage into the next life. For the next 7
succeed. must be within range during the entire per week.
days, their souls cannot be trapped or
casting.
captured by any means short of a wish
spell. Once a creature benefits from this
effect, it can't do so again until it has
been restored to life.

Ceremony (4/4) Charm Person (1/2) Charm Person (2/2) Color Spray (1/2)
continued 1st Level Enchantment continued 1st Level Illusion

Purification: A creature you touch is Casting Time 1 action Casting Time 1 action
washed with your spiritual energy. Range Short (30 feet) Cast at Higher Levels Range Self
Choose one disease or possession effect Target One humanoid For each slot level above 1st, you affect Target 6d10 hit points worth of creatures
on the target. If the save DC for that Components V, S one additional target that is within 30 feet Area 15-foot cone
effect is equal to or lower than your spell Duration 1 hour of other targets. Components V, S, M (pinch of red, yellow,
save DC, the effect ends. Saving Throw Wisdom negates and blue colored sand or powder)
Duration 1 round
Rite of Passage: You shepherd one or You only require line of sight to the target
more creatures into the next phase of life, (not line of effect) and it has advantage A blast of dazzling multicolored light
such as in a child dedication, coming of on its saving throw to resist the spell if flashes from your hand to blind your
age, marriage, or conversion ceremony. you or your companions are fighting it. targets until the start of your next turn.
These creatures gain inspiration. A Until the spell ends, the target is charmed Starting with the target with the lowest
creature can benefit from this effect no by you and friendly towards you. hit points (ignoring unconscious
more than once per year.
The spell ends if you or your companions creatures), targets within the area are
do anything harmful towards the target. blinded, in ascending order according to
their hit points.
The target knows it was charmed by you
when the spell ends.
Color Spray (2/2) Command (1/3) Command (2/3) Command (3/3)
continued 1st Level Enchantment continued continued
Casting Time 1 action Approach - Come - Here: The target uses
When a target is blinded, subtract its hit its action to take the Dash action and Cast at Higher Levels
Range Medium (60 feet)
points from the total before moving on to move toward you by the shortest route,
Target One creature For each slot level above 1st, you affect
the next target. A target's hit points must ending its turn if it reaches within 5 feet
Components V one additional target that is within 30 feet
be equal to or less than the total of you.
Duration 1 round of other targets.
remaining for the spell to have any affect.
Saving Throw Wisdom negates Bow - Grovel - Kneel: The target falls
prone and ends its turn.
You only require line of sight to the target
Drop: The target drops anything it is
(not line of effect). On its next turn the
holding and ends its turn.
target follows a one-word command of
your choosing. The spell fails if the target Flee - Run: The target uses its action to
is undead, if it does not understand your Dash and moves away from you as far as
command, or if the command is it can.
immediately harmful to it. Halt: The target remains where it is and
Cast at Higher Levels Below are example commands, but at the takes no actions. A flying creature that
Narrator's discretion you may give any cannot hover moves the minimum
Add an additional 2d10 hit points for each distance needed to remain aloft.
one-word command.
slot level above 1st.

Comprehend Languages (1/2) Comprehend Languages (2/2) Create or Destroy Water (1/2) Create or Destroy Water (2/2)

1st Level Divination continued 1st Level Transmutation continued


Casting Time 1 action (Ritual) Casting Time 1 action
DC 25 for a language that is particularly Destroy Water: You destroy up to 10
Range Self Range Short (30 feet)
unfamiliar or ancient, or DC 30 for a lost gallons of water in the target.
Components V, S, M (ribbon with Target Open container or 30-foot cube
or dead language. This spell doesn't Alternatively, you destroy fog in the area.
symbols of different languages written area
uncover secret messages or decode
upon it) Components V, S, M (drop of water to
cyphers, and it does not assist in
Duration 1 hour create water or grains of sand to
uncovering lies.
destroy it)
You gain a +10 bonus on Insight checks
made to understand the meaning of any Choose one of the following.
spoken language that you hear, or any Create Water: You fill the target with up
written language that you can touch. to 10 gallons of nonpotable water or 1
Typically interpreting an unknown Supply of clean water. Alternatively, the
language is a DC 20 check, but the water falls as rain that extinguishes Cast at Higher Levels
Narrator may use DC 15 for a language exposed flames in the area.
closely related to one you know, For each slot level above 1st, you either
Cast at Higher Levels create or destroy 10 additional gallons of
The bonus increases by +5 for each slot water, or the size of the cube increases by
level above 1st. 5 feet.
Corpse Explosion (1/2) Corpse Explosion (2/2) Cure Wounds Detect Evil and Good (1/2)
1st Level Evocation continued 1st Level Evocation 1st Level Divination
Casting Time 1 action Casting Time 1 action Casting Time 1 action
A poisoned creature can repeat the
Range Medium (60 feet) Range Touch Range Special (30-foot radius)
saving throw at the end of each of its
Target One corpse within range Target One creature that is neither a Target Self
turns, ending the effect for itself on a
Components V, S construct nor undead Components V, S
success.
Saving Throw Constitution halves and Components V, S Duration Concentration (10 minutes)
negates poisoned
The target regains hit points equal to 1d8 You attempt to sense the presence of
A corpse explodes in a poisonous cloud. + your spellcasting ability modifier. otherworldly forces. You automatically
Each creature in a 10-foot radius of the know if there is a place or object within
corpse must make a Constitution saving range that has been magically
throw. A creature takes 3d6 thunder consecrated or desecrated. In addition,
damage and is poisoned for 1 minute on on the round you cast it and as an action
a failed save, or it takes half as much on subsequent turns until the spell ends,
damage and is not poisoned on a you may make a Wisdom (Religion) check
Cast at Higher Levels
successful one. against the passive Deception score of
When using a spell slot of 3rd-level or Cast at Higher Levels
higher, you may target an additional The hit points regained increase by 1d8
corpse. for each slot level above 1st.

Detect Evil and Good (2/2) Detect Magic (1/2) Detect Magic (2/2) Detect Poison & Disease (1/2)

continued 1st Level Divination continued 1st Level Divination


Casting Time 1 action (Ritual) Casting Time 1 action (Ritual)
any aberration, celestial, elemental, fey, Cast at Higher Levels
fiend, or undead creature within range. Range Special (30-foot radius) Range Special (30-foot radius)
Target Self When using a spell slot of 2nd-level or Target Self
On a success, you sense the creature's
Components V, S higher, the spell no longer requires your Components V, S, M (yew leaf)
presence, as well as where the creature is
Duration Concentration (10 minutes) concentration. When using a spell slot of Duration Concentration (10 minutes)
located.
3rd-level or higher, the duration
The spell penetrates most barriers but is Until the spell ends, you automatically increases to 1 hour. When using a spell On the round you cast it, and as an action
blocked by 3 feet of wood or dirt, 1 foot of sense the presence of magic within slot of 4th-level or higher, the duration on subsequent turns until the spell ends,
stone, 1 inch of common metal, or a thin range, and you can use an action to study increases to 8 hours. you can attempt to sense the presence of
sheet of lead. the aura of a magic effect to learn its poisons, poisonous creatures, and
Range: Special (30-foot radius) schools of magic (if any). disease by making a Perception check.
The spell penetrates most barriers but is On a success you identify the type of each
blocked by 3 feet of wood or dirt, 1 foot of poison or disease within range.
stone, 1 inch of common metal, or a thin
sheet of lead.
Range: Special (30-foot radius)
Detect Poison & Disease (2/2) Disguise Self (1/2) Disguise Self (2/2) Divine Favor
continued 1st Level Illusion continued 1st Level Evocation
Casting Time 1 action different size category, and your limb Casting Time 1 bonus action
Typically noticing and identifying a poison
Range Self structure remains the same; for example Range Self
or disease is a DC 10 check, but the
Components V, S if you're bipedal, you can't use this spell Components V, S
Narrator may use DC 15 for uncommon
Duration 1 hour to appear as a quadruped. Duration Concentration (1 minute)
afflictions, DC 20 for rare afflictions, or DC
25 for afflictions that are truly unique. On The disguise does not hold up to physical
a failed check, this casting of the spell Until the spell ends or you use an action inspection. A creature that tries to grab You imbue divine power into your strikes.
cannot sense that specific poison or to dismiss it, you and your gear are an illusory hat, for example, finds its hand Until the spell ends, you deal an extra 1d4
disease. cloaked by an illusory disguise that passes straight through the figment. To radiant damage with your weapon
makes you appear like another creature see through your disguise without such attacks.
The spell penetrates most barriers but is
of your general size and body type, an inspection, a creature must use its
blocked by 3 feet of wood or dirt, 1 foot of
including but not limited to: your action to make an Investigation check
stone, 1 inch of common metal, or a thin
heritage, 1 foot of height, weight, against your spell save DC.
sheet of lead.
clothing, tattoos, piercings, facial Cast at Higher Levels
Range: Special (30-foot radius) features, hair style and length, skin and
When using a spell slot of 3rd-level or
eye coloration, sex and any other
higher, this spell functions identically to
distinguishing features. You cannot
the seeming spell, except the spell's
disguise yourself as a creature of a
duration is 10 minutes.

Divine Favor (Rare) Dramatic Sting (1/2) Dramatic Sting (2/2) Dramatic Sting (Rare)
1st Level Evocation 1st Level Enchantment continued 1st Level Enchantment
Casting Time 1 bonus action Rare Versions
Rare Versions Range Short (30 feet) On a failed save, the creature takes 1d4
psychic damage. Koren's Subtle Dramatic Sting. When
Sigismund's Spiteful Divine Favor. You Target One creature
you cast this spell, make a Performance
deal extra necrotic damage instead of Components V, S, M (broken violin string You cannot cast another spell through
check opposed by the target's Perception
extra radiant damage, and when rolling and a wasp's stinger) your spellcasting focus while
check. On a success, the target is affected
extra damage from this spell you reroll Duration Concentration (1 minute) concentrating on this spell.
by the spell but does not realize it is
any results of 1 (you must use the new Saving Throw Wisdom negates
being targeted by a spell. Each round at
result).
You frighten the target by echoing its the start of its turn, the target gains an
movements with ominous music and expertise die on a Perception check made
terrifying sound effects. It takes 1d4 against the result of your Performance
psychic damage and becomes frightened check to realize it has been targeted by a
of you until the spell ends. spell.

At the end of each of the creature's turns,


it can make another Wisdom saving Cast at Higher Levels
throw, ending the effect on itself on a The damage increases by 1d4 for each
success. slot level above 1st.
Earth Barrier Earth Barrier (Rare) Entangle (1/2) Entangle (2/2)
1st Level Abjuration 1st Level Abjuration 1st Level Conjuration continued
Casting Time 1 reaction, which you take Casting Time 1 action
Rare Versions A creature restrained in this way can use
when you are targeted with a ranged Range Long (120 feet)
Sidoneth's Crystal Pillar. The pillar its action to make a Strength check
attack Target A point on the ground within
summoned by this spell is made of against your spell save DC, freeing itself
Range Short (30 feet) range
translucent crystal. If this spell causes an on a success.
Components V, S Area 20-foot square centered on the
Duration 1 minute attack to miss, the attack hits the pillar target When the spell ends, the plants wither
instead. If this pillar is destroyed, every Components V, S away.
Choose an unoccupied space between creature within 5 feet of it takes 2d6 Duration Concentration (1 minute) Area: 20-foot square centered on the
you and the source of the attack which piercing damage.
target
triggers the spell. You call forth a pillar of Constraining plants erupt from the
earth or stone (3 feet diameter, 20 feet ground in the spell's area, wrapping vines
tall, AC 10, 20 hit points) in that space that and tendrils around creatures. Until the
provides you with three-quarters cover spell ends, the area is difficult terrain.
(+5 to AC and Dexterity saving throws). A creature in the area when you cast the
Casting Time: 1 reaction, which you take spell makes a Strength saving throw or it
when you are targeted with a ranged becomes restrained as the plants wrap
attack around it.

Expeditious Retreat Faerie Fire (1/2) Faerie Fire (2/2) Faerie Fire (Rare)
1st Level Transmutation 1st Level Evocation continued 1st Level Evocation
Casting Time 1 bonus action Casting Time 1 action
Range Self Range Medium (60 feet) Any attack roll against an affected object
Rare Versions
Components V, S Area 20-foot cube within range or creature has advantage. The spell also Beshela's Rattling Faerie Fire. When an
Duration Concentration (10 minutes) Components V negates the benefits of invisibility on affected creature is damaged by a
Duration Concentration (1 minute) affected creatures and objects. weapon attack it takes 1d4 psychic
Until the spell ends, you're able to move Saving Throw Dexterity (special) damage and is rattled until the end of its
with incredible speed. When you cast the next turn.
spell and as a bonus action on Each object in a 20-foot cube within range
subsequent turns, you can take the Dash is outlined in light (your choice of color).
action. Any creature in the area when the spell is
cast is also outlined unless it makes a
Dexterity saving throw. Until the spell
ends, affected objects and creatures shed
dim light in a 10-foot radius.
Cast at Higher Levels
Your speed increases by 10 feet for each
slot level above 1st.
False Life False Life (Rare) Feather Fall (1/2) Feather Fall (2/2)
1st Level Necromancy 1st Level Necromancy 1st Level Transmutation continued
Casting Time 1 action Casting Time 1 reaction which you take
Range Self Rare Versions when you or a creature within range Cast at Higher Levels
Components V, S, M (alcohol or distilled Kasvarina's Resolute False Life. While falls When using 2nd-level or higher spell slot,
spirits) you have temporary hit points from this Range Medium (60 feet) targets can move horizontally 1 foot for
Duration 1 hour spell, you gain an expertise die on saving Target Up to five falling creatures within every 1 foot they descend, effectively
throws made against fear. range gliding through the air until they land or
You are bolstered with fell energies Components V, M (a small feather or the spell ends.
resembling life, gaining 1d4+4 temporary pinch of down)
hit points that last until the spell ends. Duration 1 minute

Magic slows the descent of each target.


Until the spell ends, a target's rate of
descent slows to 60 feet per round. If a
target lands before the spell ends, it takes
no falling damage and can land on its
Cast at Higher Levels
feet, ending the spell for that target.
Gain an additional 5 temporary hit points
for each slot level above 1st.

Find Familiar (1/3) Find Familiar (2/3) Find Familiar (3/3) Floating Disk (1/3)
1st Level Conjuration continued continued 1st Level Conjuration
Casting Time 1 hour (Ritual) When the familiar drops to 0 hit points, it dimension where it awaits your Casting Time 1 action (Ritual)
Range Short (30 feet) vanishes without a trace. Casting the summons. While it is temporarily Range Short (30 feet)
Components V, S, M (10 gold worth of spell again causes it to reappear. dismissed, you can use an action to call it Components V, S, M (coin worth at least
charcoal, incense, and herbs that must back, causing it to appear in any 1 silver)
You are able to communicate
be burned in a brass brazier) unoccupied space within 30 feet of you. Duration 1 hour
telepathically with your familiar when it is
within 100 feet. As long as it is within this You can't have more than one familiar at
Your familiar, a spirit that takes the form range, you can use an action to see a time, but if you cast this spell while you A metallic disc made of force, 3 feet in
of any CR 0 beast of Small or Tiny size, through your familiar's eyes and hear already have a familiar, you can cause it diameter and hovering 3 feet off the
appears in an unoccupied space within through its ears until the beginning of to adopt a different form. ground, appears within range. It can
range. It has the statistics of the chosen your next turn, gaining the benefit of any support up to 500 pounds. If it is
form, but is your choice of a celestial, fey, Finally, when you cast a spell with a range
special senses it has. During this time, of touch and your familiar is within 100 overloaded, or if you move more than 100
or fiend (instead of a beast). you are blind and deaf to your body's feet away from it, the spell ends. You can
feet of you, it can deliver the spell as if it
Your familiar is an independent creature surroundings. was the spellcaster. Your familiar must end the spell as an action. While it is not
that rolls its own initiative and acts on its use its reaction to deliver the spell when carrying anything, you can use a bonus
You can use an action to either
own turn in combat (but cannot take the action to teleport the disk to an
permanently dismiss your familiar or
unoccupied space within range.
Attack action). However, it is loyal to you temporarily dismiss it to a pocket you cast it. If the spell requires an attack
and always obeys your commands. roll, use your attack bonus for the spell.
Floating Disk (2/3) Floating Disk (3/3) Fog Cloud Fog Cloud (Rare)
continued continued 1st Level Conjuration 1st Level Conjuration
While you are within 20 feet of the disk, it Casting Time 1 action
Cast at Higher Levels
is immobile. If you move more than 20 Range Long (120 feet) Rare Versions
feet away, it tries to follow you, remaining When you use a 3rd-level or higher spell Area 20-foot radius sphere Ravjahani's Accompanying Fog Cloud.
20 feet away. It can traverse stairs, slot, either the spell's duration increases Components V, S Until the spell ends, you can use a bonus
slopes, and obstacles up to 3 feet high. to 8 hours or the disk's diameter is 10 Duration Concentration (1 hour) action to move the area of fog up to 30
Additionally, you can ride the disc, feet, it can support up to 2,000 pounds,
feet horizontally and 5 feet vertically.
spending your movement on your turn to and it can traverse obstacles up to 10 feet
You create a heavily obscured area of fog.
move the disc up to 30 feet (following the high. When you use a 6th-level or higher
The fog spreads around corners and can
movement rules above). Moving the disk spell slot, the disk's diameter is 20 feet, it
be dispersed by a moderate wind (at least
in this way is just as tiring as walking for can support up to 16,000 pounds, and it
10 miles per hour).
the same amount of time. can traverse obstacles up to 20 feet high.

Cast at Higher Levels


The spell's radius increases by 20 feet for
each slot level above 1st.

Force Punch Force Punch (Rare) Goodberry Goodberry (Rare)


1st Level Evocation 1st Level Evocation 1st Level Transmutation 1st Level Transmutation
Casting Time 1 action Casting Time 1 action
Range Self Rare Versions Range Touch Rare Versions
Target One creature or object within your Vorax-Hul's Mighty Force Punch. The Components V, S, M (mistletoe and a Beshela's Bunched Goodberry. Eating
reach target is pushed 5 feet away from you for handful of grass) or administering any number of berries is
Components V, S every 10 points of damage dealt. a bonus action, and a creature regains 1
You transform the components into 2d4 hit point per berry consumed.
Make a melee spell attack. On a hit, the berries. For the next 24 hours, any
target takes 3d8 force damage. creature that consumes one of these
berries regains 1 hit point. Eating or
administering a berry is an action. The
berries do not provide any nourishment
or sate hunger.

Cast at Higher Levels Cast at Higher Levels


The damage increases by 1d8 for each You create 1d4 additional berries for
slot level above 1st. every 2 slot levels above 1st.
Grease Grease (Rare) Guiding Bolt Guiding Bolt (Rare)
1st Level Conjuration 1st Level Conjuration 1st Level Evocation 1st Level Evocation
Casting Time 1 action Casting Time 1 action
Rare Versions Rare Versions
Range Medium (60 feet) Range Long (120 feet)
Area 10-foot square Katrina's Flammable Grease. Until the Target One creature Leska's Marked Guiding Bolt. On a hit,
Components V, S, M (drop of grease) spell ends, a creature that has made a Components V, S until the end of your next turn the target
Duration 1 minute saving throw against it gets grease on Duration 1 Round glows with bright light in a 20-foot radius
itself and becomes flammable. When the and dim light an additional 10 feet.
Grease erupts from a point that you can creature takes fire damage, it takes 1d6 A bolt of light erupts from your hand.
see within range and coats the ground in ongoing fire damage until it uses an Make a ranged spell attack against the
the target area, turning it into difficult action to douse the flames. target. On a hit, you deal 4d6 radiant
terrain until the spell ends. damage and the next attack roll made
When the grease appears, each creature against the target before the end of your
within the area must succeed on a next turn has advantage.
Dexterity saving throw or fall prone. A
creature that enters or ends its turn in
the area must also succeed on a Dexterity Cast at Higher Levels
saving throw or fall prone.
The damage increases by 1d6 for each
slot level above 1st.

Harmonic Resonance Harmonic Resonance (Rare) Healing Word Heroism


1st Level Abjuration 1st Level Abjuration 1st Level Evocation 1st Level Enchantment
Casting Time 1 action Casting Time 1 bonus action Casting Time 1 action
Range Self Rare Versions Range Medium (60 feet) Range Touch
Components V, S, M (the written lyrics of Target One creature that is neither a Target One willing creature
Koren's Lasting Harmonic Resonance.
a duet) construct nor undead Components V, S
The spell's effects continue for 1 round
Duration Concentration (1 minute) Components V Duration Concentration (1 minute)
after its duration ends.

You harmonize with the rhythm of those Healing energy washes over the target The target's spirit is bolstered. Until the
around you until you're perfectly in sync. and it regains hit points equal to 1d4 + spell ends, the target gains temporary hit
You may take the Help action as a bonus your spellcasting modifier. points equal to your spellcasting ability
action. Additionally, when a creature modifier at the start of each of its turns
within range uses a Bardic Inspiration and it cannot be frightened. Any
die, you may choose to reroll the die after temporary hit points remaining are lost
it is rolled but before the outcome is when the spell ends.
determined.
You cannot cast another spell through Cast at Higher Levels
Cast at Higher Levels
your spellcasting focus while Target one additional creature for each
concentrating on this spell. The hit points regained increase by 1d4
for each slot level above 1st. slot level above 1st.
Heroism (Rare) Hideous Laughter (1/2) Hideous Laughter (2/2) Hideous Laughter (Rare)
1st Level Enchantment 1st Level Enchantment continued 1st Level Enchantment
Casting Time 1 action Rare Versions
Rare Versions Range Short (30 feet) by damage). On a successful save, the
Beshala's Infectious Hideous Laughter.
Koren's Glowing Heroism. The target Target One creature with an Intelligence spell ends.
Any creature that touches the target
glows with bright light in a 10-foot radius of 5 or more must also succeed on a Wisdom saving
and dim light an additional 5 feet. When a Components V, S, M (poppy seed) throw or be affected by the spell.
creature within the target's glow regains Duration Concentration (1 minute)
hit points, it regains 1d4 additional hit Saving Throw Wisdom negates Kreven's Despairing Hideous Laughter.
points. When the mirth fades the target is
The target is overwhelmed by the affected with crushing grief, sadness, and
absurdity of the world and is crippled by despair, causing it to sob uncontrollably.
paroxysms of laughter. The target falls The emotional toll of the spell causes the
prone, becomes incapacitated, and target to have disadvantage on the first
cannot stand. ability check, attack roll, or saving throw it
makes after the spell ends.
Until the spell ends, at the end of each of Cast at Higher Levels
the target's turns and when it suffers
Target an additional creature within 30
damage, the target may attempt another
feet of the original for each slot level
saving throw (with advantage if triggered
above 1st.

Identify (1/2) Identify (2/2) Illusory Script (1/2) Illusory Script (2/2)
1st Level Divination continued 1st Level Illusion continued
Casting Time 1 minute (Ritual) Casting Time 1 minute
If you choose to create another message,
Range Touch Alternatively, you learn any spells that are Range Touch
you can change the handwriting and the
Target One object or creature currently affecting a targeted creature. Target A piece of paper or other writing
language that the message is written in,
Components V, S, M (pearl worth at least What this spell can reveal is at the material
though you must know the language in
100 gold and a feather) Narrator's discretion, and some powerful Components S, M (ink worth at least 10
question.
and rare magics are immune to identify. gold, consumed by the spell)
You learn the target item's magical If the spell is dispelled, both the message
properties along with how to use them. You inscribe a message onto the target and its illusory mask disappear.
This spell also reveals whether or not a and wrap it in illusion until the spell ends. The true message can be perceived by
targeted item requires attunement and You and any creatures that you designate any creature with truesight.
how many charges it has. You learn what when the spell is cast perceive the
spells are affecting the targeted item (if message as normal. You may choose to
any) along with what spells were used to have other creatures view the message
create it. as writing in an unknown or unintelligible
magical script or a different message.
Inflict Wounds Jump Longstrider Longstrider (Rare)
1st Level Necromancy 1st Level Transmutation 1st Level Transmutation 1st Level Transmutation
Casting Time 1 action Casting Time 1 bonus action Casting Time 1 action
Range Touch Range Touch Range Touch Rare Versions
Target One creature Target One creature Target One creature Sidoneth's Precarious Longstrider.
Components V, S Components V, S, M (grasshopper's leg) Components V, S, M (coiled wire and the Targets ignore nonmagical difficult
Duration 1 minute sole of a shoe) terrain.
You impart fell energies that suck away Duration 1 hour
the target's life force, making a melee You imbue a target with the ability to
spell attack that deals 3d10 necrotic make impossible leaps. The target's jump Until the spell ends, the target's Speed
damage. distances increase 15 feet vertically and increases by 10 feet.
30 feet horizontally.

Cast at Higher Levels


Cast at Higher Levels Each of the target's jump distances Cast at Higher Levels
The damage increases by 1d10 for each increase by 5 feet for each slot level Target one additional creature for each
slot level above 1st. above 1st. slot level above 1st.

Mage Armor Mage Armor (Rare) Magic Missile Magic Missile (Rare)
1st Level Abjuration 1st Level Abjuration 1st Level Evocation 1st Level Evocation
Casting Time 1 action Casting Time 1 action
Range Touch Rare Versions Range Long (120 feet) Rare Versions
Target A willing, unarmored creature Stekart's Enhanced Mage Armor. The Target Up to three creatures Kreven's Ruinous Magic Missile.
Components V, S, M (metal stud) target's AC becomes 10 + your proficiency Components V, S Creatures damaged by this spell make a
Duration 8 hours bonus + its Dexterity modifier. Strength saving throw or are rattled until
A trio of glowing darts of magical force the end of your next turn.
Until the spell ends, the target is unerringly and simultaneously strike the
protected by a shimmering magical force. targets, each dealing 1d4+1 force
Its AC becomes 13 + its Dexterity damage.
modifier. The spell ends if the target dons
armor, or if you use an action to dismiss
it.
Cast at Higher Levels
The target gains 5 temporary hit points Cast at Higher Levels
for each slot level above 1st. The
Evoke one additional dart and target up
temporary hit points last for the spell's to one additional creature for each slot
duration. level above 1st.
Phantasmal Talons Protection from Evil & Good (1/2) Prot. from Evil & Good (2/2) Purify Food and Drink
1st Level Enchantment 1st Level Abjuration continued 1st Level Transmutation
Casting Time 1 action Casting Time 1 action Casting Time 1 action (Ritual)
Range Self Range Touch If the target is already charmed, Range Short (30 feet)
Components S Target One willing creature frightened, or possessed by such a Area 5-foot radius sphere
Duration Concentration (1 minute) Components V, S, M (holy water or creature, the target has advantage on Components V, S
powdered silver and iron, consumed by any new saving throw against that effect.
You silently clench your hand into a claw the spell) You remove all poison and disease from a
and invisible talons of pure will sprout Duration Concentration (10 minutes) number of Supply equal to your
from your fingers. The talons do not proficiency bonus.
interact with physical matter, but rip The target is protected against the
viciously at the psyche of any creature following types of creatures: aberrations,
struck by them. For the duration, your celestials, elementals, fey, fiends, and
unarmed strikes gain the finesse undead. Creatures of those types have
property and deal psychic damage. In disadvantage on attack rolls against the
addition, if your unarmed strike normally target and are unable to charm, frighten,
Cast at Higher Levels
deals less than 1d4 damage, it instead or possess the target.
deals 1d4 damage. Remove all poison and disease from an
additional Supply for each slot level
above 1st.

Sanctuary (1/2) Sanctuary (2/2) Searing Equation (1/2) Searing Equation (2/2)
1st Level Abjuration continued 1st Level Enchantment continued
Casting Time 1 bonus action Casting Time 1 action
Range Short (30 feet) This spell doesn't protect the target from Range Self Creatures who are unable to hear the
Target One creature area effects, such as an explosion. Area 15-foot cone equation, immune to psychic damage, or
Components V, S, M (silver mirror) Components V, S who have an Intelligence score lower
This spell ends early when the target than 4 are immune to this spell.
Duration 1 minute attacks or casts a spell that affects an Saving Throw Intelligence halves and
enemy creature. negates deafened
You ward a creature against intentional
harm. Any creature that makes an attack You briefly go into a magical trance and
against or casts a harmful spell against whisper an alien equation which you
the target must first make a Wisdom never fully remember once the spell is
saving throw. On a failed save, the complete. Each creature in the area takes
attacking creature must choose a 3d4 psychic damage and is deafened for
different creature to attack or it loses the 1 round.
attack or spell.
Cast at Higher Levels
Creatures are deafened for 1 additional
round for each slot level above 1st.
Shield of Faith Shield of Faith (Rare) Shield Silent Image (1/2)
1st Level Abjuration 1st Level Abjuration 1st Level Abjuration 1st Level Illusion
Casting Time 1 bonus action Casting Time 1 reaction Casting Time 1 action
Range Medium (60 feet) Rare Versions Range Self Range Medium (60 feet)
Target One creature Komanov's Radiant Shield. When a Components V, S Target 15-foot cube
Components V, S, M (scrap of holy text) creature makes a melee attack against Duration 1 round Components V, S, M (bit of wool)
Duration Concentration (10 minutes) the target, it takes 1d6 radiant damage as Duration Concentration (10 minutes)
the shield sparks and flares with holy You create a shimmering arcane barrier
Until the spell ends, a barrier of divine power. between yourself and an oncoming You create an illusory image of a
energy envelops the target and increases attack. Until the spell ends, you gain a +5 creature, object, or other visible effect
its AC by +2 bonus to your AC (including against the within the area. The illusion is purely
triggering attack) and any magic missile visual, it cannot produce sound or smell,
targeting you is harmlessly deflected. and items and other creatures pass
Casting Time: 1 reaction, which you take through it.
when you are hit by an attack or targeted As an action, you can move the image to
by the magic missile spell any point within range. The image's
Cast at Higher Levels movement can be natural and lifelike (for
example, a ball will roll and a bird will fly).
The bonus to AC increases by +1 for every
three slot levels above 1st.

Silent Image (2/2) Sleep (1/2) Sleep (2/2) Speak with Animals
continued 1st Level Enchantment continued 1st Level Divination
Casting Time 1 action As each target falls asleep, subtract its hit Casting Time 1 action (Ritual)
A creature can spend an action to make Range Medium (60 feet) points from the total before moving on to Range Self
an Investigation check against your spell Target 4d10 hit points worth of creatures the next target. A target's hit points must Components V, S
save DC to determine if the image is an Area 20-foot radius be equal to or less than the total Duration 10 minutes
illusion. On a success, it is able to see Components V, S, M (pinch of fine sand) remaining for the spell to have any effect.
through the image. Duration 1 minute If the spell puts no creatures to sleep, the You call upon the secret lore of beasts
creature in the area with the lowest hit and gain the ability to speak with them.
You send your enemies into a magical point total is rattled until the beginning of Beasts have a different perspective of the
slumber. Starting with the target with the its next turn. world, and their knowledge and
lowest hit points (ignoring unconscious awareness is filtered through that
Constructs and undead are not affected
creatures), targets within the area fall perspective. At a minimum, beasts can
by this spell.
unconscious in ascending order tell you about nearby locations and
according to their hit points. Slumbering monsters, including things they have
creatures stay asleep until the spell ends, recently perceived. At the Narrator's
Cast at Higher Levels
they take damage, or someone uses an discretion, you might be able to persuade
action to physically wake them. At 2nd level or higher, the spell affects an a beast to perform a small favor for you.
additional 2d10 hit points worth of
creatures for each slot above 1st.
Speak with Animals (Rare) Thunderwave (1/2) Thunderwave (2/2) Thunderwave (Rare)
1st Level Divination 1st Level Evocation continued 1st Level Evocation
Casting Time 1 action
Rare Versions Range Self Cast at Higher Levels Rare Versions
Nevard's Insightful Speak with Area 15-foot cube Vorax-Hul's Shaking Thunderwave. A
The damage increases by 1d8 for each
Animals. So long as your spell save DC is Components V, S creature that takes 10 or more damage
slot level above 1st.
higher than the passive Insight score of a Saving Throw Constitution halves and from this spell is knocked prone.
beast you are conversing with, you can negates push
use an action to view the memories of an
event the beast is describing. You create a wave of thunderous force,
damaging creatures and pushing them
back. Creatures in the area take 2d8
thunder damage and are pushed 10 feet
away from you.
Unsecured objects completely within the
area are also pushed 10 feet away from
you. The thunderous boom of the spell is
audible out to 300 feet.

Traveler's Ward Unseen Servant (1/2) Unseen Servant (2/2) Unseen Servant (Rare)
1st Level Abjuration 1st Level Conjuration continued 1st Level Conjuration
Range Touch Casting Time 1 action (Ritual) The servant can do anything a humanoid
Target One creature Range Medium (60 feet) Rare Versions
servant can do - fetching things, cleaning,
Components V, S, M (well-polished ball Components V, S, M (string and wood) mending, folding clothes, lighting fires, Harkover's Improved Unseen Servant.
bearing) Duration 1 hour serving food, pouring wine, and so on. The servant has a Strength of 10, allowing
Duration 8 hours Once given a command the servant it to accomplish physical labors such as
You create an invisible, mindless, performs the task to the best of its ability lifting a fallen tree or clearing a hallway
Until the spell ends, creatures have shapeless force to perform simple tasks. until the task is completed, then waits for blocked with rubble.
disadvantage on Sleight of Hand checks The servant appears in an unoccupied its next command.
made against the target. If a creature space on the ground that you can see
fails a Sleight of Hand check to steal from and endures until it takes damage, moves
the target, the ward creates a loud noise more than 60 feet away from you, or the
and a flash of bright light easily heard spell ends. It has AC 10, a Strength of 2,
and seen by creatures within 100 feet. and it can't attack.
You can use a bonus action to mentally
command it to move up to 15 feet and Cast at Higher Levels
interact with an object. You create an additional servant for each
slot level above 1st.
Wind Up
1st Level Evocation
Casting Time 1 action
Range Self
Components S
Duration 8 hours

You wind your power up like a spring. You


gain advantage on the next melee attack
roll you make before the end of the
spell's duration, after which the spell
ends.

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