Ablative Armour

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a suit of armour)
  • Duration: 1 hour
  • Classes: Odysseer, Runeshaper, Wizard
  • Origin: Axios Verum

A protective magical force surrounds a creature you touch, reinforcing their armor and enveloping them in crackling magical energy. The target gains 5 temporary hit points and a +2 bonus to AC for the duration. The spell ends if the creature no longer possesses the temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increases by 5 for each slot level above 1st.

Absorb Elements

1st-level abjuration


  • Casting Time: 1 reaction
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Æthera, Astromancer, Druid, Odic, Odysseer, Prism, Ranger, Runeshaper, Shaman, Warden, Wizard
  • Origin: Elemental Evil

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Abyssal Punishment

1st-level enchantment


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within range that you can see
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Warlock
  • Origin: Jack Weighill

You point your finger, and the creature that damaged you has its mind filled with images of The Abyss. The creature must make a Wisdom saving throw. It takes 1d6 psychic damage on a failed save and suffers from short term madness (detailed on page 259 in the Dungeon Master's Guide) for 1 minute. The creature takes half as much damage on a successful save and does not suffer the madness.

At the end of each of the creature's turn, they can remake the save to end the short term madness.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Aerosphere

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Ranger, Warden
  • Origin: Swordmeow

You channel the weather of nature into a Medium sized sphere in a space you can see within range. If a creature starts its turn with any part of it in the sphere during this spell it must make a Dexterity saving throw or suffer an effect, determined by the local weather shown below. Any lingering effects end at the end of the creature's next turn.

As an action while the spell lasts, you can move the sphere up to 30 feet to a location you can see.

Clouds. The creature takes 2d6 psychic damage.

Fog. The creature must roll 1d6 and move 5 feet in the resulting direction each time it attempts to move 5 feet.

Rain. The creature takes 2d6 piercing damage.

Snow. The creature's movement is halved and it takes 1d6 cold damage.

Sunny. The creature takes 2d6 radiant damage.

Thunder. The creature takes 2d6 lightning and 2d6 thunder damage.

Wind. The creature takes 2d6 slashing damage.

Æther Ray

1st-level evocation


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Runeshaper, Shaman, Sorcerer, Warden, Wizard
  • Origin: Miscellaneous

You draw in the latent energy permeating the immediate area and form into beam composed intertwining threads of pure magic and direct it to strike a single target. You must make an attack roll to hit the target with the beam, which deals 3d4 + 3 untyped damage. If you miss with the attack roll, you regain the spell slot you expended on the spell.

At Higher Levels. When you cast this spell at 2nd level you higher, the damage dealt increases by 1d4 + 1 per spell level above 1st.

Alacrity

1st-level transmutation


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Swordmeow

When you are hit by an attack, you can cast this spell to release a burst of speed your allies can use. Creatures of your choice within range can immediately move 5 feet without provoking attacks of opportunity.

Alarm

1st-level abjuration (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a tiny bell and a piece of fine silver wire)
  • Duration: Instantaneous
  • Classes: Astromancer, Runeshaper, Shaman, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

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

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Animal Friendship

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a morsel of food)
  • Duration: 24 hours
  • Classes: Bard, Druid, Occultist, Odysseer, Ranger,
  • Origin: Player's Handbook

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.

Arcane Arrow

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, for up to a minute
  • Classes: Ranger
  • Origin: Jack Weighill

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition is charged with pure magical energy. On a hit, the projectile deals an additional 1d6 force damage to the target, before the arcane energy leaps to another creature of your choice within 10 feet of the original target. Make a ranged spell attack against the second target, on a hit, that creature takes 1d6 force damage.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, both instances of the spells damage increase by 1d6 for each slot level above 1st.

Armament

1st-level conjuration (ritual)


  • Casting Time: 1 bonus action
  • Range: 5 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Accursed, Warlock
  • Origin: Æthera, Paladin, Warden, Wizard
  • Origin: Jack Weighill

You gesture with your hand, conjuring a weapon or piece of armour worth 25 gp or less at a point that you can see within range, or in your hand. Items created using this spell are not considered to be magical weapons.

Armour of Agathys

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a cup of water)
  • Duration: 1 hour
  • Classes: Accursed, Warlock
  • Origin: Player's Handbook

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

Armour of Othrys

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a single flaming torch)
  • Duration: 1 hour
  • Classes: Cleric, Paladin
  • Origin: Miscellaneous

The creature you touch glows with an aura that resembles moving spectral magma, creating an ablative shield. The target gains temporary hit points equal to 4 + your spellcasting ability modifier. In addition, if the target is hit with a melee attack whilst it has temporary hit points granted by this spell, the attacker takes 1d6 fire damage if it is within 5 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5, and the damage of the spell increases by 1d6 for each slot level above 1st.

Arms of Hadar

1st-level conjuration


  • Casting Time: 1 action
  • Range: 10-foot radius
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Warlock
  • Origin: Player's Handbook

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Aura of Shade

1st-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, for up to a minute
  • Classes: Accursed, Astromancer, Bard, Druid, Ranger, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

You create a 10-foot radius sphere of shadow magic centered on a point within range. The sphere appears to be an area of swirling shadows and darkness, and is easily identifiable when it is in an area of bright or dim light. The sphere spreads around corners, and each creature within the radius becomes invisible at the start of each of their turns.

This invisibility ends if they attack, cast a spell, or leave the area. Anything they are wearing or carrying is also invisible as long as they are within the area of the spell.

Bane

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of blood)
  • Duration: Concentration, for up to a minute
  • Classes: Accursed, Astromancer, Bard, Cleric, Inquisitor, Occultist, Odysseer, Shaman
  • Origin: Player's Handbook

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Beast Bond

1st-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (fur wrapped in cloth)
  • Duration: Concentration, for up to 10 minutes
  • Classes: Æthera, Druid, Odic, Ranger, Warden
  • Origin: Elemental Evil

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other.

Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

Blackflame

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (fur wrapped in cloth)
  • Duration: Concentration, for up to 10 minutes
  • Classes: Accursed, Bard, Cleric, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

You conjure a 5-foot cube, deep black, burst of fire within range, that then lashes out at surrounding creatures. Each creature within a 10-foot radius of the flame must make a Dexterity saving throw. The creature takes 2d6 necrotic damage and 1d6 fire damage on a failed save, or half damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 for each slot level above 1st.

Black Lotus Blades

1st-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a lotus petal)
  • Duration: 1 minute
  • Classes: Bard, Druid, Ranger, Sorcerer, Wizard
  • Origin: Genuine

You conjure a swirl of black lotus petals around yourself, before firing them forward as deadly projectiles. As a part of your action to cast this spell, or as an action on each subsequent turn, you can fire a barrage of petals at an enemy creature within 30 feet of you. Make a ranged spell attack against the target. On a hit, each barrage has a different effect, and once you've successfully hit with all three barrages, the spell ends.

1st Hit: The target's movement speed is halved until the end of their next turn.

2nd Hit: If the target fails their saving throw, they take 1d6 psychic damage and take reactions until after the end of your next turn.

3rd Hit: If the target fails their saving throw, they take 2d6 psychic damage and cannot take bonus actions during their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the psychic damage of the 2nd hit increases by 1d6 per spell slot level above 1st.

Blade of Grass

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (one or two blades of grass growing in your space)
  • Duration: 1 minute
  • Classes: Druid
  • Origin: Miscellaneous

A slicing and dicing weapon is as near as the grass on which you sit. You pluck one or two blades of grass from the ground on which you stand and imbue them with nature's power. For the duration, they become sickles, and you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using them. They are considered to be magical weapons. The spell ends if you cast the spell again or if you let go of either weapon.

Bless

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a sprinkle of holy water)
  • Duration: Concentration, for up to a minute
  • Classes: Cleric, Inquisitor, Odysseer, Paladin, Prism, Shaman
  • Origin: Player's Handbook

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Blindspot

1st-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a metal bar, or a linen rag)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Wizard
  • Origin: Jack Weighill

You point towards a creature within range, dampening their senses. For the duration, the target has any darkvision reduced in length by half. Additionally, whilst the spell persists, you gain advantage on Dexterity (Stealth) checks to remain hidden from the target’s sight.

Blisterwind

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Sorcerer, Warden, Warlock, Wizard
  • Origin: Miscellaneous

A fierce wind kicks up around a creature within range, sweeping up dust and dirt from the ground and scoring into exposed flesh. All creatures within a 60-foot cube must succeed on a Constitution saving throw or take 1d6 slashing damage. Targets take half the damage on a successfuly saving throw.

At Higher Levels. When you cast this spell using a 2nd level slot or higher, the spells damage increases by 1d6 for each slot level above 1st.

Bridge of Branches

1st-level conjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a tree branch)
  • Duration: 1 hour
  • Classes: Æthera, Astromancer, Bard, Cleric, Druid, Sorcerer, Wizard
  • Origin: Sprouting Chaos

You cause large branches to sprout from a surface, creating a makeshift bridge up to 20 feet in length. The bridge can hold up to 600 pounds at once. The bridge has AC 10 and 50 hit points. If the bridge is reduced to zero hit points, the entire bridge collapses and immediately withers away.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bridge’s length increases by 10 feet, its weight limit increases by 100 pounds, and its hit points increase by 25 for each slot level above 1st.

Bright Strike

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Paladin, Prism
  • Origin: Layhnet

You imbue your spells with the burning light of your soul. The next time you hit with a spell attack during this spell’s duration, your attack deals an extra 1d8 radiant damage. Additionally, you cause the target to shine bright light in a 15-foot radius and dim light for another 15 feet beyond that for the duration of this spell.

Burning Hands

1st-level evocation


  • Casting Time: 1 action
  • Range: 15-foot cone
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Catapult

1st-level transmutation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Æthera, Runeshaper, Sorcerer, Wizard
  • Origin: Elemental Evil

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Cause Fear

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, for up to a minute
  • Classes: Accursed, Inquisitor, Occultist, Prism, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with half its maximum hit points or fewer makes the saving throw with disadvantage. The spell has no effect on constructs or undead.

Camouflage

1st-level illusion


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a handful of dirt, sand, mud or dust)
  • Duration: Concentration, up to a an hour
  • Classes: Druid, Odic, Prism, Ranger, Warden
  • Origin: Jack Weighill

You coat a target creature in magical essence that disguises their body to appear just as the world around it, allowing them to blend in with its surroundings with ease. For the duration of the spell, a creature can use a bonus action on its turn to become heavily obscured until it moves in any way, or is touched by a living creature.

Caustic Killer

1st-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You conjure up a bolt of acid, firing it forth in a 5-foot wide line up to 20 feet in length. Each creature in the area must succeed on a Dexterity saving throw or take 2d4 acid damage, taking half on a success. Once the bolt reaches its destination, it hovers in the air as a globulous mass until the spell ends.

As a bonus action before the spell ends, you can have the globule of acid fire a smaller bolt at a target creature within 20 feet of the globule. Make a ranged spell attack against the target. On a hit, the target takes 2d4 acid damage, plus an additional 1d4 acid damage at the start of its next turn. Hit or miss, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of additional bolts you can fire as a bonus action increases by 1 per spell slot level expended above 1st. Each bolt can target different creatures, or all against the same, but each requires its own seperate attack roll.

Chaos Bolt

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Occultist, Odic, Sorcerer, Warden, Wizard
  • Origin: Xanathar's Guide to Everything

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number it rolled determines the type of damage, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by this mass of chaotic energy.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes extra damage of the type rolled. The extra damage equals 1d6 for each slot level above 1st.

Charm Person

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Æthera, Bard, Druid, Inquisitor, Occultist, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Chromatic Orb

1st-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a diamond worth at least 50 gp)
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Prism, Runeshaper, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Chrono Sphere

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S
  • Duration: 1 round
  • Classes: Astromancer, Bard, Cleric, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You manipulate the power of time to slow down an enemy. One creature of your choice within 60 feet must succeed a Wisdom saving throw or have its speed reduced by 10 feet and have disadvantage on the first attack roll it makes on its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the speed reduction increases by 5 feet for each slot level above 1st.

Clarity

1st-level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (mud made from your spit)
  • Duration: Instantaneous
  • Classes: Astromancer, Occultist, Odysseer, Sorcerer, Warden, Wizard
  • Origin: Kithlis

You may cast this spell on one creature within range that is not hostile to you. When you do so, the creature must make a Wisdom saving throw. A creature can choose to fail the save. On a failure, you immediately know whether it is currently charmed, possessed, enthralled, or under a similar mental effect. If it is, it may make an additional saving throw against the effect on its next turn, even if the spell or effect would not normally permit one.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher, you can target one additional creature for each slot level above lst.

Colour Spray

1st-level illusion


  • Casting Time: 1 action
  • Range: 15-foot cone
  • Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
  • Duration: 1 round
  • Classes: Astromancer, Prism, Runeshaper, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Command

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round
  • Classes: Accursed, Cleric, Inquisitor, Paladin, Prism, Shaman
  • Origin: Player's Handbook

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Compelled Duel

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Odysseer, Paladin
  • Origin: Player's Handbook

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Comprehend Languages

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of soot and salt)
  • Duration: 1 hour
  • Classes: Astromancer, Bard, Inquisitor, Odic, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.

Concussive Rebuttal

1st-level evocation


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within range that you can see
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Æthera, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You strike back at those that assault you with the force of a thunderbolt. The target creature must succeed on a Constitution saving throw. On a failure, the target suffers 2d8 thunder damage and is knocked prone. On a success, the target suffers half damage and is not knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage increases by 1d8 for each spell slot level expended above 1st.

Contaminate Food and Drink

1st-level transmutation


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a rat, posie petals and pickling fluid inside a crystal jar worth at least 50 gp, which this spell consumes)
  • Duration: 8 hours
  • Classes: Accursed, Druid, Occultist, Ranger, Shaman, Wizard
  • Origin: Devout Handbook

All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is contaminated with your choice of one of the following diseases or poisons: assassin’s blood, cackle fever, sewer plague, sight rot, or truth serum. The food and drink remains contaminated for the duration of the spell, after which time it is no longer a vector for the chosen disease or poison. A creature who ingests food or drink contaminated in this way must succeed on a saving throw or become infected with the disease or afflicted by the poison. These diseases and poisons are detailed in Chapter 8 of the Dungeon Master’s Guide.

At Higher Levels. When you cast this spell using certain higher-level spell slot, you can choose from additional poisons when choosing how to contaminate the food and drink. You can choose pale tincture if you use a 3rd-level or higher spell slot or midnight tears or torpor if you use a 5th-level or higher spell slot.

Covenant

1st-level divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (two rings)
  • Duration: Until dispelled
  • Classes: Cleric, Inquisitor, Occultist, Paladin, Shaman, Warlock
  • Origin: Sterling Vermin

When two creatures make a promise to one another you seal it with magic and a prayer. If either creature breaks the promise they made the, you and the other creature immediately know the promise has been broken and this spell ends. If this spell ends as the result of another spell, both creatures become aware of that fact.

Create or Destroy Water

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
  • Duration: Instantaneous
  • Classes: Æthera, Cleric, Druid, Runeshaper, Warden
  • Origin: Player's Handbook

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Creeping Crawling Claw

1st-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a severed hand of a creature, which the spell consumes)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Occultist, Odic, Warlock, Wizard
  • Origin: Grimlore's Grimoire

Choose the hand of a-creature that has been severed from its body for longer than 24 hours and grant it sentience as a crawling claw. For the duration of the spell, the creeping claw is under your control and can be commanded using your bonus action. The claw can only understand simple commands.

If the hand's original owner is still alive, the claw will seek to reunite itself with its rightful owner when the spell ends. If its original owner is dead, the claw will wander off purposelessly.

The claw is under your control for 1 hour, after which it stops obeying. To reassert control for another hour or to assert control over an existing crawling claw, you may cast this spell again.

Cresting Waves

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of water)
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Sorcerer, Warlock, Wizard
  • Origin: Codex of the Waves

With a gesture, you summon a roaring wave of water to buffet a creature within range. Target a creature within range, and make a ranged spell attack against that creature, and up to two other creatures within 10 feet of your chosen target. Any creature hit by this attack takes 3d4 bludgeoning damage and is pushed up to 10 feet away from you in a direction you choose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage done by this spell increases by 1d4 and the distance pushed increases by up to 5 fet, for each slot level above 1st. You may also make a ranged spell attack against one additional creature within 10 fet of the target for each spell slot level above 1st.

Crown of Sorrow

1st-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Bard, Occultist, Sorcerer, Warlock, Wizard
  • Origin: Swordmeow

You mentally bludgeon sorrow and depression into another being. Choose a creature that you can see within range. A crown of tears forms around their head, dealing 1d8 psychic damage immediatiely, and again at the start of the creature's subsequent turns for the duration. When the creature takes damage from this spell, it cannot make reactions until the start of its next turn. At the end of each of the target creature's turns, it can make a Wisdom saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d8 for each slot level above 1st.

Crystal Resonance

1st-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a crystal worth at least 75 gp)
  • Duration: Instantaneous
  • Classes: Bard, Occultist, Prism, Runeshaper, Wizard
  • Origin: Theorum's and Thaumaturgy

A specially attuned crystal, in combination with this spell, allows the caster to absorb certain energies from a point within range. The energies which may be absorbed are listed below. Once an energy has been impressed into the crystal’s resonance, a second casting of this spell causes it to reproduce the stored energy in whatever environment it now occupies. One of the following energies may be absorbed into the crystal:


  • Images. The crystal recreates a static snapshot of everything within range of the crystal when the energy was stored, or of a specific creature or object that was in range at the time of the energy beign stored. This image is to scale, is two dimensional, and of a resolution similar to that of the human eye. The image persists for 1 minute.
  • Light. The light lighting qualities of an environment may be absorbed and reproduced, causing a 20-foot radius sphere of bright light, dim-light, or darkness to be emitted from the crystal for 1 minute.
  • Sound. Any sound emitted for up to a minute after the spell was originally casted is recorded and can be reproduced with a second casting. The sound is a perfect replication, and starts at the beginning every time the spell is cast.
  • Temperature. The crystal emits ambient warmth of cold that it absorbed from the atmosphere when the spell was first cast for 1 hour. This temperature is emitted in a 10-foot radius sphere centered on the crystal. If said tempurature was particularly extreme, the caster takes 1d10 fire or cold damage, depending on the temperature.

A crystal which has been attuned with this spell retains the absorbed energy indefinitely. Each crystal can, however, only be attuned to a single energy — subsequent attunements replace the original. Each time this spell is cast in effort to reproduce an effect, there is a 5% chance that the crystal shatters and becomes useless, the stored energy dissipating without effect.

Cure Wounds

1st-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Inquisitor, Occultist, Odic, Paladin, Ranger, Shaman
  • Origin: Player's Handbook

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Deeppockets

1st-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a tiny golden needle and a strip of fine cloth)
  • Duration: 8 hours
  • Classes: Runeshaper, Wizard
  • Origin: Miscellaneous

You touch a non-magical set of clothes and fashion it with numerous hand-sized pockets with extra-dimensional interiors. For the duration of the spell, items placed in the pockets are considered to weigh one tenth of their weight for the purpose of calculating carrying capacity. The pockets combined can hold up to 200 lbs. When the spell ends, the contents of the pockets fall to the floor.

Detect Emotions

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a flumph tentacle)
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Bard, Occultist, Odic, Prism, Shaman, Sorcerer, Wizard
  • Origin: Jack Weighill

For the duration, you can look into the hearts of others and sense the emotions of any creature within 30 feet of you. If you sense emotions in this way, you can use your action to see a faint aura around any visible creature, and you learn what emotion it is outwardly expressing (or trying to express).

As an action, you can try to probe deeper and try to uncover its inner, potentially hidden emotions. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you see a small glowing aura permeating in the centre of its mind. If the target succeeds, it learns that you are trying to probe its mind.

The spell can penetrate most barriers, but is blocked by 1-foot of stone, 1-inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Evil and Good

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Accursed, Cleric, Inquisitor, Occultist, Odysseer, Paladin, Prism, Shaman
  • Origin: Player's Handbook

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Life

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Druid, Odic, Ranger
  • Origin: Outlandish Adventure

For the duration, you know if there is at least one beast, dragon, giant, humanoid, monstrosity, or plant within 30 feet of you, and the number of each type, but not where the creatures are located.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Magic

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Accursed, Astromancer, Bard, Cleric, Druid, Inquisitor, Occultist, Odic, Paladin, Prism, Ranger, Runeshaper, Shaman, Sorcerer, Wizard
  • Origin: Player's Handbook

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Order and Chaos

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Cleric, Inquisitor, Paladin
  • Origin: Grimlore's Grimoire

For the duration, you are able to determine the nature of creatures in relation to how they conform to societal norms. Creatures will have auras about them relating to their alignment:

  • A jagged, chaotic aura for those with a tendency toward acting on their feelings and whims, regardless of society's expectations
  • A muddled, neutral aura for those who balance their whims against the expectations of society, doing what they can within the confines of order
  • A crisp, lawful aura for those who follow the rules of society, often at the expense of their personal wishes

Detect Poison and Disease

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a yew leaf)
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Cleric, Druid, Occultist, Odic, Odysseer, Paladin, Ranger, Warden
  • Origin: Player's Handbook

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Disarm

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a small cube of butter or lard)
  • Duration: Instantaneous
  • Classes: Æthera, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You create a mote of offensive protection, causing it to erupt around a creature that you can see within range. The target creature must succeed on a Dexterity saving throw. On a failure, choose one Small or smaller object that the target is holding, that object flies to a point that you choose within 30 feet of the target creature.

Discern Name

1st-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Special
  • Components: S, M (a precious stone worth at least 10 gp, with the spell consumes)
  • Duration: Instnataneous
  • Classes: Bard, Druid, Odysseer, Runeshaper, Wizard
  • Origin: Miscellaneous

You may direct the spell's attention to one individual or place that you can see. The spells effects differ based on what you direct the spell’s attention to.

Individual. The spell reveals the target creature’s perceived name, race, and occupation in as little words as possible. The spell does not reveal secret names, see through disguises, or reveal truths about the creature, only what others perceive them as. For example, if you directed the spell towards the half-elf ringmaster Rictavio, it would reveal that information. It would not be able to discern that Rictavio is in fact the disguised form of Rudolph van Ritchen, the legendary vampire hunter.

Place. The spell targets a construction, natural occurrence, region of land, etc., and reveals its name and general purpose. The spell cannot reveal hidden secrets (such as a general store being a front for a thieves’ guild).

For example, if one were point to an outhouse, the spell might reveal its name as "The John" with its purpose being "waste disposal". Or one might point at a mountain range and learn that its name is the "Ogres Teeth" but gain no info on its purpose. Or one might point to a temple deep within the Jungle and find no name by which it was referred to, but gain info that it was used as place of worship. The spell does not translate languages or name places that are only referred only in nonverbal form.

Disguise Self

1st-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Player's Handbook

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Disruption

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Cleric, Druid, Runeshaper, Sorcerer, Warden, Warlock, Wizard
  • Origin: Miscellaneous

Each creature within a 30-foot radius of you that is concentrating on a spell, must make a concentration check against your spell save DC, or lose concentration on their spell.

Dissonant Whispers

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Occultist, Shaman
  • Origin: Player's Hanbook

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Distort Value

1st-level illusion


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V
  • Duration: 8 hours
  • Classes: Bard, Prism, Runeshaper, Sorcerer, Wizard
  • Origin: Acquisitions Incorporated

You touch an object no more than 1-foot on a side, doubling the object's perceived value, adding illusory nourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1-foot for each slot level above 1st.

Divine Favour

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Inquisitor, Paladin
  • Origin: Player's Hanbook

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an additional 1d4 radiant damage on a hit.

Earth Tremor

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Bard, Druid, Sorcerer, Warden, Wizard
  • Origin: Elemental Evil

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Echolocate

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Druid, Ranger
  • Origin: Jack Weighill

You release a high-pitched sound that extends out from you in a 120-foot sphere. At the beginning of your next turn, the sound you released returns to you as an image of the affected area. This image displays no colour, cannot show information behind walls, and is completely blurred around corners beyond 10 feet. The image reveals information as if you possessed blindsight.

When you view this image, your passive Perception is equal to 10 + your spellcasting ability modifier unless it’s already higher.

This spell has no effect if you have are suffering from the deafened condition upon the image’s return.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the area affected by the spell increases by 60 feet for each spell slot level expended above 1st.

Enrage

1st-level conjuration


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Bard, Occultist, Odysseer, Sorcerer, Warlock, Wizard
  • Origin: Swordmeow

When you take damage from an attack, you can cast this spell to react aggressively against the blow, sharing that fury with your allies. You grant any creatures of your choice within range an additional 1d4 psychic damage for their next damage roll, lasting until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage granted increases by 1d4 per spell slot level above 1st.

Ensnaring Strike

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Ranger, Warden
  • Origin: Player's Handbook

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Entangle

1st-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Odic, Warden
  • Origin: Player's Handbook

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

Evard's Lashing Tongue

1st-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (the tongue of a frog or chameleon)
  • Duration: Concentration, up to a minute
  • Classes: Warlock
  • Origin: Manual of Magical Martial Manoeuvres

Make a melee spell attack at a creature in range, dealing 3d6 bludgeoning damage on a hit. Until the spell ends, the creature must make a Strength saving throw the first time each round that it tries to move away from you. On a fail, its speed is reduced to zero. Additionally, you can cast touch spells targeting the creature without being within 5 feet.

The spell ends when the creature moves out of the range of your spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher the damage increases by 1d6 for each spell level above 1st.

Expeditious Retreat

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Odic, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Faerie Fire

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Bard, Druid, Occultist, Prism, Warden
  • Origin: Player's Handbook

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 the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

False Life

1st-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small amount of alcohol or distilled spirits)
  • Duration: 1 hour
  • Classes: Accursed, Odic, Sorcerer, Wizard
  • Origin: Player's Handbook

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Feather Fall

1st-level transmutation


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V, M (a small feather or piece of down)
  • Duration: 1 minute
  • Classes: Æthera, Astromancer, Bard, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

At Higher Levels. The number of creatures you can effect with this spell increases by one for every level above first, to a maximum of 10 creatures.

Find Familiar

1st-level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire a brass brazier)
  • Duration: Instantaneous
  • Classes: Occultist, Wizard
  • Origin: Player's Handbook

You gain the service of a familiar, a spirit that takes an animal form your choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel (your DM may allow other creatures). Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Fog Cloud

1st-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, for up to an hour
  • Classes: Druid, Ranger, Shaman, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Forecast

1st-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a metal tuning fork, as well as a silver piece, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Æthera, Cleric, Druid, Ranger, Shaman, Warden, Wizard
  • Origin: Jack Weighill

You peer into natures patterns, learning its path. As a part of your casting of the spell, you learn the natural temperature and weather that will occur over the next 24 hours within a 100-mile radius of you when you finish casting the spell.

This spell cannot predict unnatural or magical changes in weather, such as a creature casting the control weather spell within the next 24 hours.

Forceblade

1st-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Miscellaneous

You call a 3 foot long plane of force into existence at the end of your outstretched arm. The plane of force acts as a Longsword with the Finesse and Light properties, and deals 1d8 slashing damage on a hit. You are proficient with this weapon. This sword counts as a magical for the purposes of overcoming damage resistance. You may dismiss or reequip the sword as a bonus action within the duration.

You may cast a spell with a range of touch into the sword. The sword holds the spell for a number of rounds equal to your spellcasting ability modifier, after which it is expended. If you hit a creature with the sword, in addition to the normal damage, the target is affected as though you had cast the touch spell on it.

Fury Gale

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a blue scarf)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Astromancer, Druid, Ranger, Sorcerer, Wizard
  • Origin: Jack Weighill

You unleash a buffeting burst of wind in a 5-foot wide, 30-foot long line. Each creature caught in the line must succeed on a Strength saving throw or take 2d6 bludgeoning damage, taking half damage on a success.

For the duration, the wind remains, inhibiting movement. Every 2 feet a creature moves down the line counts as only 1-foot of movement, whereas moving across the line, or up it towards its point as origin counts as difficult terrain.

Gaea's Hand

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A vial of water)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Paladin, Ranger, Warlock, Wizard
  • Origin: Sprouting Chaos

You conjure a makeshift arm made of weeds and branches, which sprouts out of a point within range. As you cast the spell, you may give a melee weapon to the arm for it to fight with. Otherwise, it deals 1d4 damage on its attacks. As a bonus action on your turn, you may command the arm to strike a foe within 10 feet of it. Make a melee spell attack. On a hit, the target takes 1d4+your spellcasting ability modifier bludgeoning damage. If a weapon was given to the arm, it instead uses that weapon’s damage die and damage type.

Goodberry

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a sprig of mistletoe)
  • Duration: Instantaneous
  • Classes: Druid, Odic, Ranger, Warden
  • Origin: Player's Handbook

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Gust Burst

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You unleash a burst of powerful wind in a 10-foot radius around you, striking your assailants. Each creature within the area must succeed on a Strength saving throw. On a failure, a target creature suffers 2d6 bludgeoning damage and is pushed 10 feet away from you. On a success, a target suffers half damage and is not pushed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d6 for each spell slot level expended above 1st.

Grease

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of pork rind or butter)
  • Duration: 1 minute
  • Classes: Runeshaper, Shaman, Wizard
  • Origin: Player's Handbook

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Grimlore's Shadowblight

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Sorcerer, Warlock, Wizard
  • Origin: Grimlore's Grimoire

You hurl a ball of dark energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 necrotic damage and must make a Wisdom saving throw or become frightened of you until the end of your next turn. The target is not frightened on a successful saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for every two slot levels above 1st.

Guiding Bolt

1st-level evocation


  • Casting Time: 1 minute
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric, Prism
  • Origin: Player's Handbook

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Guiding Hand

1st-level divination (ritual)


  • Casting Time: 1 minute
  • Range: 5 feet
  • Components: V, S
  • Duration: Concentration, up to 8 hours
  • Classes: Bard, Cleric, Druid, Inquisitor, Paladin, Shaman, Wizard
  • Origin: Xanathar's Guide to Everything

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence. When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you.

Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you. If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Hail of Thorns

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Ranger, Warden
  • Origin: Player's Handbook

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Healing Word

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Occultist, Prism
  • Origin: Player's Handbook

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Hellish Rebuke

1st-level evocation


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Warlock
  • Origin: Player's Handbook

When you are being damaged by a creature within 60 feet of you that you can see You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Heroism

1st-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Inquisitor, Odysseer, Paladin, Prism
  • Origin: Player's Handbook

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Hex

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (the petrified eye of a newt)
  • Duration: Concentration, up to an hour
  • Classes: Occultist, Shaman, Warlock
  • Origin: Player's Handbook

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Hunter's Mark

1st-level divination


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to an hour
  • Classes: Ranger
  • Origin: Player's Handbook

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Hush

1st-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Ranger, Sorcerer, Wizard
  • Origin: Miscellaneous

Your footsteps and armor make no noise, giving you advantage on stealth checks to avoid detection while moving.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the number of creatures you can target increases by 1 for each spell slot above level 1st.

Ice Knife

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a drop of water or a piece of ice)
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Occultist, Sorcerer, Warden, Wizard
  • Origin: Elemental Evil

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Ice Lance

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a drop of water or a piece of ice)
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Miscellaneous

You gesture, and a glittering shaft of ice bursts into being in your hand. The ice has the same size and shape of a spear, and behaves as one. You deal additional cold damage with an attack equal to your spell attack modifier.

Ice Ward

1st-level abjuration


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S, M (a shard of ice inside a tiny glass sphere)
  • Duration: Instantaneous
  • Classes: Æthera, Sorcerer, Warlock, Wizard
  • Origin: Miscellaneous

You throw up your hands as you are attacked, and icy symbols protect you from harm and slow your assailants. Until the start of your next turn, you have resistance to slashing, piercing, and bludgeoning damage, including against the triggering attack. While you have these resistances you are also vulnerable to fire damage. If the triggering attack was a melee attack, the triggering creature has their speed reduced by 10 feet until the start of your next turn.

Identify

1st-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a pearl worth at least 100gp and an owl feather)
  • Duration: Instantaneous
  • Classes: Bard, Runeshaper, Warlock, Wizard
  • Origin: Player's Handbook

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Illusory Script

1st-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a lead-based ink worth at least 10gp, which this spell consumes)
  • Duration: 10 days
  • Classes: Bard, Warlock, Wizard
  • Origin: Miscellaneous

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

Incomprehensible Language

1st-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a pig tail)
  • Duration: 1 hour
  • Classes: Bard, Occultist, Runeshaper, Wizard
  • Origin: Jack Weighill

You twist the tongues of up to 4 creatures within range, causing their speech to be disguised as incomprehensible, illusory babbling. No creature except the caster can understand the target, hearing any auditory expression as unintelligible garble. However, targets of the spell may still communicate as normal to one another, as long as each of them were subjected to the effects of incomprehensible language by the same creature.

An unwilling target can make an Intelligence saving throw, avoiding the effects of the spell on a success.

A creature under the effects of the comprehend languages spell can understand targets of this spell. Additionally, casting a tongues spell on a creature under the effects of this spell ends the effects of incomprehensible language.

Inflict Wounds

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Cleric, Occultist, Odic, Warlock
  • Origin: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Injurious Spellbook

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a spellbook)
  • Duration: Instantaneous
  • Classes: Æthera, Wizard
  • Origin: Grimlore's Grimoire

You transmute two pages of your spellbook that contain the scripture for this spell to detach from the book's binding and develop razor-sharp edges. Both pages fly out and slice a creature in range, before safely returning to your spellbook and rebinding to their original location. Choose one creature within range or choose two creatures within range that are within 5 feet of each other. For each page, a creature must make a Dexterity saving throw or take 2d8 slashing damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per page (2d8 total) for every two spell slots level above 1st.

Intimidating Aspect

1st-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the hood of a cobra and a mantis leg)
  • Duration: 1 hour
  • Classes: Bard, Cleric, Occultist, Shaman, Sorcerer, Wizard
  • Origin: Jack Weighill

You place upon a target creature an illusory aura of intimidation. The aura looks as you choose, perhaps it grants the target foul scars, a missing eye, or sharp teeth. Whilst under the effects of the aura, the creature has advantage on Charisma (Intimidation) checks, but disadvantage on Charisma (Persuasion) checks.

You can end the spell early by touching the target creature as an action on your turn.

Jaunt

1st-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Manual of Magical Martial Manoeuvres

You move in a flash of movement, appearing to have teleported to the untrained eye. Move up to 10 feet with opportunity attacks made at disadvantage. After moving, you can make a melee spell attack at a target within range. On a hit, the target takes 2d6 lightning damage and is pushed 15 feet away from you.

If the creature is pushed into place already occupied by an object or a creature, the target takes an additional 1d6 bludgeoning damage and stops.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher the damage increases by 1d6 for each spell level above 1st.

Jinx

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Bard, Occultist, Warlock, Wizard
  • Origin: Axios Verum

You place a curse on a creature that you can see within range. Until the spell ends, that creature cannot gain advantage on attack rolls, ability checks or saving throws, and is immune the bless spell. If the target uses the Help action, it instead grants disadvantage on the action that the target was attempting to help with. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.

At Higher Level. When you cast this spell using a spell slot of 3rd level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of the 4th level, you can maintain your concentration on the spell for up to 12 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Jump

1st-level trasmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A grasshopper’s hind leg)
  • Duration: 1 minute
  • Classes: Druid, Odic, Ranger, Sorcerer, Wizard
  • Origin: Player's Handbook

You touch a creature. The creature's jump distance is tripled until the spell ends.

Lanturn Walker

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a lanturn worth at least 5 gp)
  • Duration: 1 hour
  • Classes: Æthera, Cleric, Wizard
  • Origin: Swordmeow

A lantern you hold for the casting of this spell sprouts metal legs. On your turn, you can direct it to move up to 30 feet. The latern shines light when lit as normal whether it be a hooded bullseye, or some other.

As an action while the lasts, you can look from the lanturn location, as if the lantern's wick was an eye. You are blind to your own senses until the end of your next turn. The lantern can't move more than a mile away from you, and if it becomes more than a mile away, the spell ends. The spell also ends if the lantern is the target of an attack or a spell that deals damage.

The lantern can walk up vertical surfaces but not upside down. All of its attributes are 1 and it can't take any actions. When the spell ends, the lantern returns to normal and could reused for the casting of this spell again.

Leadfoot

1st-level tranmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sliver of lead)
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Ranger, Sorcerer, Warden, Wizard
  • Origin: Instantaneous

You sling a magical dart of lead towards a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 piercing damage. The target must then make a constitution saving throw. On a failed save, the target takes 2d6 poison damage and their speed is halved until the end of your next turn. If they are flying, the creature falls a number of feet equal to half their fly speed On a success, no additional effects occur.

A creature under this spell's effect may attempt to use their full movement speed by making a Constitution saving throw. If the creadutre succeeds, they may use their full movement on their turn. If they fail, they immediately fall prone before moving.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d6 per spell level above 1st.

Lightning Lure

1st-level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Bard, Ranger, Sorcerer, Wizard
  • Origin: Miscellaneous

You send out a tether of magical energy toward your enemy that becomes electrified as you pull them into range. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d10 lightning damage and must make a Strength saving throw or be pulled into a space adjacent to you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each spell slot level above 1st.

Longstrider

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of dirt)
  • Duration: 1 hour
  • Classes: Bard, Druid, Occultist, Odic, Odysseer, Ranger, Warden, Wizard
  • Origin: Player's Handbook

You touch a creature. The target's speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Looking Glass

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a chip of masonry and a glass lens)
  • Duration: 1 hour
  • Classes: Æthera, Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You create a tiny invisible peephole on a surface that you touch. You, or any other creature can look through the side that you cast the spell on and see on the other side. Creatures on the other side can only see the peephole if they can see invisible entities, such as through the see invisibility spell, or similar magic.

This spell can penetrate a good distance as well as most barriers, but is blocked by 2 feet of stone, 2-inches of common metal, a thin sheet of lead, or 6 feet of wood or dirt.

Luck of the Sea

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bait worm)
  • Duration: Instantaneous
  • Classes: Bard, Druid, Ranger, Warden
  • Origin: Codex of the Waves

As part of this spell, you must touch a fishing rod, harpoon, spear, trident, net, or other fishing supplies. If the affected item is used to fish for at least an hour, within the next 24 hours, it catches an additional 2d10 worth of mackerel or similar local tiny-sized fish, as well as 1d4 - 2 trinkets from the Trinket table on page 160 of the Player's Handbook (minimum 0). Eating one of these additional fish restores 1 hit point, and the fish provides enough nourishment to sustain a creature for one day.

The fish lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Mage Armour

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: 8 hours
  • Classes: Æthera, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Magic Missile

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Mass Spare the Dying

1st-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Odic, Shaman
  • Origin: Jack Weighill

Your blanket a creature on the brink of death with a protective shroud, staving off the cold embrace a moment longer. Choose up to 12 living creatures within range that have 0 hit points. The target creatures become stable. This spell has no effect on undead or constructs.

Mimicry

1st-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a parrot feather)
  • Duration: 1 hour
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

You create yourself with a new voice, granting it a slightly altered, or entirely different tone or accent. Your voice changes in a way that you choose until the spell ends, or until you use your action to dismiss it. You can alter its pitch or tone as you choose, as well as change its accent to one you have heard any creature speak in for at least minute.

You can change your voice to perfectly match another creature’s voice, but only if you have heard that creature speak in a language you understand for at least 1 minute.

To discern that a voice is fake, a creature can use its action to listen closely to your voice as you speak and must succeed on a Wisdom (Perception) check against you spell save DC.

Mindless Courage

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Occultist, Shaman, Wizard
  • Origin: Swordmeow

You heighten a creature’s bravery into foolishness. You require a creature within range to make a Wisdom saving throw. On a failure, they must end their turns closer to a creature hostile to them than they were when they began their turn for the duration, as long as they have movement and the physical ability to do so. The creature can repeat the saving throw at the end of each of its turns to end the effect.

Muddle

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Prism, Shaman
  • Origin: Layhnet

You choose a creature in range of this spell and attempt to flood its mind and soul with a series of confusing and nonsensical thoughts and feelings. The target must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A creature that fails this saving throw must roll a d6 and subtract the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on a success.

Murmur

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S, M (the tongue of a snake)
  • Duration: Instantaneous
  • Classes: Bard, Occultist, Sorcerer, Wizard
  • Origin: Jack Weighill

You point to a place that you can see within range, producing beguiling whisperings that extend in a 20-foot radius around it. Each creature that hears the noise must succeed on an Intelligence saving throw. On a failure, the target feels magically compelled to move closer to the sound to investigate until the end of your next turn. On a success, the creature ignores the noise and carries on about its action as normal. Whilst the target is under the effects of this spell it suffers a -5 penalty to its passive Perception score.

A creature will not move towards the sound if it would obviously cause them harm (such as on a trap they’ve already spotted, or into a pit of lava).

Additionally, a creature is immune to the effects of this spell if it is immune to the charmed condition or is currently engaged in combat with any other creature.

Needle Volley

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a ranged weapon)
  • Duration: Instantaneous
  • Classes: Ranger
  • Origin: Jack Weighill

You fire a volley of four target-seeking needles at targets that you can see within range. You can fire the needles at one target, or several. Make a ranged spell attack for each needle. On a hit, the target takes 1d4 piercing damage. This spell ignores half cover.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the number of needles you can fire increases by 2 per spell slot level expended above 1st, up to a maximum of twelve needles.

Nox's Echoing Melody

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Occultist, Sorcerer, Wizard
  • Origin: Miscellaneous

You emit a small sonar that bounces off everything around you and back to your ears, granting you increased perception. You gain blindsight of 30 feet for the duration. You loose this blindsight if you are deafened.

Nystul's Diminutive Possession

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a tiny spellbook with each page enscribed with the incantation of the spell, worth at least 50 gp)
  • Duration: 8 hours
  • Classes: Runeshaper, Wizard
  • Origin: Jack Weighill

You turn a number of medium or smaller objects into diminutive trinkets that can be easily carried around. You touch one or more objects, changing their size and weight to that of a trinket that could fit in a 1" by 1" cube.

The number of objects you can affect with each casting of the spell, and the new weight of the trinket changes based on the size of the objects being transformed. Consult the table below for details on how many objects of each size you can affect with each casting of the spell, and the percentage by which the objects weight is reduced.

Size Weight Amount of Affected Objects
Tiny 80% Up to 4
Small 40% Up to 2
Medium 20% 1

As an action on your turn, you can return one or more of the shrunken objects to its normal size.

Outrage

1st-level enchantment


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Odysseer, Wizard
  • Origin: Swordmeow

When you take damage from an attack, you can cast this spell to unbalance your attacker's energies against their will. Until the end of your next turn, attack rolls against the target creature add 1d4.

Overgrowth

1st-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Bard, Druid, Sorcerer, Wizard
  • Origin: Sprouting Chaos

You create a 10-foot-radius area of thick overgrowth centered on a point within range. The sphere spreads around corners, and its area is heavily obscured and difficult terrain. It lasts for the duration or until it is destroyed. If the overgrowth is lit on fire, it burns away immediately. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage, or half damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the overgrowth increases by 10 feet for each slot level above 1st.

Penance

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Instantaneous
  • Classes: Inquisitor, Paladin
  • Origin: Miscellaneous

Choose a creature you can see within range that has damaged a creature since your last turn. The target must make a Wisdom saving throw. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one.

Additionally, a friendly creature of your choice within 10 feet of the target regains hit points equal to half the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Prismatic Brand

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Prism, Sorcerer, Wizard
  • Origin: Layhnet

You emanate an aura of shifting hues and brilliant light, a visible manifestation of the depths of your soul. The next attack you hit with extends this aura to the target of the attack, shrouding them in the hue of light you were emanating as you strike. Roll a d8 to determine which color effects it.

1. Red. The attack deals an additional 2d6 fire damage.

2. Orange. The attack deals an additional 2d6 acid damage.

3. Yellow. The attack deals an additional 2d6 lightning damage.

4. Green. The attack deals an additional 2d6 poison damage.

5. Blue. The attack deals an additional 2d6 cold damage.

6. Indigo. The target is restrained. It must then make a Constitution saving throw at the start of each of its turns, ending this effect early on a successful save.

7. Violet. The target is blinded. It must make a Wisdom saving throw at the end of its next turn. A successful save ends the blindness. If it fails the save, it takes 1d6 psychic damage and is no longer blinded.

8. Special. The emanating light was caught between two colors. To determine which colors, roll twice more, rerolling any 8.

Protection from Evil and Good

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Inquisitor, Occultist, Odysseer, Paladin, Shaman, Warlock, Wizard
  • Origin: Player's Handbook

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Provision

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a need and thread)
  • Duration: 8 hours
  • Classes: Æthera, Bard, Odysseer, Runeshaper, Wizard
  • Origin: Kithlis

This spell lets you prepare for any situation, even those that are uncertain. When you touch a satchel or other non-magical container and speak the phrase "Always be prepared" it will be able to provide you with one mundane item or weapon worth no more than 2 gold. To retrieve this object, you can use an action and speak the phrase "I never leave home without" and then name the object you desire and the item is always magically on top. The spell cannot determine specificity, so requests for a specific item (a key to a specific door, a specific person's lock of hair) will instead produce a generic version of the item. Other items can be stored in the container without interfering with this spell.

If the spell has not provided the alloted item(s) before the spell duration expires, it will create one unit of rations for each item not retrieved.

At Higher Levels. When you cast this spell using a 2nd level spell slot or higher the container will provide an additional item for each slot level above 1st.

Puppet

1st-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Accursed, Bard, Occultist, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

Your gesture forces one humanoid you can see within range to make a Wisdom saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.

Purify Food and Drink

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Cleric, Druid, Inquisitor, Occultist, Odysseer, Paladin, Runeshaper
  • Origin: Player's Handbook

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Query

1st-level divination (ritual)


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Occultist, Wizard
  • Origin: Jack Weighill

You set of the brains of a creature you choose within range, drawing out an opinion. State one individual, event, location or concept. The target must succeed on a Charisma saving throw. On a failure, the target has its opinion on the matter drawn into your mind, showing you its general thoughts on the chosen matter. On a success, the target is unaffected and knows that you tried to draw information from it.

Rapport Spores

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a fungal spore)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Occultist, Sorcerer, Warlock, Wizard
  • Origin: Sprouting Chaos

You conjure a 30-foot radius of spores extending from your position. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 60 feet of each other.

Ray of Light

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Prism
  • Origin: Miscellaneous

A beam of light strikes with radiant energy so hot it feels like fire. The caster shoots a beam of light at a hostile creature within range. On a hit the target takes 3d6 radiant damage and emits light similar to that of a light cantrip until the end of your next turn. Until this time, the target cannot gain any benefits from being invisible, and has disadvantage on Dexterity (Stealth) checks.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the targeted creature takes an additional 1d6 radiant damage for every spell slot above 1st.

Ray of Sickness

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Sorcerer, Wizard
  • Origin: Player's Handbook

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Reaper's Scythe

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of scythe blade
  • Duration: Instantaneous
  • Classes: Accursed, Sorcerer, Wizard
  • Origin: Player's Handbook

You create a scythe out of necrotic energy in your free hands. The scythe is a large weapon, requires both hands to wield, and lasts for the duration. If you let go of the scythe, it disappears, but you can conjure it again as a bonus action. You can use your action to make a melee spell attack with the scythe. On a hit, the target takes 2d6 necrotic damage. If this damage reduces the target to 0 hit points, you regain a number of hit points equal to the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Rebuke Evil and Good

1st-level abjuration


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S, M (a mirror)
  • Duration: 1 round
  • Classes: Cleric, Inquisitor, Paladin
  • Origin: Axios Verum

This spell reflects the energies typically used by the forces of evil and good, lessening its effect on you and allowing you to make use of it. As a reaction when you take force, necrotic, psychic or radiant damage, you can cast this spell to gain resistance to the triggered damage type until the start of your next turn. Also, the first time you hit with a melee attack on your turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of the 2nd level or higher, the extra damage increases by 1d6 for each spell slot past the 1st.

Ribbon

1st-level illusion


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a piece of brightly coloured cloth)
  • Duration: 10 minutes
  • Classes: Bard, Prism, Wizard
  • Origin: Layhnet

You manifest a ribbon of light, invisible to any creature other than you, that extends from you to a creature of your choice within range. This ribbon wraps around corners, and will always show the shortest path between you and the target. This ribbon remains in place for the duration, or if the target remains more than 300 feet away from you for longer than 1 minute.

A creature that can see the ribbon (such as a creature benefiting from see invisibility or true seeing) sees a luminous, shimmering ribbon of light connecting you together.

Riptide

1st-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Sorcerer, Warden, Warlock, Wizard
  • Origin: Codex of the Waves

You conjure a vicious wave that attempts to drag down and pull a creature no greater than large size that you choose within range. This creature must attempt a Strength saving throw. If it fails, the creature takes 2d8 bludgeoning damage, is rendered prone, and is pulled up to 30 feet closer to you in a straight line. If the creature succeeds on this saving throw, it takes half of this damage and is neither pulled nor rendered prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Rorschach

1st-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a vial of ink)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Inquisitor, Occultist, Shaman
  • Origin: Jack Weighill

You touch a creature, gently pulling the answer to an abstract, otherwise meaningless question from the recesses of its mind, informing you of its nature and intentions. You learn three of the following pieces of information about the target creature.

  • It’s general disposition towards you.
  • Whether it is of a lawful, neutral or chaotic alignment.
  • Whether it possesses any significant trauma.
  • Whether it is currently being influenced by a significant feeling, and whether that influence is positive, neutral or negative.
  • Whether it is currently under the effects of a spell that would alter its mind, allegiances or memories.

A creature can resist the affects of the spell with a successful Intelligence saving throw. A creature that is aware of the spells casting can, on a successful save, attempt to make an Intelligence (Deception) check against your spell save DC. If it succeeds, the spell continues as normal, but the creature gets to create false results to the desired information.

Salvo

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a handful of sulphur, charcoal and saltpetre)
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You cause a reaction in the air, combining chemicals to form a powerful explosion at a point you choose within range. Each creature within 10 feet of the chosen point must succeed on a successful Constitution saving throw. On a failure, the target suffers 1d6 thunder damage, plus 1d6 fire damage and is knocked prone. On a success, the target takes half damage and is not knocked prone. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, either the fire or thunder damage (your choice) dealt increases by 1d6 for each spell slot level expended above 1st.

Sanctuary

1st-level abjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a silver mirror)
  • Duration: 1 minute
  • Classes: Cleric, Inquisitor, Odic, Odysseer, Shaman,
  • Origin: Player's Handbook

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Searing Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Paladin, Warden
  • Origin: Player's Handbook

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Shield

1st-level abjuration


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: 1 round

  • Classes: Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

When you are hit by an attack or targeted by the magic missile spell, an invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Shield of Faith

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a small piece of parchment with a bit of holy text on it)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Inquisitor, Paladin
  • Origin: Player's Handbook

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Sign

1st-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a ripe lemon, and a pinch of crystal dust worth 10 gp, which the spell consumes)
  • Duration: Until dispelled
  • Classes: Bard, Odic, Prism, Runeshaper, Wizard
  • Origin: Jack Weighill

You draw an arcane sigil on a surface you touch that can only be seen under certain circumstances. You can designate a particular event that must occur for the sigil to appear for 1 minute, before disappearing again. This can be as simple as "a humanoid comes within 20 feet of the sigil," to "the lever based puzzle must be correctly solved".

When the sigil appears, it is unintelligable to most, and requires a successful DC 12 Intelligence (Arcana) check to decipher its meaning. The sigil can convey any message that you choose, as long as that message is no more than a word or short phrase.

Truesight, or any other sense that reveals illusions can see the sigil without its specific conditions being met.

Silent Image

1st-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Odic, Ranger, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Sleep

1st-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of fine sand, a rose petal, or a cricket)
  • Duration: 1 minute
  • Classes: Æthera, Bard, Odic, Prism, Shaman, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Slicing Leaves

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Bard, Druid, Ranger, Sorcerer, Warlock, Wizard
  • Origin: Sprouting Chaos

You touch up to 6 leaves and imbue them with magic, hardening them and making their edges razor sharp. You or someone else can make a ranged spell attack with one of the leaves by throwing it with a range of 60 feet. Each attack with a leaf is made with advantage.

If someone else attacks with a leaf, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes slashing damage damage equal to 2d4 + your spellcasting ability modifier. Hit or miss, the spell then ends on the leaf.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of leaves you can effect with this spell increases by 3 for each slot level above 1st.

Snapburst

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Bard, Prism, Runeshaper, Wizard
  • Origin: Jack Weighill

You snap your fingers, unleashing a burst of light and sound at the target location. Each creature within a 20-foot radius surrounding the chosen point must succeed on a Constitution saving throw. On a failure, a creature is blinded and deafened until the end of your next turn.

Snapstar

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Druid, Prism, Warlock
  • Origin: Swordmeow

You snap, creating a tiny facsimile of a star at a point that you can see within range. Each creature that isn't blinded within 15 feet of the point must succeed on a Constitution saving throw or take 2d4 radiant damage and be blinded until the end of their next turn. A successful saving throw halves the damage dealt and the target is not blinded.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 2d4 for each slot level expended above 1st.

Snare

1st-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (30 feet of cord or rope, which the spell consumes)
  • Duration: Until dispelled or triggered
  • Classes: Druid, Ranger, Wizard
  • Origin: Xanathar's Guide to Everything

As you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on the ground or floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

Snilloc's Supernatural Snowman

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a vial of water, a carrot, and a small piece of agate worth 5 gp, which the spell consumes)
  • Duration: Concentration, up to an hour
  • Classes: Bard, Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You transmute water from the air around you into a being of snow that can do your bidding. The snowman follows your spoken orders to the best of its ability, with only the most basic of preservative skills (avoiding sheer cliffs, visible fire, acid pools, etc.).

The snowman lasts for 1 hour, until you lose concentration, it it drops to 0 hit points, upon which it becomes a mundane snowman.

The statistics for the snowman are as follows:


Animated Snowman

Medium construct, unaligned


  • Armor Class 9
  • Hit Points 7 (2d8 - 2)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 9 (-1) 8 (-1) 2 (-4) 10 (+0) 1 (-5)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
  • Damage Vulnerabilities fire
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages understands the languages of its creator, but can't speak
  • Challenge 1/8 (25 XP)

Heat Vulnerability. The snowman takes 1 point of fire damage for every 15 minutes it spends out in tempuratures above 80 °F.

At Higher Levels. When you cast this spell using a higher level, the amount of snowmen you conjure increases by 1 at 3rd, 5th, 7th, and 9th level, to a maximum of 5 snowmen.

Speak with Animals

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Druid, Occultist, Odic, Odysseer, Ranger
  • Origin: Player's Handbook

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Stone Bolt

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small mineral)
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You fire three pieces of stone at an enemy at great force. Each individual stone targets one creature or object of your choice within range. Make a ranged spell attack for each stone, targets hit takes 1d8 bludgeoning or piercing damage (your choice) per bolt.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the amount of stones you throw increases by 1 for every level above 1st.

Subdue Beast

1st-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a whip)
  • Duration: Instantaneous
  • Classes: Druid, Ranger
  • Origin: Devout Handbook

Choose a beast you can see within range and roll 5d8. If the total result of those dice is equal to or greater than the current hit points of the chosen beast, the beast becomes docile. A docile beast will use the Dodge action on each of its turns and nothing else, unless commanded otherwise by you. Commanding a docile beast to take an action requires you to use your reaction on the beast’s turn to give it a verbal command. This spell ends if you or a creature friendly to you deals damage to the docile beast.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Sudden Awakening

1st-level enchantment


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Occultist, Odic, Ranger, Sorcerer, Wizard
  • Origin: Xanathar's Guide to Everything

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement or provoking attacks of opportunity.

Swim

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a single fin or scale from a fish)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Bard, Cleric, Druid, Sorcerer, Warden, Wizard
  • Origin: Xanathar's Guide to Everything

You touch a living creature, granting it a swimming speed equal to its normal movement speed plus 10 feet for the spell's duration. If the creature already has a swimming speed greater than this amount, the spell has no effect on them. A creature affected by this spell may experience it as a non-visible magical benefit, or the spell may temporarily cause them to grow webbing between their fingers and toes, at the caster's discretion. This spell does not confer the ability to breathe in water, and creatures that can only breathe air must still do so.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it can affect one additional creature within range for each slot level above 1st.

Tasha's Hideous Laughter

1st-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (tiny tarts and a feather that is waved in the air)
  • Duration: Concentration, up to 1 minute
  • Classes: Accursed, Bard, Occultist, Wizard
  • Origin: Miscellaneous

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Tenser's Floating Disk

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of mercury)
  • Duration: 1 hour
  • Classes: Runeshaper, Wizard
  • Origin: Player's Handbook

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Thunderous Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Accursed, Paladin
  • Origin: Player's Handbook

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Thunderwave

1st-level evocation


  • Casting Time: 1 action
  • Range: 15-foot cube
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Bard, Druid, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Time Jolt

1st-level transmutation


  • Casting Time: 1 reaction; in which a creature within range rolls initiative
  • Range: 60 feet
  • Components: S, M (a copper gear)
  • Duration: Instantaneous
  • Classes: Astromancer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Watto

When you or another creature within range rolls initiative, you can cast this spell as a reaction to increase or decrease that creature's initiative by 5. An unwilling creature is unaffected if it succeeds on an Intelligence saving throw.

Torrent

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a ring inset with a motif of crashing waves)
  • Duration: Instantaneous
  • Classes: Æthera, Sorcerer, Warden, Warlock, Wizard
  • Origin: Codex of the Waves

A blast of roaring water issues from your hand in a direction you choose, occupying a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature that fails this save takes 2d6 bludgeoning damage on a failed save and is pushed to an available space of its choice within 5 feet of the end of this line. A creature that succeeds on this save takes half as much damage and is not pushed back.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Tseric’s Poetic Retort

1st-level enchantment


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within range of you that you can see
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard
  • Origin: Jack Weighill

You conjure with your voice an eloquent, but scathing remark against your attacker. If the target can hear you, it must succeed on a Wisdom saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn. A creature with an Intelligence or Wisdom of 6 or lower, or a creature that does not understand a language, is unaffected by this spell.

Twilight

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Bard, Druid, Occultist, Shaman, Warlock, Wizard
  • Origin: Axios Verum

Each friendly creature and object in a 20-foot cube centered on yourself is enshrouded in darkness. For the duration, any bright light in the area is reduced to dim light, and any dim light is reduced to darkness.

Any attack roll made against a friendly creature in the darkness is made at disadvantage.

Unseen Servant

1st-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of string and a bit of wood)
  • Duration: 1 hour
  • Classes: Æthera, Bard, Occultist, Runeshaper, Warlock, Wizard
  • Origin: Player's Handbook

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object.

The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Vengeful Spirit

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Shaman
  • Origin: Smooze

You beckon a spirit to your side, feeding it a vengeful rage. The spirit rushes towards a creature or object within range, seeking to destroy it. Make a melee spell attack against the target. On a hit, the target takes 3d8 bludgeoning, piercing, or slashing damage (your choice). Whether the attack hits or misses, the spirit hounds the target a moment longer, preventing it from taking reactions until the start of its next turn, after which the spirit vanishes.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Vitriolic Spray

1st-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of saliva and lemon or lime juice)
  • Duration: Instantaneous
  • Classes: Occultist, Sorcerer, Wizard
  • Origin: Jack Weighill

You launch forth a bolt of acidic sludge, striking an enemy you can see within range. On a hit, the target takes 2d4 acid damage, and all creatures in a 10-foot cone behind the target (excluding it) must succeed on a Constitution saving throw or take 2d4 acid damage, taking half on a success.

At Higher Levels. When casting this spell using a spell slot of 2nd level or higher, both instances of damage dealt by this spell increases by 1d4 per spell slot level above 1st.

Wild Cunning

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round
  • Classes: Æthera, Druid, Ranger, Shaman
  • Origin: Xanathar's Guide to Everything

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:

  • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
  • If there's edible forage, you know it and where to find it.
  • If there's clean drinking water, you know it and where to find it.
  • If there's suitable shelter for you and your companions, you know it and where to find.
  • Send spirits to bring back wood for a fire and to set up a campsite in the area using your supplies.
  • Have spirits instantly break down a campsite.

Wink

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, you return to an unoccupied space of your choice that you can see within 5 feet of the space you vanished from, and the spell ends. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near).

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 30 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Witch Bolt

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute
  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your bonus action to deal 1d8 lightning damage to the target automatically. The spell ends if you use your bonus action to do anything else. The spell also ends if you end your turn whilst the target is outside the spell's range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

Wrathful Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Accursed, Paladin
  • Origin: Player's Handbook

The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Zephyr Strike

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Astromancer, Ranger
  • Origin: Xanathar's Guide to Everything

You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. In addition, the first time you make a weapon attack on your turn before the spell ends, you make the attack roll with advantage, and your speed increases by 30 feet until the end of that turn.