1st-level abjuration
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.
1st-level abjuration
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.
1st-level enchantment
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. On a failure, the target suffers 2d6 psychic damage and becomes disoriented until the end of its next turn. A disoriented creature expends 2 feet of movement for every 1-foot it moves and suffers disadvantage on attack rolls and ability checks that use Strength or Dexterity. On a success, a creature suffers half damage and is otherwise unaffected.
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.
1st-level evocation
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At the end of the spell's duration, the acid loses potency and becomes a harmless sludge.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
1st-level abjuration (ritual)
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.
1st-level transmutation
For the duration, you gain the ability to touch a piece of writing and use your action to transfer up to 25 words of your choice from the writing onto another object or surface you touch. The text is copied in the exact same size as the original, but in your handwriting.
This spell can't copy text created by magic, the magical incantations of a spellbook or spell scroll, and if used to copy text disguised by an illusory script spell, it copies the illusory text rather than the original text.
1st-level abjuration
You magically empower or quell the triggering spell. Choose Amplify or Diminish.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus or penalty to spell attack modifier, spell save DC, and number of damage dice increases by 1 for every two slot levels above 1st.
1st-level evocation (smite)
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.
1st-level evocation
You channel a static charge through your body. Until the end of your next turn, your speed increases by 15 feet. When the spell ends, you can choose to take the remaining charge of the spell and launch it towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus to your speed increases by 5 feet for every two slot levels above 1st and the damage dealt increases by 1d10 for each slot level above 1st.
1st-level conjuration (ritual)
You gesture with your hand, conjuring a weapon or piece of armour worth 50 gp or less at a point that you can see within range, or in your hand.
When you summon a piece of armour in this way, you may choose for the armour to appear on a willing creature that you can see within range, as long as that creature is not currently wearing a suit of armour.
1st-level abjuration
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.
1st-level conjuration
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter enemies within 10 feet of you. Each creature you choose in that area must make a Strength saving throw. On a failed save, a target takes 2d8 necrotic damage and until the start of your next turn, it can't take reactions and its speed is halved. On a successful save, the creature takes half as much damage, it instead can't take reactions until the end of the turn, and its speed is unaffected.
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.
1st-level evocation
You invoke the power of Gargauth, the Tenth Lord of the Nine. A spear of searing golden light flies towards a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage and suffers disadvantage on attack rolls until the end of your next turn as the light scorches their soul.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d10 for each slot level above 1st.
1st-level dunamancy
You coat yourself in a field of altered gravity, allowing you to partially rotate your interaction with vertical space. Until the end of the turn, your speed is doubled, you can move up, down, and across vertical surfaces while leaving your hands free, and you have a climbing speed equal to your walking speed.
1st-level divination
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.
Additionally, while the link is active, the Beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
1st-level divination (ritual)
You touch a willing Beast. For the duration of the spell, you can use your action to see through the Beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
1st-level evocation
A magical arm of arcane force extends from your back, shoulder, elbow, or chest and lasts for the duration. The arm can manipulate an object, open or close a door or container, or pick up or set down a Tiny object.
Additionally, while the arm lasts, your weight capacity increases as per the Helping Hand Weight table.
Weight Capacity | Increased by… |
---|---|
Encumbered | Your spellcasting ability score. |
Heavily encumbered | Your spellcasting ability score multiplied by 5. |
Carrying capacity | Your spellcasting ability score multiplied by 10. |
Push, drag, or lift | Your spellcasting ability score multiplied by 15. |
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the arm can also wield a buckler or a weapon that has the light property. When you cast this spell using a spell slot of 3rd level or higher, the arm can also wield a round shield or any weapon that lacks the heavy or two-handed properties. When you cast this spell using a spell slot of 4th level or higher, the arm can also assist you in wielding a weapon with the heavy or two-handed property.
1st-level enchantment
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.
1st-level evocation
You conjure a strong wind in a 30-foot cube centred on a point that you can see within range, which remains until the end of your next turn. The wind howls with a biting sting, forcing each creature in its area to make a Constitution saving throw. On a failure, a creature takes 1d6 slashing damage, or half as much damage on a success.
A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the damage dealt increases by 1d6 for each slot level above 1st.
1st-level transmutation
You alter the blood flow of a creature that you can see within range, causing them to bleed excessively. The target must make a Constitution saving throw, starting to bleed (2d4) on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bleeding increases by 1d4 for each slot level above 1st.
1st-level transmutation
You direct your Manifestation to follow the lead of another. Your Manifestation can immediately use its reaction, if available, to make an attack roll against the target of the triggering attack.
If your Manifestation is not in range when you cast this spell, the spell fails.
1st-level evocation
You hurl forth a bouncing orb of flicking flame toward a point on the ground that you can see within range, then note the distance and direction between yourself and the chosen point. On impact, the orb sends out a burst of flame in a 5-foot-radius around it. Each creature caught in the area must make a Dexterity saving throw, taking 2d4 fire damage on a failed save, or half as much on a successful one.
Then take the noted distance and direction. The orb bounces, moving in that distance and direction. If it does not collide with a solid surface before reaching the end of this movement, it falls to the ground, bursting again in the same fashion, after which the spell ends.
Otherwise, if it collides with a solid surface before it stops moving, it bursts again in the same fashion, before bouncing again. If the collided surface was a vertical surface, the orb changes direction based on the angle at which it collided with that surface (DM's discretion).
Once the orb has burst three times, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d4 for each slot level above 1st.
1st-level conjuration
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.
1st-level evocation (smite)
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 additional 2d8 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 until the end of your next turn, after which the spell ends.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d8 for each slot level above 1st.
1st-level conjuration
You conjure a soapy bubble around a Medium or smaller creature that you can see within range, attempting to trap the target within. The target must succeed on a Dexterity saving throw or become incapacitated inside the bubble for the duration. A creature within the bubble can repeat its saving throw at the end of each of its turns, slipping free from the bubble into the nearest unoccupied space.
Any attack roll made against a creature inside the bubble instead targets the bubble.
The bubble a Medium object, and has AC 10, hit points equal to five times your spellcasting ability modifier, resistance to bludgeoning damage, and immunity to poison and psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bubble's hit points increase by 10 for each spell slot level expended above 1st.
Additionally, when you cast this spell using a spell slot of 3rd level or higher, the size of the bubble and the creature it can contain increase by one size category for every two spell slot levels expended above 1st, reaching a maximum at Huge sized creatures.
1st-level evocation
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.
1st-level illusion
You coat a target creature in a 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, the 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.
1st-level enchantment
You speak damning words to a creature that you can see within range. Any creature can understand your words, unless it has an Intelligence score of 4 or less. A creature that hears and understands your words must make a Wisdom saving throw. On a failure, a creature takes 2d8 psychic damage and becomes stricken with godly weakness, suffering disadvantage on the next saving throw it makes within the next minute. On a success, a creature takes half as much damage and it suffers no disadvantage.
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.
1st-level enchantment
You awaken a terrible fear 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 this saving throw with disadvantage.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
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.
1st-level conjuration
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 make a Dexterity saving throw. On a failure, a creature suffers 2d4 acid damage, or half as much on a success. Once the bolt reaches its destination, it hovers in the air as a globulous mass which remains in place until the end of your next turn.
As a bonus action before the spell ends, you can have the globule fire a smaller bolt of acid at a target a within 20 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d4 acid damage 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 bolts you can have the globule fire increases by 1 for each spell slot level expended above 1st. Each bolt is fired as a part of the same bonus action and can target different creatures, or all target the same creature, but each bolt requires its own attack roll.
1st-level transmutation
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.
1st level conjuration
You conjure a great fist of light that smashes down on your enemy and seeks to hold that foe fast in its grip. Choose a Large or smaller creature within range. The target must make a Dexterity saving throw. On a failed save, the target suffers 4d4 radiant damage and is restrained until the end of its next turn. On a successful save, it takes half as much damage, and is not restrained.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 2d4 for each slot level above 1st.
1st-level abjuration (ritual)
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
1st-level evocation
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.
1st-level evocation
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.
1st-level divination
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.
1st-level enchantment
You compel a creature into a duel. The target 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. On a failure, it can't attempt to do so again this turn. On a success, this spell doesn't restrict the target's movement for that turn. A creature immune to the charmed condition is unaffected by this spell.
The spell ends if you cast it again on a different target, you end your turn more than 30 feet away from the target, or if you end your turn and you have not taken a hostile action against the target since the end of your previous turn.
1st-level conjuration
You conjure a rock in a space that you can see within range, which immediately begins to fall. When the rock impacts a creature, object, or surface, it deals 1d8 bludgeoning damage to that target for every 10 feet the rock fell, up to a maximum of 3d8 damage. A creature that takes damage from this spell has disadvantage on the next attack roll or ability check it makes within the next minute. The rock is turned to dust on impact.
If a creature would be impacted in this way, it can make a Dexterity saving throw. On a success, the creature takes half as much damage from the spell and does not suffer disadvantage. A creature fails this saving throw automatically if it's blinded, surprised, or if you were hidden from it when you cast the spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum damage dealt by the rock increases by 1d8 and the spell's range increases by 10 feet for each slot level above 1st.
1st-level evocation
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.
1st-level conjuration
You summon fey spirits that take the form of up to four Small or smaller beasts of challenge rating 0. The forms of each summoned creature are determined randomly by the DM and are appropriate to your current environment.
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. They obey any verbal commands that you issue to them, but will not enter situations of hazard, such as attacking another creature, or entering an obviously dangerous environment. If you don't issue any commands to them, they act as that creature would naturally in the wild.
The DM has the creatures' statistics, but you are responsible for keeping track of them.
1st-level abjuration
You surround a creature or object you touch with protective starlight. The target gains 5 temporary hit points for the duration.
Additionally, whenever the target makes a saving throw while it has these hit points, it rolls a d4 and adds the number rolled to the result of its saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the temporary hit points increase by 5 for each slot level above 1st.
Additionally, if you cast this spell using a spell slot of 3rd level or higher, the target adds a d6 to its saving throws instead of a d4. If you cast this spell using a spell slot of 5th level or higher, the target adds a d8 to its saving throws instead of a d4 or a d6.
1st-level transmutation
All nonmagical food and drink within a 5-foot-radius sphere centered on a point you can see within range becomes contaminated for the duration. Contaminated food and drink tastes of poorer quality than it would have otherwise and provides only half as much nourishment. Additionally, any creature that consumes the contaminated food or drink must succeed on a Constitution saving throw or become poisoned until it next finishes a long rest.
A purify food and drink spell cast on affected food or drink ends the spell's effect on that food or drink early.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature takes 1d8 poison damage on a failed saving throw against this spell for each slot level above 1st, or half as much damage on a successful one.
1st-level transmutation
You speak a one-word command to a Medium or smaller mechanism or device object that you can see within range that's not being worn or carried. The target briefly animates and immediately follows the spoken command if it can. Once the task is complete, or after 1 minute has passed, the spell ends. The spell has no effect if you have no grasp of the target's purpose or approximate function or if the target is protected by security you have no manually bypassed, magical or otherwise (such as a locks, passwords, or protective magic), that prevents it from being operated.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target object can be Large or smaller. When you cast this spell using a spell slot of 6th level or higher, the target object can be Huge or smaller.
1st-level transmutation
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.
1st-level conjuration
You conjure up to twenty pieces of ammunition in a space that you can see within range. The ammunition is made from common, sturdy materials and is nonmagical.
1st-level necromancy (ritual)
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.
1st-level conjuration
With a gesture, you summon a roaring wave of water to buffet a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 bludgeoning damage and is pushed up to 10 feet in a straight line away from you. You may then choose another creature within 10 feet of the initial target. Repeat the attack against the second target. On a hit, the new target takes 2d6 bludgeoning damage and is pushed up to 10 feet in a straight line away from the initial target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by both attacks increases by 1d6 and the maximum distance pushed increases by 5 feet for each slot level above 1st.
1st-level evocation
You channel a piece of your spirit to your Manifestation. Your Manifestation regains hit points equal to 2d8 + your bonded level.
If your Manifestation is not in range when you cast this spell, the spell fails.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.
1st-level necromancy
You fire a bolt of accursed energy towards a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 necrotic damage plus 2d6 psychic damage, and it becomes cursed until the end of your next turn. A creature cursed in this way has disadvantage on attack rolls, thanks to the dark energy that surrounds the target until then.
1st-level evocation
You release a pulse of light in a 15-foot cone. Each creature caught in the area must make a Constitution saving throw. On a failure, a target takes 2d6 radiant damage and whenever that creature makes an attack roll or ability check before the end of their next turn, roll a d4 and subtract the result from the target's roll. On a success, the target takes half as much damage and is otherwise unaffected.
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 slot level above 1st.
1st-level necromancy
In a creature's dying moments, you briefly take control of its limbs, causing it to move, or to lash out at nearby enemies. The target twitches and crawls up to its walking speed. It can then perform one of the following actions:
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum sized creature you can target with this spell increases as you gain levels, increasing by one size category for every two slot levels above 1st.
1st-level abjuration
You conjure a protective rune to shield you and creatures around you. Until the end of your next turn, whenever you or an allied creature within 10 feet of you take damage, reduce that damage by 1d4.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d4 for each slot level above 1st.
1st-level divination
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.
1st-level divination (ritual)
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.
1st-level divination
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:
1st-level divination (ritual)
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.
1st-level divination
Choose one memory you have, which may be up to as long as the spell's duration. Through mental projection, you transmit this memory to either up to six creatures of your choice within range, or displayed in a 5-foot cube that appears within range. Regardless of how the memory is displayed, it plays out in real time exactly as you experienced it.
The memory may include any or all feelings and sensations you felt during the memory, transmitting them. If you chose to display the memory in a 5-foot cube, the memory displays only sight and sound.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the spell's duration increases to 1 hour. When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases to 4 hours.
1st-level abjuration
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.
1st-level evocation
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an additional 1d4 radiant damage on a hit.
1st level dunamancy (ritual)
A levitation field surrounds the feet of a creature you touch. For the duration, the creature hovers slightly above the ground, leaving no trace of its passage. The creature's movement speed and footing unaffected by uneven ground, snow, ice, or similar terrain. However, if the recipient takes the Dash action, the spell ends.
In addition, an affected creature can move over water, but rough seas or waves higher than 1-foot above the surface disrupt the levitation field and end the spell early.
1st-level conjuration (smite)
The next time you hit a creature with a melee attack during the spell's duration, the target is surrounded by a cloud of stardust, and the attack deals an extra 1d6 force damage to the target.
Additionally, unless the target is immune to blindness or can see without the use of its eyes, it suffers disadvantage on attack rolls that it makes until the start of your next turn, upon which the spell ends.
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 slot level above 1st.
1st-level conjuration
You briefly conjure an ethereal tendril of eldritch power at a point that you can see within range, which grabs hold of a creature within 10 feet of it. The target must make a Strength saving throw. On a failure, it takes 2d10 force damage and is pulled into the nearest unoccupied space to the tendril. On a success, it takes half as much damage and is not pulled.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance at which the tendril can grab a target increases by 5 feet and the damage dealt increases by 1d10 for each slot level above 1st.
1st-level conjuration (smite)
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 suffers 1d6 slashing damage. Then, 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 taken at the start of a creature's turn increases by 1d6 for each slot level above 1st.
1st-level conjuration
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.
1st-level evocation (smite)
The next time you hit with a weapon attack using a divine arm during this spell's duration, the target releases a burst of radiant energy. Each creature you choose within 5 feet of the target must make a Dexterity saving throw, taking 3d4 radiant damage on a failed save, or half as much damage on a successful one. Once you have dealt this damage, the spell ends.
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 above 1st.
1st-level necromancy (smite)
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon draws a piece of their soul into you, and the attack deals an extra 2d6 necrotic damage. You then gain one essence point. The spell then ends.
1st-level transmutation
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.
1st-level necromancy
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.
1st-level conjuration (ritual)
You gain the service of a familiar, a spirit that takes the form of a Small or smaller Beast of challenge rating 0, with which you're familiar (DMs discretion). Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is an Celestial, Elemental, Fey, or Fiend (your choice) instead of a Beast. The familiar is your Companion, but it's can't attack. It can however 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.
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.
1st-level evocation
Extending from your hand, you release a lash of primal flame that strikes out at a creature that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 2d8 fire damage and must succeed on a Constitution saving throw or suffer a painful burn.
A creature with this burn takes 1d4 fire damage at the start of each of its turns. The burn remains for 1 minute, or until a creature within 5 feet of the target uses an action to make a make a Wisdom (Medicine) check, the DC of which is equal to the spell save DC, treating the burn on a success. A creature automatically succeeds on this check if it expends the use of a healer's kit.
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.
1st-level conjuration
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.
1st-level divination
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.
1st-level evocation
You unleash a buffeting burst of wind in a 5-foot wide, 30-foot-long line. Each creature caught in the area must make a Strength saving throw, taking 2d6 bludgeoning damage on a failed save, or half as much on a success. The area is filled with a Strong Wind. For the duration, the area remains as a wind tunnel. Creatures in the area moving towards the spell’s point of origin treat the area as difficult terrain, whereas creatures in the area moving away from the spell’s point of origin expend only 1-foot of movement for every 2 feet they move.
You may dismiss the wind tunnel as a bonus action, ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage increases by 1d6, the line's length increases by up to 10 feet, and the line's width increases by up to 5 feet for each slot level above 1st.
1st-level evocation
You create a powerful draft beneath your feet. As a part of casting this spell, you can take the Dash and Disengage actions (no action required). Additionally, until the end of the turn, your jump distance is tripled.
1st-level necromancy
You unleash a wave of spiritual energy in a 30-foot-long, 5-foot-wide line in front of you. Each creature caught in the area must make a Charisma saving throw. On a failure, a creature takes 2d8 necrotic damage and suffers disadvantage on the next attack roll or ability check it makes before the end of its next turn. On a success, it takes half as much damage and is otherwise unaffected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d8 for each slot level above 1st.
1st-level necromancy
You grow foul germs on the body of a creature within range. At the start of each of the target's turns for the duration, it takes 1d6 poison damage.
The target or another creature within 5 feet of them can use its action to make a Wisdom (Medicine) check against your spell save DC, killing the germs on a success and ending the spell. Expending a use of a healer's kit as a part of that action grants advantage on this check.
Any effect that cures disease used on the target can end this spell's effects early for it.
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 slot level expended above 1st.
1st-level conjuration
You send out a whirling blast of sand in a 10-foot radius cone in front of you. Each creature caught in the area becomes blinded until the end of the current turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the cone increases by 5 feet for every spell slot level expended above 1st.
1st-level transmutation
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. When the spell ends, the berries lose their potency and become nonmagical berries.
1st-level conjuration
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
1st-level conjuration
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.
The grease is flammable. Any grease exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
1st-level evocation
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 3d6 necrotic damage and must make a Wisdom saving throw or become frightened of you until the end of your next turn. The target takes half damage and 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, the damage dealt increases by 1d6 for each slot level above 1st.
1st-level evocation
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.
1st-level evocation
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 creature suffers 2d6 bludgeoning damage and is pushed 10 feet away from you. On a success, a creature instead 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.
1st-level conjuration (smite)
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 10 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.
1st-level enchantment
You speak a spiritual lesson of harsh deconstruction, cutting at the core of another creature within range that can hear you. For the duration, the target takes 1d6 psychic damage at the start of each of its turns and whenever it makes an attack roll, it rolls a d4 and subtracts the number rolled from the result of the attack roll.
At the end of each of the target's turns, it can make a Wisdom saving throw against the spell, ending it early on a success.
The spell ends early if the target is ever unable to hear you.
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 slot level above 2nd.
1st-level evocation
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.
1st-level enchantment
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.
1st-level conjuration
You conjure a vortex of holy water that swirl around you in a 20-foot-radius disk that's 6-inches thick and orientated however you choose. Each creature you choose that's caught in the area must make a Dexterity saving throw, taking 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Each creature that failed it saving throw is also either pushed 10 feet in a straight line away from you or pulled 10 feet in a straight line towards you (your choice).
A Fiend or Undead creature you target with this spell automatically takes an extra 2d6 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d6, the radius of the disk increases by 5 feet, and the distance the target is moved is increased by 5 feet for each slot level above 1st.
1st-level divination
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.
1st-level conjuration
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 it must make a Dexterity saving throw, taking 2d6 cold 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 cold damage increases by 1d6 for each slot level above 1st.
1st-level necromancy
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.
1st-level transmutation
You grant a creature that you can see within range a magical leap. Until the spell ends, the target's jump distance is tripled and it can use your spellcasting ability to determine its jump distance instead of its Strength.
1st-level enchantment
You speak a spiritual lesson of kindness and harmony to another creature within range that can hear you, helping them withstand whatever hardship is to come. For the duration, the target gains 1d6 temporary hit points at the start of each of its turns and whenever it's forced to make a saving throw, it rolls a d4 and adds the number rolled to the result of the saving throw.
The spell ends early if the target is ever unable to hear you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points granted increase by 1d6 for each slot level above 2nd.
1st-level transmutation
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.
1st-level enchantment
You exert your odyllic powers over a creature that you can see within range. The target must make a Wisdom saving throw. On a failure, the target takes 2d8 necrotic damage and its speed is reduced to 0 until the start of your next turn. On a success, the target takes half as much damage and is otherwise unaffected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d8 for each slot level above 1st.
1st-level necromancy
You release a burst of odyllic energy in a 15-foot cone that rattles the lifeforce of your foes, lending their strength to your allies. Each hostile creature caught in the area must make a Constitution saving throw. A creature takes 2d8 necrotic damage on a failed save, or half as much on a successful one.
Then, each allied creature in the area gains temporary hit points equal to half the necrotic damage rolled.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d8 for each slot level above 1st.
1st-level evocation
You create an incandescent, immaterial screen of light. The screen is a 10-foot wide, 10-foot-high, 1-inch-thick barrier of light energy that appears at a point that you can see within range and is orientated however you choose.
Only you or a creature with truesight can see through the screen.
1st-level abjuration
You speak divine words of protection, shielding a creature against incoming harm. Choose a creature that you can see within range. If the target can hear and understand you, it gains 10 temporary hit points, which last 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 temporary hit points granted increase by 10 for each slot level above 1st, to a maximum of 50.
1st-level evocation
You speak divine words of strength, granting them holy power. Choose a creature that you can see within range. If the target can hear and understand you, it becomes empowered until the end of your next turn. Whilst empowered in this way, any weapon attack the target makes deals an extra 1d4 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d4 for every two slot levels above 1st, to a maximum of 3d4.
1st-level abjuration
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.
1st-level abjuration
You touch a nonmagical shield or suit of armour. Until the spell ends, that armour becomes magical, granting a +1 bonus to armour class for a creature that wears it. Additionally, whenever the wearer of the magic armour suffers damage, they may reduce that damage by 1d4.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. When you use a spell slot of 5th level or higher, the bonus increases to +3. Additionally, when you cast this spell using a spell slot 2nd level of or higher, the damage reduction increases by 1d4 for every two slot levels above 1st.
1st-level evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. Each 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.
1st-level dunamancy
You amplify the gravity in a 10-foot radius sphere centered on a point you can see within range. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 1d10 force damage, and its speed is halved until the start of your next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
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.
1st-level necromancy
Your blanket the dying around you with a protective shroud, staving off the cold embrace a moment longer. Choose up to twelve living creatures that you can see within range that have 0 hit points. Each target becomes stable and if they're bleeding, the condition ends. This spell has no effect on Undead or Constructs.
1st-level transmutation (ritual)
You touch a set of thieves' tools or artisan's tools and magically transform them into either thieves' tools or another type of artisan's tool you choose. You can end the spell at any time by using an action and touching the transformed tools.
1st-level evocation (smite)
You coat your weapon in primal energy. The next time you hit a creature with a weapon attack during the duration, the attack deals an extra 1d6 acid, cold, fire, lightning, poison, or thunder damage (your choice) and the target must make a Wisdom saving throw. On a failed save, the target is branded by that energy. For the duration, whenever the branded creature takes damage of that type, it takes 1d6 extra damage and can make an additional Wisdom saving throw, ending the spell on a success.
If the target or a creature within 5 feet of it uses its action to remove the brand, the spell ends early.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage dealt increases by 1d6 for each slot level above 1st.
1st-level conjuration
You fire a volley of four enemy-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 two per spell slot level expended above 1st, up to a maximum of twelve needles.
1st-level transmutation (ritual)
You turn a number of Medium or smaller objects into diminutive trinkets that can be easily carried around. You touch an object, changing its size and weight to that of a trinket that could fit in a 1-inch-by-1-inch cube. The chosen object must be one that's not being worn or carried by another creature, must not be connected to other objects (such as a door connected to a wall), and must not contain other objects, otherwise the spell fails. The object reverts to its original size and weight when the spell ends or if you use an action to touch the affected object and end the spell on it early.
The new weight of the object in trinket form changes based on the size of the objects being transformed. Consult the table below to determine the percentage by which the object's weight is reduced.
Size | Weight |
---|---|
Tiny | 20% |
Small | 60% |
Medium | 80% |
A magical item shrunk by this spell retains its magic, but if it must be worn or carried to convey those effects, it cannot convey them in trinket form. Additionally, weapons, armour, and shields shrunken by this spell cannot be used in trinket form.
1st-level evocation (ritual)
You create an intangible glowing orb of light that floats in the air, illuminating your surroundings. The orb itself is a 1-foot diameter sphere that spreads bright light in a 20-foot radius around it, and dim-light for an equal distance.
The orb follows you, floating in a space within 15 feet of you and moving toward you at a speed of 30 feet per round should you leave the area. The orb can move through solid objects and creatures at no detriment to itself, you, or the creature or object it moves through.
As a bonus action on each of your turns, you can make any combination of the following effects:
1st-level conjuration
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.
1st-level conjuration
You toss out a glowing flower petal that flies towards a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 slashing damage and starts bleeding (1d4).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you throw one additional petal for each slot level above 1st.
You make a ranged spell attack for each petal and you can hurl them at one target or several.
1st-level evocation (smite)
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.
1st-level abjuration
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.
1st-level evocation
You conjure a rune of power to knock away nearby foes. Each creature you choose within 10 feet of you must make a Strength saving throw. On a failure, a target takes 2d8 force damage and is pushed 10 feet away from you. On a success, a target takes half as much 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 1d8 for each slot level above 1st.
1st-level transmutation
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.
1st-level evocation
A beam of light streaks from your hand towards a creature that you can see within range. On a hit, the target takes 3d6 radiant damage. Regardless, the beam erupts in a burst of radiant energy in a 10-foot radius around the target. Each creature caught in the area must succeed on a Constitution saving throw or suffer disadvantage on the next attack roll it makes before the end of its next turn.
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 slot level above 1st.
1st-level necromancy
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 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.
1st-level conjuration
You conjure a patch of razorvine at a point that you can see within range, which remains for the duration. The razorvine is a 10-foot high, 10-foot-wide, 5-foot-thick wall or hedge and is orientated however you choose. The razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage. A creature moving through the razorvine must spend 4 feet of movement for every 1 foot it moves.
When a creature comes into contact with the razorvine for the first time on a turn, the creature must make a Dexterity saving throw, taking 1d10 slashing damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can conjure an additional patch of razorvine for each slot level above 2nd.
1st-level evocation
You conjure the anger of the gods, which takes the form of a red aura around you. The aura sheds dim light in a 20-foot-radius around you and lasts until the start of your next turn.
While the aura persists, creatures and objects inside it can't benefit from being invisible and whenever a creature or object in the area takes damage for the first time on a turn, you can choose for that creature or object to take an extra 1d4 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage die rolled increases in size by one for each slot level above 1st, to a maximum of a d12.
1st-level abjuration (ritual)
You imbue a Medium or smaller nonmagical object you touch with arcane reinforcements, enhancing its protective nature. The object gains a +4 bonus to its AC and its hit point maximum and current hit points are doubled.
The spell ends if the object drops to 0 hit points, or you end it as an action on your turn while touching the object.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect an object of Large size or smaller. When you cast the spell using a spell slot of 5th level or higher, you can affect an object of Huge size or smaller. When you cast this spell using a spell slot of 7th level, you can affect an object of Gargantuan size or smaller.
Casting the spell at higher levels incurs a greater material cost. The spells material cost increases by 50 gp for each slot level above 3rd.
1st-level evocation (smite)
The next time you hit with a weapon attack using a divine arm during this spell's duration, the target takes an extra 2d6 necrotic damage. You then regain hit points equal to a roll of the divine price. Once you have dealt this damage, the spell ends.
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 slot level above 1st.
1st-level conjuration
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.
1st-level necromancy
You touch a humanoid creature that has died within the last minute, puppeteering its corpse with a crude imitation of life. The target animates as a zombie under your control. On each of your turns, you can use a bonus action to mentally command the zombie if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until the task is complete.
Once the spell ends, the creature becomes a lifeless corpse once more and cannot be targeted with rouse dead in future.
1st-level transmutation
You cause a reaction in the air, combining chemicals to form a 5-foot-radius explosion at a point you choose within range. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 1d6 thunder damage plus 1d6 fire damage and is knocked prone. On a success, a creature instead 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 dealt (your choice) increases by 1d6 for each spell slot level expended above 1st.
1st-level abjuration
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.
1st-level abjuration
You call upon a protector spirit to come to the aid of the triggering creature. Roll a d4 and add the result to the target's saving throw, potentially turning the failure into a success.
1st-level evocation (smite)
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 it 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. 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.
1st-level divination
You magically strengthen the bond between yourself and your Manifestation. Choose one skill proficiency possessed by either you or your Manifestation. The other gains that proficiency too for the spell's duration. The spell ends early if you cast it again.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose a saving throw proficiency instead of a skill proficiency.
1st-level abjuration
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. If you're wearing heavy armour or wielding a shield, the bonus is instead +3.
1st-level abjuration
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
1st-level abjuration (smite)
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with protective power, and the attack deals an extra 2d6 force damage to the target. The spell then forms a defensive barrier around you, granting you temporary hit points equal to the force damage dealt, which last for the duration.
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 slot level above 1st.
1st-level dunamancy
You create a gravitational field around a creature that you can see within range and push them up to 30 feet directly up into the sky. If the creature collides with a solid surface during this movement, it stops moving and it must succeed on a Strength saving throw or be knocked prone and take 1d4 bludgeoning damage for every 10 feet it was pushed into the air. Regardless, once a creature stops moving, gravity returns to normal for it.
An unwilling creature can make a Strength saving throw, and if it succeeds, it isn't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum distance you can fling the target increases by 10 feet for each slot level above 1st.
1st-level evocation
You snap your fingers, creating a tiny facsimile of a star at a point that you can see within range. Each creature within 15 feet of the star that can see it must make a Constitution saving throw. On a failed save, a creature takes 2d4 radiant damage and becomes blinded until the end of their next turn. On a success, a creature takes half as much damage and 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.
1st-level abjuration
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.
1st-level enchantment
You send out a wave of disorienting, static sound in a 20-foot cone. Each creature caught in the area that hears the sound is deafened until the end of their next turn. A creature deafened in this way has disadvantage on attack rolls and ability checks. A creature immune to thunder damage is immune to the effects of this spell.
1st-level transmutation
You send a jolt of energy to your Manifestation, driving it forward. Your Manifestation can immediately use its reaction, if available, to move up to its speed without provoking opportunity attacks.
If your Manifestation is not in range when you cast this spell, the spell fails.
1st-level evocation
You send out a wave of energy between yourself and your Manifestation. If your Manifestation is within range, you form a 5-foot-wide line of energy between yourself and it. Each creature caught in the area other than yourself or and the Manifestation must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
If your Manifestation is not in range when you cast this spell, the spell fails.
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.
1st-level divination (ritual)
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.
1st-level evocation (smite)
The next time you hit a creature with a melee attack during the spell's duration, the target is surrounded by a searing starlight, and the attack deals an extra 1d6 radiant damage to the target.
Additionally, the next attack roll made against the target is made with advantage. On a hit, this attack deals an extra 1d6 radiant damage to the target. On a hit or a miss, the spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the secondary damage increases by 1d6 for each slot level above 1st.
1st-level transmutation
You pull from the earth three shards of stone, launching them forward at creatures within range. The stones may all target one creature or several. Make a ranged spell attack for each stone. On a hit, a creature suffers 1d10 bludgeoning or piercing damage (your choice).
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, you launch one additional stone for each spell slot level expended above 1st.
1st-level dunamancy
You abstract a creature's thoughts, granting them a heightened sense. Choose a willing creature within range. The target's current place in the initiative moves up by 2d4. If this increase would cause another creature's initiative to become higher than your own, it takes its next turn immediately after yours ends.
Additionally, the target gains advantage on the first attack roll or ability check it makes before the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the increase in initiative increases by 1d4 for each spell slot level expended above 1st.
1st-level conjuration (summon)
You manifest some of your spell power as a living cantrip. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Living Cantrip stat block. When you cast the spell, choose a cantrip you know, which determines what spell the living cantrip can cast using its Cantrip Mimicry action. The creature resembles a mote of magical energy that represents the chosen cantrip in a manner you choose. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the living cantrip is considered to be a 5th-level spellcaster when it uses Spell Mimicry. When you cast this spell using a spell slot of 6th-level or higher, the living cantrip is considered to be a 11th-level spellcaster when it uses Spell Mimicry. When you cast this spell using a spell slot of 9th-level, the living cantrip is considered to be a 17th-level spellcaster when it uses Spell Mimicry.
Tiny Construct (Living Spell), Unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 10 (+0) | 20 (+5) | 12 (+1) | 14 (+2) | 10 (+0) |
Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Constructed Nature. The living spell doesn't require air, food, drink, or sleep.
Imbued Cantrip. The living spell has one cantrip encoded into its being, determined when you cast the spell.
Illumination. The living cantrip sheds dim light in a 10-foot radius.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Spell Mimicry. The living spell casts its imbued cantrip, without requiring verbal components and using your spell attack modifier and spell save DC. The living spell is considered to be a 1st-level spellcaster when it casts its imbued cantrip.
1st-level enchantment
You speak a lesson of encouragement and support. As long as you can see the target and they can hear you, they can immediately roll an additional d20 for the triggering ability check. The target then chooses which of the d20s is used for the ability check.
The target then rolls a d4, adding the number rolled to the result of the ability check.
1st-level transmutation
You create a magical mist that fills a cube up to 20 feet on a side, centred on a point that you can see within range, and that lasts until the end of your next turn. The mist spreads around corners and its area is lightly obscured. A creature moving through the mist spends only 1-foot of movement for every 2 feet it moves and it doesn't provoke opportunity attacks.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the cube increases by 10 feet for each slot level above 1st.
1st-level abjuration
You draw the protective energies from a creature that you can see within range, imbuing those defences in a nearby creature. The target must make a Strength saving throw. On a failure, the target takes a -3 penalty to AC and another creature you choose within range then gains a +3 bonus to AC. On a success, the target takes a -1 penalty to Ac and another creature within range then gains a +1 bonus to AC. The effects of this spell last until the end of your next turn.
Creatures not wearing armour and without natural armour automatically succeeds on saving throws made against this spell.
1st-level conjuration (ritual)
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.
1st-level evocation (smite)
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. Once you have dealt this damage, 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.
1st-level evocation
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 unoccupied 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.
1st-level transmutation
You touch a creature, empowering its flesh with supernatural resilience. The target gains a +2 bonus to its AC, which lasts until the spell ends. The spell ends if the target dons Medium or Heavy armour or if you dismiss the spell as an action.
1st-level transmutation (smite)
The next time you hit a creature with a weapon attack before this spell ends, a venom forms upon its edge, seeping through the target's flesh and open wounds, forcing it to make a Constitution saving throw. On a failure, a target becomes poisoned for the duration. While poisoned by this spell, the target suffers 1d6 poison damage at the start of each of its turns. The target can repeat its saving throw at the end of each of its turns, ending the spell on a success.
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.
1st-level conjuration
You summon a cascading downpour of inky shadow that fills a 20-foot-high, 5-foot-diameter cylinder, centred on a space that you can see within range. Each creature caught in the area must make a Constitution saving throw, taking 2d10 necrotic damage on a failed save, or half as much damage on a successful one. Immediately after, the ink fills a 5-foot cube at the bottom of the cylinder with magical darkness, which lasts 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 dealt increases by 1d10 and the number of cubes of magical darkness increases by up to three for each slot level above 1st. Each created cube must be contiguous with at least one other cube.
1st-level conjuration
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.
1st-level conjuration
You launch forth a bolt of acidic sludge, striking an enemy you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 acid damage. Hit or miss, the bolt then sprays outwards into a 10-foot cone of acid extending behind the target. Each creature, excluding the original target, must make a Constitution saving throw. On a failure, a creature suffers 2d6 acid damage, or half as much 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 1d6 per spell slot level above 1st.
1st-level abjuration
You are surrounded by a soft light and a thin haze of incense smoke that sheds dim light in a 20-foot radius around you. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area.
1st-level evocation (smite)
The next time you hit a creature with a melee weapon attack before the spell ends, you're surrounded by a swirling gale that fills a 10-foot-radius around you. Each creature you choose that's caught in the area must make a Strength saving throw. On a failure, a creature takes 1d8 bludgeoning damage and you can push it up to 10 feet in a straight line away from you or towards you (you choose for each creature). On a success, a creature takes half as much damage and it's not pushed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d8 for each slot level above 1st.
1st-level transmutation (ritual)
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:
1st-level conjuration
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 10 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 grey, 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.
1st-level evocation
You call down a freezing gust of wind that fills a 5-foot cube centred on a point that you can see within range. The area is filled with strong wind. When the gust appears, each creature caught in the area must make a Constitution saving throw. On a failure, a creature takes 2d4 cold damage and its speed is halved until the end of its next turn. On a success, a creature takes half as much damage and its speed is unaffected. A creature also makes this saving throw when it enters the area for the first time on a turn or ends its turn there. The area lasts until the start of your next turn, whereupon the spell ends.
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 above 1st.
1st-level evocation
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 1d12 lightning damage to the target automatically. The spell 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.
1st-level transmutation
You transform a tiny shred of wooden bark into a 5-foot-high, 5-foot-wide, and 3-inch-thick wall of tree bark at a point that you can see within range that is orientated however you choose. The wall has AC 15 and 18 hit points.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice).
1st-level evocation (smite)
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.
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.
1st-level transmutation (smite)
You move like the wind. Once on your turn, you may grant yourself advantage on your next weapon attack. On a hit, this attack deals an additional 1d8 force damage. Additionally, you do not provoke attacks of opportunity until the end of your turn, and when you make the empowered attack, hit or miss, your speed increases by 30 feet until the end of your turn. When these effects end, the spell ends.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.