Spellbook

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Cantrips (0 Level) Learned Memorized A c id Sp l a s h Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet o f each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). ________________________________________ ________ Learned Memorized B l a d e Wa r d Abjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air. Until the end o f your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. ________________________________________ ________ Learned Memorized C h i l l T o u c h Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space o f a creature within range. Make a ranged spell attack against the creature to assail it with the chill o f the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start o f your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end o f your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ________________________________________ ________ Learned Memorized D a n c i n g L ig h t s Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit o f phosphorus or w ychwood, or a glowworm) Duration: Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you Learned Memorized F ire B o l t Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote o f fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

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Transcript of Spellbook

Cantrips (0 Level)

Learned Memorized

A c id Sp l a s hConjuration cantripCasting Time: 1 actionRange: 60 feetComponents: V, SDuration: InstantaneousYou hurl a bubble of acid. Choose one creature withinrange, or choose two creatures within range that arewithin 5 feet o f each other. A target must succeed on aDexterity saving throw or take 1d6 acid damage.This spells damage increases by 1d6 when you reach5th level (2d6), 11th level (3d6), and 17th level (4d6).________________________________________________

Learned Memorized

B l a d e Wa r dAbjuration cantripCasting Time: 1 actionRange: SelfComponents: V, SDuration: 1 roundYou extend your hand and trace a sigil of warding in theair. Until the end o f your next turn, you have resistanceagainst bludgeoning, piercing, and slashing damagedealt by weapon attacks.________________________________________________

Learned Memorized

C h i l l T o u c hNecromancy cantripCasting Time: 1 actionRange: 120 feetComponents: V, SDuration: 1 roundYou create a ghostly, skeletal hand in the space o f acreature within range. Make a ranged spell attackagainst the creature to assail it with the chill o f thegrave. On a hit, the target takes 1d8 necrotic damage,and it cant regain hit points until the start o f your nextturn. Until then, the hand clings to the target.If you hit an undead target, it also has disadvantage onattack rolls against you until the end o f your next turn.This spells damage increases by 1d8 when you reach5th level (2d8), 11th level (3d8), and 17th level (4d8).________________________________________________

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D a n c i n g L ig h t sEvocation cantripCasting Time: 1 actionRange: 120 feetComponents: V, S, M (a bit o f phosphorus or w ychwood,or a glowworm)Duration: Concentration, up to 1 minuteYou create up to four torch-sized lights within range,making them appear as torches, lanterns, or glowingorbs that hover in the air for the duration. You canalso combine the four lights into one glowing vaguelyhumanoid form of Medium size. Whichever form youLearned Memorized F ire B o l tEvocation cantripCasting Time: 1 actionRange: 120 feetComponents: V, SDuration: InstantaneousYou hurl a mote o f fire at a creature or object withinrange. Make a ranged spell attack against thetarget. On a hit, the target takes 1d10 fire damage. Aflammable object hit by this spell ignites if it isn't beingworn or carried.This spells damage increases by 1d10 when you reach5th level (2d10), 11th level (3d10), and 17th level (4d10).________________________________________________

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F r i e n d sEnchantment cantripCasting Time: 1 actionRange: SelfComponents: S, M (a small amount o f makeup appliedto the face as this spell is cast)Duration: Concentration, up to 1 minuteFor the duration, you have advantage on all Charismachecks directed at one creature o f your choice that isnthostile toward you. When the spell ends, the creaturerealizes that you used magic to influence its moodand becomes hostile toward you. A creature proneto violence might attack you. Another creature mightseek retribution in other ways (at the DMs discretion),depending on the nature o f your interaction with it.________________________________________________

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L i g h tEvocation cantripCasting Time: 1 actionRange: TouchComponents: V, M (a firefly or phosphorescent moss)Duration: 1 hourYou touch one object that is no larger than 10 feet in anydimension. Until the spell ends, the object sheds brightlight in a 20-foot radius and dim light for an additional20 feet. The light can be colored as you like. Completelycovering the object with something opaque blocks thelight. The spell ends if you cast it again or dismiss itas an action.If you target an object held or worn by a hostilecreature, that creature must succeed on a Dexteritysaving throw to avoid the spell.________________________________________________

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M a g e H a n dConjuration cantripCasting Time: 1 actionRange: 30 feetComponents: V, SDuration: 1 minuteA spectral, floating hand appears at a point you choosewithin range. The hand lasts for the duration or untilyou dismiss it as an action. The hand vanishes if it isever more than 30 feet away from you or if you castthis spell again.You can use your action to control the hand. You canuse the hand to manipulate an object, open an unlockeddoor or container, stow or retrieve an item from an opencontainer, or pour the contents out o f a vial. You canmove the hand up to 30 feet each time you use it.The hand cant attack, activate magic items, or carrymore than 10 pounds.________________________________________________

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M e n d in gTransmutation cantripCasting Time: 1 minuteRange: TouchComponents: V, S, M (two lodestones)Duration: InstantaneousThis spell repairs a single break or tear in an objectyou touch, such as a broken chain link, two halves ofa broken key, a torn cloak, or a leaking wineskin. Aslong as the break or tear is no larger than 1 foot inany dimension, you mend it. leaving no trace o f theformer damage.This spell can physically repair a magic itemor construct, but the spell cant restore magic tosuch an object.________________________________________________

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M e s s a g eTransmutation cantripCasting Time: 1 actionRange: 120 feetComponents: V, S, M (a short piece o f copper wire)Duration: 1 roundYou point your finger toward a creature within rangeand whisper a message. The target (and only the target)hears the message and can reply in a whisper that onlyyou can hear.You can cast this spell through solid objects if youare familiar with the target and know it is beyondthe barrier. Magical silence. 1 foot o f stone, 1 inch ofcommon metal, a thin sheet of lead, or 3 feet o f woodblocks the spell. The spell doesnt have to follow astraight line and can travel freely around corners orthrough openings.________________________________________________

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M in o r Il l u s io nIllusion cantripCasting Time: 1 actionRange: 30 feetComponents: S, M (a bit o f fleece)Duration: 1 minuteYou create a sound or an image o f an object withinrange that lasts for the duration. The illusion also ends ifyou dismiss it as an action or cast this spell again.If you create a sound, its volume can range from awhisper to a scream. It can be your voice, someoneelses voice, a lions roar, a beating o f drums, or anyother sound you choose. The sound continues unabatedthroughout the duration, or you can make discretesounds at different times before the spell ends.If you create an image o f an objectsuch as a chair,muddy footprints, or a small chestit must be no largerthan a 5-foot cube. The image cant create sound, light,smell, or any other sensory effect. Physical interactionwith the image reveals it to be an illusion, becausethings can pass through it.If a creature uses its action to examine the sound orimage, the creature can determine that it is an illusionwith a successful Intelligence (Investigation) checkagainst your spell save DC. If a creature discerns theillusion for what it is, the illusion becomes faint tothe creature.________________________________________________

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P o i s o n S p r a yConjuration cantripCasting Time: 1 actionRange: 10 feetComponents: V, SDuration: InstantaneousYou extend your hand toward a creature you can seewithin range and project a puff o f noxious gas from yourpalm. The creature must succeed on a Constitutionsaving throw or take 1d12 poison damage.This spells damage increases by 1d12 when you reach5th level (2d12), 11th level (3d12), and 17th level (4d12).________________________________________________

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R a y o f F r o s tEvocation cantripCasting Time: 1 actionRange: 60 feetComponents: V, SDuration: InstantaneousA frigid beam o f blue-white light streaks toward acreature within range. Make a ranged spell attackagainst the target. On a hit, it takes 1d8 cold damage,and its speed is reduced by 10 feet until the start ofyour next turn.The spells damage increases by 1d8 when you reach5th level (2d8), 11th level (3d8), and 17th level (4d8).________________________________________________

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S h o c k in g G r a s pEvocation cantripCasting Time: 1 actionRange: TouchComponents: V, SDuration: InstantaneousLightning springs from your hand to deliver a shock toa creature you try to touch. Make a melee spell attackagainst the target. You have advantage on the attack rollif the target is wearing armor made o f metal. On a hit,the target takes 1d8 lightning damage, and it cant takereactions until the start o f its next turn.The spells damage increases by 1d8 when you reach5th level (2d8), 11th level (3d8), and 17th level (4d8).________________________________________________

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T r u e St r ik eDivination cantripCasting Time: 1 actionRange: 30 feetComponents: SDuration: Concentration, up to 1 roundYou extend your hand and point a finger at a target inrange. Your magic grants you a brief insight into thetargets defenses. On your next turn, you gain advantageon your first attack roll against the target, provided thatthis spell hasnt ended.________________________________________________

1.St Level Spell

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A l a r m1st-level abjuration (ritual)Casting Time: 1 minuteRange: 30 feetComponents: V, S, M (a tiny bell and a piece offine silver wire)Duration: 8 hoursYou set an alarm against unwanted intrusion. Choosea door, a window, or an area within range that is nolarger than a 20-foot cube. Until the spell ends, an alarmalerts you whenever a Tiny or larger creature touchesor enters the w arded area. When you cast the spell, youcan designate creatures that w ont set off the alarm. Youalso choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mindif you are within 1 mile o f the warded area. This pingawakens you if you are sleeping.An audible alarm produces the sound o f a hand bellfor 10 seconds within 60 feet. ________________________________________________

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B u r n i n g H a n d s1st-level evocationCasting Time: 1 actionRange: Sel f (15-foot cone)Components: V, SDuration: InstantaneousAs you hold your hands with thumbs touching andfingers spread, a thin sheet o f flames shoots forth fromyour outstretched fingertips. Each creature in a 15-footcone must make a Dexterity saving throw. A creaturetakes 3d6 fire damage on a failed save, or half as muchdamage on a successful one.The fire ignites any flammable objects in the area thatarent being w orn or carried.At Higher Levels. When you cast this spell using aspell slot o f 2nd level or higher, the damage increases by1d6 for each slot level above 1st.________________________________________________

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C h a r m P e r s o n1st-level enchantmentCasting Time: 1 actionRange: 30 feetComponents: V, SDuration: 1 hourYou attempt to charm a humanoid you can see withinrange. It must make a W isdom saving throw, and doesso with advantage if you or your companions are fightingit. If it fails the saving throw, it is charmed by you untilthe spell ends or until you or your companions doanything harmful to it. The charmed creature regardsyou as a friendly acquaintance. When the spell ends, thecreature knows it w as charmed by you.At Higher Levels. When you cast this spell usinga spell slot o f 2nd level or higher, you can target oneadditional creature for each slot level above 1st. Thecreatures must be within 30 feet of each other.

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C h r o m a t i c O rb1st-level evocationCasting Time: 1 actionRange: 90 feetComponents: V, S, M (a diamond worth at least 50 gp)Duration: InstantaneousYou hurl a 4-inch-diameter sphere o f energy at acreature that you can see within range. You chooseacid, cold, fire, lightning, poison, or thunder for the typeo f orb you create, and then make a ranged spell attackagainst the target. If the attack hits, the creature takes3d8 damage o f the type you chose.At Higher Levels. When you cast this spell using aspell slot o f 2nd level or higher, the damage increases by1d8 for each slot level above 1st.________________________________________________

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C o l o r Sp r a y1st-level illusionCasting Time: 1 actionRange: S e l f (15-foot cone)Components: V, S, M (a pinch o f powder or sand that iscolored red, yellow, and blue)Duration: 1 roundA dazzling array o f flashing, colored light springs fromyour hand. Roll 6 d10; the total is how many hit pointso f creatures this spell can effect. Creatures in a 15-footcone originating from you are affected in ascendingorder o f their current hit points (ignoring unconsciouscreatures and creatures that cant see).Starting with the creature that has the lowest currenthit points, each creature affected by this spell is blindeduntil the spell ends. Subtract each creatures hit pointsfrom the total before moving on to the creature withthe next lowest hit points. A creatures hit points mustbe equal to or less than the remaining total for thatcreature to be affected.At Higher Levels. When you cast this spell using aspell slot o f 2nd level or higher, roll an additional 2d10for each slot level above 1st.________________________________________________

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C o m p r e h e n d L a n g u a g e s1st-level divination (ritual)Casting Time: 1 actionRange: SelfComponents: V, S, M (a pinch o f soot and salt)Duration: 1 hourFor the duration, you understand the literal meaning ofany spoken language that you hear. You also understandany written language that you see, but you must betouching the surface on which the w ords are written. Ittakes about 1 minute to read one page of text.________________________________________________

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Detect Magic1st-level divination (ritual)Casting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 10 minutesFor the duration, you sense the presence o f magicwithin 30 feet o f you. If you sense magic in this way, youcan use your action to see a faint aura around any visiblecreature or object in the area that bears magic, and youlearn its school o f magic, if any.The spell can penetrate most barriers, but it is blockedby 1 foot o f stone, 1 inch o f common metal, a thin sheetof lead, or 3 feet o f wood or dirt.________________________________________________

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Disguise Self1st-level illusionCasting Time: 1 actionRange: SelfComponents: V, SDuration: 1 hourYou make yourselfincluding your clothing, armor,weapons, and other belongings on your personlookdifferent until the spell ends or until you u se your actionto dismiss it. You can seem 1 foot shorter or taller andcan appear thin, fat, or in between. You cant changeyour body type, so you must adopt a form that has thesame basic arrangement o f limbs. Otherwise, the extento f the illusion is up to you.The changes wrought by this spell fail to hold up tophysical inspection. For example, if you use this spellto add a hat to your outfit, objects pass through the hat,and anyone w ho touches it w ould feel nothing or wouldfeel your head and hair. If you use this spell to appearthinner than you are, the hand o f someone who reachesout to touch you would bump into you while it wasseemingly still in midair.To discern that you are disguised, a creature can useits action to inspect your appearance and must succeedon an Intelligence (Investigation) check against yourspell save DC.________________________________________________

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Expeditious Retreat1st-level transmutationCasting Time: 1 bonus actionRange: SelfComponents: V, SDuration: Concentration, up to 10 minutesThis spell allows you to move at an incredible pace.When you cast this spell, and then as a bonus actionon each o f your turns until the spell ends, you can takethe Dash action.________________________________________________

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False Life1st-level necromancyCasting Time: 1 actionRange: SelfComponents: V, S, M (a small amount o f alcohol ordistilled spirits)Duration: 1 hourBolstering yourself with a necromantic facsimile o f life,you gain 1d4 + 4 temporary hit points for the duration.At Higher Levels. When you cast this spell using aspell slot o f 2nd level or higher, you gain 5 additionaltemporary hit points for each slot level above 1st.________________________________________________

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Feather Fall1st-level transmutationCasting Time: 1 reaction, which you take when you or acreature within 60 feet of you fallsRange: 60 feetComponents: V, M (a small feather or p iece o f down)Duration: 1 minuteChoose up to five falling creatures within range. Afalling creature's rate o f descent slows to 60 feet perround until the spell ends. If the creature lands beforethe spell ends, it takes no falling damage and can landon its feet, and the spell ends for that creature.________________________________________________

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Find Familiar1st-level conjuration (ritual)Casting Time: 1 hourRange: 10 feetComponents: V, S, M (10 gp worth o f charcoal,incense, and herbs that must be consumed by fire in abrass brazier)Duration: InstantaneousYou gain the service o f a familiar, a spirit that takes ananimal form you choose: bat, cat, crab, frog (toad), hawk,lizard, octopus, owl, poisonous snake, fish (quipper),rat, raven, sea horse, spider, or w easel. Appearing inan unoccupied space within range, the familiar has thestatistics o f the chosen form, though it is a celestial, fey,or fiend (your choice) instead o f a beast.Your familiar acts independently o f you, but it alwaysobeys your commands. In combat, it rolls its owninitiative and acts on its own turn. A familiar cantattack, but it can take other actions as normal.When the familiar drops to 0 hit points, it disappears,leaving behind no physical form. It reappears after youcast this spell againWhile your familiar is within 100 feet o f you, youcan communicate with it telepathically. Additionally,as an action, you can see through your familiars eyesand hear what it hears until the start o f your next turn,gaining the benefits o f any special senses that thefamiliar has. During this time, you are deaf and blindwith regard to your own senses.As an action, you can temporarily dismiss yourfamiliar. It disappears into a pocket dimension where itawaits your summons. Alternatively, you can dismiss itforever. As an action while it is temporarily dismissed,you can cause it to reappear in any unoccupied spacewithin 30 feet of you.You cant have more than one familiar at a time. If youcast this spell while you already have a familiar, youinstead cause it to adopt a new form. Choose one o f theforms from the above list. Your familiar transforms intothe chosen creature.Finally, when you cast a spell with a range o f touch,your familiar can deliver the spell as if it had cast thespell. Your familiar must be within 100 feet o f you, andit must use its reaction to deliver the spell when you castit. If the spell requires an attack roll, you use your attackmodifier for the roll.________________________________________________

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Fog Cloud1st-level conjurationCasting Time: 1 actionRange: 120 feetComponents: V, SDuration: Concentration, up to 1 hourYou create a 20-foot-radius sphere o f fog centered on apoint within range. The sphere spreads around corners,and its area is heavily obscured. It lasts for the durationor until a wind o f moderate or greater speed (at least 10miles per hour) disperses it.At Higher Levels. When you cast this spell using aspell slot o f 2nd level or higher, the radius o f the fogincreases by 20 feet for each slot level above 1st.________________________________________________

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Grease1st-level conjurationCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a bit o f pork rind or butter)Duration: 1 minuteSlick grease covers the ground in a 10-foot squarecentered on a point within range and turns it intodifficult terrain for the duration.When the grease appears, each creature standing inits area must succeed on a Dexterity saving throw or fallprone. A creature that enters the area or ends its turnthere must also succeed on a Dexterity saving throwor fall prone.________________________________________________

Learned Memorized

Identify1st-level divination (ritual)Casting Time: 1 minuteRange: TouchComponents: V, S, M (a pearl worth at least 100 gp andan owl feather)Duration: InstantaneousYou choose one object that you must touch throughoutthe casting o f the spell. If it is a magic item or someother magic-imbued object, you learn its propertiesand how to use them, whether it requires attunementto use, and how many charges it has, if any. You learnwhether any spells are affecting the item and what theyare. If the item w as created by a spell, you learn whichspell created it.If you instead touch a creature throughout the casting,you learn what spells, if any, are currently affecting it.________________________________________________

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Illusory Script1st-level illusion (ritual)Casting Time: 1 minuteRange: TouchComponents: S, M (a lead-based ink worth at least 10gp, which the spell consumes)Duration: 10 daysYou write on parchment, paper, or some other suitablewriting material and imbue it with a potent illusion thatlasts for the duration.To you and any creatures you designate when youcast the spell, the writing appears normal, written inyour hand, and conveys whatever meaning you intendedwhen you wrote the text. To all others, the writingappears as if it were written in an unknown or magicalscript that is unintelligible. Alternatively, you can causethe writing to appear to be an entirely different message,written in a different hand and language, though thelanguage must be one you know.Should the spell be dispelled, the original script andthe illusion both disappear.A creature with truesight can read thehidden message.________________________________________________

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Jump1st-level transmutationCasting Time: 1 actionRange: TouchComponents: V, S, M (a grasshoppers hind leg)Duration: 1 minuteYou touch a creature. The creatures jump distance istripled until the spell ends.________________________________________________

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Long strider1st-level transmutationCasting Time: 1 actionRange: TouchComponents: V, S, M (a pinch o f dirt)Duration: 1 hourYou touch a creature. The targets speed increases by 10feet until the spell ends.At Higher Levels. When you cast this spell usinga spell slot o f 2nd level or higher, you can target oneadditional creature for each slot level above 1st.________________________________________________

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Mage Armor1st-level abjurationCasting Time: 1 actionRange: TouchComponents: V, S, M (a piece o f cured leather)Duration: 8 hoursYou touch a willing creature who isnt wearing armor,and a protective magical force surrounds it until thespell ends. The targets base AC becomes 13 + itsDexterity modifier. The spell ends if the target donsarmor or if you dismiss the spell as an action.________________________________________________

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Magic Missile1st-level evocationCasting Time: 1 actionRange: 120 feetComponents: V, SDuration: InstantaneousYou create three glowing darts o f magical force. Eachdart hits a creature o f your choice that you can seewithin range. A dart deals 1d4 + 1 force damage to itstarget. The darts all strike simultaneously, and you candirect them to hit one creature or several.At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, the spell creates onemore dart for each slot level above 1st.________________________________________________

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Protection from Evil and Good1st-level abjurationCasting Time: 1 actionRange: TouchComponents: V, S, M (holy water or powdered silverand iron, which the spell consumes)Duration: Concentration up to 10 minutesUntil the spell ends, one willing creature youtouch is protected against certain types ofcreatures: aberrations, celestials, elementals, fey,fiends, and undead.The protection grants several benefits. Creatures ofthose types have disadvantage on attack rolls againstthe target. The target also cant be charmed, frightened,or possessed by them. If the target is already charmed,frightened, or possessed by such a creature, the targethas advantage on any new saving throw against therelevant effect.________________________________________________

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Ray of Sickness1st-level necromancyCasting Time: 1 actionRange: 60 feetComponents: V, SDuration: InstantaneousA ray o f sickening greenish energy lashes out towarda creature within range. Make a ranged spell attackagainst the target. On a hit, the target takes 2d8 poisondamage and must make a Constitution saving throw.On a failed save, it is also poisoned until the end ofyour next turn.At Higher Levels. When you cast this spell using aspell slot o f 2nd level or higher, the damage increases by1d8 for each slot level above 1st.________________________________________________

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Shield1st-level abjurationCasting Time: 1 reaction, which you take when you arehit by an attack or targeted by the magic missile spellRange: SelfComponents: V, SDuration: 1 roundAn invisible barrier of magical force appears andprotects you. Until the start o f your next turn, you have a+5 bonus to AC, including against the triggering attack,and you take no damage from magic missile.________________________________________________

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Silent Image1st-level illusionCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a bit o f fleece)Duration: Concentration, up to 10 minutesYou create the image o f an object, a creature, or someother visible phenomenon that is no larger than a 15-footcube. The image appears at a spot within range andlasts for the duration. The image is purely visual; it isn'taccompanied by sound, smell, or other sensory effects.You can use your action to cause the image to move toany spot within range. As the image changes location,you can alter its appearance so that its movementsappear natural for the image. For example, if you createan image o f a creature and move it, you can alter theimage so that it appears to be walking.Physical interaction with the image reveals it to be anillusion, because things can pass through it. A creaturethat uses its action to examine the image can determinethat it is an illusion with a successful Intelligence(Investigation) check against your spell save DC. If acreature discerns the illusion for what it is, the creaturecan see through the image.________________________________________________

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Sl eep1st-level enchantmentCasting Time: 1 actionRange: 90 feetComponents: V, S, M (a pinch o f fine sand, rose petals,or a cricket)Duration: 1 minuteThis spell sends creatures into a magical slumber.Roll 5d8; the total is how many hit points o f creaturesthis spell can affect. Creatures within 20 feet ofa point you choose within range are affected inascending order of their current hit points (ignoringunconscious creatures).Starting with the creature that has the lowest currenthit points, each creature affected by this spell fallsunconscious until the spell ends, the sleeper takesdamage, or someone uses an action to shake or slap thesleeper awake. Subtract each creatures hit points fromthe total before moving on to the creature with the nextlowest hit points. A creatures hit points must be equalto or less than the remaining total for that creatureto be affected.Undead and creatures immune to being charmedarent affected by this spell.At Higher Levels. When you cast this spell using aspell slot of 2nd level or higher, roll an additional 2d8 foreach slot level above 1st.________________________________________________

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T ashas Hideous Laughter1st-level enchantmentCasting Time: 1 actionRange: 30 feetComponents: V, S, M (tiny tarts and a feather that iswaved in the air)Duration: Concentration, up to 1 minuteA creature o f your choice that you can see within rangeperceives everything as hilariously funny and fallsinto fits o f laughter if this spell affects it. The targetmust succeed on a W isdom saving throw or fall prone,becoming incapacitated and unable to stand up for theduration. A creature with an Intelligence score o f 4 orless isnt affected.At the end o f each o f its turns, and each time it takesdamage, the target can make another W isdom savingthrow. The target has advantage on the saving throw ifits triggered by damage. On a success, the spell ends.________________________________________________

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Tensers Floating Disk1st-level conjuration (ritual)Casting Time: 1 actionRange: 30 feetComponents: V, S, M (a drop o f mercury)Duration: 1 hourThis spell creates a circular, horizontal plane o f force,3 feet in diameter and 1 inch thick, that floats 3 feetabove the ground in an unoccupied space o f your choicethat you can see within range. The disk remains for theduration, and can hold up to 500 pounds. If more weightis placed on it, the spell ends, and everything on the diskfalls to the ground.The disk is immobile while you are within 20 feet ofit. If you move more than 20 feet away from it, the diskfollows you so that it remains within 20 feet of you. Itcan move across uneven terrain, up or down stairs,slopes and the like, but it cant cross an elevation changeo f 10 feet or more. For example, the disk cant moveacross a 10-foot-deep pit, nor could it leave such a pit if itwas created at the bottom.If you move more than 100 feet from the disk (typicallybecause it cant move around an obstacle to follow you),the spell ends.________________________________________________

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Thunderwave1st-level evocationCasting Time: 1 actionRange: Self (15-foot cube)Components: V, SDuration: InstantaneousA wave o f thunderous force sweeps out from you. Eachcreature in a 15-foot cube originating from you mustmake a Constitution saving throw. On a failed save, acreature takes 2d8 thunder damage and is pushed 10feet away from you. On a successful save, the creaturetakes half as much damage and isnt pushed.In addition, unsecured objects that are completelywithin the area o f effect are automatically pushed 10 feetaway from you by the spells effect, and the spell emits athunderous boom audible out to 300 feet.At Higher Levels. When you cast this spell using aspell slot o f 2nd level or higher, the damage increases by1d8 for each slot level above 1st.________________________________________________

Learned Memorized

Unseen Servant1st-level conjuration (ritual)Casting Time: 1 actionRange: 60 feetComponents: V, S, M (a piece o f string anda bit o f wood)Duration: 1 hourThis spell creates an invisible, mindless, shapelessforce that performs simple tasks at your command untilthe spell ends. The servant springs into existence in anunoccupied space on the ground within range. It has AC10, 1 hit point, and a Strength o f 2, and it cant attack. Ifit drops to 0 hit points, the spell ends.Once on each o f your turns as a bonus action, you canmentally command the servant to move up to 15 feet andinteract with an object. The servant can perform simpletasks that a human servant could do, such as fetchingthings, cleaning, mending, folding clothes, lightingfires, serving food, and pouring wine. Once you give thecommand, the servant performs the task to the best ofits ability until it completes the task, then waits for yournext command.If you command the servant to perform a task thatwould move it more than 60 feet away from you,the spell ends.________________________________________________

Learned Memorized

Witch Bolt1st-level evocationCasting Time: 1 actionRange: 30 feetComponents: V, S, M (a twig from a tree that has beenstruck by lightning)Duration: Concentration, up to 1 minuteA beam of crackling, blue energy lances out towarda creature within range, forming a sustained arc o flightning between you and the target. Make a rangedspell attack against that creature. On a hit, the targettakes 1d12 lightning damage, and on each o f your turnsfor the duration, you can use your action to deal 1d12lightning damage to the target automatically. The spellends if you use your action to do anything else. The spellalso ends if the target is ever outside the spells range orif it has total cover from you.At Higher Levels. When you cast this spell usinga spell slot o f 2nd level or higher, the initial damageincreases by 1d12 for each slot level above 1st.________________________________________________

2nd Level Spell

Learned Memorized

Alter Self2nd-level transmutationCasting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 1 hourYou assume a different form. When you cast the spell,choose one o f the following options, the effects o f whichlast for the duration o f the spell. While the spell lasts,you can end one option as an action to gain the benefitso f a different one.Aquatic Adaptation. You adapt your body to anaquatic environment, sprouting gills and growingwebbing between your fingers. You can breatheunderwater and gain a swimming speed equal to yourwalking speed.Change Appearance. You transform your appearance.You decide what you look like, including your height,weight, facial features, sound o f your voice, hair length,coloration, and distinguishing characteristics, if any.You can make yourself appear as a member o f anotherrace, though none o f your statistics change. You alsocant appear as a creature o f a different size than you,and your basic shape stays the same; if you're bipedal,you cant use this spell to become quadrupedal, forinstance. At any time for the duration of the spell, youcan use your action to change your appearance inthis way again.Natural Weapons. You grow claws, fangs, spines,horns, or a different natural w eapon o f your choice. Yourunarmed strikes deal 1d6 bludgeoning, piercing, orslashing damage, as appropriate to the natural weaponyou chose, and you are proficient with your unarmedstrikes. Finally, the natural weapon is magic and youhave a +1 bonus to the attack and damage rolls youmake using it.________________________________________________

Learned Memorized

Arcane Lock2nd-level abjurationCasting Time: 1 actionRange: TouchComponents: V, S, M (gold dust w orth at least 25 gp,which the spell consumes)Duration: Until dispelledYou touch a closed door, window, gate, chest, or otherentryway, and it becomes locked for the duration. Youand the creatures you designate when you cast thisspell can open the object normally. You can also set apassword that, when spoken within 5 feet o f the object,suppresses this spell for 1 minute. Otherwise, it isimpassable until it is broken or the spell is dispelled orsuppressed. Casting knock on the object suppressesarcane lock for 10 minutes.While affected by this spell, the object is more difficultto break or force open; the DC to break it or pick anylocks on it increases by 10.________________________________________________

Learned Memorized

B lindness / Deafness2nd-level necromancyCasting Time: 1 actionRange: 30 feetComponents: VDuration: 1 minuteYou can blind or deafen a foe. Choose one creature thatyou can see within range to make a Constitution savingthrow. If it fails, the target is either blinded or deafened(your choice) for the duration. At the end o f each of itsturns, the target can make a Constitution saving throw.On a success, the spell ends.At Higher Levels. When you cast this spell usinga spell slot o f 3rd level or higher, you can target oneadditional creature for each slot level above 2nd.________________________________________________

Learned Memorized

Blur2nd-level illusionCasting Time: 1 actionRange: SelfComponents: VDuration: Concentration, up to 1 minuteYour body becomes blurred, shifting and wavering toall w ho can see you. For the duration, any creature hasdisadvantage on attack rolls against you. An attackeris immune to this effect if it doesnt rely on sight,as with blindsight, or can see through illusions, aswith truesight.________________________________________________

Learned Memorized

C loud of Daggers2nd-level conjurationCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a sliver o f glass)Duration: Concentration, up to 1 minuteYou fill the air with spinning daggers in a cube 5 feet oneach side, centered on a point you choose within range.A creature takes 4d4 slashing damage when it entersthe spells area for the first time on a turn or startsits turn there.At Higher Levels. When you cast this spell using aspell slot o f 3rd level or higher, the damage increases by2d4 for each slot level above 2nd.________________________________________________

Learned Memorized

Continual Flame2nd-level evocationCasting Time: 1 actionRange: TouchComponents: V, S, M (ruby dust worth 50 gp, which thespell consumes)Duration: Until dispelledA flame, equivalent in brightness to a torch, springsforth from an object that you touch. The effect looks likea regular flame, but it creates no heat and doesnt useoxygen.Learned Memorized

C r o w n o f M a d n e s s2nd-level enchantmentCasting Time: 1 actionRange: 120 feetComponents: V, SDuration: Concentration, up to 1 minuteOne humanoid o f your choice that you can see withinrange must succeed on a W isdom saving throw orbecome charmed by you for the duration. Whilethe target is charmed in this way, a twisted crownof jagged iron appears on its head, and a madnessglows in its eyes.The charmed target must use its action before movingon each of its turns to make a melee attack against acreature other than itself that you mentally choose.Material DurationVegetable matter 1 dayStone or crystal 12 hoursPrecious metals 1 hourGems 10 minutesAdamantine or mithral 1 minuteThe target can act normally on its turn if you choose nocreature or if none are within its reach.On your subsequent turns, you must use your action tomaintain control over the target, or the spell ends. Also,the target can make a Wisdom saving throw at the endof each of its turns. On a success, the spell ends.________________________________________________

Learned Memorized

Darkness2nd-level evocationCasting Time: 1 actionRange: 60 feetComponents: V, M (bat fur and a drop of pitch orpiece o f coal)Duration: Concentration, up to 10 minutesMagical darkness spreads from a point you choosewithin range to fill a 15-foot-radius sphere for theduration. The darkness spreads around corners.A creature with darkvision cant see through thisdarkness, and nonmagical light cant illuminate it.If the point you choose is on an object you are holdingor one that isnt being w orn or carried, the darknessemanates from the object and moves with it. Completelycovering the source of the darkness with an opaqueobject, such as a bowl or a helm, blocks the darkness.If any of this spells area overlaps with an area o f lightcreated by a spell of 2nd level or lower, the spell thatcreated the light is dispelled.________________________________________________

Learned Memorized

D a r k v i s i o n2nd-level transmutationCasting Time: 1 actionRange: TouchComponents: V, S, M (either a pinch o f driedcarrot or an agate)Duration: 8 hoursYou touch a willing creature to grant it the ability tosee in the dark. Darkvision out to a range of 60 feet.Learned Memorized

Enlarge / Reduce2nd-level transmutationCasting Time: 1 actionRange: 30 feetComponents: V, S, M (a pinch of powdered iron)Duration: Concentration, up to 1 minuteYou cause a creature or an object you can see withinrange to grow larger or smaller for the duration. Chooseeither a creature or an object that is neither w ornnor carried. If the target is unwilling, it can make aConstitution saving throw. On a success, the spellhas no effect.If the target is a creature, everything it is w earing andcarrying changes size with it. Any item dropped by anaffected creature returns to normal size at once.Enlarge. The targets size doubles in all dimensions,and its weight is multiplied by eight. This growthincreases its size by one categoryfrom Medium toLarge, for example. If there isnt enough room for thetarget to double its size, the creature or object attainsthe maximum possible size in the space available.Until the spell ends, the target also has advantage onStrength checks and Strength saving throws. Thetargets weapons also grow to match its new size. Whilethese weapons are enlarged, the targets attacks withthem deal 1d4 extra damage.Reduce. The targets size is halved in all dimensions,and its weight is reduced to one-eighth o f normal. Thisreduction decreases its size by one categoryfromMedium to Small, for example. Until the spell ends,the target also has disadvantage on Strength checksand Strength saving throws. The targets weapons alsoshrink to match its new size. While these weapons arereduced, the targets attacks with them deal 1d4 lessdamage (this cant reduce the damage below 1).________________________________________________

Learned Memorized

Flaming Sphere2nd-level conjurationCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a bit o f tallow, a pinch ofbrimstone, and a dusting o f powdered iron)Duration: Concentration, up to 1 minuteA 5-foot-diameter sphere o f fire appears in anunoccupied space o f your choice within range and lastsfor the duration. Any creature that ends its turn within 5feet of the sphere must make a Dexterity saving throw.The creature takes 2d6 fire damage on a failed save, orhalf as much damage on a successful one.As a bonus action, you can move the sphere up to 30feet. If you ram the sphere into a creature, that creaturemust make the saving throw against the spheresdamage, and the sphere stops moving this turn.When you move the sphere, you can direct it overbarriers up to 5 feet tall and jump it across pits up to10 feet w ide. The sphere ignites flammable objects notbeing w orn or carried, and it sheds bright light in a20-foot radius and dim light for an additional 20 feet.At Higher Levels. When you cast this spell using aspell slot o f 3rd level or higher, the damage increases by1d6 for each slot level above 2nd.Learned Memorized

Gentle Repose2nd-level necromancy (ritual)Casting Time: 1 actionRange: TouchComponents: V, S, M (a pinch of salt and one copperpiece placed on each of the corpses eyes, which mustremain there for the duration)Duration: 10 daysYou touch a corpse or other remains. For theduration, the target is protected from decay and cantbecome undead.The spell also effectively extends the time limit onraising the target from the dead, since days spent underthe influence of this spell dont count against the timelimit of spells such as raise dead.________________________________________________

Learned Memorized

Gust of Wind2nd-level evocationCasting Time: 1 actionRange: Sel f (60-foot line)Components: V, S, M (a legume seed)Duration: Concentration, up to 1 minuteA line of strong w ind 60 feet long and 10 feet wideblasts from you in a direction you choose for the spellsduration. Each creature that starts its turn in the linemust succeed on a Strength saving throw or be pushed15 feet away from you in a direction following the line.Any creature in the line must spend 2 feet ofmovement for every 1 foot it moves when movingcloser to you.The gust disperses gas or vapor, and it extinguishescandles, torches, and similar unprotected flames inthe area. It causes protected flames, such as those oflanterns, to dance wildly and has a 50 percent chance toextinguish them.As a bonus action on each of your turns before thespell ends, you can change the direction in which theline blasts from you.________________________________________________

Learned Memorized

Hold Person2nd-level enchantmentCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a small, straight piece o f iron)Duration: Concentration, up to 1 minuteChoose a humanoid that you can see within range.The target must succeed on a W isdom saving throwor be paralyzed for the duration. At the end of each ofits turns, the target can make another Wisdom savingthrow. On a success, the spell ends on the target.At Higher Levels. When you cast this spell usinga spell slot of 3rd level or higher, you can target oneadditional humanoid for each slot level above 2nd. Thehumanoids must be within 30 feet of each other whenyou target them.________________________________________________

Learned Memorized

Invisibility2nd-level illusionCasting Time: 1 actionRange: TouchComponents: V, S, M (an eyelash encasedin gum arabic)Duration: Concentration, up to 1 hourA creature you touch becomes invisible until the spellends. Anything the target is wearing or carrying isinvisible as long as it is on the targets person. The spellends for a target that attacks or casts a spell.At Higher Levels. When you cast this spell usinga spell slot o f 3rd level or higher, you can target oneadditional creature for each slot level above 2nd.________________________________________________

Learned Memorized

Knock2nd-level transmutationCasting Time: 1 actionRange: 60 feetComponents: VDuration: InstantaneousChoose an object that you can see within range. Theobject can be a door, a box, a chest, a set of manacles, apadlock, or another object that contains a mundane ormagical means that prevents access.A target that is held shut by a mundane lock or thatis stuck or barred becomes unlocked, unstuck, orunbarred. If the object has multiple locks, only one ofthem is unlocked.If you choose a target that is held shut with arcanelock, that spell is suppressed for 10 minutes, duringwhich time the target can be opened and shut normally.When you cast the spell, a loud knock, audible from asfar away as 300 feet, emanates from the target object.________________________________________________

Learned Memorized

Levitate2nd-level transmutationCasting Time: 1 actionRange: 60 feetComponents: V, S, M (either a small leather loop or apiece o f golden wire bent into a cup shape with a longshank on one end)Duration: Concentration, up to 10 minutesOne creature or object o f your choice that you can seewithin range rises vertically, up to 20 feet, and remainssuspended there for the duration. The spell can levitatea target that weighs up to 500 pounds. An unwillingcreature that succeeds on a Constitution saving throwis unaffected.The target can move only by pushing or pullingagainst a fixed object or surface within reach (such asa wall or a ceiling), which allows it to move as if it w ereclimbing. You can change the targets altitude by up to20 feet in either direction on your turn. If you are thetarget, you can move up or down as part o f your move.Otherwise, you can use your action to move the target,which must remain within the spells range.

Learned Memorized

Locate Object2nd-level divinationCasting Time: 1 actionRange: SelfComponents: V, S, M (a forked twig)Duration: Concentration, up to 10 minutesDescribe or name an object that is familiar to you. Yousense the direction to the objects location, as long asthat object is within 1,000 feet o f you. If the object is inmotion, you know the direction of its movement.The spell can locate a specific object known to you,as long as you have seen it up closewithin 30 feetatleast once. Alternatively, the spell can locate the nearestobject o f a particular kind, such as a certain kind ofapparel, jewelry, furniture, tool, or w eapon.This spell cant locate an object if any thickness oflead, even a thin sheet, blocks a direct path between youand the object.________________________________________________

Learned Memorized

Magic Mouth2nd-level illusion (ritual)Casting Time: 1 minuteRange: 30 feetComponents: V, S, M (a small bit o f honeycomband jade dust worth at least 10 gp, which thespell consumes)Duration: Until dispelledYou implant a message within an object in range, amessage that is uttered when a trigger condition is met.Choose an object that you can see and that isnt beingworn or carried by another creature. Then speak themessage, which must be 25 words or less, though itcan be delivered over as long as 10 minutes. Finally,determine the circumstance that will trigger the spell todeliver your message.When that circumstance occurs, a magical mouthappears on the object and recites the message in yourvoice and at the same volume you spoke. If the objectyou chose has a mouth or something that looks like amouth (for example, the mouth o f a statue), the magicalmouth appears there so that the words appear to comefrom the objects mouth. When you cast this spell, youcan have the spell end after it delivers its message, orit can remain and repeat its message whenever thetrigger occurs.The triggering circumstance can be as general or asdetailed as you like, though it must be based on visualor audible conditions that occur within 30 feet o f theobject. For example, you could instruct the mouth tospeak when any creature moves within 30 feet o f theobject or when a silver bell rings within 30 feet o f it.________________________________________________

Learned Memorized

Magic Weapon2nd-level transmutationCasting Time: 1 bonus actionRange: TouchComponents: V, SDuration: Concentration, up to 1 hourYou touch a nonmagical weapon. Until the spell ends,that weapon becomes a magic weapon with a +1 bonusto attack rolls and damage rolls.At Higher Levels. When you cast this spell using aspell slot o f 4th level or higher, the bonus increases to+2. When you use a spell slot o f 6th level or higher, thebonus increases to +3.________________________________________________

Learned Memorized

Melf s Acid Arrow2nd-level evocationCasting Time: 1 actionRange: 90 feetComponents: V, S, M (powdered rhubarb leaf and anadders stomach)Duration: InstantaneousA shimmering green arrow streaks toward a targetwithin range and bursts in a spray of acid. Make aranged spell attack against the target. On a hit, thetarget takes 4d4 acid damage immediately and 2d4 aciddamage at the end of its next turn. On a miss, the arrowsplashes the target with acid for half as much o f theinitial damage and no damage at the end of its next turn.At Higher Levels. When you cast this spell using aspell slot o f 3rd level or higher, the damage (both initialand later) increases by 1d4 for each slot level above 2nd.________________________________________________

Learned Memorized

Mirror Image2nd-level illusionCasting Time: 1 actionRange: SelfComponents: V, SDuration: 1 minuteThree illusory duplicates of yourself appear in yourspace. Until the spell ends, the duplicates move withyou and mimic your actions, shifting position so itsimpossible to track which image is real. You can useyour action to dismiss the illusory duplicates.Each time a creature targets you with an attack duringthe spells duration, roll a d20 to determine whether theattack instead targets one o f your duplicates.If you have three duplicates, you must roll a 6 orhigher to change the attacks target to a duplicate. Withtwo duplicates, you must roll an 8 or higher. With oneduplicate, you must roll an 11 or higher.A duplicates AC equals 10 + your Dexterity modifier.If an attack hits a duplicate, the duplicate is destroyed. Aduplicate can be destroyed only by an attack that hits it.It ignores all other damage and effects. The spell endswhen all three duplicates are destroyed.A creature is unaffected by this spell if it cant see, if itrelies on senses other than sight, such as blindsight, orif it can perceive illusions as false, as with truesight.Learned Memorized

Misty Step2nd-level conjurationCasting Time: 1 bonus actionRange: SelfComponents: VDuration: InstantaneousBriefly surrounded by silvery mist, you teleport up to 30feet to an unoccupied space that you can see.________________________________________________

Learned Memorized

Ray of Enfeeblement2nd-level necromancyCasting Time: 1 actionRange: 60 feetComponents: V, SDuration: Concentration, up to 1 minuteA black beam o f enervating energy springs from yourfinger toward a creature within range. Make a rangedspell attack against the target. On a hit, the target dealsonly half damage with weapon attacks that use Strengthuntil the spell ends.At the end of each o f the targets turns, it can makea Constitution saving throw against the spell. On asuccess, the spell ends.________________________________________________

Learned Memorized

Rope Trick2nd-level transmutationCasting Time: 1 actionRange: TouchComponents: V, S, M (powdered corn extract and atwisted loop o f parchment)Duration: 1 hourYou touch a length of rope that is up to 60 feet long.One end of the rope then rises into the air until thewhole rope hangs perpendicular to the ground. At theupper end of the rope, an invisible entrance opens to anextradimensional space that lasts until the spell ends.The extradimensional space can be reached byclimbing to the top of the rope. The space can hold asmany as eight Medium or smaller creatures. The ropecan be pulled into the space, making the rope disappearfrom view outside the space.Attacks and spells cant cross through the entranceinto or out o f the extradimensional space, but thoseinside can see out of it as if through a 3-foot-by-5-footwindow centered on the rope.Anything inside the extradimensional space drops outwhen the spell ends.________________________________________________

Learned Memorized

Scorching Ray2nd-level evocationCasting Time: 1 actionRange: 120 feetComponents: V, SDuration: InstantaneousYou create three rays of fire and hurl them at targetswithin range. You can hurl them at one target or several.Make a ranged spell attack for each ray. On a hit, thetarget takes 2d6 fire damage.At Higher Levels. When you cast this spell using aspell slot o f 3rd level or higher, you create one additionalray for each slot level above 2nd.________________________________________________

Learned Memorized

See Invisibility2nd-level divinationCasting Time: 1 actionRange: SelfComponents: V, S, M (a pinch o f talc and a smallsprinkling of powdered silver)Duration: 1 hourFor the duration, you see invisible creatures and objectsas if they were visible, and you can see into the EtherealPlane. Ethereal creatures and objects appear ghostlyand translucent.________________________________________________

Learned Memorized

Shatter2nd-level evocationCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a chip of mica)Duration: InstantaneousA sudden loud ringing noise, painfully intense, eruptsfrom a point of your choice within range. Each creaturein a 10-foot-radius sphere centered on that point mustmake a Constitution saving throw. A creature takes3d8 thunder damage on a failed save, or half as muchdamage on a successful one. A creature made ofinorganic material such as stone, crystal, or metal hasdisadvantage on this saving throw.A nonmagical object that isnt being worn or carriedalso takes the damage if its in the spell's area.At Higher Levels. When you cast this spell using aspell slot of 3rd level or higher, the damage increases by1d8 for each slot level above 2nd.________________________________________________

Learned Memorized

Spider Climb2nd-level transmutationCasting Time: 1 actionRange: TouchComponents: V, S, M (a drop o f bitumen and a spider)Duration: Concentration, up to 1 hourUntil the spell ends, one willing creature you touchgains the ability to move up, down, and across verticalsurfaces and upside down along ceilings, while leavingits hands free. The target also gains a climbing speedequal to its walking speed.________________________________________________

Learned Memorized

Suggestion2nd-level enchantmentCasting Time: 1 actionRange: 30 feetComponents: V, M (a snakes tongue and either a bit ofhoneycomb or a drop o f sweet oil)Duration: Concentration, up to 8 hoursYou suggest a course o f activity (limited to a sentenceor two) and magically influence a creature you cansee within range that can hear and understand you.Creatures that cant be charmed are immune to thiseffect. The suggestion must be worded in such a manneras to make the course of action sound reasonable.Asking the creature to stab itself, throw itself ontoa spear, immolate itself, or do some other obviouslyharmful act ends the spell.The target must make a Wisdom saving throw. On afailed save, it pursues the course o f action you describedto the best o f its ability. The suggested course o f actioncan continue for the entire duration. If the suggestedactivity can be completed in a shorter time, the spellends when the subject finishes what it was asked to do.You can also specify conditions that will trigger aspecial activity during the duration. For example, youmight suggest that a knight give her warhorse to thefirst beggar she meets. If the condition isnt met beforethe spell expires, the activity isnt performed.If you or any o f your companions damage the target,the spell ends.________________________________________________

Learned Memorized

Web2nd-level conjurationCasting Time: 1 actionRange: 60 feetComponents: V, S, M (a bit o f spiderweb)Duration: Concentration, up to 1 hourYou conjure a mass of thick, sticky webbing at a point ofyour choice within range. The webs fill a 20-foot cubefrom that point for the duration. The webs are difficultterrain and lightly obscure their area.If the webs arent anchored between two solid masses(such as walls or trees) or layered across a floor, wall,or ceiling, the conjured web collapses on itself, and thespell ends at the start o f your next turn. Webs layeredover a flat surface have a depth of 5 feet.Each creature that starts its turn in the webs or thatenters them during its turn must make a Dexteritysaving throw. On a failed save, the creature is restrainedas long as it remains in the webs or until it breaks free.A creature restrained by the webs can use its action tomake a Strength check against your spell save DC. If itsucceeds, it is no longer restrained.The webs are flammable. Any 5-foot cube o f websexposed to fire burns away in 1 round, dealing 2d4 firedamage to any creature that starts its turn in the fire.________________________________________________

3rd Level Spell

Learned Memorized

Animate Dead3rd-level necromancyCasting Time: 1 minuteRange: 10 feetComponents: V, S, M (a drop o f blood, a piece o f flesh,and a pinch o f bone dust)Duration: InstantaneousThis spell creates an undead servant. Choose a pileof bones or a corpse of a Medium or Small humanoidwithin range. Your spell imbues the target with a foulmimicry of life, raising it as an undead creature. Thetarget becomes a skeleton if you chose bones or azombie if you chose a corpse (the DM has the creaturesgame statistics).On each of your turns, you can use a bonus actionto mentally command any creature you made withthis spell if the creature is within 60 feet o f you (if youcontrol multiple creatures, you can command any or allof them at the same time, issuing the same command toeach one). You decide what action the creature will takeand where it will move during its next turn, or you canissue a general command, such as to guard a particularchamber or corridor. If you issue no commands, thecreature only defends itself against hostile creatures.Once given an order, the creature continues to follow ituntil its task is complete.The creature is under your control for 24 hours,after which it stops obeying any command youve givenit. To maintain control o f the creature for another24 hours, you must cast this spell on the creatureagain before the current 24-hour period ends. Thisuse o f the spell reasserts your control over up to fourcreatures you have animated with this spell, rather thananimating a new one.At Higher Levels. When you cast this spell using aspell slot o f 4th level or higher, you animate or reassertcontrol over two additional undead creatures for eachslot level above 3rd. Each o f the creatures must comefrom a different corpse or pile o f bones.________________________________________________

Learned Memorized

Bestow Curse3rd-level necromancyCasting Time: 1 actionRange: TouchComponents: V, SDuration: Concentration, up to 1 minuteYou touch a creature, and that creature must succeedon a Wisdom saving throw or become cursed for theduration o f the spell. When you cast this spell, choosethe nature o f the curse from the following options: Choose one ability score. While cursed, the targethas disadvantage on ability checks and saving throwsmade with that ability score. While cursed, the target has disadvantage on attackrolls against you. While cursed, the target must make a Wisdom savingthrow at the start of each o f its turns. If it fails, itwastes its action that turn doing nothing. While the target is cursed, your attacks and spellsdeal an extra 1d8 necrotic damage to the target.A remove curse spell ends this effect. At the DMsoption, you may choose an alternative curse effect, butit should be no more powerful than those describedabove. The DM has final say on such a curses effect.At Higher Levels. If you cast this spell using a spellslot o f 4th level or higher, the duration is concentration,up to 10 minutes. If you use a spell slot o f 5th level orhigher, the duration is 8 hours. If you use a spell slot of7th level or higher, the duration is 24 hours. If you usea 9th level spell slot, the spell lasts until it is dispelled.Using a spell slot o f 5th level or higher grants a durationthat doesnt require concentration.________________________________________________

Learned Memorized

Blink3rd-level transmutationCasting Time: 1 actionRange: SelfComponents: V, SDuration: 1 minuteRoll a d20 at the end of each of your turns for theduration of the spell. On a roll of 11 or higher, youvanish from your current plane of existence and appearin the Ethereal Plane (the spell fails and the casting iswasted if you were already on that plane). At the start ofyour next turn, and when the spell ends if you are on theEthereal Plane, you return to an unoccupied space ofyour choice that you can see within 10 feet o f the spaceyou vanished from. If no unoccupied space is availablewithin that range, you appear in the nearest unoccupiedspace (chosen at random if more than one space isequally near). You can dismiss this spell as an action.While on the Ethereal Plane, you can see and hearthe plane you originated from, which is cast in shadesof gray, and you cant see anything there more than 60feet away. You can only affect and be affected by othercreatures on the Ethereal Plane. Creatures that arentthere cant perceive you or interact with you, unless theyhave the ability to do so.________________________________________________

Learned Memorized

Clairvoyance3rd-level divinationCasting Time: 10 minutesRange: 1 mileComponents: V, S, M (a focus worth at least 100gp, either a jeweled horn for hearing or a glasseye for seeing)Duration: Concentration, up to 10 minutesYou create an invisible sensor within range in a locationfamiliar to you (a place you have visited or seen before)or in an obvious location that is unfamiliar to you (suchas behind a door, around a corner, or in a grove of trees).The sensor remains in place for the duration, and itcant be attacked or otherwise interacted with.When you cast the spell, you choose seeing orhearing. You can use the chosen sense through thesensor as if you were in its space. As your action, youcan switch between seeing and hearing.A creature that can see the sensor (such as a creaturebenefiting from see invisibility or truesight)Learned Memorized

Counterspell3rd-level abjurationCasting Time: 1 reaction, which you take when you seea creature within 60 feet o f you casting a spellRange: 60 feetComponents: SDuration: InstantaneousYou attempt to interrupt a creature in the process ofcasting a spell. If the creature is casting a spell of 3rdlevel or lower, its spell fails and has no effect. If it iscasting a spell of 4th level or higher, make an abilitycheck using your spellcasting ability. The DC equals 10+ the spells level. On a success, the creatures spell failsand has no effect.At Higher Levels. When you cast this spell using aspell slot o f 4th level or higher, the interrupted spell hasno effect if its level is less than or equal to the level of thespell slot you used.________________________________________________

Learned Memorized

Dispel Magic3rd-level abjurationCasting Time: 1 actionRange: 120 feetComponents: V, SDuration: InstantaneousChoose one creature, object, or magical effect withinrange. Any spell of 3rd level or lower on the target ends.For each spell of 4th level or higher on the target, makean ability check using your spellcasting ability. TheDC equals 10 + the spells level. On a successful check,the spell ends.At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, you automatically endthe effects of a spell on the target if the spells level isequal to or less than the level of the spell slot you used._________________________________________________________________

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Fear3rd-level illusionCasting Time: 1 actionRange: Self (30-foot cone)Components: V, S, M (a white feather or theheart o f a hen)Duration: Concentration, up to 1 minuteYou project a phantasmal image o f a creatures worstfears. Each creature in a 30-foot cone must succeed ona Wisdom saving throw or drop whatever it is holdingand become frightened for the duration.While frightened by this spell, a creature must takethe Dash action and move away from you by the safestavailable route on each o f its turns, unless there isnowhere to move. If the creature ends its turn in alocation where it doesnt have line of sight to you,the creature can make a Wisdom saving throw. On asuccessful save, the spell ends for that creature.________________________________________________

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Feign Death3rd-level necromancy (ritual)Casting Time: 1 actionRange: TouchComponents: V, S, M (a pinch of graveyard dirt)Duration: 1 hourYou touch a willing creature and put it into a catalepticstate that is indistinguishable from death.For the spells duration, or until you use an actionto touch the target and dismiss the spell, the targetappears dead to all outward inspection and to spellsused to determine the targets status. The target isblinded and incapacitated, and its speed drops to 0.The target has resistance to all damage except psychicdamage. If the target is diseased or poisoned when youcast the spell, or becomes diseased or poisoned whileunder the spells effect, the disease and poison have noeffect until the spell ends.________________________________________________

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Fireball3rd-level evocationCasting Time: 1 actionRange: 150 feetComponents: V, S, M (a tiny ball of batguano and sulfur)Duration: InstantaneousA bright streak flashes from your pointing finger to apoint you choose within range and then blossoms witha low roar into an explosion of flame. Each creaturein a 20-foot-radius sphere centered on that point mustmake a Dexterity saving throw. A target takes 8d6 firedamage on a failed save, or half as much damage on asuccessful one.The fire spreads around corners. It ignites flammableobjects in the area that aren't being worn or carried.At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, the damage increases by1d6 for each slot level above 3rd.________________________________________________

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Fly3rd-level transmutationCasting Time: 1 actionRange: TouchComponents: V, S, M (a wing feather from any bird)Duration: Concentration, up to 10 minutesYou touch a willing creature. The target gains a flyingspeed o f 60 feet for the duration. When the spell ends,the target falls if it is still aloft, unless it can stop the fall.At Higher Levels. When you cast this spell usinga spell slot of 4th level or higher, you can target oneadditional creature for each slot level above 3rd.________________________________________________

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Gaseous Form3rd-level transmutationCasting Time: 1 actionRange: TouchComponents: V, S, M (a bit o f gauze and awisp of smoke)Duration: Concentration, up to 1 hourYou transform a willing creature you touch, along witheverything its wearing and carrying, into a misty cloudfor the duration. The spell ends if the creature drops to0 hit points. An incorporeal creature isnt affected.While in this form, the targets only method ofmovement is a flying speed of 10 feet. The target canenter and occupy the space of another creature. Thetarget has resistance to nonmagical damage, and it hasadvantage on Strength, Dexterity, and Constitutionsaving throws. The target can pass through small holes,narrow openings, and even mere cracks, though it treatsliquids as though they were solid surfaces. The targetcan't fall and remains hovering in the air even whenstunned or otherwise incapacitated.While in the form of a misty cloud, the target cant talkor manipulate objects, and any objects it was carrying orholding cant be dropped, used, or otherwise interactedwith. The target cant attack or cast spells.________________________________________________

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Glyph of Warding3rd-level abjurationCasting Time: 1 hourRange: TouchComponents: V, S, M (incense and powdered diamondworth at least 200 gp, which the spell consumes)Duration: Until dispelled or triggeredWhen you cast this spell, you inscribe a glyph thatharms other creatures, either upon a surface (such asa table or a section of floor or wall) or within an objectthat can be closed (such as a book, a scroll, or a treasurechest) to conceal the glyph. If you choose a surface, theglyph can cover an area of the surface no larger than10 feet in diameter. If you choose an object, that objectmust remain in its place; if the object is moved morethan 10 feet from where you cast this spell, the glyph isbroken, and the spell ends without being triggered.The glyph is nearly invisible and requires a successfulIntelligence (Investigation) check against your spell saveDC to be found.You decide what triggers the glyph when you castthe spell. For glyphs inscribed on a surface, the mosttypical triggers include touching or standing on theglyph, removing another object covering the glyph,approaching within a certain distance of the glyph, ormanipulating the object on which the glyph is inscribed.For glyphs inscribed within an object, the most commontriggers include opening that object, approaching withina certain distance of the object, or seeing or reading theglyph. Once a glyph is triggered, this spell ends.You can further refine the trigger so the spell activatesonly under certain circumstances or according tophysical characteristics (such as height or weight),creature kind (for example, the ward could be set toaffect aberrations or drow), or alignment. You can alsoset conditions for creatures that dont trigger the glyph,such as those w ho say a certain password.When you inscribe the glyph, choose explosive runesor a spell glyph.Explosive Runes. When triggered, the glyph eruptswith magical energy in a 20-foot-radius sphere centeredon the glyph. The sphere spreads around corners. Eachcreature in the area must make a Dexterity savingthrow. A creature takes 5d8 acid, cold, fire, lightning, orthunder damage on a failed saving throw (your choicewhen you create the glyph), or half as much damage on asuccessful one.Spell Glyph. You can store a prepared spell of3rd level or lower in the glyph by casting it as parto f creating the glyph. The spell must target a singlecreature or an area. The spell being stored has noimmediate effect when cast in this way. When the glyphis triggered, the stored spell is cast. If the spell has atarget, it targets the creature that triggered the glyph.If the spell affects an area, the area is centered onthat creature. If the spell summons hostile creaturesor creates harmful objects or traps, they appear asclose as possible to the intruder and attack it. If thespell requires concentration, it lasts until the end of itsfull duration.At Higher Levels. When you cast this spell usinga spell slot o f 4th level or higher, the damage o f anexplosive runes glyph increases by 1d8 for each slotlevel above 3rd. If you create a spell glyph, you can storeany spell o f up to the same level as the slot you use forthe glyph o f warding.________________________________________________

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Haste3rd-level transmutationCasting Time: 1 actionRange: 30 feetComponents: V, S, M (a shaving o f licorice root)Duration: Concentration, up to 1 minuteChoose a willing creature that you can see within range.Until the spell ends, the targets speed is doubled, itgains a +2 bonus to AC, it has advantage on Dexteritysaving throws, and it gains an additional action on eachof its turns. That action can be used only to take theAttack (one weapon attack only), Dash, Disengage, Hide,or Use an Object action.When the spell ends, the target cant move or takeactions until after its next turn, as a wave of lethargysweeps over it._________________________________________________________________

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Hypnotic Pattern3rd-level illusionCasting Time: 1 actionRange: 120 feetComponents: S, M (a glowing stick of incense or acrystal vial filled with phosphorescent material)Duration: Concentration, up to 1 minuteYou create a twisting pattern of colors that w eavesthrough the air inside a 30-foot cube within range.The pattern appears for a moment and vanishes. Eachcreature in the area w ho sees the pattern must makea Wisdom saving throw. On a failed save, the creaturebecomes charmed for the duration. While charmedby this spell, the creature is incapacitated and hasa speed of 0.The spell ends for an affected creature if it takes anydamage or if someone else uses an action to shake thecreature out o f its stupor._________________________________________________________________

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Leomunds Tiny Hut3rd-level evocation (ritual)Casting Time: 1 minuteRange: Self (10-foot-radius hemisphere)Components: V, S, M (a small crystal bead)Duration: 8 hoursA 10-foot-radius immobile dome of force springs intoexistence around and above you and remains stationaryfor the duration. The spell ends if you leave its area.Nine creatures o f Medium size or smaller can fit insidethe dome with you. The spell fails if its area includes alarger creature or more than nine creatures. Creaturesand objects within the dome when you cast this spellcan move through it freely. All other creatures andobjects are barred from passing through it. Spells andother magical effects cant extend through the dome orbe cast through it. The atmosphere inside the space iscomfortable and dry, regardless of the weather outside.Until the spell ends, you can command the interior tobecome dimly lit or dark. The dome is opaque from theoutside, of any color you choose, but it is transparentfrom the inside.________________________________________________

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Lightning Bolt3rd-level evocationCasting Time: 1 actionRange: Self (100-foot line)Components: V, S, M (a bit of fur and a rod of amber,crystal, or glass)Duration: InstantaneousA stroke of lightning forming a line 100 feet long and 5feet wide blasts out from you in a direction you choose.Each creature in the line must make a Dexterity savingthrow. A creature takes 8d6 lightning damage on afailed save, or half as much damage on a successful one.The lightning ignites flammable objects in the areathat arent being worn or carried.A t Higher Levels. When you cast this spell using aspell slot of 4th level or higher, the damage increases by1d6 for each slot level above 3rd.Learned Memorized

Magic Circle3rd-level abjurationCasting Time: 1 minuteRange: 10 feetComponents: V, S, M (holy water or powderedsilver and iron worth at least 100 gp, which thespell consumes)Duration: 1 hourYou create a 10-foot-radius, 20-foot-tall cylinder ofmagical energy centered on a point on the groundthat you can see within range. Glowing runes appearwherever the cylinder intersects with the floor orother surface.Choose one or more of the following types ofcreatures: celestials, elementals, fey, fiends, or undead.The circle affects a creature o f the chosen type in thefollowing ways: The creature cant willingly enter the cylinder bynonmagical means. If the creature tries to use teleportationor interplanar travel to do so, it must firstsucceed on a Charisma saving throw. The creature has disadvantage on attack rolls againsttargets within the cylinder. Targets within the cylinder cant be charmed, frightened,or possessed by the creature.When you cast this spell, you can elect to cause itsmagic to operate in the reverse direction, preventing acreature of the specified type from leaving the cylinderand protecting targets outside it.At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, the duration increases by1 hour for each slot level above 3rd._________________________________________________________________

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Nondetection3rd-level abjurationCasting Time: 1 actionRange: TouchComponents: V, S, M (a pinch of diamond dustworth 25 gp sprinkled over the target, which thespell consumes)Duration: 8 hoursFor the duration, you hide a target that you touchfrom divination magic. The target can be a willingcreature or a place or an object no larger than 10feet in any dimension. The target cant be targeted byany divination magic or perceived through magicalscrying sensors.________________________________________________

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Phantom Steed3rd-level illusion (ritual)Casting Time: 1 minuteRange: 30 feetComponents: V, SDuration: 1 hourA Large quasi-real, horselike creature appears onthe ground in an unoccupied space of your choicewithin range. You decide the creatures appearance,but it is equipped with a saddle, bit, and bridle. Anyof the equipment created by the spell vanishes in apuff of smoke if it is carried more than 10 feet awayfrom the steed.For the duration, you or a creature you choose canride the steed. The creature uses the statistics for ariding horse, except it has a speed of 100 feet and cantravel 10 miles in an hour, or 13 miles at a fast pace.When the spell ends, the steed gradually fades, givingthe rider 1 minute to dismount. The spell ends if you usean action to dismiss it or if the steed takes any damage.________________________________________________

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Protection from Energy3rd-level abjurationCasting Time: 1 actionRange: TouchComponents: V, SDuration: Concentration, up to 1 hourFor the duration, the willing creature you touch hasresistance to one damage type of your choice: acid, cold,fire, lightning, or thunder.________________________________________________

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Remove Curse3rd-level abjurationCasting Time: 1 actionRange: TouchComponents: V, SDuration: InstantaneousAt your touch, all curses affecting one creature orobject end. If the object is a cursed magic item, its curseremains, but the spell breaks its owners attunement tothe object so it can be removed or discarded.________________________________________________

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Sending3rd-level evocationCasting Time: 1 actionRange: UnlimitedComponents: V, S, M (a short piece o f fine copper wire)Duration: 1 roundYou send a short message o f twenty-five words orless to a creature with which you are familiar. Thecreature hears the message in its mind, recognizesyou as the sender if it knows you, and can answer in alike manner immediately. The spell enables creatureswith Intelligence scores of at least 1 to understand themeaning of your message.You can send the message across any distance andeven to other planes of existence, but if the target is on adifferent plane than you, there is a 5 percent chance thatthe message doesnt arrive.________________________________________________

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Sleet Storm3rd-level conjurationCasting Time: 1 actionRange: 150 feetComponents: V, S, M (a pinch of dust and a fewdrops of water)Duration: Concentration, up to 1 minuteUntil the spell ends, freezing rain and sleet fall in a20-foot-tall cylinder with a 40-foot radius centered ona point you choose within range. The area is heavilyobscured, and exposed flames in the area are doused.The ground in the area is covered with slick ice,making it difficult terrain. When a creature enters thespells area for the first time on a turn or starts its turnthere, it must make a Dexterity saving throw. On a failedsave, it falls prone.If a creature is concentrating in the spells area, thecreature must make a successful Constitution savingthrow against your spell save DC or lose concentration._________________________________________________________________

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Slow3rd-level transmutationCasting Time: 1 actionRange: 120 feetComponents: V, S, M (a drop of molasses)Duration: Concentration, up to 1 minuteYou alter time around up to six creatures of yourchoice in a 40-foot cube within range. Each target mustsucceed on a Wisdom saving throw or be affected bythis spell for the duration.An affected targets speed is halved, it takes a -2penalty to AC and Dexterity saving throws, and it cantuse reactions. On its turn, it can use either an action ora bonus action, not both. Regardless of the creaturesabilities or magic items, it cant make more than onemelee or ranged attack during its turn.If the creature attempts to cast a spell with a castingtime of 1 action, roll a d20. On an 11 or higher, the spelldoesnt take effect until the creatures next turn, and thecreature must use its action on that turn to complete thespell. If it cant, the spell is wasted.A creature affected by this spell makes anotherWisdom saving throw at the end of its turn. On asuccessful save, the effect ends for it.________________________________________________

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Stinking Cloud3rd-level conjurationCasting Time: 1 actionRange: 90 feetComponents: V, S, M (a rotten egg or several skunkcabbage leaves)Duration: Concentration, up to 1 minuteYou create a 20-foot-radius sphere of yellow, nauseatinggas centered on a point within range. The cloud spreadsaround corners, and its area is heavily obscured. Thecloud lingers in the air for the duration.Each creature that is completely within the cloud atthe start o f its turn must make a Constitution savingthrow against poison. On a failed save, the creaturespends its action that turn retching and reeling.Creatures that dont need to breathe or are immune topoison automatically succeed on this saving throw.A moderate wind (at least 10 miles per hour) dispersesthe cloud after 4 rounds. A strong wind (at least 20miles per hour) disperses it after 1 round.________________________________________________

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Tongues3rd-level divinationCasting Time: 1 actionRange: TouchComponents: V, M (a small clay model of a ziggurat)Duration: 1 hourThis spell grants the creature you touch the ability tounderstand any spoken language it hears. Moreover,when the target speaks, any creature that knows atleast one language and can hear the target understandswhat it says.________________________________________________

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Vampiric Touch3rd-level necromancyCasting Time: 1 actionRange: SelfComponents: V, SDuration: Concentration, up to 1 minuteThe touch of your shadow-wreathed hand can siphon lifeforce from others to heal your wounds. Make a meleespell attack against a creature within your reach. Ona hit, the target takes 3d6 necrotic damage, and youregain hit points equal to half the amount of necroticdamage dealt. Until the spell ends, you can make theattack again on each o f your turns as an action.At Higher Levels. When you cast this spell using aspell slot of 4th level or higher, the damage increases by1d6 for each slot level above 3rd.________________________________________________

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Water Breathing3rd-level transmutation (ritual)Casting Time: 1 actionRange: 30 feetComponents: V, S, M (a short reed or piece of straw)Duration: 24 hoursThis spell grants up to ten willing creatures you can seewithin range the ability to breathe underwater until thespell ends. Affected creatures also retain their normalmode o f respiration.________________________________________________