Acid Splash
Acid Splash
A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Altered Strike
Altered Strike
You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.
Arcane Muscles
Arcane Muscles
Your muscles swell with arcane power. They’re too clumsy to effectively wield weapons but certainly strong enough for a powerful punch.
Calculate
Calculate
You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.
Note: Using the calculate cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.
Chill Touch
Chill Touch
You reach out with a spectral hand that carries the chill of death.
Circular Breathing
Circular Breathing
You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.
Convenient Retrieval
Convenient Retrieval
You reach into the container and instantly retrieve an object, regardless of its position in the container.
Dancing Lights
Dancing Lights
You create up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.
You can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range.
Dizziness
Dizziness
The target’s balance becomes unsteady.
Druidcraft
Druidcraft
You call upon your mastery of nature to produce one of the following effects within range:
Fire Bolt
Fire Bolt
You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Friends
Friends
Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.
Glamour
Glamour
You distort light and colors around yourself so that you are subtly more appealing, masking any untoward marks and blemishes. Until the spell ends or you use an action to dismiss it, you are glamored by an illusion that can slightly alter your appearance. These minor changes include hair style and length, eye coloration, sex, signs of age or tiredness such as crows feet and bags under the eyes, concealing or adding tattoos or other marks or blemishes, and general signs of hygiene and cleanliness.
Grapevine
Grapevine
Range: Special (100 miles)
You cause a message in Druidic to appear on a tree or plant within range which you have seen before. You can cast the spell again to erase the message.
Guidance
Guidance
The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
Light
Light
Until the spell ends, the target emits bright light in a 20-foot radius and dim light an additional 20 feet. Light emanating from the target may be any color. Completely covering the target with something that is not transparent blocks the light. The spell ends when you use an action to dismiss it or if you cast it again.
Mage Hand
Mage Hand
A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it.
You can use an action to control the hand and direct it to do any of the following:
- manipulate an object.
- open an unlocked container or door.
- stow or retrieve items from unlocked containers.
The hand cannot attack, use magic items, or carry more than 10 pounds.
Mending
Mending
You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.
Magic items and constructs may be repaired in this way, but their magic is not restored.
You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.
Message
Message
You point and whisper your message at the target. It alone hears the message and may reply in a whisper audible only to you.
You can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The message is blocked by 3 feet of wood, 1 foot of stone, 1 inch of common metals, or a thin sheet of lead.
The spell moves freely around corners or through openings.
Minor Illusion
Minor Illusion
This spell creates a sound or image of an object. The illusion disappears if dismissed or you cast the spell again.
You may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area.
Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects.
Muddle
Muddle
You attempt to disorient a creature.
Pestilence
Pestilence
A swarm of insects fills the area.
Prestidigitation
Prestidigitation
You wield arcane energies to produce minor effects. Choose one of the following:
Produce Flame
Produce Flame
You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment.
Ray of Frost
Ray of Frost
An icy beam shoots from your outstretched fingers.
Resistance
Resistance
The target gains an expertise die to one
Sacred Flame
Sacred Flame
As long as you can see the target (even if it has cover) radiant holy flame envelops it, dealing 1d8 radiant damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shillelagh
Shillelagh
You imbue the target with nature’s magical energy.
Shocking Grasp
Shocking Grasp
Electricity arcs from your hand to shock the target.
Spare the Dying
Spare the Dying
A jolt of healing energy flows through the target and it becomes stable.
Steady Hands
Steady Hands
You gain precise control over your fine movements.
Thaumaturgy
Thaumaturgy
You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:
True Strike
True Strike
You gain an innate understanding of the defenses of a creature or object in range.
Vicious Mockery
Vicious Mockery
You verbally insult or mock the target so viciously its mind is seared.
Void Maw
Void Maw
You reach out into the perilous void to create an orb of hungry shadows, making a ranged spell attack that deals 1d6 necrotic damage. Inanimate corpses and Tiny or smaller nonmagical objects hit by this spell disintegrate into nothing. If this spell kills a creature, the corpse disintegrates into nothing.