Air Wave
Air Wave
Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.
Alarm
Alarm
You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don’t set off the alarm.
Animal Friendship
Animal Friendship
You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett.
Arcane Riposte
Arcane Riposte
You respond to an incoming attack with a magically-infused attack of your own. Make a melee spell attack against the creature that attacked you. If you hit, the creature takes 3d6 acid, cold, fire, lightning, poison, or thunder damage.
Casting Time: 1 reaction, which you take when a creature makes a melee attack against you
Bane
Bane
The senses of the targets are filled with phantom energies that make them more vulnerable and less capable.
Beautify Creature
Beautify Creature
The creature is immediately and beautifully groomed, as if it had been lovingly attended to by a group of no less than 4 highly-skilled servants. Its clothing (if it has any) will be spotlessly clean with any minor damage mended and, at the creature’s option, it may also be festooned with ribbons, be perfumed, and have makeup, face paint, or body paint applied. If the creature desires, its hair, beard, fur, and/or feathers can be styled or cut by this spell.
Bless
Bless
The blessing you bestow upon the targets makes them more durable and competent.
Burning Hands
Burning Hands
A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area.
Burst of Strength
Burst of Strength
In a sudden eruption of fortitude, you break bonds in inhuman fashion.
Calculated Retribution
Calculated Retribution
You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack’s damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage.
Ceremony
Ceremony
You perform a religious ceremony during the casting time of this spell. When you cast the spell, you choose one of the following effects, any targets of which must be within range during the entire casting.
Funeral: You bless one or more corpses, acknowledging their transition away from this world. For the next week, they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR ¼ or less. A corpse can only benefit from this effect once.
Charm Person
Charm Person
You only require line of sight to the target (not line of effect) and it has
Chef's Palate
Chef's Palate
You instantly learn the ingredients list and preparation method for the item of food or drink targeted by this spell. For one hour after you cast the spell you retain perfect, detailed knowledge sufficient to perfectly recreate the serving of food or drink, including an accurate awareness of any contaminants (including vermin and poisons, but not disease) in the fare. Identifying such contaminants as harmful usually requires a DC 10 Perception check, but the Narrator may use DC 15 for those that are uncommon, DC 20 for rare, or DC 25 for those that are truly unique.
Color Spray
Color Spray
A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn.
Command
Command
You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.
Below are example commands, but at the Narrator’s discretion you may give any one-word command.
Approach | Come | Here: The target uses its action to take the Dash action and move toward you by the shortest route, ending its turn if it reaches within 5 feet of you.
Comprehend Languages
Comprehend Languages
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies.
Conjoinment
Conjoinment
You bind the motions of two objects together such that the motion of one influences the other, regardless of the distance. If an object being targeted by this spell is being worn or carried, the bearer of the object makes the saving throw. If you attempt to cast this spell on an object that is already conjoined to another object, the spell fails.
When you cast this spell, choose one of the following options:
Corpse Explosion
Corpse Explosion
A corpse explodes in a poisonous cloud.
Create or Destroy Water
Create or Destroy Water
Choose one of the following.
Create Water: You fill the target with up to 10 gallons of nonpotable water. Alternatively, the water falls as rain that extinguishes exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in the target. Alternatively, you destroy fog in the area.
Cure Wounds
Cure Wounds
The target regains hit points equal to 1d8 + your
Detect Evil and Good
Detect Evil and Good
Range: Special (30-foot radius)
You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature’s presence, as well as where the creature is located.
Detect Magic
Detect Magic
Range: Special (30-foot radius)
Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).
The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
Detect Poison and Disease
Detect Poison and Disease
Range: Special (30-foot radius)
Disguise Self
Disguise Self
Until the spell ends or you use an action to dismiss it, you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex and any other distinguishing features.
Divine Favor
Divine Favor
You imbue divine power into your strikes. Until the spell ends, you deal an extra 1d4 radiant damage with your weapon attacks.
Dramatic Sting
Dramatic Sting
You
Earth Barrier
Earth Barrier
Casting Time: 1 reaction, which you take when you are targeted with a ranged attack
Entangle
Entangle
Area: 20-foot square centered on the target
Expeditious Retreat
Expeditious Retreat
Until the spell ends, you’re able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action.
Faerie Fire
Faerie Fire
Each object in a 20-foot cube within range is outlined in light (your choice of color).
False Life
False Life
You are bolstered with fell energies resembling life, gaining 1d4+4 temporary hit points that last until the spell ends.
Fatigued Bargain
Fatigued Bargain
Your magic suppresses a creature’s inhibitions, urging out its own self-destructive strength.
Feather Fall
Feather Fall
Casting Time: 1 reaction which you take when you or a creature within range falls
Magic slows the descent of each target. Until the spell ends, a target’s rate of descent slows to 60 feet per round. If a target lands before the spell ends, it takes no falling damage and can land on its feet, ending the spell for that target.
Fey Tongue
Fey Tongue
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken Sylvan, Elvish or Primordial that you hear, or any written text in those languages that you can touch.
Find Familiar
Find Familiar
Your familiar, a spirit that takes the form of any CR 0 beast of Small or Tiny size, appears in an unoccupied space within range. It has the statistics of the chosen form, but is your choice of a celestial, fey, or fiend (instead of a beast).
Your familiar is an independent creature that rolls its own initiative and acts on its own turn in combat (but cannot take the Attack action). However, it is loyal to you and always obeys your commands.
When the familiar drops to 0 hit points, it vanishes without a trace. Casting the spell again causes it to reappear.
Floating Disk
Floating Disk
A metallic disc made of force, 3 feet in diameter and hovering 3 feet off the ground, appears within range. It can support up to 500 pounds. If it is overloaded, or if you move more than 100 feet away from it, the spell ends. You can end the spell as an action. While it is not carrying anything, you can use a bonus action to teleport the disk to an unoccupied space within range.
Fog Cloud
Fog Cloud
You create a
Force Punch
Force Punch
Make a
Fortified Will
Fortified Will
You harden a creature’s mind with an unbending willpower.
Gish Gallop
Gish Gallop
You weave subtle charms into your speech to conceal your mistakes. When you fail a Deception, Intimidation, or Persuasion check, you can choose to immediately repeat the triggering skill check, but with a different skill of your choice from the following: Deception, Intimidation, Persuasion. If you succeed on this check, it replaces the triggering failure. If you fail, all creatures that you are interacting with know you attempted to manipulate them
Goodberry
Goodberry
You transform the components into 2d4 berries. For the next 24 hours, any creature that consumes one of these berries regains 1 hit point. Eating or administering a berry is an action. The berries do not provide any nourishment or sate hunger.
Grease
Grease
Grease erupts from a point that you can see within range and coats the ground in the target area, turning it into
Guiding Bolt
Guiding Bolt
A bolt of light erupts from your hand.
Harmonic Resonance
Harmonic Resonance
You harmonize with the rhythm of those around you until you’re perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within range uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the outcome is determined.
Healing Word
Healing Word
Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier.
Heroism
Heroism
The target’s spirit is bolstered.
Hex
Hex
You levy a mild
Hideous Laughter
Hideous Laughter
The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter.
Housekeeping
Housekeeping
When you cast this spell, select a 10-foot square section within range. If it is a hard, treated, or manufactured surface (such as wood, fabric, leather, stone, glass, or metal) it becomes spotlessly clean. Any foreign substances on the surface of the square that you specify such as dirt, blood, toxic chemicals, paint, ink, and so on vanish harmlessly, leaving the surface clean and sanitary. This cleaning makes it impossible to track a creature through the affected areas via mundane means, but the utter cleanliness may itself be suspicious.
Identify
Identify
You learn the target item’s magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if any) along with what spells were used to create it.
Alternatively, you learn any spells that are currently affecting a targeted creature.
Identify Weapon
Identify Weapon
While casting this spell, you touch a wound on a creature or corpse.
Illusory Script
Illusory Script
You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other creatures view the message as writing in an unknown or unintelligible magical script or a different message. If you choose to create another message, you can change the handwriting and the language that the message is written in, though you must know the language in question.
If the spell is dispelled, both the message and its illusory mask disappear.
Inflict Wounds
Inflict Wounds
You impart fell energies that suck away the target’s life force, making a melee spell attack that deals 3d10 necrotic damage.
Jump
Jump
You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally.
Lesser Repair
Lesser Repair
You restore an object or construct that has been damaged. The target regains hit points equal to 1d8 + your spellcasting ability modifier. Magic items can be repaired in this way, but their magic is not restored.
Longstrider
Longstrider
Until the spell ends, the target’s Speed increases by 10 feet.
Mage Armor
Mage Armor
Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.
Magic Missile
Magic Missile
A trio of glowing darts of magical force unerringly and simultaneously strike the targets, each dealing 1d4+1 force damage.
Nervous Recoil
Nervous Recoil
You magically cloud the target’s judgment at the last instant. The target must choose to keep its successful roll or treat the roll as a failure instead. If it keeps the success, the target takes 2d6 psychic damage.
Phantasmal Talons
Phantasmal Talons
You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers. The talons do not interact with physical matter, but rip viciously at the psyche of any creature struck by them. For the duration, your unarmed strikes gain the finesse property and deal psychic damage. In addition, if your unarmed strike normally deals less than 1d4 damage, it instead deals 1d4 damage.
Protection from Evil and Good
Protection from Evil and Good
The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
Purify Food and Drink
Purify Food and Drink
You remove all
Sanctuary
Sanctuary
You ward a creature against intentional harm.
Searing Equation
Searing Equation
You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete.
Shield
Shield
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the
Shield of Faith
Shield of Faith
Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2
Silent Image
Silent Image
You create an illusory image of a creature, object, or other visible effect within the area. The illusion is purely visual, it cannot produce sound or smell, and items and other creatures pass through it.
As an action, you can move the image to any point within range. The image’s movement can be natural and lifelike (for example, a ball will roll and a bird will fly).
Skeletal Hands
Skeletal Hands
Dozens of skeletal hands reach from a wall or other vertical surface to grasp a creature within 5 feet of the surface. Make a melee spell attack.
Sleep
Sleep
You send your enemies into a magical slumber.
Speak with Animals
Speak with Animals
You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world, and their knowledge and awareness is filtered through that perspective. At a minimum, beasts can tell you about nearby locations and monsters, including things they have recently perceived. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you.
Stumble
Stumble
The target moves up to 10 feet in a direction you choose, stopping short of any ledges or other dangerous hazards, or if it collides with another creature, object, or an obstacle, such as a wall or door. This movement does not provoke opportunity attacks. At the end of its movement, the target falls prone, taking 2d6 bludgeoning damage if it collides with an obstacle. If it collides with another creature or object, the damage is split between them.
Thunderwave
Thunderwave
You create a wave of thunderous force, damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you.
Unsecured objects completely within the area are also pushed 10 feet away from you. The thunderous boom of the spell is audible out to 300 feet.
Traveler’s Ward
Traveler’s Ward
Until the spell ends, creatures have
Unseen Servant
Unseen Servant
You create an
Wind Up
Wind Up
You wind your power up like a spring.