Cantrips
Mage Hand
Casting Time: 1 action
Range: 30 ft
Duration: 1 Minute
Components: V, S
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or
until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if
you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an
unlocked door or container, stow or retrieve an item from an open container, or pour the contents out
of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Mind Sliver
Casting Time: 1 action
Range: 60 ft
Duration: Instantaneous
Components: V
Save: Intelligence
You drive a disorienting spike of psychic energy into the mind of one creature you can see within
range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and
subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and
17th level (4d6).
Fire Bolt
Casting Time: 1 action
Range: 120 ft
Duration: Instantaneous
Components: V, S
You hurl a mote of 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.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level
(4d10).
Message
Casting Time: 1 action
Range: 120 ft
Duration: 1 Round
Components: V, S, M
Material: a short piece of copper wire
You point your finger toward a creature within range and whisper a message. The target (and only the
target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond
the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around
corners or through openings.
Poison Spray
Casting Time: 1 action
Range: 10 ft
Duration: Instantaneous
Components: V, S
Save: Constitution
You extend your hand toward a creature you can see within range and project a puff of noxious gas
from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level
(4d12).
Level 1
Absorb Elements
Casting Time: 1 reaction
Range: Self
Duration: 1 Round
Components: S
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next
melee attack. You have resistance to the triggering damage type until the start of your next turn. Also,
the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of
the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage
increases by 1d6 for each slot level above 1st.
Mage Armor
Casting Time: 1 action
Range: Touch
Duration: 8 Hour
Components: V, S, M
Material: a piece of cured leather
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until
the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target
dons armor or if you dismiss the spell as an action.
Command
Casting Time: 1 action
Range: 60 ft
Duration: 1 Round
Components: V
Save: Wisdom
You speak a one-word command to a creature you can see within range. The target must succeed on a
Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is
undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described
here. If you do so, the DM determines how the target behaves. If the target can't follow your command,
the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is
able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The creatures must be within 30 feet of each other
when you target them.
Level 2
Scorching Ray
Casting Time: 1 action
Range: 120 ft
Duration: Instantaneous
Components: V, S
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or
several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one
additional ray for each slot level above 2nd.
Levitate
Casting Time: 1 action
Range: 60 ft
Duration: 10 Minute (Concentration)
Components: V, S, M
Save: Constitution
Material: either a small leather loop or a piece of golden wire bent into a cup shape with a long shank
on one end
One creature or loose object of your choice that you can see within range rises vertically, up to 20
feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to
500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as
a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude
by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as
part of your move. Otherwise, you can use your action to move the target, which must remain within the
spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Enhance Ability
Casting Time: 1 action
Range: Touch
Duration: 1 Hour (Concentration)
Components: V, S, M
Material: fur or a feather from a beast
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects;
the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit
points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity
doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20
feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Misty Step
Casting Time: 1 bonus action
Range: Self
Duration: Instantaneous
Components: V
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Level 3
Hypnotic Pattern
Casting Time: 1 action
Range: 120 ft (30 Cube)
Duration: 1 Minute (Concentration)
Components: S, M
Save: Wisdom
Material: a glowing stick of incense or a crystal vial filled with phosphorescent material
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range.
The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must
make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While
charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to
shake the creature out of its stupor.
Gaseous Form
Casting Time: 1 action
Range: Touch
Duration: 1 Hour (Concentration)
Components: V, S, M
Material: a bit of gauze and a wisp of smoke
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty
cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't
affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can
enter and occupy the space of another creature. The target has resistance to nonmagical damage, and
it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through
small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid
surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise
incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was
carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or
cast spells.
Level 4
Wall of Fire
Casting Time: 1 action
Range: 120 ft
Duration: 1 Minute (Concentration)
Components: V, S, M
Save: Dexterity
Material: a small piece of phosphorus
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20
feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The
wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed
save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature
that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when
it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no
damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
Greater Invisibility
Casting Time: 1 action
Range: Touch
Duration: 1 Minute (Concentration)
Components: V, S
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the target's person.