Mage Scholar Spells

**Spellcasting Ability:** Intelligence

At level 1, you may learn 3 cantrips and 6 spells at first level. Every time you level up, you may learn two more spells. At first level, you have two first-level spell slots.

Each day, you must prepare a set of spells from your list of known spells. If a spell has not been prepared that day, you are unable to cast it. You may prepare a number of spells equal to your Intelligence modifier + your level.

You may learn spells from any of the four schools up to fourth level. To learn spells above fourth level, you must specialise in that school.

**Simple Magic Attacks**

You may attack a creature with a simple magic attack. This does not cost a spell slot. You make a ranged attack within a creature you can see within 60 feet of you. On a successful hit, your attack does 1d4 fire, cold, radiant, or necrotic damage, depending on the type of staff you are using. More powerful staffs will deal more damage.

## Cantrips

**Chill Touch.** Casting Time: 1 action | Range: 120 feet | Duration: 1 round | School: Entropy

You make a ranged spell attack against a creature within range to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of 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 of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

**Mage Hand.** Casting Time: 1 action | Range: 30 feet | Duration: 1 min | School: Creation

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.

**Mending.** Casting Time: 1 minute | Range: Touch | Duration: Instantaneous | School: Creation

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

**Prestidigitation.** Casting Time: 1 action | Range: 10 feet | Duration: Up to 1 hour | School: Creation

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
* You instantaneously light or snuff out a candle, a torch, or a small campfire.
* You instantaneously clean or soil an object no larger than 1 cubic foot.
* You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
* You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
* You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

**Produce Flame.** Casting Time: 1 action | Range: Self | Duration: 10 mins | School: Primal

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

**Ray of Frost.** Casting Time: 1 action | Range: 60 feet | Duration: Instantaneous | School: Primal

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

**Shocking Grasp.** Casting Time: 1 action | Range: Touch | Duration: Instantaneous | School: Primal

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

**Whisper.** Casting Time: 1 action | Range: 120 feet | Duration: 1 round | School: Spirit

You point your finger towards 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.

## First Level

**Arms of the Void.** Casting Time: 1 action | Range: Self (10-foot radius) | Duration: Instantaneous | School: Entropy

You invoke the power of the Void. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

**Bane.** Casting Time: 1 action | Range: 30 feet | Duration: Concentration, up to 1 min | School: Entropy

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

**Barrier.** Casting Time: 1 reaction | Range: Self | Duration: 1 round | School: Spirit

A barrier of magical force springs up around you and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack.

**Cure Wounds.**Casting Time: 1 action | Range: Touch | Duration: Instantaneous | School: Spirit

A creature you touch regains a number of hit points equal to 1d8 + your Wisdom modifier. This spell has no effect on undead or constructs. *At Higher Levels:*When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

**Detect Poison and Disease.**Casting Time: 1 action | Range: Self | Duration: Concentration, up to 10 mins | School: Spirit

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

**Dissonant Whispers.** Casting Time: 1 action | Range: 60 feet | Duration: Instantaneous | School: Entropy

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerour ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

**Fade Fire.**Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 1 min | School: Spirit

Each object in a 20-foot cube within range is outlined in green light. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack rolls against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

**Fiery Rebuke.** Casting Time: 1 reaction | Range: 60 feet | Duration: Instantaneous | School: Primal

As a reaction to being damaged by a creature within 60 feet and visible to you, you summon fire to their position. Your enemy is momentarily surrounded by flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level about 1st.

**Force Hold.** Casting Time: 1 action | Range: 30 feet | Duration: 1 hour | School: Primal

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

**Frost Armor.** Casting Time: 1 action | Range: Self | Duration: 1 hour | School: Primal

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

**Hex.** Casting Time: 1 bonus action | Range: 90 feet | Duration: Concentration, up to 1 hour | School: Entropy

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A *remove curse* spell cast on the target ends this spell early. *At Higher Levels:* When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

**Hideous Laughter.** Casting Time: 1 action | Range: 30 feet | Duration: Concentration, up to 1 min | School: Entropy

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has disadvantage on the saving throw unless it's triggered by damage. On a success, the spell ends.

**Identify.**Casting Time: 1 minute | Range: Touch | Duration: Instantaneous | School: Creation

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

**Mage Armor.** Casting Time: 1 action | Range: Touch | Duration: 8 hours | School: Creation

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds them 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.

**Magic Missile.** Casting Time: 1 action | Range: 120 feet | Duration: Instantaneous | School: Creation

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

**Mind Blast.** Casting Time: 1 reaction | Range: Self (5-foot radius) | Duration: Instantaneous | School: Spirit

As a reaction to being damaged by a creature within melee range of you, you send out a blast of psychic energy into the area immediately surrounding you. Any creature within a 5-foot radius must make a Wisdom saving throw, or suffer 2d8 psychic damage and be knocked prone. For the rest of the round, any creatures caught in the blast have disadvantage on attacks against you. On a successful save, the creature takes half damage but suffers no other effect.

**Primal Sphere.** Casting Time: 1 action | Range: 90 feet | Duration: Instantaneous | School: Primal

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder damage for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

**Projected Barrier.** Casting Time: 1 bonus action | Range: 60 feet | Duration: Concentration, up to 10 mins | School: Spirit

You cast a barrier on a creature of your choice within range, granting it a +2 bonus to AC for the duration.

**Purify Food and Drink.** Casting Time: 1 action | Range: 10 feet | Duration: Instantaneous | School: Creation

All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

**Ray of Sickness.** Casting Time: 1 action | Range: 60 feet | Duration: Instantaneous | School: Entropy

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

**Sleep.** Casting Time: 1 action | Range: 90 feet | Duration: 1 min | School: Entropy

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

**Spirit Aide.** Casting Time: 1 action | Range: 60 feet | Duration: 1 hour | School: Spirit

This spell calls a spirit from the Fade to perform simple tasks at your command until the spell ends. The spirit springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the spirit to move up to 15 feet and interact with an object. The spirit can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the spirit performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the spirit to perform a task that would move it more than 60 feet away from you, the spell ends.

**Spirit Bolt.** Casting Time: 1 action | Range: 120 feet | Duration: 1 round | School: Spirit

A flash of spirit energy streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

**Thunderwave.** Casting Time: 1 action | Range: Self (15-foot cube) | Duration: Instantaneous | School: Primal

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. *At Higher Levels:* When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

## Second Level

**Alter Self.** Casting Time: 1 action | Range: Self | Duration: Concentration, up to 1 hour | School: Creation

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

* *Aquatic Adaption.* You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
* *Change Appearance.* You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same: if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
* *Natural Weapons.* You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage as appropriate, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have +1 bonus to the attack and damage rolls you make using it.

**Arcane Lock.** Casting Time: 1 action | Range: Touch | Duration: Until dispelled | School: Creation

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it it impassable until it is broken or the spell is dispelled or suppressed. Casting *knock* on the object suppresses *arcane lock* for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick and locks on it increases by 10.

**Blindness/Deafness.** Casting Time: 1 action | Range: 30 feet | Duration: 1 min | School: Entropy

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. *At Higher Levels:* When you case this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

**Cloud of Daggers.** Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 1 min | School: Creation

You fill the air with spinning daggers in a cube 5 feet on each side, centred on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. *At Higher Levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

**Enlarge/Reduce.** Casting Time: 1 action | Range: 30 feet | Duration: Concentration, up to 1 min | School: Creation

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

* *Enlarge.* The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.
* *Reduce.* The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

**Fade Step.** Casting Time: 1 action | Range: Self | Duration: Instantaneous | School: Spirit

You let invisible waves of magic carry you forward, blurring forward up to 30 feet to an unoccupied space that you can see.

**Gentle Repose.** Casting Time: 1 action | Range: Touch | Duration: 10 days | School: Creation

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as *raise dead*.

**Glyph of Paralysis.** Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 1 min | School: Creation

You create a paralysing glyph beneath a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralysed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. *At Higher Levels:* When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

**Group** **Heal.** Casting Time: 10 minutes | Range: 30 feet | Duration: Instantaneous | School: Spirit

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. *At Higher Levels:* When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

**Heat Metal.**Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 1 min | School: Primal

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If id doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. *At Higher Levels:*When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

**Immolate.** Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 1 min | School: Primal

A 5-foot-diameter storm of fire appears in a space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the storm must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the storm up to 30 feet. If you ram the fire into a creature, that creature must make the saving throw against the fire damage, and the storm stops moving this turn. When you move the storm, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The flames ignite flammable objects not being worn or carried, and they shed bright light in a 20-foot radius and dim light for an additional 20 feet. *At Higher Levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

**Knock.** Casting Time: 1 action | Range: 60 feet | Duration: Instantaneous | School: Creation

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that requires a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with *arcane lock*, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

**Lesser Restoration.** Casting Time: 1 action | Range: Touch | Duration: Instantaneous | School: Creation

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralysed, or poisoned.

**Scorching Ray.** Casting Time: 1 action | Range: 120 feet | Duration: Instantaneous | School: Primal

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.

**Shatter.** Casting Time: 1 action | Range: 60 feet | Duration: Instantaneous | School: Entropy

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centred on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes damage if it's in the spell's area. *At Higher Levels:* When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

**Veilfire.** Casting Time: 1 action | Range: Touch | Duration: Until dispelled | School: Spirit

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame save for its coloration, which is an ethereal green. It creates no heat, doesn't use oxygen, and produces no crackling sound of burning but rather a quiet rustling or whispering. *Veilfire* can be covered or hidden but not smothered or quenched.

**Weakness.** Casting Time: 1 action | Range: 60 feet | Duration: Concentration, up to 1 min | School: Entropy

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

## Third Level

**Animate Dead.** Casting Time: 1 min | Range: 10 feet | Duration: Instantaneous | School: Entropy

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. *At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

**Aura of Vitality.** Casting Time: 1 action | Range: Self | Duration: Concentration, up to 1 min | School: Creation

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centred on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

**Bestow Curse.** Casting Time: 1 action | Range: Touch | Duration: Concentration, up to 1 min | School: Entropy

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
* While cursed, the target has disadvantage on attack rolls against you.
* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. *At Higher Levels:* If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

**Call Lightning.** Casting Time: 1 action | Range: 120 feet | Duration: Concentration, up to 10 mins | School: Primal

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. *At Higher Levels:* When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

**Create Food and Water.** Casting Time: 1 action | Range: 30 feet | Duration: Instantaneous | School: Creation

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

**Death Siphon.** Casting Time: 1 action | Range: Self | Duration: Concentration, up to 1 min | School: Entropy

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

**Dispel Magic.** Casting Time: 1 action | Range: 120 feet | Duration: Instantaneous | School: Spirit

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. *At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

**Elemental Weapon.** Casting Time: 1 action | Range: 120 feet | Duration: Instantaneous | School: Primal

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. *At Higher Levels:* When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

**Fade Sense.** Casting Time: 10 mins | Range: 1 mile | Duration: Concentration, up to 10 mins | School: Spirit

You reach through the Fade to create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

**Fear.** Casting Time: 1 action | Range: Self | Duration: Concentration, up to 1 min | School: Entropy

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

**Feign Death.** Casting Time: 1 action | Range: Touch | Duration: 1 hour | School: Entropy

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

**Fireball.** Casting Time: 1 action | Range: 150 feet | Duration: Instantaneous | School: Primal

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. *At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

**Glyph of Warding.** Casting Time: 1 hour | Range: Touch | Duration: Until dispelled or triggered | School: Creation

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph:

* *Explosive Runes.* When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centred on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
* *Spell Glyph.* You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centred on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

**Lightning Bolt.** Casting Time: 1 action | Range: Self | Duration: Instantaneous | School: Primal

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. *At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

**Magic Circle.** Casting Time: 1 min | Range: 10 feet | Duration: 1 hour | School: Creation

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centred on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: spirits, demons, darkspawn, dragons, or undead. The circle affects a creature of the chosen type in the following ways:

* The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation to do so, it must first succeed on a Charisma saving throw.
* The creature has disadvantage on attack rolls against targets within the cylinder.
* Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. *At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

**Meld into Stone.** Casting Time: 1 action | Range: Touch | Duration: 8 hours | School: Primal

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

**Protection from Energy.** Casting Time: 1 action | Range: Touch | Duration: Concentration, up to 1 hour | School: Creation

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

**Remove Curse.** Casting Time: 1 action | Range: Touch | Duration: Instantaneous | School: Spirit

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

**Revivify.** Casting Time: 1 action | Range: Touch | Duration: Instantaneous | School: Entropy

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

**Slow.** Casting Time: 1 action | Range: 120 feet | Duration: Concentration, up to 1 min | School: Entropy

You sap the energy from up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

**Speak with Dead.** Casting Time: 1 action | Range: 10 feet | Duration: 10 mins | School: Entropy

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

**Spirit Guardians.** Casting Time: 1 action | Range: Self | Duration: Concentration, up to 10 mins | School: Spirit

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. *At Higher Levels:* When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.