Artificer Spell List

* Resistance - Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice.

***Conjuration***

* Acid Splash - You hurl a bubble of acid.
* Mage Hand - A spectral, floating hand appears at a point you choose within range.
* Poison Spray - You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.

***Divination***

* Guidance - Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.

***Evocation***

* Dancing Lights - 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.
* Fire Bolt - You hurl a mote of fire at a creature or object within range.
* Light - Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
* Ray of Frost - A frigid beam of blue-white light streaks toward a creature within range.
* Shocking Grasp - Lightning springs from your hand to deliver a shock to a creature you try to touch.

***Necromancy***

* Spare the Dying - You touch a living creature that has 0 hit points. The creature becomes stable.

***Transmutation***

* Mending - 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.
* Message - You point your finger toward a creature within range and whisper a message.
* Prestidigitation - This spell is a minor magical trick that novice spellcasters use for practice.

### 1st-Level Spells

***Abjur***

* Alarm - You set an alarm against unwanted intrusion.
* Sanctuary - You ward a creature within range against attack.

***Conj***

* Grease - Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

***Div***

* Detect Magic - For the duration, you sense the presence of magic within 30 feet of you.
* Identify - You choose one object that you must touch throughout the casting of the spell, and learn of its properties

***Evoc***

* Cure Wounds - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
* Faerie Fire - Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

***Illus***

* Disguise Self - You make yourself–including your clothing, armor, weapons, and other belongings on your person–look different until the spell ends or until you use your action to dismiss it.

***Necro***

* False Life - Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

***Trans***

* Expeditious Retreat - This spell allows you to move at an incredible pace.
* Feather Fall - A falling creature's rate of descent slows to 60 feet per round until the spell ends.
* Jump - You touch a creature. The creature's jump distance is tripled until the spell ends.
* Longstrider - You touch a creature. The target's speed increases by 10 feet until the spell ends.
* Purify Food and Drink - 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.

### 2nd-Level Spells

***Abjur***

* Aid - Your spell bolsters your allies with toughness and resolve.
* Arcane Lock - You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
* Lesser Restoration - You touch a creature and can end either one disease or one condition afflicting it.
* Protection from Poison - You touch a creature. If it is poisoned, you neutralize the poison.

***Conj***

* Web - You conjure a mass of thick, sticky webbing at a point of your choice within range.

***Div***

* See Invisibility - For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane.

***Evoc***

* Continual Flame - A flame, equivalent in brightness to a torch, springs forth from an object that you touch.

***Illus***

* Blur - Your body becomes blurred, shifting and wavering to all who can see you.
* Magic Mouth - You implant a message within an object in range, a message that is uttered when a trigger condition is met.

***Trans***

* Alter Self - You assume a different form.
* Darkvision - You touch a willing creature to grant it the ability to see in the dark.
* Enhance Ability - You touch a creature and bestow upon it a magical enhancement.
* Enlarge/Reduce - You cause a creature or an object you can see within range to grow larger or smaller for the duration.
* Heat Metal - Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot.
* Invisibility - A creature you touch becomes invisible until the spell ends.
* Levitate - One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
* Magic Weapon - You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
* Rope Trick - You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground.
* Spider Climb - Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

### 3rd-Level Spells

***Abjur***

* Dispel Magic - Any spell of 3rd level or lower on the target ends.
* Glyph of Warding - When you cast this spell, you inscribe a glyph that harms other creatures
* Protection from Energy - For the duration, the willing creature you touch has resistance to one damage type of your choice:

***Conj***

* Create Food and Water - 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.

***Necro***

* Revivify - You touch a creature that has died within the last minute.

***Trans***

* Blink - You vanish from your current plane of existence and appear in the Ethereal Plane
* Fly - The target gains a flying speed of 60 feet for the duration
* Haste - Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
* Water Breathing - This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends.
* Water Walk - This spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground

### 4th-Level Spells

***Abjur***

* Freedom of Movement - For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
* Private Sanctum - You make an area within range magically secure.
* Stoneskin - This spell turns the flesh of a willing creature you touch as hard as stone.

***Conj***

* Faithful Hound - You conjure a phantom watchdog in an unoccupied space that you can see within range
* Secret Chest - You hide a chest, and all its contents, on the Ethereal Plane.

***Div***

* Arcane Eye - You create an invisible, magical eye within range that hovers in the air for the duration.

***Evoc***

* Resilient Sphere - A sphere of shimmering force encloses a creature or object of Large size or smaller within range.

***Trans***

* Fabricate - You convert raw materials into products of the same material.
* Stone Shape - You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.

### 5th-Level Spells

***Abjur***

* Greater Restoration - You imbue a creature you touch with positive energy to undo a debilitating effect.

***Evoc***

* Wall of Stone - A nonmagical wall of solid stone springs into existence at a point you choose within range.

***Illus***

* Creation - You pull wisps of material from the Force of Chaos to create a nonliving object

***Trans***

* Animate Objects - Objects come to life at your command.