Worldbuilding and RPG Campaign Management | World Anvil (2024)

Statblocks for your spells.

Level 0 Spells

Guildmasters' Guide to Ravnica

0-level (Cantrip) Enchantment

Casting Time 1 action

Range Self

Duration 8 hours

Components Somatic

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)

Class(es): Wizard

PHB

0-level (Cantrip) Enchantment

Casting Time 1 Action

Range Self

Duration Concentration, Concentration, up to 1 minute

Components S M

Materials (a small amount of makeup applied to the face as this spell is cast)

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When this spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Class(es): Bard, Sorcerer, Warlock, Wizard

Basic Rules, pg. 260

0-level (Cantrip) Illusion

Casting Time 1 action

Range 30 ft.

Duration 1 minute

Components Somatic, Material

Materials a bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

0-level (Cantrip) Conjuration

Casting Time 1 action

Range 30ft

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 magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

Tasha’s Cauldron of Everything, pg. 108

0-level (Cantrip) Enchantment

Casting Time 1 action

Range 60 ft.

Duration Instantaneous

Components Verbal

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.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Sorcerer, Warlock, Wizard

Character LevelPsychic Damage
1st 1d6
5th 2d6
11th 3d6
17th 4d6

Basic Rules, pg. 237

0-level (Cantrip) Evocation

Casting Time 1 action

Range 120 ft.

Duration Instantaneous

Components Verbal, Somatic

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Class(es): Warlock

Character LevelBeams
1st1
5th2
11th3
17th4

Basic Rules, pg. 267

0-level (Cantrip) Transmutation

Casting Time 1 action

Range 10 ft.

Duration 1 hour

Components Verbal, Somatic

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.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard

Evolving Cantrips

0-level (Cantrip) Divination

Casting Time 1 action

Range Touch

Duration Concentration, 1 minute

Components V,S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
At higher levels: At 5th Level.You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.At 11th Level.When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.At 17th Level.You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration

Class(es): Cleric, Druid

Player's Handbook, pg. 282

0-level (Cantrip) Transmutation

Casting Time 1 action

Range 30 ft.

Duration Instantaneous

Components Verbal, Somatic, Material

Materials the stem of a plant with thorns

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Artificer, Druid

Character LevelPiercing Damage
1st 1d6
5th 2d6
11th 3d6
17th 4d6

Elemental Evil Player's Companion, pg. 162

0-level (Cantrip) Transmutation

Casting Time 1 action

Range 30 ft.

Duration Instantaneous

Components Somatic

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Druid, Sorcerer, Wizard

Level 1 Spells

1-level Abjuration

Casting Time 1 reaction

Range Self

Duration 1 round

Components V, S

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Class(es): Sorcerer, Wizard

Strixhaven: A Curriculum of Chaos, pg. 38

1-level Enchantment

Casting Time 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw

Range 60 ft.

Duration Instantaneous

Components Verbal

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Class(es): Bard, Sorcerer, Wizard

Player's Handbook , pg. 215

1-level Conjuration

Casting Time 1 action

Range Self (10 ft. radius)

Duration Instantaneous

Components Verbal, Somatic

You invoke the power of Hadar, the Dark Hunger. 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.
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.

Class(es): Warlock

Spell LevelNecrotic Damage
1st 2d6
2nd 3d6
3rd 4d6
4th 5d6
5th 6d6
6th 7d6
7th 8d6
8th 9d6
9th 10d6

Player's Handbook

1-level Enchantment

Casting Time 1 action

Range 60 feet

Duration Instantaneous

Components V

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 an Intelligence 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 dangerous 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

Class(es): Bard

Player's Handbook, pg. 215

1-level Abjuration

Casting Time 1 action

Range Self

Duration 1 hour

Components Verbal, Somatic, Material

Materials a cup of water

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.

Class(es): Warlock

Spell LevelTemporary Hit PointsCold Damage
1st55
2nd1010
3rd1515
4th2020
5th2525
6th3030
7th3535
8th4040
9th4545

Player's Handbook

1-level Necromancy

Casting Time 1 bonus action

Range 90 feet

Duration Concentration, 1 hour

Components V,S,M (petrified eye of newt)

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 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.

Class(es): Warlock

Basic Rules, pg. 221

1-level Enchantment

Casting Time 1 action

Range 30 ft.

Duration 1 hour

Components Verbal, Somatic

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

Spell LevelTargets
1st1
2nd2
3rd3
4th4
5th5
6th6
7th7
8th8
9th9

Player's Handbook

1-level Illusion

Casting Time 1 action

Range Self

Duration 1 hour

Components V,S

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.You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard

Player's Handbook

1-level Conjuration (ritual)

Casting Time 1 hour

Range 10 feet

Duration Instantaneous

Components V,S,M (3 gp worth of charcoal, incense, and herbs that must be consumed in a brazier)

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Class(es): Wizard

Level 2 Spells

Basic Rules, pg. 254

2-level Illusion

Casting Time 1 action

Range Touch

Duration Concentration, up to 1 hour

Components Verbal, Somatic, Material

Materials an eyelash encased in gum arabic

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. The spell ends for a target that attacks or casts a spell.
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.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard

Spell LevelTargets
2nd1
3rd2
4th3
5th4
6th5
7th6
8th7
9th8
Worldbuilding and RPG Campaign Management | World Anvil (2024)
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