DANCING LIGHTS
CASTING TIME RANGE
1 action 120 feet
COMPONENTS DURATION
V, S, M Concentration, up to 1 minute
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. You can also
combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you
choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the
lights up to 60 feet to a new spot within range. A light
must be within 20 feet of another light created by this
spell, and a light winks out if it exceeds the spell's
range.
Wizard Evocation cantrip
FIRE BOLT
CASTING TIME RANGE
1 action 120 feet
COMPONENTS DURATION
V, S Instantaneous
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).
Wizard Evocation cantrip
GREEN-FLAME BLADE
CASTING TIME RANGE
1 action Self (5-foot radius)
COMPONENTS DURATION
S, M Instantaneous
a melee weapon worth at least 1 sp
You brandish the weapon used in the spell's casting
and make a melee attack with it against one creature
within 5 feet of you. On a hit, the target suffers the
weapon attack's normal effects, and you can cause
green fire to leap from the target to a different
creature of your choice that you can see within 5 feet
of it. The second creature takes fire damage equal to
your spellcasting ability modifier.
At Higher Levels. At 5th level, the melee attack deals
an extra 1d8 fire damage to the target on a hit, and the
fire damage to the second creature increases to 1d8 +
your spellcasting ability modifier. Both damage rolls
increase by 1d8 at 11th level (2d8 and 2d8) and 17th
level (3d8 and 3d8).
Wizard (TCE) Evocation cantrip
GREEN-FLAME BLADE
CASTING TIME RANGE
1 action 5 feet
COMPONENTS DURATION
V, M 1 round
a weapon
As part of the action used to cast this spell, you must
make a melee attack with a weapon against one
creature within the spell's range, otherwise the spell
fails. On a hit, the target suffers the attack's normal
effects, and green fire leaps from the target to a
different creature of your choice that you can see
within 5 feet of it. The second creature takes fire
damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach higher
levels. At 5th level, the melee attack deals an extra 1d8
fire damage to the target, and the fire damage to the
second creature increases to 1d8 + your spellcasting
ability modifier. Both damage rolls increase by 1d8 at
11th level and 17th level.
Wizard (SCAG) Evocation cantrip
MENDING
CASTING TIME RANGE
1 minute Touch
COMPONENTS DURATION
V, S, M Instantaneous
two lodestones
This spell repairs a single break or tear in an object you
touch, such as broken chain link, two halves of a
broken key, a torn clack, 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.
Wizard Transmutation cantrip
BURNING HANDS
CASTING TIME RANGE
1 action Self (15-foot cone)
COMPONENTS DURATION
V, S Instantaneous
As you hold your hands with thumbs touching and
fingers spread, a thin sheet of flames shoots forth from
your outstretched fingertips. Each creature in a 15-
foot cone must make a Dexterity saving throw. A
creature takes 3d6 fire damage on a failed save, or half
as much damage on a successful one.
The fire ignites any 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 2nd level or higher, the damage increases
by 1d6 for each slot level above 1st.
Wizard 1st level Evocation
DETECT MAGIC (RITUAL)
CASTING TIME RANGE
1 action Self
COMPONENTS DURATION
V, S Concentration, up to 10 minutes
For the duration, you sense the presence of magic
within 30 feet of you. If you sense magic in this way,
you can use your action to see a faint aura around any
visible creature or object in the area that bears magic,
and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked
by 1 foot of stone, 1 inch of common metal, a thin
sheet of lead, or 3 feet of wood or dirt.
Wizard 1st level Divination
ICE KNIFE
CASTING TIME RANGE
1 action 60 feet
COMPONENTS DURATION
S, M Instantaneous
a drop of water or piece of ice
You create a shard of ice and fling it at one creature
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 piercing
damage. Hit or miss, the shard then explodes. The
target and each creature within 5 feet of it must
succeed on a Dexterity saving throw or take 2d6 cold
damage.
At Higher Levels: When you cast this spell using
aspell slot of 2nd level or higher, the cold damage
increases by 1d6 for each slot level above 1st.
Wizard (XGE) 1st level Conjuration
MAGE ARMOR
CASTING TIME RANGE
1 action Touch
COMPONENTS DURATION
V, S, M 8 hours
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 it if the target dons
armor or if you dismiss the spell as an action.
Wizard 1st level Abjuration
SHIELD
CASTING TIME RANGE
1 reaction Self
COMPONENTS DURATION
V, S 1 round
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.
Wizard 1st level Abjuration
SLEEP
CASTING TIME RANGE
1 action 90 feet
COMPONENTS DURATION
V, S, M 1 minute
a pinch of find sand, rose petals, or a cricket
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.
Wizard 1st level Enchantment