5e SRD Spells - Mundane Archivist Index
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5e SRD Spells - Mundane Archivist Index
319 entries · scan depth 10 · budget 4,034 tokens · recursive scanning off
Generated from the uploaded full 5eSRDSpells ORCBREW. Each entry describes the spell as an in-setting lookup note: casting tradition, casting time, range, duration, concentration, components, resistance, practical effects, and qualitative potency inferred from the spell record rather than dice notation.
Book settings
- #1Cantrip Conjuration Spell
Keys: Acid Splash, acid-splash
Enabled · After character · Order 10 · 100%
Entry settings
Acid Splash is a cantrip spell of Conjuration. Known by: Sorcerer and Wizard. Casting: one deliberate act; range: 60 feet; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: can be resisted through quick reflexes. Effect: The caster hurls a bubble of conjured acid at one creature, or at two creatures close enough for the splash to catch both. Targets avoid it through quick reflexes; failure leaves minor acid burns and corrosion. Potency rises from minor to dangerous as the caster's mastery advances.
- #2Cantrip Necromancy Spell
Keys: chill-touch, Chill Touch
Enabled · After character · Order 10 · 100%
Entry settings
Chill Touch is a cantrip spell of Necromancy. Known by: Sorcerer, Warlock, and Wizard. Casting: one deliberate act; range: 120 feet; duration: one round; concentration: no; ritual: no. Components: spoken words, precise gestures. Targeting: the spell must be aimed accurately; it can fail if the caster does not connect with the target. Effect: The caster forms a ghostly skeletal hand beside a creature and strikes it with grave-cold necromancy. A successful strike inflicts minor necrotic wasting at first and prevents the victim from recovering vitality until the next moment. If the victim is undead, the hand disrupts its malice, making its next attacks against the caster clumsy and unreliable. Potency rises from minor to severe in expert hands.
- #3Cantrip Evocation Spell
Keys: Dancing Lights, dancing-lights
Enabled · After character · Order 10 · 100%
Entry settings
Dancing Lights is a cantrip spell of Evocation. Known by: Bard, Sorcerer, and Wizard. Casting: one deliberate act; range: 120 feet; duration: up to one minute, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures, material focus: A bit of phosphorus or wychwood, or a glowworm. Resistance: no direct resistance recorded. Effect: The caster creates 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. The caster can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form the caster chooses, each light sheds dim light in a 10-foot radius. As a quick follow-up act on the caster's rounds, the caster 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.
- #4Cantrip Transmutation Spell
Keys: Druidcraft, druidcraft
Enabled · After character · Order 10 · 100%
Entry settings
Druidcraft is a cantrip spell of Transmutation. Known by: Druid. Casting: one deliberate act; range: 30 feet; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: Whispering to the spirits of nature, the caster creates one of the following effects within 'range': the caster creates a tiny, harmless sensory effect that predicts what the weather will be at the caster's location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. The caster instantly make a flower bloom, a seed pod open, or a leaf bud bloom. The caster creates an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5-foot cube. The caster instantly light or snuff out a candle, a torch, or a small campfire.
- #5Cantrip Evocation Spell
Keys: eldritch-blast, Eldritch Blast
Enabled · After character · Order 10 · 100%
Entry settings
Eldritch Blast is a cantrip spell of Evocation. Known by: Warlock. Casting: one deliberate act; range: 120 feet; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Targeting: the spell must be aimed accurately; it can fail if the caster does not connect with the target. Effect: The caster releases a beam of crackling force at a creature. A successful strike inflicts moderate arcane-force trauma. With growing mastery, the caster releases additional beams that may be aimed together or divided among several targets, making the cantrip unusually effective at range.
- #6Cantrip Evocation Spell
Keys: fire-bolt, Fire Bolt
Enabled · After character · Order 10 · 100%
Entry settings
Fire Bolt is a cantrip spell of Evocation. Known by: Sorcerer and Wizard. Casting: one deliberate act; range: 120 feet; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Targeting: the spell must be aimed accurately; it can fail if the caster does not connect with the target. Effect: The caster hurls a mote of fire at a creature or object. A successful strike causes moderate fire burns at first and can ignite unattended flammable objects. In expert hands the bolt grows into a severe searing strike.
- #7Cantrip Divination Spell
Keys: Guidance, guidance
Enabled · After character · Order 10 · 100%
Entry settings
Guidance is a cantrip spell of Divination. Known by: Cleric and Druid. Casting: one deliberate act; range: touch; duration: up to one minute, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: The caster touches one willing creature and gives it a brief divine or intuitive nudge. Before the spell ends, the target may draw on that guidance to improve one difficult act of skill, memory, craft, or judgment; doing so ends the spell.
- #8Cantrip Evocation Spell
Keys: Light, light
Enabled · After character · Order 10 · 100%
Entry settings
Light is a cantrip spell of Evocation. Known by: Bard, Cleric, Sorcerer, and Wizard. Casting: one deliberate act; range: touch; duration: one hour; concentration: no; ritual: no. Components: spoken words, material focus: A firefly or phosphorescent moss. Resistance: can be resisted through quick reflexes. Effect: The caster touches one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as the caster like. Completely covering the object with something opaque blocks the light. The spell ends if the caster casts it again or dismiss it as a deliberate act. If the caster targets an object held or worn by a hostile creature, that creature must resist through quick reflexes to avoid the spell.
- #9Cantrip Conjuration Spell
Keys: Mage Hand, mage-hand
Enabled · After character · Order 10 · 100%
Entry settings
Mage Hand is a cantrip spell of Conjuration. Known by: Bard, Sorcerer, Warlock, and Wizard. Casting: one deliberate act; range: 30 feet; duration: one minute; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: A spectral, floating hand appears at a point the caster chooses within range. The hand lasts for the duration or until the caster dismisses it as a deliberate act. The hand vanishes if it is ever more than 30 feet away from the caster or if the caster casts this spell again. The caster can use the caster's deliberate act to control the hand. The caster 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. The caster can move the hand up to 30 feet each time the caster uses it. The hand can't attack, activate magic items, or carry more than 10 pounds.
- #10Cantrip Transmutation Spell
Keys: mending, Mending
Enabled · After character · Order 10 · 100%
Entry settings
Mending is a cantrip spell of Transmutation. Known by: Bard, Cleric, Druid, Sorcerer, and Wizard. Casting: one minute; range: touch; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: Two lodestones. Resistance: no direct resistance recorded. Effect: This spell repairs a single break or tear in an object the caster touches, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, the caster mends it, leaving no trace of the former injury. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
- #11Cantrip Transmutation Spell
Keys: message, Message
Enabled · After character · Order 10 · 100%
Entry settings
Message is a cantrip spell of Transmutation. Known by: Bard, Sorcerer, and Wizard. Casting: one deliberate act; range: 120 feet; duration: one round; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: A short piece of copper wire. Resistance: no direct resistance recorded. Effect: The caster points the caster's 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 the caster can hear. The caster can cast this spell through solid objects if the caster is 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.
- #12Cantrip Illusion Spell
Keys: Minor Illusion, minor-illusion
Enabled · After character · Order 10 · 100%
Entry settings
Minor Illusion is a cantrip spell of Illusion. Known by: Bard, Sorcerer, Warlock, and Wizard. Casting: one deliberate act; range: 30 feet; duration: one minute; concentration: no; ritual: no. Components: precise gestures, material focus: A bit of fleece. Resistance: no direct resistance recorded. Effect: The caster creates a sound or an image of an object within range that lasts for the duration. The illusion also ends if the caster dismisses it as a deliberate act or cast this spell again. If the caster creates a sound, its volume can range from a whisper to a scream. It can be the caster's voice, someone else's voice, a lion's roar, a beating of drums, or any other sound the caster chooses. The sound continues unabated throughout the duration, or the caster can make discrete sounds at different times before the spell ends. If the caster creates 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 deliberate act to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) tests against the caster's spell resistance difficulty. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
- #13Cantrip Conjuration Spell
Keys: poison-spray, Poison Spray
Enabled · After character · Order 10 · 100%
Entry settings
Poison Spray is a cantrip spell of Conjuration. Known by: Druid, Sorcerer, Warlock, and Wizard. Casting: one deliberate act; range: ten feet; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: can be resisted through bodily endurance. Effect: The caster projects a brief puff of noxious vapor toward a nearby creature. The target resists through bodily endurance; failure causes dangerous poisoning at first, rising to devastating poisoning in expert hands.
- #14Cantrip Transmutation Spell
Keys: prestidigitation, Prestidigitation
Enabled · After character · Order 10 · 100%
Entry settings
Prestidigitation is a cantrip spell of Transmutation. Known by: Bard, Sorcerer, Warlock, and Wizard. Casting: one deliberate act; range: ten feet; duration: one hour; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: This spell is a minor magical trick that novice spellcasters use for practice. The caster creates one of the following magical effects within 'range': the caster creates an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. The caster instantaneously light or snuff out a candle, a torch, or a small campfire. The caster instantaneously clean or soil an object no larger than 1 cubic foot. The caster chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. The caster makes a color, a small mark, or a symbol appear on an object or a surface for 1 hour. The caster creates a nonmagical trinket or an illusory image that can fit in the caster's hand and that lasts until the end of the caster's next rounds. If the caster casts this spell multiple times, the caster can have up to three of its non-instantaneous effects active at a time, and the caster can dismiss such an effect as a deliberate act.
- #15Cantrip Conjuration Spell
Keys: produce-flame, Produce Flame
Enabled · After character · Order 10 · 100%
Entry settings
Produce Flame is a cantrip spell of Conjuration. Known by: Druid. Casting: one deliberate act; range: self; duration: ten minutes; concentration: no; ritual: no. Components: spoken words, precise gestures. Targeting: the spell must be aimed accurately; it can fail if the caster does not connect with the target. Effect: A flickering flame appears in the caster's hand. The flame remains there for the duration and harms neither the caster nor the caster's equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if the caster dismisses it as a deliberate act or if the caster casts it again. The caster can also attack with the flame, although doing so ends the spell. When the caster casts this spell, or as a deliberate act on later rounds, the caster can hurl the flame at a creature within 30 feet of the caster. The caster makes a precise ranged magical strike. If the magic connects, the target suffers moderate fire burns. Potency: moderate fire at first, rising toward severe force in expert hands. The spell's force grows from a lesser sting to a serious threat as the caster's mastery advances.
- #16Cantrip Evocation Spell
Keys: Ray of Frost, ray-of-frost
Enabled · After character · Order 10 · 100%
Entry settings
Ray of Frost is a cantrip spell of Evocation. Known by: Sorcerer and Wizard. Casting: one deliberate act; range: 60 feet; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Targeting: the spell must be aimed accurately; it can fail if the caster does not connect with the target. Effect: The caster sends a blue-white ray of cold at a creature. A successful strike causes moderate freezing injury at first and slows the target's movement for a brief time. In expert hands the frost becomes severe.
- #17Cantrip Abjuration Spell
Keys: resistance, Resistance
Enabled · After character · Order 10 · 100%
Entry settings
Resistance is a cantrip spell of Abjuration. Known by: Cleric and Druid. Casting: one deliberate act; range: touch; duration: up to one minute, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures, material focus: A miniature cloak. Resistance: no direct resistance recorded. Effect: The caster touches one willing creature and lays a short-lived ward over it. Before the spell ends, the target may draw on the ward to strengthen one act of resistance against danger or magic; doing so ends the spell.
- #18Cantrip Evocation Spell
Keys: sacred-flame, Sacred Flame
Enabled · After character · Order 10 · 100%
Entry settings
Sacred Flame is a cantrip spell of Evocation. Known by: Cleric. Casting: one deliberate act; range: 60 feet; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: can be resisted through quick reflexes. Effect: The caster calls flame-like radiance down upon a visible creature. The target resists through quick reflexes; ordinary cover offers no protection. Failure causes minor radiant searing at first, rising to dangerous force in expert hands.
- #19Cantrip Transmutation Spell
Keys: shillelagh, Shillelagh
Enabled · After character · Order 10 · 100%
Entry settings
Shillelagh is a cantrip spell of Transmutation. Known by: Druid. Casting: one swift supplementary act; range: touch; duration: one minute; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: Mistletoe, a shamrock leaf, and a club or quarterstaff. Resistance: no direct resistance recorded. Effect: The caster imbues a club or quarterstaff with nature's power. While held by the caster, the weapon becomes magical, may be guided by the caster's spellcasting strength rather than muscle, and lands with the force of a heavier enchanted cudgel. The spell ends if the caster releases the weapon or casts the spell again.
- #20Cantrip Evocation Spell
Keys: shocking-grasp, Shocking Grasp
Enabled · After character · Order 10 · 100%
Entry settings
Shocking Grasp is a cantrip spell of Evocation. Known by: Sorcerer and Wizard. Casting: one deliberate act; range: touch; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Targeting: the spell must be aimed accurately; it can fail if the caster does not connect with the target. Effect: Lightning springs from the caster's hand into a touched creature. A successful touch inflicts moderate electrical shock at first and briefly prevents the target from making a quick counteraction. Metal armor makes the target easier to catch. In expert hands the shock becomes severe.
- #21Cantrip Necromancy Spell
Keys: Spare the Dying, spare-the-dying
Enabled · After character · Order 10 · 100%
Entry settings
Spare the Dying is a cantrip spell of Necromancy. Known by: Cleric. Casting: one deliberate act; range: touch; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: The caster touches a living creature that has 0 vitality. The creature becomes stable. This spell has no effect on undead or constructs.
- #22Cantrip Transmutation Spell
Keys: Thaumaturgy, thaumaturgy
Enabled · After character · Order 10 · 100%
Entry settings
Thaumaturgy is a cantrip spell of Transmutation. Known by: Cleric. Casting: one deliberate act; range: 30 feet; duration: one minute; concentration: no; ritual: no. Components: spoken words. Resistance: no direct resistance recorded. Effect: The caster manifest a minor wonder, a sign of supernatural power, within range. The caster creates one of the following magical effects within range. The caster's voice booms up to three times as loud as normal for 1 minute. The caster causes flames to flicker, brighten, dim, or change color for 1 minute. The caster causes harmless tremors in the ground for 1 minute. The caster creates an instantaneous sound that originates from a point of the caster's choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. The caster instantaneously cause an unlocked door or window to fly open or slam shut. The caster alters the appearance of the caster's eyes for 1 minute. If the caster casts this spell multiple times, the caster can have up to three of its 1-minute effects active at a time, and the caster can dismiss such an effect as a deliberate act.
- #23Cantrip Divination Spell
Keys: True Strike, true-strike
Enabled · After character · Order 10 · 100%
Entry settings
True Strike is a cantrip spell of Divination. Known by: Bard, Sorcerer, Warlock, and Wizard. Casting: one deliberate act; range: 30 feet; duration: up to one round, while concentration is maintained; concentration: yes; ritual: no. Components: precise gestures. Resistance: no direct resistance recorded. Effect: The caster studies a visible target and mystically marks the best moment to strike. If the caster attacks that target before the spell ends, the attack is guided by that insight and is more likely to land.
- #24Cantrip Enchantment Spell
Keys: Vicious Mockery, vicious-mockery
Enabled · After character · Order 10 · 100%
Entry settings
Vicious Mockery is a cantrip spell of Enchantment. Known by: Bard. Casting: one deliberate act; range: 60 feet; duration: instantaneous; concentration: no; ritual: no. Components: spoken words. Resistance: can be resisted through will and awareness. Effect: The caster laces an insult with enchantment, stabbing the target's mind if it hears the words. Failure to resist through will and awareness causes minor psychic anguish at first and leaves the target's next attack clumsy and unreliable. In expert hands the psychic force becomes dangerous.
- #25First-Circle Abjuration Spell
Keys: Alarm, alarm
Enabled · After character · Order 10 · 100%
Entry settings
Alarm is a first-circle spell of Abjuration. Known by: Ranger and Wizard. Casting: one minute; range: 30 feet; duration: eight hours; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: A tiny bell and a piece of fine silver wire. Resistance: no direct resistance recorded. Effect: The caster sets an alarm against unwanted intrusion. The caster chooses a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts the caster whenever a Tiny or larger creature touches or enters the warded area. When the caster casts the spell, the caster can designate creatures that won't set off the alarm. The caster also choose whether the alarm is mental or audible. A mental alarm alerts the caster with a ping in the caster's mind if the caster is within 1 mile of the warded area. This ping awakens the caster if the caster is sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
- #26First-Circle Enchantment Spell
Keys: Animal Friendship, animal-friendship
Enabled · After character · Order 10 · 100%
Entry settings
Animal Friendship is a first-circle spell of Enchantment. Known by: Bard, Druid, and Ranger. Casting: one deliberate act; range: 30 feet; duration: 24 hours; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: A morsel of food. Resistance: can be resisted through will and awareness. Effect: This spell lets the caster convince a beast that the caster mean it no harm. The caster chooses a beast that the caster can see within range. It must see and hear the caster. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must resist through will and awareness or be charmed (magically swayed) by the caster for the spell's duration. If the caster or one of the caster's companions harms the target, the spells ends.
- #27First-Circle Enchantment Spell
Keys: bane, Bane
Enabled · After character · Order 10 · 100%
Entry settings
Bane is a first-circle spell of Enchantment. Known by: Bard and Cleric. Casting: one deliberate act; range: 30 feet; duration: up to one minute, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures, material focus: A drop of blood. Resistance: can be resisted through force of personality. Effect: The caster curses up to three visible creatures. Those that fail to resist through force of personality are dogged by ill luck: their attacks falter and their efforts to resist danger become less reliable. Stronger castings can curse additional creatures.
- #28First-Circle Enchantment Spell
Keys: Bless, bless
Enabled · After character · Order 10 · 100%
Entry settings
Bless is a first-circle spell of Enchantment. Known by: Cleric and Paladin. Casting: one deliberate act; range: 30 feet; duration: up to one minute, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures, material focus: A sprinkling of holy water. Resistance: no direct resistance recorded. Effect: The caster blesses up to three creatures within range. Until the spell ends, blessed creatures are guided by divine favor, making attacks and acts of resistance more reliable. Stronger castings can bless additional creatures.
- #29First-Circle Evocation Spell
Keys: burning-hands, Burning Hands
Enabled · After character · Order 10 · 100%
Entry settings
Burning Hands is a first-circle spell of Evocation. Known by: Sorcerer and Wizard. Casting: one deliberate act; range: self; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: can be resisted through quick reflexes. Effect: The caster spreads their hands and releases a thin sheet of flame in a short cone. Creatures caught in it resist through quick reflexes; failure causes dangerous fire burns, while successful evasion leaves reduced burns. Unattended flammable objects ignite. Stronger castings add further fire force.
- #30First-Circle Enchantment Spell
Keys: Charm Person, charm-person
Enabled · After character · Order 10 · 100%
Entry settings
Charm Person is a first-circle spell of Enchantment. Known by: Bard, Druid, Sorcerer, Warlock, and Wizard. Casting: one deliberate act; range: 30 feet; duration: one hour; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: can be resisted through will and awareness. Effect: The caster attempts to charm a humanoid the caster can see within range. It must resist through will and awareness, and does so with a favorable edge if the caster or the caster's companions are fighting it. If it fails the resistance efforts, it is charmed (magically swayed) by the caster until the spell ends or until the caster or the caster's companions do anything harmful to it. The charmed (magically swayed) creature regards the caster as a friendly acquaintance. When the spell ends, the creature knows it was charmed (magically swayed) by the caster. Stronger castings affect additional creatures, usually one more for each additional circle invested.
- #31First-Circle Illusion Spell
Keys: color-spray, Color Spray
Enabled · After character · Order 10 · 100%
Entry settings
Color Spray is a first-circle spell of Illusion. Known by: Sorcerer and Wizard. Casting: one deliberate act; range: self; duration: one round; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: A pinch of powder or sand that is colored red, yellow, and blue. Resistance: no direct resistance recorded. Effect: The caster releases a dazzling fan of colored light. Creatures nearest the caster are overwhelmed first; those with weak enough vitality are blinded, unable to see, until the spell's brief flare passes.
- #32First-Circle Enchantment Spell
Keys: Command, command
Enabled · After character · Order 10 · 100%
Entry settings
Command is a first-circle spell of Enchantment. Known by: Cleric and Paladin. Casting: one deliberate act; range: 60 feet; duration: one round; concentration: no; ritual: no. Components: spoken words. Resistance: can be resisted through will and awareness. Effect: The caster speaks a one-word command to a visible creature. If the target understands the language, is not undead, and fails to resist through will and awareness, it obeys on its next moment so long as the command is not directly self-destructive. Common commands include approach, drop, flee, grovel, and halt. Stronger castings affect additional creatures.
- #33First-Circle Divination Spell
Keys: comprehend-languages, Comprehend Languages
Enabled · After character · Order 10 · 100%
Entry settings
Comprehend Languages is a first-circle spell of Divination. Known by: Bard, Sorcerer, Warlock, and Wizard. Casting: one deliberate act; range: self; duration: one hour; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: A pinch of soot and salt. Resistance: no direct resistance recorded. Effect: For the duration, the caster understands the literal meaning of any spoken language that the caster hear. The caster also understand any written language that the caster sees, but the caster must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
- #34First-Circle Transmutation Spell
Keys: create-or-destroy-water, Create or Destroy Water
Enabled · After character · Order 10 · 100%
Entry settings
Create or Destroy Water is a first-circle spell of Transmutation. Known by: Cleric and Druid. Casting: one deliberate act; range: 30 feet; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: A drop of water if creating water, or a few grains of sand if destroying it. Resistance: no direct resistance recorded. Effect: The caster either create or destroy water. Create Water. the caster creates up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range. Destroy Water. the caster destroy up to 10 gallons of water in an open container within range. Alternatively, the caster destroy fog in a 30-foot cube within range. Stronger castings expand or intensify the effect.
- #35First-Circle Evocation Spell
Keys: cure-wounds, Cure Wounds
Enabled · After character · Order 10 · 100%
Entry settings
Cure Wounds is a first-circle spell of Evocation. Known by: Bard, Cleric, Druid, Paladin, and Ranger. Casting: one deliberate act; range: touch; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: The caster touches a living creature and restores a modest measure of vitality. It has no effect on undead or constructs. Stronger castings restore progressively more vitality.
- #36First-Circle Divination Spell
Keys: Detect Evil and Good, detect-evil-and-good
Enabled · After character · Order 10 · 100%
Entry settings
Detect Evil and Good is a first-circle spell of Divination. Known by: Cleric and Paladin. Casting: one deliberate act; range: self; duration: up to ten minutes, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: For the duration, the caster knows if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of the caster, as well as where the creature is located. Similarly, the caster knows if there is a place or object within 30 feet of the caster that has been magically consecrated or desecrated. 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.
- #37First-Circle Divination Spell
Keys: detect-magic, Detect Magic
Enabled · After character · Order 10 · 100%
Entry settings
Detect Magic is a first-circle spell of Divination. Known by: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, and Wizard. Casting: one deliberate act; range: self; duration: up to ten minutes, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: For the duration, the caster sense the presence of magic within 30 feet of the caster. If the caster sense magic in this way, the caster can use the caster's deliberate act to see a faint aura around any visible creature or object in the area that bears magic, and the caster learns its school of magic, if any. 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.
- #38First-Circle Divination Spell
Keys: Detect Poison and Disease, detect-poison-and-disease
Enabled · After character · Order 10 · 100%
Entry settings
Detect Poison and Disease is a first-circle spell of Divination. Known by: Cleric, Druid, Paladin, and Ranger. Casting: one deliberate act; range: self; duration: up to ten minutes, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures, material focus: A yew leaf. Resistance: no direct resistance recorded. Effect: For the duration, the caster can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of the caster. The caster 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.
- #39First-Circle Illusion Spell
Keys: Disguise Self, disguise-self
Enabled · After character · Order 10 · 100%
Entry settings
Disguise Self is a first-circle spell of Illusion. Known by: Bard, Sorcerer, and Wizard. Casting: one deliberate act; range: self; duration: one hour; concentration: no; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: The caster makes the caster--including the caster's clothing, armor, weapons, and other belongings on the caster's person--look different until the spell ends or until the caster uses the caster's deliberate act to dismiss it. The caster can seem 1 foot shorter or taller and can appear thin, fat, or in between. The caster can't change the caster's body type, so the caster must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to the caster. The changes wrought by this spell fail to hold up to physical inspection. For example, if the caster uses this spell to add a hat to the caster's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the caster's head and hair. If the caster uses this spell to appear thinner than the caster is, the hand of someone who reaches out to touch the caster would bump into the caster while it was seemingly still in midair. To discern that the caster is disguised, a creature can use its deliberate act to inspect the caster's appearance and must succeed on an Intelligence (Investigation) tests against the caster's spell resistance difficulty.
- #40First-Circle Evocation Spell
Keys: Divine Favor, divine-favor
Enabled · After character · Order 10 · 100%
Entry settings
Divine Favor is a first-circle spell of Evocation. Known by: Paladin. Casting: one swift supplementary act; range: self; duration: up to one minute, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: The caster's prayer empowers the caster with divine radiance. Until the spell ends, the caster's weapon attacks deal an extra minor radiant searing if the magic connects. Potency: minor radiant power.
- #41First-Circle Conjuration Spell
Keys: entangle, Entangle
Enabled · After character · Order 10 · 100%
Entry settings
Entangle is a first-circle spell of Conjuration. Known by: Druid. Casting: one deliberate act; range: 90 feet; duration: up to one minute, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures. Resistance: can be resisted through physical strength. Effect: Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants rounds the ground in the area into difficult terrain. A creature in the area When the caster casts the spell must resist through physical strength or be restrained (held in place) by the entangling plants until the spell ends. A creature restrained (held in place) by the plants can use its deliberate act to make a Strength tests against the caster's spell resistance difficulty. On a success, it frees itself. When the spell ends, the conjured plants wilt away.
- #42First-Circle Transmutation Spell
Keys: expeditious-retreat, Expeditious Retreat
Enabled · After character · Order 10 · 100%
Entry settings
Expeditious Retreat is a first-circle spell of Transmutation. Known by: Sorcerer, Warlock, and Wizard. Casting: one swift supplementary act; range: self; duration: up to ten minutes, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: This spell allows the caster to move at an incredible pace. When the caster casts this spell, and then as a quick follow-up act on each of the caster's rounds until the spell ends, the caster can take the Dash deliberate act.
- #43First-Circle Evocation Spell
Keys: Faerie Fire, faerie-fire
Enabled · After character · Order 10 · 100%
Entry settings
Faerie Fire is a first-circle spell of Evocation. Known by: Druid. Casting: one deliberate act; range: 60 feet; duration: up to one minute, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words. Resistance: can be resisted through quick reflexes. Effect: The caster outlines creatures and objects in a chosen area with harmless colored light. Affected creatures and objects shed dim light, cannot benefit from invisibility, and are easier to strike if they fail to evade through quick reflexes.
- #44First-Circle Necromancy Spell
Keys: False Life, false-life
Enabled · After character · Order 10 · 100%
Entry settings
False Life is a first-circle spell of Necromancy. Known by: Sorcerer and Wizard. Casting: one deliberate act; range: self; duration: one hour; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: A small amount of alcohol or distilled spirits. Resistance: no direct resistance recorded. Effect: The caster bolsters themselves with a necromantic imitation of life, gaining a modest reserve of temporary vitality for the duration. Stronger castings grant a larger reserve.
- #45First-Circle Transmutation Spell
Keys: feather-fall, Feather Fall
Enabled · After character · Order 10 · 100%
Entry settings
Feather Fall is a first-circle spell of Transmutation. Known by: Bard, Sorcerer, and Wizard. Casting: one instant response; range: 60 feet; duration: one minute; concentration: no; ritual: no. Components: spoken words, material focus: A small feather or a piece of down. Resistance: no direct resistance recorded. Effect: The caster chooses up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling injury and can land on its feet, and the spell ends for that creature.
- #46First-Circle Conjuration Spell
Keys: Find Familiar, find-familiar
Enabled · After character · Order 10 · 100%
Entry settings
Find Familiar is a first-circle spell of Conjuration. Known by: Wizard. Casting: one hour; range: ten feet; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier. Resistance: no direct resistance recorded. Effect: The caster gains a familiar: a celestial, fey, or fiendish spirit in the form of a small animal such as a cat, owl, raven, snake, spider, or similar creature. The familiar acts independently but obeys the caster, can deliver touch spells, and can share senses with the caster over a limited distance. If destroyed, it vanishes and can be called again by recasting the spell.
- #47First-Circle Conjuration Spell
Keys: Floating Disk, floating-disk
Enabled · After character · Order 10 · 100%
Entry settings
Floating Disk is a first-circle spell of Conjuration. Known by: Wizard. Casting: one deliberate act; range: 30 feet; duration: one hour; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: A drop of mercury. Resistance: no direct resistance recorded. Effect: 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 the caster's choice that the caster 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 the caster is within 20 feet of it. If the caster moves more than 20 feet away from it, the disk follows the caster so that it remains within 20 feet of the caster. If 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 the caster moves more than 100 feet away from the disk (typically because it can't move around an obstacle to follow the caster), the spell ends.
- #48First-Circle Conjuration Spell
Keys: Fog Cloud, fog-cloud
Enabled · After character · Order 10 · 100%
Entry settings
Fog Cloud is a first-circle spell of Conjuration. Known by: Druid, Ranger, Sorcerer, and Wizard. Casting: one deliberate act; range: 120 feet; duration: up to one hour, while concentration is maintained; concentration: yes; ritual: no. Components: spoken words, precise gestures. Resistance: no direct resistance recorded. Effect: The caster creates a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Stronger castings expand or intensify the effect.
- #49First-Circle Transmutation Spell
Keys: goodberry, Goodberry
Enabled · After character · Order 10 · 100%
Entry settings
Goodberry is a first-circle spell of Transmutation. Known by: Druid and Ranger. Casting: one deliberate act; range: touch; duration: instantaneous; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: A sprig of mistletoe. Resistance: no direct resistance recorded. Effect: The caster creates up to ten magical berries. Each berry restores a small measure of vitality when eaten and nourishes a creature for one day. The berries lose their magic after a day.
- #50First-Circle Conjuration Spell
Keys: Grease, grease
Enabled · After character · Order 10 · 100%
Entry settings
Grease is a first-circle spell of Conjuration. Known by: Wizard. Casting: one deliberate act; range: 60 feet; duration: one minute; concentration: no; ritual: no. Components: spoken words, precise gestures, material focus: A bit of pork rind or butter. Resistance: can be resisted through quick reflexes. Effect: Slick grease covers the ground in a 10-foot square centered on a point within range and rounds it into difficult terrain for the duration. When the grease appears, each creature standing in its area must resist through quick reflexes or fall knocked down. A creature that enters the area or ends its rounds there must also succeed on a quick reflexes resistance or fall knocked down.
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