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D&D 5E SRD Spells

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5e SRD Spells - Mundane Archivist Index with Levels and Caster Tables

338 entries · scan depth 10 · budget 4,043 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. This revision adds cantrip and spell-circle reference entries, caster-class spellcasting entries with slot progressions, and explicit level keywords on every spell entry. This revision corrects keyword triggers: broad spell-level phrases are assigned to reference entries, while individual spell entries no longer mass-trigger from bare level terms. This revision intentionally restores broad level and circle trigger phrases on individual spell entries, so queries like "3rd level spell" can mass-trigger all spells of that level, while phrases like "at 3rd level" trigger the general spell-level reference entry.

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  1. #1Cantrip Conjuration Spell

    Keys: 0th-level spells, 0th-level, 0th-circle, Acid Splash 0th level spell, 0th level, cantrip spell Acid Splash, cantrip spells, acid-splash, 0th-level spell Acid Splash, 0th level spell Acid Splash, cantrip, Acid Splash cantrip, 0th circle, 0th circle spells, 0th level spells, 0th-circle spells, 0th-level spell, Acid Splash cantrip spell, cantrip spell, 0th circle spell, cantrip Acid Splash, 0th-circle spell, Acid Splash, 0th level spell, Acid Splash 0th-level spell, cantrips

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    Level: cantrip. 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.

  2. #2Cantrip Necromancy Spell

    Keys: 0th-level spells, 0th-level, 0th-circle, Chill Touch cantrip spell, cantrip spells, 0th level, Chill Touch, Chill Touch 0th-level spell, cantrip Chill Touch, cantrip, 0th circle, 0th circle spells, 0th level spell Chill Touch, 0th level spells, Chill Touch 0th level spell, chill-touch, 0th-circle spells, 0th-level spell, Chill Touch cantrip, cantrip spell, 0th-level spell Chill Touch, 0th circle spell, 0th-circle spell, 0th level spell, cantrip spell Chill Touch, cantrips

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    Level: cantrip. 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.

  3. #3Cantrip Evocation Spell

    Keys: 0th-level spells, 0th-level, 0th-circle, Dancing Lights 0th level spell, 0th level, cantrip spells, dancing-lights, 0th level spell Dancing Lights, cantrip, 0th circle, Dancing Lights, 0th-level spell Dancing Lights, Dancing Lights 0th-level spell, 0th circle spells, Dancing Lights cantrip, 0th level spells, cantrip spell Dancing Lights, Dancing Lights cantrip spell, 0th-circle spells, cantrip Dancing Lights, 0th-level spell, cantrip spell, 0th circle spell, 0th-circle spell, 0th level spell, cantrips

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    Level: cantrip. 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.

  4. #4Cantrip Transmutation Spell

    Keys: 0th-level spell Druidcraft, 0th-level spells, 0th-level, 0th-circle, 0th level spell Druidcraft, cantrip Druidcraft, cantrip spells, 0th level, druidcraft, Druidcraft, cantrip, 0th circle, 0th circle spells, 0th level spells, Druidcraft 0th-level spell, 0th-circle spells, Druidcraft cantrip, 0th-level spell, Druidcraft cantrip spell, cantrip spell, cantrip spell Druidcraft, 0th circle spell, Druidcraft 0th level spell, 0th-circle spell, 0th level spell, cantrips

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    Level: cantrip. 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.

  5. #5Cantrip Evocation Spell

    Keys: 0th-level spells, Eldritch Blast cantrip spell, eldritch-blast, 0th-level, 0th-circle, 0th level, cantrip spells, cantrip, 0th circle, cantrip Eldritch Blast, 0th circle spells, cantrips, 0th level spells, 0th-level spell Eldritch Blast, Eldritch Blast 0th-level spell, 0th-circle spells, Eldritch Blast, Eldritch Blast 0th level spell, 0th-level spell, Eldritch Blast cantrip, cantrip spell, 0th circle spell, cantrip spell Eldritch Blast, 0th-circle spell, 0th level spell, 0th level spell Eldritch Blast

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    Level: cantrip. 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.

  6. #6Cantrip Evocation Spell

    Keys: 0th-level spells, 0th-level spell Fire Bolt, 0th-level, Fire Bolt 0th-level spell, 0th-circle, 0th level, cantrip spells, Fire Bolt cantrip spell, fire-bolt, cantrip, 0th circle, Fire Bolt 0th level spell, cantrip spell Fire Bolt, 0th circle spells, cantrip Fire Bolt, 0th level spells, 0th level spell Fire Bolt, 0th-circle spells, Fire Bolt, 0th-level spell, cantrip spell, Fire Bolt cantrip, 0th circle spell, 0th-circle spell, 0th level spell, cantrips

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    Level: cantrip. 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.

  7. #7Cantrip Divination Spell

    Keys: 0th-level spells, Guidance 0th-level spell, 0th-level, 0th-circle, 0th level, cantrip spells, 0th level spell Guidance, 0th-level spell Guidance, cantrip Guidance, cantrip, 0th circle, Guidance cantrip spell, 0th circle spells, 0th level spells, 0th-circle spells, 0th-level spell, guidance, cantrip spell Guidance, cantrip spell, Guidance 0th level spell, Guidance, 0th circle spell, Guidance cantrip, 0th-circle spell, 0th level spell, cantrips

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    Level: cantrip. 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.

  8. #8Cantrip Evocation Spell

    Keys: 0th-level spells, 0th-level, 0th-circle, Light cantrip, 0th level, cantrip spells, cantrip spell Light, Light 0th-level spell, Light cantrip spell, cantrip, light, 0th circle, cantrip Light, 0th circle spells, 0th level spells, Light, 0th-circle spells, 0th-level spell Light, Light 0th level spell, 0th-level spell, cantrip spell, 0th circle spell, 0th-circle spell, 0th level spell Light, 0th level spell, cantrips

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    Level: cantrip. 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.

  9. #9Cantrip Conjuration Spell

    Keys: 0th-level spells, Mage Hand cantrip spell, 0th-level, 0th-circle, 0th level, cantrip spells, cantrip, 0th circle, 0th-level spell Mage Hand, 0th circle spells, 0th level spells, Mage Hand, Mage Hand cantrip, 0th-circle spells, cantrip spell Mage Hand, Mage Hand 0th level spell, 0th-level spell, cantrip Mage Hand, 0th level spell Mage Hand, cantrip spell, Mage Hand 0th-level spell, 0th circle spell, 0th-circle spell, mage-hand, 0th level spell, cantrips

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    Level: cantrip. 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.

  10. #10Cantrip Transmutation Spell

    Keys: 0th-level spells, cantrip Mending, 0th-level, 0th-circle, 0th level, cantrip spells, Mending cantrip, cantrip, 0th circle, Mending cantrip spell, Mending, 0th circle spells, 0th level spells, Mending 0th level spell, Mending 0th-level spell, 0th-circle spells, mending, 0th level spell Mending, 0th-level spell, cantrip spell, 0th circle spell, 0th-circle spell, 0th-level spell Mending, 0th level spell, cantrip spell Mending, cantrips

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    Level: cantrip. 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.

  11. #11Cantrip Transmutation Spell

    Keys: 0th-level spells, 0th level spell Message, 0th-level, 0th-circle, 0th level, cantrip spells, 0th-level spell Message, message, cantrip, 0th circle, cantrip Message, Message cantrip spell, 0th circle spells, Message 0th level spell, 0th level spells, Message 0th-level spell, Message cantrip, 0th-circle spells, 0th-level spell, cantrip spell, 0th circle spell, Message, 0th-circle spell, 0th level spell, cantrip spell Message, cantrips

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    Level: cantrip. 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.

  12. #12Cantrip Illusion Spell

    Keys: 0th-level spells, Minor Illusion 0th-level spell, minor-illusion, 0th-level, cantrip Minor Illusion, 0th-circle, 0th level, cantrip spells, Minor Illusion cantrip spell, Minor Illusion, 0th level spell Minor Illusion, cantrip, 0th circle, 0th-level spell Minor Illusion, 0th circle spells, 0th level spells, 0th-circle spells, Minor Illusion cantrip, 0th-level spell, Minor Illusion 0th level spell, cantrip spell, 0th circle spell, 0th-circle spell, 0th level spell, cantrips, cantrip spell Minor Illusion

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    Level: cantrip. 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.

  13. #13Cantrip Conjuration Spell

    Keys: Poison Spray cantrip, 0th-level spells, cantrip spell Poison Spray, Poison Spray cantrip spell, 0th-level, 0th-circle, 0th level, cantrip spells, cantrip Poison Spray, Poison Spray, poison-spray, cantrip, 0th circle, Poison Spray 0th-level spell, Poison Spray 0th level spell, 0th circle spells, 0th-level spell Poison Spray, 0th level spells, 0th-circle spells, 0th level spell Poison Spray, 0th-level spell, cantrip spell, 0th circle spell, 0th-circle spell, 0th level spell, cantrips

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    Level: cantrip. 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.

  14. #14Cantrip Transmutation Spell

    Keys: 0th-level spells, prestidigitation, 0th-level, 0th level spell Prestidigitation, 0th-circle, 0th level, cantrip spells, cantrip, 0th-level spell Prestidigitation, 0th circle, 0th circle spells, 0th level spells, Prestidigitation cantrip, Prestidigitation 0th-level spell, Prestidigitation cantrip spell, 0th-circle spells, cantrip spell Prestidigitation, Prestidigitation 0th level spell, 0th-level spell, cantrip Prestidigitation, cantrip spell, 0th circle spell, 0th-circle spell, 0th level spell, cantrips, Prestidigitation

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    Level: cantrip. 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.

  15. #15Cantrip Conjuration Spell

    Keys: Produce Flame, 0th-level spells, 0th-level, 0th-circle, 0th level, cantrip spells, produce-flame, cantrip Produce Flame, cantrip, 0th circle, cantrip spell Produce Flame, Produce Flame cantrip, Produce Flame cantrip spell, 0th circle spells, 0th level spells, 0th level spell Produce Flame, 0th-circle spells, 0th-level spell, cantrip spell, 0th circle spell, 0th-level spell Produce Flame, Produce Flame 0th-level spell, 0th-circle spell, 0th level spell, cantrips, Produce Flame 0th level spell

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    Level: cantrip. 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.

  16. #16Cantrip Evocation Spell

    Keys: 0th-level spells, Ray of Frost 0th level spell, Ray of Frost cantrip, 0th-level, 0th-level spell Ray of Frost, 0th-circle, 0th level, cantrip spells, Ray of Frost cantrip spell, cantrip spell Ray of Frost, cantrip Ray of Frost, 0th level spell Ray of Frost, cantrip, 0th circle, Ray of Frost, 0th circle spells, 0th level spells, 0th-circle spells, 0th-level spell, cantrip spell, ray-of-frost, 0th circle spell, 0th-circle spell, Ray of Frost 0th-level spell, 0th level spell, cantrips

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    Level: cantrip. 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.

  17. #17Cantrip Abjuration Spell

    Keys: Resistance 0th-level spell, 0th-level spells, cantrip spell Resistance, resistance, 0th-level, 0th-circle, 0th level, cantrip spells, cantrip, 0th circle, cantrip Resistance, Resistance, 0th level spell Resistance, 0th-level spell Resistance, 0th circle spells, 0th level spells, 0th-circle spells, Resistance cantrip, Resistance cantrip spell, Resistance 0th level spell, 0th-level spell, cantrip spell, 0th circle spell, 0th-circle spell, 0th level spell, cantrips

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    Level: cantrip. 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.

  18. #18Cantrip Evocation Spell

    Keys: 0th-level spells, cantrip spell Sacred Flame, 0th-level, 0th-circle, Sacred Flame 0th level spell, Sacred Flame cantrip, 0th level, cantrip spells, 0th-level spell Sacred Flame, Sacred Flame, cantrip Sacred Flame, sacred-flame, cantrip, 0th circle, Sacred Flame cantrip spell, 0th circle spells, 0th level spells, Sacred Flame 0th-level spell, 0th-circle spells, 0th-level spell, 0th level spell Sacred Flame, cantrip spell, 0th circle spell, 0th-circle spell, 0th level spell, cantrips

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    Level: cantrip. 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.

  19. #19Cantrip Transmutation Spell

    Keys: Shillelagh cantrip, 0th-level spells, Shillelagh 0th level spell, 0th-level spell Shillelagh, 0th-level, 0th-circle, 0th level, cantrip spells, Shillelagh 0th-level spell, cantrip Shillelagh, shillelagh, cantrip spell Shillelagh, cantrip, 0th circle, 0th circle spells, Shillelagh cantrip spell, 0th level spells, 0th-circle spells, 0th-level spell, cantrip spell, 0th circle spell, 0th-circle spell, Shillelagh, 0th level spell, cantrips, 0th level spell Shillelagh

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    Level: cantrip. 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.

  20. #20Cantrip Evocation Spell

    Keys: 0th-level spells, 0th-level, 0th-circle, cantrip Shocking Grasp, cantrip spells, 0th level, Shocking Grasp, Shocking Grasp cantrip spell, cantrip, 0th circle, cantrip spell Shocking Grasp, Shocking Grasp 0th level spell, Shocking Grasp 0th-level spell, 0th circle spells, 0th level spells, 0th-circle spells, 0th-level spell, 0th-level spell Shocking Grasp, Shocking Grasp cantrip, 0th level spell Shocking Grasp, cantrip spell, 0th circle spell, 0th-circle spell, 0th level spell, cantrips, shocking-grasp

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    Level: cantrip. 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.

  21. #21Cantrip Necromancy Spell

    Keys: 0th-level spells, Spare the Dying 0th-level spell, 0th-level, 0th-circle, 0th level, cantrip spells, spare-the-dying, Spare the Dying cantrip, cantrip, 0th circle, Spare the Dying cantrip spell, 0th level spell Spare the Dying, 0th circle spells, cantrip spell Spare the Dying, 0th level spells, Spare the Dying 0th level spell, 0th-circle spells, 0th-level spell Spare the Dying, 0th-level spell, cantrip spell, 0th circle spell, cantrip Spare the Dying, 0th-circle spell, 0th level spell, Spare the Dying, cantrips

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    Level: cantrip. 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.

  22. #22Cantrip Transmutation Spell

    Keys: 0th-level spells, Thaumaturgy cantrip, 0th-level, 0th-circle, cantrip Thaumaturgy, 0th level, cantrip spells, Thaumaturgy 0th-level spell, 0th level spell Thaumaturgy, cantrip, 0th circle, thaumaturgy, 0th circle spells, 0th level spells, Thaumaturgy, 0th-circle spells, 0th-level spell, cantrip spell Thaumaturgy, Thaumaturgy cantrip spell, 0th-level spell Thaumaturgy, cantrip spell, 0th circle spell, 0th-circle spell, Thaumaturgy 0th level spell, 0th level spell, cantrips

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    Level: cantrip. 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.

  23. #23Cantrip Divination Spell

    Keys: 0th-level spells, 0th-level, 0th-circle, 0th level, cantrip spells, True Strike cantrip, cantrip spell True Strike, True Strike 0th level spell, cantrip, 0th circle, True Strike 0th-level spell, 0th level spell True Strike, 0th circle spells, 0th level spells, 0th-circle spells, True Strike cantrip spell, true-strike, 0th-level spell True Strike, 0th-level spell, cantrip spell, True Strike, 0th circle spell, 0th-circle spell, 0th level spell, cantrips, cantrip True Strike

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    Level: cantrip. 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.

  24. #24Cantrip Enchantment Spell

    Keys: 0th-level spells, Vicious Mockery cantrip spell, 0th-level spell Vicious Mockery, vicious-mockery, 0th-level, 0th-circle, 0th level, cantrip spells, cantrip spell Vicious Mockery, 0th level spell Vicious Mockery, Vicious Mockery, cantrip Vicious Mockery, cantrip, 0th circle, 0th circle spells, Vicious Mockery 0th-level spell, 0th level spells, 0th-circle spells, 0th-level spell, cantrip spell, Vicious Mockery cantrip, 0th circle spell, Vicious Mockery 0th level spell, 0th-circle spell, 0th level spell, cantrips

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    Level: cantrip. 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.

  25. #251st level / First-Circle Abjuration Spell

    Keys: Alarm first circle spell, alarm, 1st-level spell Alarm, Alarm 1st circle spell, 1st level spells, 1st-level spells, 1st-level, 1st-circle, Alarm 1st level spell, first circle spell, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st level spell, 1st level spell Alarm, Alarm 1st-level spell, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, first circle spell Alarm, 1st circle spell Alarm, 1st circle spells, 1st circle, first circle, Alarm

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    Level: 1st level (first circle). 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.

  26. #261st level / First-Circle Enchantment Spell

    Keys: Animal Friendship 1st-level spell, Animal Friendship 1st circle spell, 1st level spells, 1st-level spells, 1st-level, 1st-circle, first circle spell, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st-level spell Animal Friendship, 1st circle spell Animal Friendship, Animal Friendship, 1st level spell, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, Animal Friendship 1st level spell, first circle spell Animal Friendship, animal-friendship, Animal Friendship first circle spell, 1st level spell Animal Friendship, 1st circle spells, 1st circle, first circle

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    Level: 1st level (first circle). 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.

  27. #271st level / First-Circle Enchantment Spell

    Keys: 1st circle spell Bane, Bane 1st level spell, 1st level spells, 1st-level spells, 1st-level, Bane, 1st-circle, Bane first circle spell, 1st-level spell Bane, first circle spell, 1st level spell Bane, first circle spell Bane, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st level spell, first-circle spells, 1st circle spell, first-circle spell, Bane 1st-level spell, 1st-level spell, Bane 1st circle spell, 1st circle spells, 1st circle, first circle, bane

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    Level: 1st level (first circle). 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.

  28. #281st level / First-Circle Enchantment Spell

    Keys: 1st circle spell Bless, 1st level spells, 1st-level spells, 1st-level, 1st-circle, first circle spell, Bless 1st level spell, first-circle, 1st-circle spells, first circle spells, 1st level spell Bless, 1st-circle spell, 1st level, 1st level spell, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, Bless 1st-level spell, first circle spell Bless, 1st-level spell Bless, bless, Bless, Bless first circle spell, 1st circle spells, Bless 1st circle spell, 1st circle, first circle

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    Level: 1st level (first circle). 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.

  29. #291st level / First-Circle Evocation Spell

    Keys: 1st level spells, 1st-level spells, 1st-level, 1st-circle, 1st-level spell Burning Hands, first circle spell, 1st level spell Burning Hands, first-circle, 1st-circle spells, first circle spells, first circle, 1st-circle spell, 1st level, 1st level spell, 1st circle spell Burning Hands, Burning Hands 1st-level spell, burning-hands, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, Burning Hands 1st level spell, Burning Hands first circle spell, Burning Hands 1st circle spell, 1st circle spells, 1st circle, first circle spell Burning Hands, Burning Hands

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    Level: 1st level (first circle). 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.

  30. #301st level / First-Circle Enchantment Spell

    Keys: 1st level spells, 1st-level spells, 1st-level, 1st-circle, 1st circle spell Charm Person, Charm Person 1st circle spell, Charm Person first circle spell, first circle spell, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st level spell Charm Person, Charm Person 1st-level spell, 1st level spell, charm-person, first-circle spells, 1st circle spell, Charm Person 1st level spell, first-circle spell, 1st-level spell, 1st-level spell Charm Person, Charm Person, 1st circle spells, 1st circle, first circle, first circle spell Charm Person

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    Level: 1st level (first circle). 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.

  31. #311st level / First-Circle Illusion Spell

    Keys: 1st level spells, 1st-level spells, 1st-level, 1st-circle, first circle spell Color Spray, color-spray, first circle spell, Color Spray first circle spell, Color Spray 1st-level spell, Color Spray 1st circle spell, first-circle, 1st circle spell Color Spray, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st level spell, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, 1st-level spell Color Spray, Color Spray 1st level spell, 1st level spell Color Spray, 1st circle spells, 1st circle, first circle, Color Spray

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    Level: 1st level (first circle). 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.

  32. #321st level / First-Circle Enchantment Spell

    Keys: 1st circle spell Command, 1st level spells, 1st-level spells, 1st-level, 1st-circle, 1st-level spell Command, first circle spell, Command first circle spell, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st level spell, Command 1st-level spell, 1st level spell Command, first-circle spells, 1st circle spell, command, first-circle spell, 1st-level spell, first circle spell Command, Command, Command 1st circle spell, 1st circle spells, 1st circle, first circle, Command 1st level spell

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    Level: 1st level (first circle). 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.

  33. #331st level / First-Circle Divination Spell

    Keys: 1st level spells, 1st-level spells, 1st-level, 1st-circle, 1st-level spell Comprehend Languages, first circle spell, Comprehend Languages first circle spell, first-circle, 1st-circle spells, first circle spells, first circle, Comprehend Languages, 1st-circle spell, 1st level, Comprehend Languages 1st circle spell, Comprehend Languages 1st-level spell, 1st circle spell Comprehend Languages, 1st level spell, first-circle spells, Comprehend Languages 1st level spell, 1st circle spell, first-circle spell, 1st-level spell, comprehend-languages, first circle spell Comprehend Languages, 1st circle spells, 1st circle, 1st level spell Comprehend Languages

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    Level: 1st level (first circle). 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.

  34. #341st level / First-Circle Transmutation Spell

    Keys: 1st circle spell Create or Destroy Water, 1st level spells, 1st-level spells, 1st-level, 1st-circle, first circle spell, first-circle, 1st-circle spells, first circle spells, first circle spell Create or Destroy Water, Create or Destroy Water first circle spell, first circle, 1st-circle spell, 1st level, 1st level spell, Create or Destroy Water, 1st-level spell Create or Destroy Water, create-or-destroy-water, first-circle spells, 1st circle spell, 1st level spell Create or Destroy Water, Create or Destroy Water 1st-level spell, first-circle spell, 1st-level spell, 1st circle spells, 1st circle, Create or Destroy Water 1st circle spell, Create or Destroy Water 1st level spell

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    Level: 1st level (first circle). 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.

  35. #351st level / First-Circle Evocation Spell

    Keys: 1st circle spell Cure Wounds, 1st level spell Cure Wounds, Cure Wounds first circle spell, 1st level spells, 1st-level spells, 1st-level, 1st-circle, Cure Wounds, first circle spell, Cure Wounds 1st circle spell, first-circle, 1st-circle spells, first circle spells, first circle, 1st-circle spell, 1st level, Cure Wounds 1st level spell, 1st level spell, cure-wounds, first-circle spells, 1st circle spell, first-circle spell, Cure Wounds 1st-level spell, 1st-level spell, 1st-level spell Cure Wounds, 1st circle spells, 1st circle, first circle spell Cure Wounds

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    Level: 1st level (first circle). 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.

  36. #361st level / First-Circle Divination Spell

    Keys: 1st level spells, 1st-level spells, 1st-level, 1st-circle, first circle spell Detect Evil and Good, Detect Evil and Good 1st circle spell, first circle spell, first-circle, 1st-circle spells, first circle spells, first circle, 1st-circle spell, 1st level, Detect Evil and Good 1st level spell, 1st level spell, 1st level spell Detect Evil and Good, 1st circle spell, first-circle spells, first-circle spell, detect-evil-and-good, 1st-level spell, Detect Evil and Good 1st-level spell, Detect Evil and Good first circle spell, 1st-level spell Detect Evil and Good, Detect Evil and Good, 1st circle spells, 1st circle, 1st circle spell Detect Evil and Good

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    Level: 1st level (first circle). 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.

  37. #371st level / First-Circle Divination Spell

    Keys: 1st level spells, 1st-level spells, 1st-level, 1st-circle, detect-magic, first circle spell, Detect Magic 1st level spell, first-circle, Detect Magic 1st circle spell, 1st-circle spells, first circle spells, Detect Magic, first circle, 1st-circle spell, 1st level, 1st level spell, 1st level spell Detect Magic, 1st circle spell, first-circle spells, first-circle spell, 1st-level spell, first circle spell Detect Magic, Detect Magic first circle spell, 1st circle spells, 1st circle spell Detect Magic, 1st circle, 1st-level spell Detect Magic, Detect Magic 1st-level spell

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    Level: 1st level (first circle). 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.

  38. #381st level / First-Circle Divination Spell

    Keys: 1st level spells, 1st-level spells, 1st-level, Detect Poison and Disease first circle spell, 1st-circle, detect-poison-and-disease, first circle spell, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st-level spell Detect Poison and Disease, 1st level, 1st circle spell Detect Poison and Disease, 1st level spell, first circle spell Detect Poison and Disease, Detect Poison and Disease 1st level spell, Detect Poison and Disease 1st circle spell, first-circle spells, Detect Poison and Disease 1st-level spell, 1st circle spell, first-circle spell, 1st-level spell, 1st level spell Detect Poison and Disease, Detect Poison and Disease, 1st circle spells, 1st circle, first circle

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    Level: 1st level (first circle). 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.

  39. #391st level / First-Circle Illusion Spell

    Keys: Disguise Self 1st-level spell, first circle spell Disguise Self, 1st level spells, 1st-level spells, 1st-level, 1st-circle, Disguise Self 1st circle spell, first circle spell, first-circle, disguise-self, 1st-circle spells, first circle spells, 1st circle spell Disguise Self, Disguise Self first circle spell, 1st-circle spell, 1st level, 1st-level spell Disguise Self, 1st level spell, 1st level spell Disguise Self, first-circle spells, 1st circle spell, Disguise Self, first-circle spell, 1st-level spell, Disguise Self 1st level spell, 1st circle spells, 1st circle, first circle

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    Level: 1st level (first circle). 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.

  40. #401st level / First-Circle Evocation Spell

    Keys: 1st level spell Divine Favor, first circle spell Divine Favor, 1st level spells, 1st circle spell Divine Favor, 1st-level, 1st-level spells, 1st-circle, first circle spell, first-circle, 1st-circle spells, first circle spells, Divine Favor 1st level spell, 1st-circle spell, 1st level, divine-favor, Divine Favor first circle spell, 1st level spell, Divine Favor 1st circle spell, Divine Favor 1st-level spell, first-circle spells, Divine Favor, 1st circle spell, first-circle spell, 1st-level spell, 1st circle spells, 1st circle, first circle, 1st-level spell Divine Favor

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    Level: 1st level (first circle). 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.

  41. #411st level / First-Circle Conjuration Spell

    Keys: 1st level spells, 1st-level spells, 1st-level, 1st-circle, Entangle 1st-level spell, first circle spell, Entangle 1st circle spell, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, first circle spell Entangle, 1st level spell Entangle, 1st circle spell Entangle, Entangle first circle spell, 1st level spell, entangle, first-circle spells, 1st circle spell, first-circle spell, Entangle, 1st-level spell, Entangle 1st level spell, 1st-level spell Entangle, 1st circle spells, 1st circle, first circle

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    Level: 1st level (first circle). 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.

  42. #421st level / First-Circle Transmutation Spell

    Keys: 1st level spell Expeditious Retreat, Expeditious Retreat first circle spell, 1st level spells, 1st-level spells, 1st-level, 1st-circle, first circle spell Expeditious Retreat, 1st circle spell Expeditious Retreat, Expeditious Retreat 1st-level spell, first circle spell, first-circle, 1st-circle spells, first circle spells, 1st-level spell Expeditious Retreat, 1st-circle spell, 1st level, 1st level spell, expeditious-retreat, Expeditious Retreat 1st circle spell, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, Expeditious Retreat 1st level spell, Expeditious Retreat, 1st circle spells, 1st circle, first circle

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    Level: 1st level (first circle). 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.

  43. #431st level / First-Circle Evocation Spell

    Keys: Faerie Fire, 1st circle spell Faerie Fire, 1st level spells, 1st-level spells, 1st-level, 1st-circle, first circle spell, first-circle, 1st-circle spells, first circle spells, Faerie Fire 1st circle spell, 1st-circle spell, 1st level, Faerie Fire 1st-level spell, 1st-level spell Faerie Fire, 1st level spell, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, Faerie Fire 1st level spell, 1st level spell Faerie Fire, Faerie Fire first circle spell, faerie-fire, 1st circle spells, first circle spell Faerie Fire, 1st circle, first circle

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    Level: 1st level (first circle). 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.

  44. #441st level / First-Circle Necromancy Spell

    Keys: False Life first circle spell, 1st level spells, 1st-level spells, 1st-level, 1st-circle, False Life 1st level spell, false-life, False Life 1st circle spell, 1st level spell False Life, first circle spell, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st-level spell False Life, 1st level spell, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, 1st circle spell False Life, False Life, False Life 1st-level spell, 1st circle spells, 1st circle, first circle spell False Life, first circle

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    Level: 1st level (first circle). 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.

  45. #451st level / First-Circle Transmutation Spell

    Keys: Feather Fall 1st level spell, Feather Fall 1st-level spell, feather-fall, 1st level spells, 1st-level spells, 1st-level, 1st-circle, Feather Fall first circle spell, first circle spell, first-circle, Feather Fall 1st circle spell, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st level spell, Feather Fall, 1st-level spell Feather Fall, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, 1st level spell Feather Fall, 1st circle spell Feather Fall, 1st circle spells, first circle spell Feather Fall, 1st circle, first circle

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    Level: 1st level (first circle). 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.

  46. #461st level / First-Circle Conjuration Spell

    Keys: 1st level spells, 1st-level spells, 1st circle spell Find Familiar, 1st-level, 1st-circle, first circle spell Find Familiar, Find Familiar, Find Familiar 1st circle spell, first circle spell, 1st level spell Find Familiar, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st level spell, 1st-level spell Find Familiar, Find Familiar 1st-level spell, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, Find Familiar 1st level spell, Find Familiar first circle spell, find-familiar, 1st circle spells, 1st circle, first circle

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    Level: 1st level (first circle). 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.

  47. #471st level / First-Circle Conjuration Spell

    Keys: 1st-level spell Floating Disk, 1st level spells, 1st-level, 1st-level spells, 1st-circle, 1st circle spell Floating Disk, first circle spell Floating Disk, first circle spell, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st level spell, first-circle spells, Floating Disk 1st circle spell, 1st circle spell, first-circle spell, 1st-level spell, Floating Disk first circle spell, Floating Disk 1st-level spell, Floating Disk, floating-disk, Floating Disk 1st level spell, 1st circle spells, 1st circle, first circle, 1st level spell Floating Disk

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    Level: 1st level (first circle). 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.

  48. #481st level / First-Circle Conjuration Spell

    Keys: 1st-circle, 1st level spells, 1st-level, 1st-level spells, Fog Cloud 1st circle spell, first circle spell, Fog Cloud 1st level spell, first-circle, 1st-circle spells, first circle spells, Fog Cloud first circle spell, 1st-circle spell, 1st level, 1st level spell, Fog Cloud, Fog Cloud 1st-level spell, first-circle spells, 1st circle spell, 1st circle spell Fog Cloud, fog-cloud, first-circle spell, 1st-level spell, 1st-level spell Fog Cloud, 1st level spell Fog Cloud, 1st circle spells, 1st circle, first circle, first circle spell Fog Cloud

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    Level: 1st level (first circle). 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.

  49. #491st level / First-Circle Transmutation Spell

    Keys: Goodberry, Goodberry 1st level spell, 1st level spells, 1st-level spells, 1st-level, 1st-circle, Goodberry 1st circle spell, first circle spell Goodberry, goodberry, Goodberry first circle spell, 1st-level spell Goodberry, 1st circle spell Goodberry, first circle spell, Goodberry 1st-level spell, first-circle, 1st-circle spells, first circle spells, 1st-circle spell, 1st level, 1st level spell, first-circle spells, 1st circle spell, first-circle spell, 1st-level spell, 1st level spell Goodberry, 1st circle spells, 1st circle, first circle

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    Level: 1st level (first circle). 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.

  50. #501st level / First-Circle Conjuration Spell

    Keys: first circle spell Grease, Grease 1st circle spell, Grease 1st-level spell, 1st level spells, 1st-level spells, 1st-level, 1st-circle, first circle spell, 1st-level spell Grease, first-circle, 1st-circle spells, first circle spells, Grease 1st level spell, Grease, 1st-circle spell, 1st level, 1st level spell, 1st level spell Grease, first-circle spells, 1st circle spell, grease, first-circle spell, 1st-level spell, 1st circle spell Grease, 1st circle spells, 1st circle, Grease first circle spell, first circle

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    Level: 1st level (first circle). 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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