1st-Level Spells

Spell lists are in Class Spell Lists. Attribution and reading notes are in the Spells index.

Alarm

  • 1st-level abjuration (ritual)
  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a tiny bell and a piece of fine silver wire)
  • Duration: 8 hours
    You set an alarm against unwanted intrusion. Choose 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 you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Animal Friendship

  • 1st-level enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a morsel of food)
  • Duration: 24 hours
    This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or your companions harm the target, the spell ends.

Burning Hands

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous
    As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Charm Person

  • 1st-level enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
    You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Color Spray

  • 1st-level illusion
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
  • Duration: 1 round
    A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Comprehend Languages

  • 1st-level divination (ritual)
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a pinch of soot and salt)
  • Duration: 1 hour
    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you 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.

Create or Destroy Water

  • 1st‑level transmutation
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of water if creating, a few grains of sand if destroying)
  • Duration: Instantaneous
    You either create up to 10 gallons of clean water in an open container or as rain in a 30‑foot cube, or destroy up to 10 gallons of water or a similar amount in a 30‑foot cube of fog.

Cure Wounds

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Detect Magic

  • 1st-level divination (ritual)
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but 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.

Disguise Self

  • 1st-level illusion
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
    You make yourself-including your clothing, armor, weapons, and other belongings on your person- look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Elemental Recoil

Marlis sits in the gap where the Marram settles, and everything that crosses between Inazria and Bisengal crosses through it. Four traditions that agree on almost nothing all arrived at this same reflex within a generation of each other, which the Marlis guilds regard as proof of nothing except that fire burns the same in every language. The trick is not absorbing the blow. The trick is not being where the second one lands.

  • 1st-level abjuration
  • Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • Range: Self
  • Components: S
  • Duration: 1 round
    You turn the energy aside rather than meeting it. You have resistance to the triggering damage type until the start of your next turn, and you can immediately move up to 5 feet without provoking opportunity attacks.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 5 feet for each slot level above 1st.

Entangle

  • 1st-level conjuration
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
    Grasping weeds and vines sprout from the ground in a 20‑foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

Faerie Fire

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute
    Each object in a 20‑foot cube within range is outlined in light (your choice of blue, green, or violet). Any creature in the area when the spell is cast is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10‑foot radius. Attack rolls against an affected creature or object have advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.

False Life

  • 1st-level necromancy
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small amount of alcohol or distilled spirits)
  • Duration: 1 hour
    Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Feather Fall

  • 1st-level transmutation
  • Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
  • Range: 60 feet
  • Components: V, M (a small feather or piece of down)
  • Duration: 1 minute
    Choose 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 damage and can land on its feet, and the spell ends for that creature.

Fog Cloud

  • 1st-level conjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
    You create 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.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Goodberry

  • 1st-level transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a sprig of mistletoe)
  • Duration: Instantaneous
    Up to ten berries appear in your hand and are infused with magic for 24 hours. A creature can use its action to eat one berry to restore 1 hit point. Eating a berry provides enough nourishment to sustain a creature for one day.

Grease

  • 1st-level conjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of pork rind or butter)
  • Duration: 1 minute
    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Healing Word

  • 1st-level evocation
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
    A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The spell’s healing increases by 1d4 at higher slot levels.

Hideous Laughter

  • 1st-level enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (tiny tarts and a feather that is waved in the air)
  • Duration: Concentration, up to 1 minute
    A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify

  • 1st-level divination (ritual)
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
  • Duration: Instantaneous
    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Illusory Script

  • 1st-level illusion (ritual)
  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
  • Duration: 10 days
    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

Karatagh Shudder

The Karatagh changed hands at the Treaty of Marram and has been arguing about it ever since. Yaz’togal masons raise fortress cities in the passes there, and Yaz’togal masons will tell you, at length, that the black peaks know whose boots are on them. The working is their joke made real. The ground breaks under everyone standing on it except the one who asked it to.

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Instantaneous
    The ground beneath you shrugs. Each creature other than you in a 15-foot radius centered on you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and its speed is halved until the end of its next turn. On a successful save, it takes half as much damage and its speed is unaffected.
    If the ground in the area is loose earth, sand, or stone, it becomes difficult terrain until the start of your next turn. You ignore difficult terrain created this way.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Mage Armor

  • 1st-level abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: 8 hours
    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Magic Missile

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Ndaru’s Rush of Speed

Ndaru ran the Vash for a living, which in the foothills means carrying word between settlements that the weather regularly cuts off from one another. The stories do not agree on how she died and do not seem troubled by it. What they agree on is the shape of her arrival, which was always sudden, always downhill, and always slightly ahead of the storm she was running to warn about.

  • 1st-level transmutation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
    Your walking speed increases by 10 feet for the duration.
    Once before the spell ends, if you move at least 15 feet in a straight line toward a creature and then hit it with a melee attack on the same turn, the attack deals an extra 1d8 thunder damage, and the target must succeed on a Strength saving throw or be pushed 10 feet away from you. The spell ends after this extra damage is dealt.

Rime Panoply

Xolturasus does not warn her called so much as answer slightly before they need answering. Those who wear the rime describe it as the cold arriving first and the blow arriving second, in that order, reliably, and they describe it without much comfort. A gift that knows what is coming is a gift that has been watching.

  • 1st-level abjuration
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
    Frost sheathes you in a thin, glittering mail. You gain 5 temporary hit points for the duration. The first time a creature hits you with a melee attack while you have these temporary hit points, that creature takes 1d6 cold damage and its speed is reduced by 10 feet until the end of its next turn.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 5 and the cold damage increases by 1d6 for each slot level above 1st.

Shard of Senakutu

Senakutu is the Deep Lake, and the Vailoko do not cut its ice. They will say why if asked twice by someone they like. The spell carries the lake’s name because outsiders named it, having watched a Vailoko refuse to and having drawn the obvious wrong conclusion. The Vailoko have never corrected the record. They find it useful that the rest of the world thinks the working came from the water they will not touch.

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a sliver of ice or a drop of water)
  • Duration: Instantaneous
    You fling a shard of black ice at a creature within range. Make a ranged spell attack. On a hit, the target takes 2d6 cold damage, and frost spreads across the ground beneath it. The target’s space becomes difficult terrain until the end of your next turn.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Shield

  • 1st‑level abjuration
  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by magic missile
  • Range: Self
  • Components: V, S
  • Duration: 1 round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

2nd-Level

Silent Image

  • 1st-level illusion
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes
    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Sleep

  • 1st-level enchantment
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • Duration: 1 minute
    This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Thunderwave

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: Self (15‑foot cube)
  • Components: V, S
  • Duration: Instantaneous
    A wave of thunderous force sweeps out from you. Each creature in a 15‑foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects are pushed 10 feet and the spell emits a thunderous boom audible out to 300 feet. The damage increases by 1d8 for each slot level above 1st.

Twin Spark

Sammaelon’s called name their first calling the spark, and every one of them believes theirs was the only one of its kind. The working exists to settle the argument. Bind two together and what reaches one reaches the other, which is a small cruelty when used on enemies and a genuinely uncomfortable revelation when two of the called try it on each other, as they invariably do, exactly once.

  • 1st-level evocation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
    Choose two creatures you can see within range that are within 30 feet of each other. A thread of charge links them for the duration.
    Whenever a linked creature takes lightning or thunder damage from a source other than this spell, each other linked creature takes half that damage, of the same type. A creature can take damage from this link only once on each turn.
    The spell ends early if any two linked creatures are ever more than 60 feet apart.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can link a third creature. Using a spell slot of 5th level or higher, you can link a fourth. Each linked creature must be within 30 feet of at least one other linked creature when you cast the spell.