The City in Darkness

Druidcraft

LevelCantripCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
CantripDruidcraft1 Action30 ftV, SInstantaneousTransmutationNoneUtility

Whispering to the spirits of nature, you create one of the following effects within range.

Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your 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.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Spell Tags: Utility

Available For: Druid Druid

Elementalism

LevelCantripCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
CantripElementalism1 Action30 ft (5 ft *)V, SInstantaneousTransmutationNoneControl

You exert control over the elements, creating one of the following effects within range.

Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.

Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.

Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.

Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute.

Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour.

Spell Tags: Control

Available For: Druid, Sorcerer, Wizard

Fire Bolt

LevelCantripCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
CantripFire Bolt1 Action120 ftV, SInstantaneousEvocationRangedFire

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Spell Tags: Damage

Available For: Sorcerer, Wizard, Artificer

Message

LevelCantripCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
CantripMessage1 Action120 ftS, M *1 RoundTransmutationNoneCommunication

You point 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 you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell.

* - (a copper wire)

Spell Tags: Communication, Social

Available For: Bard, Druid, Sorcerer, Wizard, Artificer

Poison Spray

LevelCantripCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
CantripPoison Spray1 Action30 ftV, SInstantaneousNecromancyRangedPoison

You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.

Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).

Spell Tags: Damage

Available For: Druid, Sorcerer, Warlock, Wizard, Artificer

Toll the Dead

LevelCantripCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
CantripToll the Dead1 Action60 ftV, SInstantaneousNecromancyWIS SaveNecrotic

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Spell Tags: Damage

Available For: Cleric, Warlock, Wizard

Charm Person

Level1stCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
1stCharm Person1 Action30 ftV, S1 HourEnchantmentWIS SaveCharmed

One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Higher Level. You can target one additional creature for each spell slot level above 1.

Spell Tags: Control, Social

Available For: Bard, Druid, Sorcerer, Warlock, Wizard, Trickery Domain, Fey Wanderer

Comprehend Languages

Level1stCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
1stComprehend Languages1 Action (Ritual)SelfV, S, M *1 HourDivinationNoneSocial

For the duration, you understand the literal meaning of any language that you hear or see signed. 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 symbols or secret messages.

* - (a pinch of soot and salt)

Spell Tags: Social

Available For: Bard, Sorcerer, Warlock, Wizard

Cure Wounds

Level1stCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
1stCure Wounds1 ActionTouchV, SInstantaneousAbjurationNoneHealing

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Higher Level. The healing increases by 2d8 for each spell slot level above 1.

Spell Tags: Healing

Available For: Bard, Cleric, Druid, Paladin, Ranger, Artificer, Life Domain, Circle of Wildfire, Celestial Patron

D&D Free Rules (2024), pg. 259 Cure Wounds

Ice Knife

Level1stCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
1stIce Knife1 Action60 ft (5 ft *)S, M *InstantaneousConjurationDEX SavePiercing

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.

Higher Level. The Cold damage increases by 1d6 for each spell slot level above 1.

* - (a drop of water or a piece of ice)

Spell Tags: Damage

Available For: Druid, Sorcerer, Wizard

Illusory Script

Level1stCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
1stIllusory Script1 Minute (Ritual)TouchS, M *10 DaysIllusionNoneCommunication

You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be 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, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.

If the spell is dispelled, the original script and the illusion both disappear.

A creature that has Truesight can read the hidden message.

* - (ink worth 10+ GP, which the spell consumes)

Spell Tags: Communication

Available For: Bard, Warlock, Wizard

Longstrider

Level1stCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
1stLongstrider1 ActionTouchV, S, M *1 HourTransmutationNoneBuff

You touch a creature. The target’s Speed increases by 10 feet until the spell ends.

Higher Level. You can target one additional creature for each spell slot level above 1.

* - (a pinch of dirt)

Spell Tags: Buff, Movement

Available For: Bard, Druid, Ranger, Wizard, Artificer

Magic Missile

Level1stCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
1stMagic Missile1 Action120 ftV, SInstantaneousEvocationNoneForce

You create three glowing darts of magical force. Each dart strikes 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.

Higher Level. The spell creates one more dart for each spell slot level above 1.

Spell Tags: Damage

Available For: Sorcerer, Wizard, Arcana Domain

Sleep

Level1stCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
1stSleep1 Action60 ft (5 ft)V, S, M *Concentration 1 MinuteEnchantmentWIS SaveIncapacitated

Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.

Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.

* - (a pinch of sand or rose petals)

Spell Tags: Control

Available For: Bard, Sorcerer, Wizard, Twilight Domain, Oath of Redemption, Archfey Patron

Tenser’s Floating Disk

Level1stCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
1stTenser’s Floating Disk1 Action (Ritual)30 ftV, S, M *1 HourConjurationNoneMovement

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 your choice that you 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 you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It 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 you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

* - (a drop of mercury)

Spell Tags: Movement, Utility

Available For: Wizard

Thunderwave

Level1stCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
1stThunderwave1 ActionSelf (15 ft)V, SInstantaneousEvocationCON SaveThunder

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only.

In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Higher Level. The damage increases by 1d8 for each spell slot level above 1.

Spell Tags: Damage, Control

Available For: Bard, Druid, Sorcerer, Wizard, Tempest Domain, Circle of the Sea, The Fathomless, The Genie

Crown of Madness

Level2ndCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
2ndCrown of Madness1 Action120 ftV, SConcentration 1 MinuteEnchantmentWIS SaveCharmed

One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.

A spectral crown appears on the Charmed target’s head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.

On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.

Spell Tags: Control

Available For: Bard, Sorcerer, Warlock, Wizard, Oathbreaker

Enlarge/Reduce

Level2ndCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
2ndEnlarge/Reduce1 Action30 ftV, S, M *Concentration 1 MinuteTransmutationCON SaveBuff

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.

Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.

Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.

Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).

* - (a pinch of powdered iron)

Spell Tags: Buff

Available For: Bard, Druid, Sorcerer, Wizard, Artificer

Fireball

Level3rdCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
3rdFireball1 Action150 ft (20 ft)V, S, M *InstantaneousEvocationDEX SaveFire

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the area that aren’t being worn or carried start burning.

Higher Level. The damage increases by 1d6 for each spell slot level above 3.

* - (a ball of bat guano and sulfur)

Spell Tags: Damage

Available For: Sorcerer, Wizard, Light Domain, The Genie, Fiend Patron

Haste

Level3rdCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
3rdHaste1 Action30 ftV, S, M *Concentration 1 MinuteTransmutationNoneBuff

Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.

When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

* - (a shaving of licorice root)

Spell Tags: Buff

Available For: Sorcerer, Wizard, Artificer, Oath of Glory, Oath of Vengeance

Greater Invisibility

Level4thCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
4thGreater Invisibility1 ActionTouchV, SConcentration 1 MinuteIllusionNoneInvisible

A creature you touch has the Invisible condition until the spell ends.

Spell Tags: Buff

Available For: Bard, Sorcerer, Wizard, Twilight Domain, Gloom Stalker, The Genie, The Undead, Archfey Patron

Speak with Dead

Level3rdCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
3rdSpeak with Dead1 Action10 ftV, S, M *10 MinutesNecromancyNoneCommunication

You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

* - (burning incense)

Spell Tags: Communication, Social

Available For: Bard, Cleric, Wizard, Knowledge Domain, The Undead, The Undying

Fly

Level3rdCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
3rdFly1 ActionTouchV, S, M *Concentration 10 MinutesTransmutationNoneMovement

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.

Higher Level. You can target one additional creature for each spell slot level above 3.

* - (a feather)

Spell Tags: Movement

Available For: Sorcerer, Warlock, Wizard, Artificer, Draconic Sorcery

Counterspell

Level3rdCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
3rdCounterspell1 Reaction *60 ftSInstantaneousAbjurationCON SaveNegation

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

* - which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components

Spell Tags: Negation

Available For: Sorcerer, Warlock, Wizard, Oath of Redemption, Oath of the Watchers

Spider Climb

Level2ndCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
2ndSpider Climb1 ActionTouchV, S, M *Concentration 1 HourTransmutationNoneBuff

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.

Higher Level. You can target one additional creature for each spell slot level about 2.

* - (a drop of bitumen and a spider)

Spell Tags: Buff, Movement

Available For: Sorcerer, Warlock, Wizard, Artificer

Alter Self

Level2ndCasting TimeRange/AreaComponentsDurationSchoolAttack/SaveDamage/Effect
2ndAlter Self1 ActionSelfV, SConcentration 1 HourTransmutationNoneShapechanging

You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.

Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.

Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.

Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.

Spell Tags: Shapechanging

Available For: Sorcerer, Wizard, Artificer, Draconic Sorcery

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