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List of Spells Σ

Echoes for 5E provides a list of spells adapted from their SRD 5.2 counterparts or added anew.
While most changes are minor, a few SRD 5.2 spells have been greatly altered. Use the table below to filter or directly search the one you are interested in. Click on the spell to see its full description.
Note:As of version Alpha 0.9.0 on Cantrips, Tier 1 and 2 Spells have been reviewed.

For rules about Spellcasting see the corresponding section.

Spell List

Click on any row to expand and see the full details.

SchoolTierNameSummary
AbjT0ResistanceReduce damage of a chosen type by 1d4
AbjT0Warding VeilIncrease AC by 2 as a reaction when hit
ConT0Mage HandCreate a spectral hand to manipulate objects
ConT0Produce FlameHold a flame that can be hurled for fire damage
ConT0WingflapReduce falling damage and avoid landing prone
DivT0GuidanceAdd 1d4 to a failed ability check as a reaction
DivT0True StrikeMake an attack using CHA with potential radiant damage
EncT0Vicious MockeryDeal psychic damage and impose disadvantage on next attack
EncT0Weakening SignSubtract 1d4 from target's next CON save
EvoT0Acid SplashExplode acid in an area for acid damage
EvoT0Eldritch BlastHurl a beam of energy that deals force damage
EvoT0Fire BoltHurl a fire mote for fire damage
EvoT0LightMake an object shed bright and dim light
EvoT0Ray of FrostFire a cold beam that damages and reduces target's speed
EvoT0Sacred FlameRadiant flame that damages while ignoring cover bonuses
EvoT0Shocking GraspDeal lightning damage and prevent opportunity attacks
EvoT0Sorcerous BurstDeal damage of chosen type with exploding dice mechanic
EvoT0Starry WispLaunch radiant mote dealing damage and illuminating targets
IllT0Dancing LightsCreate up to four movable lights
IllT0Minor IllusionCreate a sound or image illusion
NecT0Chill TouchDeal necrotic damage and prevent HP regeneration
NecT0Poison SpraySpray toxic mist for poison damage
NecT0Spare the DyingGrant advantage on death saves to a dying creature
TraT0DruidcraftCreate various nature-related sensory effects
TraT0ElementalismControl elements with various minor effects
TraT0MendingRepair a single break or tear in an object
TraT0MessageSend a whispered message to a creature
TraT0PrestidigitationCreate minor magical utility effects
TraT0ShillelaghEnhance a club or quarterstaff with INT-based attacks with potential force damage
TraT0ThaumaturgyManifest minor magic effects
AbjT1AlarmSet an audible or mental alarm against intrusion
AbjT1Cure WoundsHeal a creature you touch for 2d8 + modifier HP
AbjT1Healing WordBonus action heal at range for 2d4 + modifier HP
AbjT1Mage ArmorSet target's base AC to 13 + DEX modifier
AbjT1Protection from Evil and GoodProtects from attacks and effects of various creatures
AbjT1SanctuaryWard creature; attackers must save or choose new target
AbjT1ShieldReaction: +5 AC until next turn, immune to Magic Missile
AbjT1Shield of FaithGrant +2 AC bonus to a creature
ConT1Ensnaring StrikeBonus action: restrain target after weapon hit
ConT1EntangleCreate difficult terrain and restrain creatures in area
ConT1Find FamiliarSummon a spirit familiar that obeys your commands
ConT1Floating DiskCreate a floating disk that carries up to 500 lbs
ConT1Fog CloudCreate a heavily obscured sphere of fog
ConT1GoodberryCreate 10 berries that each restore 1 HP when eaten
ConT1GreaseCover ground with grease, causing creatures to fall prone
ConT1Ice KnifeHurl ice shard that explodes for cold damage in area
ConT1Unseen ServantCreate invisible force to perform simple tasks
DivT1Comprehend LanguagesUnderstand any spoken or written language for 1 hour
DivT1Detect Evil and GoodSense location of specific creature types within 30 feet
DivT1Detect MagicSense magical effects and their schools within 30 feet
DivT1Detect Poison and DiseaseSense poisons, venomous creatures, and contagions within 30 feet
DivT1Hunter's MarkMark target for extra damage and advantage on tracking
DivT1IdentifyLearn properties of magic items or ongoing spells on a creature
DivT1Speak with AnimalsCommunicate verbally with Beasts for 10 minutes
EncT1Animal FriendshipCharm a Beast for 24 hours
EncT1BaneSubtract 1d4 from attack rolls and saves of up to 3 creatures
EncT1BlessAdd 1d4 to attack rolls and saves of up to 3 creatures
EncT1Charm PersonCharms a Humanoid to be friendly for 1 hour
EncT1CommandIssue a one-word command that target must obey
EncT1Dissonant WhispersDeal psychic damage and force target to move away
EncT1HeroismGrant immunity to Frightened and temporary HP each turn
EncT1Hideous LaughterProne and incapacitate target with uncontrollable laughter
EncT1HexCurse target for extra damage and ability disadvantage
EncT1SleepIncapacitate or unconscious creatures in a 5-foot sphere
EvoT1Burning HandsDeal fire damage in a 15-foot cone
EvoT1Chromatic OrbHurl an energy orb that leaps on matching dice rolls
EvoT1Divine SmiteAdd radiant damage to melee hit, extra vs fiends/undead
EvoT1Magic MissileFire force darts that always hit their target
EvoT1Faerie FireOutline creatures with light, granting advantage on attacks
EvoT1Guiding BoltDeal radiant damage and grant advantage on next attack
EvoT1Hellish RebukeReaction: deal fire damage to creature that hit you
EvoT1Searing SmiteAdd fire damage and ongoing burning to melee hit
EvoT1ThunderwaveDeal thunder damage and push creatures 10 feet away
IllT1Color SprayBlind creatures in a cone until end of your next turn
IllT1Disguise SelfAlter your appearance for 1 hour
IllT1Illusory ScriptHide or alter text on a written surface
IllT1Silent ImageCreate a visual illusion of an object, creature, or phenomenon
NecT1False LifeGain temporary hit points
NecT1Inflict WoundsDeal necrotic damage and impose disadvantage on attacks
NecT1Ray of SicknessDeal poison damage and poison target until end of your next turn
TraT1Create or Destroy WaterCreate or destroy water, or extinguish flames/fog
TraT1Divine FavorAdd radiant damage to weapon attacks for 1 minute
TraT1Expeditious RetreatTake Dash action as a bonus action while concentration is maintained
TraT1Feather FallSlow falling creatures to prevent fall damage
TraT1JumpTriple target's jump distance for 1 minute
TraT1LongstriderIncrease target's speed by 10 feet for 1 hour
TraT1Purify Food and DrinkRemove poison and rot from food and drink
AbjT2AidIncrease hit point maximum and current HP for up to 3 creatures
AbjT2Arcane LockMagically lock a door or container
AbjT2Lesser RestorationEnd one condition (Blinded, Deafened, Paralyzed, or Poisoned) as a bonus action
AbjT2Pass Without TraceGrant +10 Stealth bonus and leave no tracks in 30-foot emanation
AbjT2Prayer of HealingHeal multiple creatures at once
AbjT2Protection from PoisonEnd Poisoned condition; grant advantage on saves vs poison and resistance to poison damage
AbjT2Warding BondLink creatures within 60 feet; target gains +1 AC/saves and damage resistance, caster takes shared damage
ConT2Find SteedSummon a loyal otherworldly steed with special abilities
ConT2Flaming SphereCreate a moving sphere of fire that damages in its path
ConT2Misty StepTeleport a short distance as a bonus action
ConT2WebCreate sticky webbing that restrains creatures in area
DivT2AuguryReceive an omen about results of a course of action within 30 minutes
DivT2Detect ThoughtsSense or read thoughts of creatures within 30 feet
DivT2Find TrapsSense traps within line of sight and learn their general nature
DivT2Locate Animals or PlantsLearn direction and distance to closest creature/plant of a kind within 5 miles
DivT2Locate ObjectSense direction to a familiar object within 1,000 feet
DivT2Mind SpikeDeal psychic damage and track target's location for 1 hour
DivT2See InvisibilitySee invisible creatures/objects and into the Ethereal Plane
EncT2Animal MessengerCharm a Tiny Beast to deliver a 25-word message over 24 hours
EncT2Calm EmotionsSuppress Charmed/Frightened or induce Indifference in creatures within a 20-foot sphere
EncT2EnthrallImpose -10 penalty to Perception checks on captivated creatures
EncT2Hold PersonParalyze a Humanoid target
EncT2SuggestionCharms target to follow a 25-word course of action for up to 8 hours
EncT2Zone of TruthCreate a 15-foot sphere where creatures cannot speak deliberate lies
EvoT2Acid ArrowFire acid arrow that deals initial and lingering acid damage
EvoT2Continual FlameCreate a permanent flame that sheds light without heat
EvoT2DarknessFill area with magical darkness that blocks vision and dispels light spells
EvoT2Flame BladeManifest a fiery blade for melee fire attacks
EvoT2Gust of WindBlast creatures away in a line and hinder movement toward you
EvoT2MoonbeamRadiant beam that damages in its path and reverts shape-shifted creatures
EvoT2Scorching RayHurl three fiery rays at one or more targets
EvoT2ShatterErupt thunder damage in an area
EvoT2Spiritual WeaponCreate spectral weapon that attacks as a bonus action
IllT2InvisibilityGrant Invisible condition to target creature(s)
IllT2Magic AuraFalsify magical detection of a creature or object
IllT2Magic MouthImplant a triggered message in an object
IllT2Mirror ImageCreate three illusory duplicates that intercept attacks
IllT2Phantasmal ForceCreate a phantasm in target's mind that can deal psychic damage
IllT2SilenceCreate a 20-foot sphere where no sound can exist
NecT2Gentle ReposePreserve a corpse from decay and prevent it from becoming Undead for 10 days
NecT2Ray of EnfeeblementBeam that imposes Exhaustion and reduces damage rolls
TraT2Alter SelfTransform your form with aquatic adaptation, appearance change, or natural weapons
TraT2BarkskinSet target's minimum AC to 17
TraT2Blindness/DeafnessBlind or deafen a creature
TraT2DarkvisionGrant 150-foot darkvision to a creature
TraT2Dragon's BreathAllow target to exhale elemental magic damage
TraT2Enhance AbilityGrant advantage on ability checks for the chosen ability
TraT2Enlarge/ReduceIncrease or decrease the target's size
TraT2Heat MetalSuperheat metal object to deal fire damage or force dropping
TraT2KnockUnlock or unbar objects, temporarely suppress Arcane Lock
TraT2LevitateSuspend creature or object in the air for up to 10 minutes
TraT2Magic WeaponGrant weapon bonus to attack and damage rolls, with optional force damage
TraT2Rope TrickCreate extradimensional refuge at end of rope for up to 8 creatures
TraT2Shining SmiteAdd radiant damage and illuminate target, granting advantage on attacks against it
TraT2Spider ClimbGrant ability to climb surfaces including ceilings with full speed
TraT2Spike GrowthCreate difficult terrain that deals piercing damage when traversed

Resistance

Abjuration (INT or CHA) Cantrip

  • Casting Time: Action or Ritual (1 minute)
  • Range: Touch
  • Component: V, S
  • Duration:
    • When casted as an Action: Concentration, up to 1 minute
    • When casted as a Ritual: When the effect is triggered, up to 1 minute

You touch a willing entity and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the entity takes damage of the chosen type before the spell ends, the entity reduces the total damage taken by 1d4. An entity can benefit from this spell only once per enemy's turn, or once per the target entity's round if the source of the damage is not an enemy.

Cantrip Upgrade. The damage reduction increases by 1d4 when you reach levels 5 (2d4), 11 (3d4), and 17 (4d4).

Warding Veil

Abjuration (INT or CHA) Cantrip

  • Casting Time: Reaction, which you take when you are hit by an attack roll
  • Range: Self
  • Component: V, S
  • Duration: Instantaneous

An imperceptible veil of magical force protects you against the triggering attack, increasing your AC by 2 until the end of the attacking entity's turn.

Mage Hand

Conjuration (INT) Cantrip

  • Casting Time: Action
  • Range: 30 ft
  • Component: V, S
  • Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you 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.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Produce Flame

Conjuration (INT) Cantrip

  • Casting Time: Bonus Action
  • Range: Self
  • Component: V, S
  • Duration: 10 minutes

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.

Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Wingflap

Conjuration (INT) Cantrip

  • Casting Time: Reaction, which you take when you are falling
  • Range: Self
  • Component: V, S
  • Duration: Instantaneous

You conjure a pair of spectral wings that flap right before you touch ground. If you have wings of your own, you may use them instead.

You take one less d6 Bludgeoning damage from falling and you do not land Prone unless you choose to.

Guidance

Divination (INT or CHA) Cantrip

  • Casting Time: Reaction, which you take when a willing entity fails an Ability Check
  • Range: 20 ft | 6 m
  • Component: V, S
  • Duration: Instantaneous

You channel magical insight to a willing entity who failed an Ability Check. That entity can roll a d4 and add the number rolled to the check, potentially turning it into a success.

Once the entity benefits from this spell, turning the roll into a success, they cannot be affected by Guidance until they complete a Short or Long Rest.

True Strike

Divination (INT or CHA) Cantrip

  • Casting Time: Action
  • Range: Self
  • Component: V, M (a weapon with which you have proficiency and that is worth 1+ CP)
  • Duration: Instantaneous

Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).

Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Vicious Mockery

Enchantment (CHA) Cantrip

  • Casting Time: 1 Action
  • Range: 60 ft | 18 m
  • Component: V
  • Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and subtract 1d4 from the next attack roll it makes before the end of its next turn.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Weakening Sign

Enchantment (CHA) Cantrip

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S
  • Duration: Concentration, up to 1 minute

You weave a faint enchantment in an unmistakable gesture directed at an entity you can see within range.

The target must succeed on a Wisdom saving throw or subtract 1d4 from the next Constitution saving throw it makes before the spell ends.

The spell lasts for its duration or as soon as the target fails a Constitution saving throw.

Acid Splash

Evocation (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range: 60 ft | 18 m
  • Component: V, S
  • Duration: Instantaneous

You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Constitution saving throw or take 1d6 Acid damage.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Eldritch Blast

Evocation (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft | 36 m
  • Component: V, S
  • Duration: Instantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d8 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Note: Echoes for 5E reduces the damage from 1d10 to 1d8 Force, since the spell is available to everyone (vs SRD 5.2 only Warlocks) and Force is a very hard to resist damage type.

Fire Bolt

Evocation (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft | 36 m
  • Component: V, S
  • Duration: Instantaneous

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).

Light

Evocation (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range: Touch
  • Component: V, M (a firefly or phosphorescent moss)
  • Duration: 1 hour

You touch one Large or smaller object that isn't being worn or carried by someone else. 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 you like.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Ray of Frost

Evocation (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range: 60 ft | 18 m
  • Component: V, S
  • Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Sacred Flame

Evocation (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range: 60 ft | 18m
  • Component: V, S
  • Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Constitution saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Shocking Grasp

Evocation (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range: Touch
  • Component: V, S
  • Duration: Instantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d10 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.

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

Note: Echoes for 5E increases the damage from 1d8 to 1d10 Lightning, to better differentiate it from Sorcerous Burst.

Sorcerous Burst

Evocation (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range Δ: 30 ft | 9 m
  • Component: V, S
  • Duration: Instantaneous

You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.

If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage if your INT or CHA modifier is +1 or higher. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier (INT or CHA).

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Note: Echoes for 5E reduces the range of from 120 to 30 ft since this cantrip already provides great flexibility in terms of damage choice. In terms of probability, it is not as powerful as it may seem (e.g. Probability of rolling an 8 out of 2 dice is not 1/8+1/8, it is 1-(7/8)^2).

Starry Wisp

Evocation (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range Δ: 60 ft | 18 m
  • Component: V, S
  • Duration: Instantaneous

You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Dancing Lights

Illusion (CHA) Cantrip

  • Casting Time: 1 Action
  • Range Δ: 120 ft | 36 m
  • Component: V, S, M (a bit of phosphorus)
  • Duration: Concentration, up to 1 minute

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.

As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.

Minor Illusion

Illusion (CHA) Cantrip

  • Casting Time: 1 Action
  • Range Δ: 30 ft | 9 m
  • Component: S, M (a bit of fleece)
  • Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.

If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation (INT) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

Image. If you create 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, since things can pass through it.

Chill Touch

Necromancy (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range Δ: 30 ft | 9 m
  • Component: V, S
  • Duration: Instantaneous

Channeling the chill of the grave, make a ranged spell attack against the target. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.

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

Poison Spray

Necromancy (INT or CHA) Cantrip

  • Casting Time: 1 Action
  • Range: 30 ft | 9 m
  • Component: V, S
  • Duration: Instantaneous

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).

Spare the Dying

Necromancy (INT or CHA) Cantrip

  • Casting Time: 1 Reaction
  • Range Δ: 15 ft | 4.5 m
  • Component: V, S
  • Duration: Instantaneous

Choose an entity within range that has 0 Hit Points and isn't Stable or Dead. The entity has Advantage on Death Saving Throws and Sentence rolls. The effect expires if the entity recovers 1 or more Hit Points, becomes Stable or dies.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet | 9 m), 11 (60 feet | 18 m), and 17 (120 feet | 36 m).

Druidcraft

Transmutation (INT) Cantrip

  • Casting Time: 1 Action
  • Range: 30 ft | 9 m
  • Component: V, S
  • Duration: Instantaneous

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.

Elementalism

Transmutation (INT) Cantrip

  • Casting Time: 1 Action
  • Range: 30 ft | 9 m
  • Component: V, S
  • Duration: Instantaneous

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.

Mending

Transmutation (INT) Cantrip

  • Casting Time: 1 Action
  • Range: Touch
  • Component: V, S, M (two lodestones)
  • Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item, but it can't restore magic to such an object.

Message

Transmutation (INT) Cantrip

  • Casting Time: 1 Action
  • Range: 120 ft | 36 m
  • Component: S, M (a copper wire)
  • Duration: 1 round

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.

Prestidigitation

Transmutation (INT) Cantrip

  • Casting Time: 1 Action
  • Range: 10 ft | 3 m
  • Component: V, S
  • Duration: Variable

You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.

Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

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

Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.

Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.

Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Shillelagh

Transmutation (INT) Cantrip

  • Casting Time: 1 Bonus Action
  • Range: Self
  • Component: V, S, M (mistletoe)
  • Duration: 1 minute

A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your Intelligence modifier instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon's normal damage type (your choice).

The spell ends early if you cast it again or if you let go of the weapon.

Cantrip Upgrade. The damage die changes when you reach levels 5 (1d10), 11 (1d12), and 17 (2d6).

Thaumaturgy

Transmutation (INT) Cantrip

  • Casting Time: 1 Action
  • Range: 30 ft | 9 m
  • Component: V
  • Duration: Variable

You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.

Altered Eyes. You alter the appearance of your eyes for 1 minute.

Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Intimidation (CHA) checks.

Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.

Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.

Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

Tremors. You cause harmless tremors in the ground for 1 minute.

Alarm

Abjuration (INT or CHA) Tier 1

  • Casting Time: 1 minute or Ritual
  • Range: 30 ft | 9 m
  • Component: V, S, M (a bell and silver wire)
  • Duration: 8 hours

You set an alarm against 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 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 audible or mental:

Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.

Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.

Cure Wounds

Abjuration (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: Touch
  • Component: V, S
  • Duration: Instantaneous

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

Spell Upgrade. The healing increases by 2d8 for each additional EP spent.

Healing Word

Abjuration (INT or CHA) Tier 1

  • Casting Time: Bonus Action
  • Range: 60 ft | 18 m
  • Component: V
  • Duration: Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Spell Upgrade. The healing increases by 2d4 for each additional EP spent.

Mage Armor

Abjuration (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (a piece of cured leather)
  • Duration: 8 hours

You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

Protection from Evil and Good

Abjuration (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (a flash of holy water woth 25+ GP, which the spell consumes)
  • Duration: Concentration, up to 10 minutes hour

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.

The protection grants several benefits.

  • Creatures of those types have Disadvantage on attack rolls against the target.
  • The target also can't be possessed by or gain the Charmed or Frightened conditions from them.
  • If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Sanctuary

Abjuration (INT or CHA) Tier 1

  • Casting Time: Bonus Action
  • Range: 30 ft | 9 m
  • Component: V, S, M (a shard of glass from a mirror)
  • Duration: Instantaneous

You ward a creature within range.

Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom Saving Throw against your spell DC or either choose a new target or lose the attack or spell.

This spell doesn't protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Shield of Faith

Abjuration (INT or CHA) Tier 1

  • Casting Time: Bonus Action
  • Range: 60 ft | 18 m
  • Component: V, S, M (a prayer scroll)
  • Duration: Concentration, up to 10 minutes

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Shield

Abjuration (INT or CHA) Tier 1

  • Casting Time: Reaction, when triggered by an attack roll or targeted by the Magic Missile spell
  • Range: Self
  • Component: V, S
  • Duration: 1 round

An imperceptible barrier of magical force 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.

Ensnaring Strike

Conjuration (INT) Tier 1

  • Casting Time: Bonus Action, immediately after hitting a creature with a weapon
  • Range: Self
  • Component: V
  • Duration: Concentration, up to 1 minute

As you hit the target, grasping vines appear on it, and it makes a Constitution saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.

While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Athletics (STR) check against your spell save DC. On a success, the spell ends.

Spell Upgrade. The damage increases by 1d6+1 for each additional EP spent.

Entangle

Conjuration (INT) Tier 1

  • Casting Time: Action
  • Range: 90 ft | 27 m (20 ft cube)
  • Component: V, S
  • Duration: Concentration, up to 1 minute

Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.

Each creature (other than you) in the area when you cast the spell must succeed on a Constitution saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make an Athletic (STR) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

Find Familiar

Conjuration (INT) Tier 1

  • Casting Time: 1 Hour Ritual
  • Range: 10 ft | 3 m
  • Component: V, S, M (burning incense worth 10+ GP, which the spell consumes)
  • Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0.

Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.

Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.

Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.

Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

Floating Disk

Conjuration (INT) Tier 1

  • Casting Time: Action or Ritual
  • Range: 30 ft | 9 m
  • Component: V, S, M (a drop of mercury)
  • Duration: 1 hour

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.

Fog Cloud

Conjuration (INT) Tier 1

  • Casting Time: Action
  • Range: 120 ft | 36 m (20 ft radius)
  • Component: 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 is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. The dispersion resulting from a strong wind is localized (for example Gust of Wind would only disperse the fog for a 60 feet long and 10 ft wide line).

Spell Upgrade. The fog's radius increases by 20 ft for each additional EP spent.

Goodberry

Conjuration (INT) Tier 1

  • Casting Time: Action
  • Range: Self
  • Component: V, S, M (a sprig of mistletoe)
  • Duration: 24 hours

Ten berries appear in your hand and are infused with magic for the duration.

A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.

Uneaten berries disappear when the spell ends.

Grease

Conjuration (INT) Tier 1

  • Casting Time: Action
  • Range: 60 ft | 18 m (20 ft square)
  • Component: V, S, M (a bit of pork rind or butter)
  • Duration: 1 minute

Nonflammable 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 Constitution saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Ice Knife

Conjuration (INT) Tier 1

  • Casting Time: Action
  • Range: 60 ft | 18 m (5 ft sphere)
  • Component: S, M (a drop of water or a piece of ice)
  • Duration: Instantaneous

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 Constitution saving throw or take 2d6 Cold damage.

Spell Upgrade. The Cold damage increases by 1d6 and the attack roll increases by 1 for each additional EP spent.

Unseen Servant

Conjuration (INT) Tier 1

  • Casting Time: Action or Ritual
  • Range: 60 ft | 18 m
  • Component: V, S, M (a bit of string and of wood)
  • Duration: 1 hour

This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, -4 Strength modifier, and it can't attack. If it drops to 0 Hit Points, the spell ends.

Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Comprehend Languages

Divination (INT or CHA) Tier 1

  • Casting Time: Action or Ritual
  • Range: Self
  • Component: V, S, M (a pinch of soot and salt)
  • Duration: 1 hour

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.

Detect Evil and Good

Divination (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: Self (30 ft emanation)
  • Component: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Magic

Divination (INT or CHA) Tier 1

  • Casting Time: Action or Ritual
  • Range: Self (30 ft emanation)
  • Component: V, S
  • Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Detect Poison and Disease

Divination (INT or CHA) Tier 1

  • Casting Time: Action or Ritual
  • Range: Self (30 ft emanation)
  • Component: V, S, M (a yew leaf)
  • Duration: Concentration, up to 10 minutes

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Hunter's Mark

Divination (INT or CHA) Tier 1

  • Casting Time: Bonus Action
  • Range: 90 ft | 27 m
  • Component: V
  • Duration: Concentration, up to 1 hour

You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Perception (DEX) or Survival (DEX) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Spell Upgrade. Your Concentration can last longer when spending more EP:

EP 1 2 3
Duration (up to) 3 hours 8 hours 24 hours

Identify

Divination (INT or CHA) Tier 1

  • Casting Time: 1 Minute or Ritual
  • Range: Touch
  • Component: V, S, M (a pearl worth 100+ GP)
  • Duration: Instantaneous

You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.

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

Speak with Animals

Divination (INT or CHA) Tier 1

  • Casting Time: Action or Ritual
  • Range: Self
  • Component: V, S
  • Duration: 10 minutes

For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.

Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.

Animal Friendship

Enchantment (CHA) Tier 1

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S, M (a morself of food)
  • Duration: 24 hours

Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.

Spell Upgrade. You can target one additional Beast for each additional EP spent.

Bane

Enchantment (CHA) Tier 1

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S, M (a drop of blood)
  • Duration: Concentration, up to 1 minute

Up to three creatures of your choice that you can see within range must each make a Wisdom saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.

Spell Upgrade. You can target one additional creature for each additional EP spent.

Bless

Enchantment (CHA) Tier 1

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S, M (a holy symbol worth 5+ GP)
  • Duration: Concentration, up to 1 minute

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.

Spell Upgrade. You can target one additional creature for each additional EP spent.

Charm Person

Enchantment (CHA) Tier 1

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S
  • Duration: 1 hour

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.

Spell Upgrade. You can target one additional creature for each additional EP spent.

Command

Enchantment (CHA) Tier 1

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: V
  • Duration: Instantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:

  • Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop. The target drops whatever it is holding and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Grovel. The target has the Prone condition and then ends its turn.
  • Halt. On its turn, the target doesn't move and takes no action or Bonus Action.

Spell Upgrade. You can target one additional creature for each additional EP spent.

Dissonant Whispers

Enchantment (CHA) Tier 1

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: V
  • Duration: Instantaneous

One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.

Spell Upgrade. The damage increases by 1d6+1 for each additional EP spent.

Heroism

Enchantment (CHA) Tier 1

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S
  • Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your Charisma modifier at the start of each of its turns.

Spell Upgrade. You can target one additional creature for each additional EP spent.

Hideous Laughter

Enchantment (CHA) Tier 1

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S, M (a tart and a feather)
  • Duration: Concentration, up to 1 minute

One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself.

At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.

Spell Upgrade. You can target one additional creature for each additional EP spent.

Hex

Enchantment (CHA) Tier 1

  • Casting Time: Bonus Action
  • Range: 90 ft | 27 m
  • Component: V, S, M (the petrified eye of a newt)
  • Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

Spell Upgrade. Your Concentration can last longer when spending more EP:

EP 1 2 3
Duration (up to) 3 hours 8 hours 24 hours

Sleep

Enchantment (CHA) Tier 1

  • Casting Time: Action
  • Range: 60 ft | 18 m (5 ft sphere)
  • Component: V, S, M (a pinch of sand or rose petals)
  • Duration: Concentration, up to 1 minute

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.

Burning Hands

Evocation (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: Self (15 ft cone)
  • Component: V, S
  • Duration: Instantaneous

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Constitution saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.

Flammable objects in the Cone that aren't being worn or carried start burning.

Spell Upgrade. The damage increases by 1d6+1 for each additional EP spent.

Chromatic Orb

Evocation (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: 90 ft | 27 m
  • Component: V, S, M (a diamond worth 50+ gp)
  • Duration: Instantaneous

You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.

If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell at a higher tier.

Spell Upgrade. The damage increases by 1d8 for each additional EP spent. The orb can leap a maximum number of times equal to the tier the spell is casted at, and a creature can be targeted only once by each casting of this spell.

Divine Smite

Evocation (INT or CHA) Tier 1

  • Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Component: V
  • Duration: Instantaneous

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

Spell Upgrade. The damage increases by 1d8+1 for each additional EP spent.

Faerie Fire

Evocation (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: 60 ft | 18 m (20 ft cube)
  • Component: V
  • Duration: Concentration, up to 1 minute

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Constitution saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.

Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Guiding Bolt

Evocation (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: 120 ft | 36 m
  • Component: V, S
  • Duration: 1 round

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Spell Upgrade. The damage increases by 1d6+1 for each additional EP spent.

Hellish Rebuke

Evocation (INT or CHA) Tier 1

  • Casting Time: Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
  • Range: 60 ft | 18 m
  • Component: V, S
  • Duration: Instantaneous

The creature that damaged you is momentarily surrounded by green flames. It makes a Constitution saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

Spell Upgrade. The damage increases by 1d10+1 for each additional EP spent.

Magic Missile

Evocation (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: 120 ft | 36 m
  • Component: V, S
  • Duration: Instantaneous

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.

Spell Upgrade. Add one more dart for each additional EP spent.

Note: How to roll Magic Missile has been long debated. The interpretation Echoes for 5e adopts is to roll the D4 once and multiply the result by the number of darts hitting each target, i.e., each time the spell is casted, all darts are created equal. Moreover, since all darts strike simultaneously, when a single target is hit by multiple darts, the hit only triggers a single Concentration or Death save (if applicable). Your table may prefer a different interpretation, discuss it with your GM.

Searing Smite

Evocation (INT or CHA) Tier 1

  • Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Component: V
  • Duration: Until saved, up to 1 minute

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.

Spell Upgrade. All the damage increases by 1d6+1 for each additional EP spent.

Thunderwave

Evocation (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: Self (15 ft cube)
  • Component: V, S
  • Duration: Instantaneous

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.

Spell Upgrade. The damage increases by 1d8+1 for each additional EP spent.

False Life

Necromancy (INT or CHA) Tier 1

  • Casting Time: Action
  • Range: Self
  • Component: V, S, M (a drop of alcohol)
  • Duration: Instantaneous

You gain a number of Temporary Hit Points equal to 2d4 plus your spellcasting ability modifier.

Spell Upgrade. You gain 7 additional Temporary Hit Points for each additional EP spent.

Inflict Wounds

Necromancy (INT or CHA) Tier 1

  • Casting Time: Action
  • Range Δ: Touch
  • Component: V, S
  • Duration: Instantaneous

A creature you touch makes a Constitution saving throw. On a failed save, the target takes 3d8 Necrotic damage and has Disadvantage on the next attack roll they make before the end of your next turn. On a successful save, the target only takes half damage.

Spell Upgrade. The damage increases by 1d8+1 for each additional EP spent.

Ray of Sickness

Necromancy (INT or CHA) Tier 1

  • Casting Time: Action
  • Range Δ: 60 ft | 18 m
  • Component: V, S
  • Duration: Instantaneous

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.

Spell Upgrade. The damage increases by 1d8+1 for each additional EP spent.

Create or Destroy Water

Transmutation (INT) Tier 1

  • Casting Time: Action
  • Range: 30 ft | 9 m (30 ft cube)
  • Component: V, S, M (a mix of water and sand)
  • Duration: Instantaneous

You do one of the following:

  • Create Water. You create 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, extinguishing exposed flames there.
  • Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.

Spell Upgrade. You create or destroy 10 additional gallons of water, or the size of the Cube increases by 5 feet, for each additional EP spent.

Divine Favor

Transmutation (INT) Tier 1

  • Casting Time: Bonus Action
  • Range: Self
  • Component: V, S
  • Duration: 1 minute

Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.

Expeditious Retreat

Transmutation (INT) Tier 1

  • Casting Time: 1 Bonus Action
  • Range: Self
  • Component: V, S
  • Duration: Concentration, up to 10 minutes

You take the Dash action immediately as part of casting this spell, and until the spell ends, you can take that action again as a Bonus Action.

Feather Fall

Transmutation (INT) Tier 1

  • Casting Time: Reaction, which you take when you or a creature you can see within 60 ft of you falls
  • Range: 60 ft | 18 m
  • Component: V, M (a small feather or a piece of down)
  • Duration: Concentration, up to 1 hour

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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Jump

Transmutation (INT) Tier 1

  • Casting Time: Bonus Action
  • Range: Touch
  • Component: V, S, M (a grasshopper's hind leg)
  • Duration: 1 minute

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Spell Upgrade. You can target one additional creature for each additional EP spent.

Longstrider

Transmutation (INT) Tier 1

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (a pinch of dirt)
  • Duration: 1 hour

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

Spell Upgrade. You can target one additional creature for each additional EP spent.

Purify Food and Drink

Transmutation (INT) Tier 1

  • Casting Time: Action or Ritual
  • Range: 10 ft | 3 m (5 ft sphere)
  • Component: V, S
  • Duration: Instantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Color Spray

Illusion (CHA) Tier 1

  • Casting Time: Action
  • Range: Self (15 ft cone)
  • Component: V, S, M (a pinch of colorful sand)
  • Duration: Instantaneous

You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.

Disguise Self

Illusion (CHA) Tier 1

  • Casting Time: Action
  • Range: Self
  • Component: 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. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Investigation (INT) check against your spell save DC.

Illusory Script

Illusion (CHA) Tier 1

  • Casting Time: 1 minute or Ritual
  • Range: Touch
  • Component: S, M (ink worth 10+ GP, which the spell consumes)
  • Duration: 10 days

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.

Silent Image

Illusion (CHA) Tier 1

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: 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.

As a Magic action, you can 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, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Investigation (INT) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Aid

Abjuration (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S, M (a strip of white cloth)
  • Duration: 8 hours

Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 7 for the duration.

Spell Upgrade. Each target's Hit Points increase by 7 for each additional EP spent.

Arcane Lock

Abjuration (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (gold dust worth 25+ GP, which the spell consumes)
  • Duration: Until Dispelled

You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.

The object gains its maximum amount of Temporary Hit Points (half its max HP), which are replenished each day, +3 to its AC and resistance to non-magical damage.

Lesser Restoration

Abjuration (INT or CHA) Tier 2

  • Casting Time: Bonus Action
  • Range: Touch
  • Component: V, S
  • Duration: Instantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Pass Without Trace

Abjuration (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: Self (30 ft emanation)
  • Component: V, S, M (ashes from burned mistletoe)
  • Duration: Concentration, up to 1 hour

You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Stealth (DEX) checks and leave no tracks.

Prayer of Healing

Abjuration (INT or CHA) Tier 2

  • Casting Time: 10 Minutes
  • Range: 30 ft | 9 m
  • Component: V
  • Duration: Instantaneous

Up to five creatures of your choice who remain within range for the spell's entire casting regain 2d8 Hit Points. Additionally, you gain a pool of Empowering Points equal to your Proficiency Bonus that you can distribute among the affected creatures. A creature can't be affected by this spell again until that creature finishes a Long Rest.

Spell Upgrade. The healing increases by 1d8 for each additional EP spent. The pool of Empowering Points that can be redistributed also increases by 1 for each additional EP spent.

Protection from Poison

Abjuration (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: Touch
  • Component: V, S
  • Duration: 1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Warding Bond

Abjuration (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)
  • Duration: 1 hour

You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.

Find Steed

Conjuration (INT) Tier 2

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S
  • Duration: Istantaneous

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block below. If you already have a steed from this spell, the steed is replaced by the new one.

The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.

Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a Controlled Mount while you ride it. If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.

Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.

Spell Upgrade. Use the number of EP spent in the stat block.


Otherwordly Steed

Large Celestial, Fey, or Fiend (your choice), Neutral

AC 10 + 1 per EP spent
HP 5 + 10 x per EP spent
Speed 60 ft, Fly 60 ft. (requires 4+ EPs spent)

STR DEX INT CHA CON WIS
+4 +1 -2 -1 +2 +1

Senses Passive Perception 11
Languages Telepathy 1 mile (works only with you)
CR None (0 XP, PB equals your Proficiency Bonus)


TRAITS

Life Bond. When you regain Hit Points from a Tier 1+ spell, the steed regains the same number of Hit Points if you are within 5 feet of it.

ACTIONS

Otherworldly Slam. Melee Attack Roll: Bonus equals your Intelligence modifier, reach 5 ft. Hit: 1d8 plus number of EP spent of Radiant (Celestial), Psychic (Fey), or Necrotic (Fiend) damage.

BONUS ACTIONS

Fell Glare (Fiend Only; Recharges after a Long Rest). Wisdom Saving Throw: DC equals your spell save DC, one creature within 60 feet the steed can see. Failure: The target has the Frightened condition until the end of your next turn.

Fey Step (Fey Only; Recharges after a Long Rest). The steed teleports, along with its rider, to an unoccupied space of your choice up to 60 feet away from itself.

Healing Touch (Celestial Only; Recharges after a Long Rest). One creature within 5 feet of the steed regains a number of Hit Points equal to 2d8 plus the number of EP spent.


Flaming Sphere

Conjuration (INT) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: V, S, M (a ball of wax)
  • Duration: Concentration, up to 1 minute

You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Constitution saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.

As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Spell Upgrade. The damage increases by 1d6+1 for each additional EP spent.

Misty Step

Conjuration (INT) Tier 2

  • Casting Time: Bonus Action
  • Range: Self
  • Component: V
  • Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Roll a DC 13 Intelligence Check. On a success the silvery mist lingers from the time you reappear until the start of your next turn, granting a +1 bonus to your AC.

Web

Conjuration (INT) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m (20 ft cube)
  • Component: V, S, M (a bit of spiderweb)
  • Duration: Concentration, up to 1 hour

You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Constitution saving throw or have the Restrained condition while in the webs or until it breaks free.

A creature Restrained by the webs can take an action to make a Athletics (STR) check against your spell save DC. If it succeeds, it is no longer Restrained.

The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Augury

Divination (INT or CHA) Tier 2

  • Casting Time: 1 minute or Ritual
  • Range: Self
  • Component: V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)
  • Duration: Instantaneous

You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table.

Spell Upgrade. Your Concentration can last longer when spending more EP:

Omen Weal Woe Weal and Woe Indifference
For Results That Will Be Good Bad Good and Bad Neither Good nor Bad

The spell doesn't account for circumstances, such as other spells, that might change the results.

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Detect Thoughts

Divination (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: Self (30 ft emanation)
  • Component: V, S, M (1 Copper Piece)
  • Duration: Concentration, up to 1 minute

You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.

Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.

The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.

As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Arcana (INT) check against your spell save DC, ending the spell on a success.

Find Traps

Divination (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 120 ft | 36 m
  • Component: V, S
  • Duration: Instantaneous

You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.

Locate Animals or Plants

Divination (INT or CHA) Tier 2

  • Casting Time: Action or Ritual
  • Range: Self
  • Component: V, S, M (fur from a bloodhound)
  • Duration: Instantaneous

Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles (8 km), if any are present.

Locate Object

Divination (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: Self
  • Component: V, S, M (a forked twig)
  • Duration: Concentration, up to 10 minutes

Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet (300 m) of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you if you have seen it up close, within 30 feet, at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.

Mind Spike

Divination (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 120 ft | 36 m
  • Component: S
  • Duration: Concentration, up to 1 hour

You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one.

On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.

Spell Upgrade. The damage increases by 1d8+1 for each additional EP spent.

See Invisibility

Divination (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: Self
  • Component: V, S, M (a pinch of talc)
  • Duration: 1 hour

For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Animal Messenger

Enchantment (CHA) Tier 2

  • Casting Time: 1 Action or Ritual
  • Range: 30 ft | 9 m
  • Component: V, S, M (a morsel of food)
  • Duration: 24 hours

A Tiny Beast of your choice that you can see within range must succeed on a Wisdom saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as "a person dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.

When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.

Spell Upgrade. The spell's duration increases by 48 hours and the message length increases by an additional five words for each additional EP spent.

Calm Emotions

Enchantment (CHA) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m (20 ft sphere)
  • Component: V, S
  • Duration: Concentration, up to 1 minute

Each creature in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw or be affected by one of the following effects (choose for each creature):

  • The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
  • The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage, witnesses its allies taking damage, or is otherwise harmed (e.g. stealing from). When the spell ends, the creature's attitude returns to normal.

Note: Echoes for 5E replaces the Humanoid limitation for valid targets with a generic creature. To compensate, the conditions for the second effect to end are broadened to include actions that would have a clear negative impact for the affected creatures.

Enthrall

Enchantment (CHA) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: V, S
  • Duration: Concentration, up to 1 minute

You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Perception checks and Passive Perception until the spell ends.

Hold Person

Enchantment (CHA) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: V, S, M (a straight piece of iron)
  • Duration: Concentration, up to 1 minute

Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Spell Upgrade. You can target one additional Humanoid for each additional EP spent.

Suggestion

Enchantment (CHA) Tier 2

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, M (a drop of honey)
  • Duration: Concentration, up to 8 hours

You suggest a course of activity, described in no more than 25 words, to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return."

The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.

Zone of Truth

Enchantment (CHA) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m (15 ft sphere)
  • Component: V, S
  • Duration: 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Wisdom saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.

An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

Acid Arrow

Evocation (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 90 ft | 27 m
  • Component: V, S, M (powdered rhubarb leaf)
  • Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.

Spell Upgrade. The initial damage increases by 3 (flat) and the lingering damage increased by 2 (flat) for each additional EP spent.

Continual Flame

Evocation (INT or CHA) Tier 2

  • Casting Time: Action or Ritual (1 hour)
  • Range: Touch
  • Component: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
  • Duration: Until Dispelled

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

Darkness

Evocation (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m (15 ft sphere)
  • Component: V, M (bat fur and a piece of coal)
  • Duration: Concentration, up to 10 minute

For the duration, magical darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.

Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.

If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Flame Blade

Evocation (INT or CHA) Tier 2

  • Casting Time: Bonus Action
  • Range: Self
  • Component: V, S, M (a sumac leaf)
  • Duration: Concentration, up to 10 minute

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.

As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.

The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.

Spell Upgrade. The damage increases by 1d6+1 for each additional EP spent.

Gust of Wind

Evocation (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: Self (10x60 ft line)
  • Component: V, S, M (a legume seed)
  • Duration: Concentration, up to 1 minute

A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Constitution saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.

Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.

Moonbeam

Evocation (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 120 ft | 36 m (5r x 40 ft cylinder)
  • Component: V, S, M (a moonseed leaf)
  • Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range.

Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.

When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only.

A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.

Spell Upgrade. The damage increases by 1d10 for each additional EP spent.

Note: How to use Moonbeam has been long debated. The interpretation Echoes for 5e adopts is that the Cylinder triggers the the saving throw as it is moved along the 60 ft. It can be moved in any direction. The saving throw for a given creature can only trigger once per caster's turn. This interpretation makes it balanced for the EP system without changes to the SRD version. Your table may prefer a different interpretation, discuss it with your GM, and rebalance it accordingly.

Scorching Ray

Evocation (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 120 ft | 36 m
  • Component: V, S
  • Duration: Instantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.

Spell Upgrade. You create one additional ray for each additional EP spent.

Shatter

Evocation (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m (10 ft sphere)
  • Component: V, S, M (a chip of mica)
  • Duration: Instantaneous

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Spell Upgrade. The damage increases by 1d8+1 for each additional EP spent.

Spiritual Weapon

Evocation (INT or CHA) Tier 2

  • Casting Time: Bonus Action
  • Range: 60 ft | 18 m
  • Component: V, S
  • Duration: Concentration, up to 1 minute

You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.

As a Bonus Action on your later turns, you can move the force up to 30 feet and repeat the attack against a creature within 5 feet of it.

You can use your own Reaction to make an Opportunity Attack with the weapon when a creature leaves the 5 ft weapon's reach.

Spell Upgrade. The damage increases by 1d8 for each additional EP spent.

Invisibility

Illusion (CHA) Tier 2

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (an eyelash in gum arabic)
  • Duration: Concentration, up to 1 hour

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Spell Upgrade. You can target one additional creature for each additional EP spent.

Magic Aura

Illusion (CHA) Tier 2

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (a small square of silk)
  • Duration: 24 hours

With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration.

If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.

  • Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.
  • False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.

Magic Mouth

Illusion (CHA) Tier 2

  • Casting Time: Action or Ritual
  • Range: 30 ft | 9 m
  • Component: V, S, M (jade dust worth 10+ GP, which the spell consumes)
  • Duration: Until Dispelled

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Mirror Image

Illusion (CHA) Tier 2

  • Casting Time: Action
  • Range: Self
  • Component: V, S
  • Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.

Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it has the Blinded condition, Blindsight or Truesight.

Spell Upgrade.

Phantasmal Force

Illusion (CHA) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 1 minute

You attempt to craft an illusion in the mind of a creature you can see within range. The target makes a Wisdom saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.

The target can take a Study action to examine the phantasm with an Investigation (INT) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.

An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

Silence

Illusion (CHA) Tier 2

  • Casting Time: Action or Ritual
  • Range: 120 ft | 36 m (20 ft sphere)
  • Component: V, S
  • Duration: Concentration, up to 20 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Gentle Repose

Necromancy (INT or CHA) Tier 2

  • Casting Time: Action or Ritual
  • Range: Touch
  • Component: V, S, M (2 Copper Pieces, which the spell consumes)
  • Duration: 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.

Ray of Enfeeblement

Necromancy (INT or CHA) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: V, S
  • Duration: Concentration, up to 1 minute

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next D20 Test it makes until the start of your next turn.

On a failed save, the target gains 1 level of the Exhaustion condition until the spell ends. During that time, the target also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

A creature can be affected by only one instance of this spell at a time. Casting this spell on a target already affected by it has no effect.

Alter Self

Transmutation (INT) Tier 2

  • Casting Time: Action
  • Range: Self
  • Component: V, S
  • Duration: Concentration, up to 1 hour

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 are 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 2d4 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your Intelligence modifier for the attack and damage rolls rather than using Strength. Damage dealt with this attack counts as Magical.

Barkskin

Transmutation (INT) Tier 2

  • Casting Time: Bonus Action
  • Range: Touch
  • Component: V, S, M (a handful of oak bark)
  • Duration: 1 hour

You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.

Blindness/Deafness

Transmutation (INT) Tier 2

  • Casting Time: Action
  • Range: 120 ft | 36 m
  • Component: V
  • Duration: 1 minute

One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

Spell Upgrade. You can target one additional creature for each additional EP spent.

Darkvision

Transmutation (INT) Tier 2

  • Casting Time: 1 Action
  • Range: Touch
  • Component: V, S, M (a dried carrot)
  • Duration: 8 hours

Spell Description. For the duration, a willing creature you touch has Darkvision with a range of 150 feet.

Dragon's Breath

Transmutation (INT) Tier 2

  • Casting Time: Bonus Action
  • Range: Touch
  • Component: V, S, M (a hot pepper)
  • Duration: Concentration, up to 1 minute

Spell Description. You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Constitution saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.

Spell Upgrade. The damage increases by 1d6 for each additional EP spent.

Enhance Ability

Transmutation (INT) Tier 2

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (fur or a feather)
  • Duration: Concentration, up to 1 hour

You touch a creature and choose Strength, Dexterity, Intelligence, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

Spell Upgrade. You can target one additional creature for each additional EP spent. You can choose a different ability for each target.

Enlarge/Reduce

Transmutation (INT) Tier 2

  • Casting Time: Action
  • Range: 30 ft | 9 m
  • Component: V, S, M (a pinch of powdered iron)
  • Duration: Concentration, up to 1 minute

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. 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. 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).

Heat Metal

Transmutation (INT) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: V, S, M (a piece of iron and a flame)
  • Duration: Concentration, up to 1 minute

Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.

Spell Upgrade. The damage increases by 1d8+1 for each additional EP spent.

Knock

Transmutation (INT) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: V
  • Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.

When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.

Levitate

Transmutation (INT) Tier 2

  • Casting Time: Action
  • Range: 60 ft | 18 m
  • Component: V, S, M (a metal spring)
  • Duration: Concentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Magic Weapon

Transmutation (INT) Tier 2

  • Casting Time: Bonus Action
  • Range: Touch
  • Component: V, S
  • Duration: 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a bonus to attack rolls and damage rolls depending on the Tier this spell is casted at (see table below).

When casted to include the Force damage bonus, the user decides which type of damage is dealt on each successful attack, between the damage type of the weapon and Force.

The spell ends early if you cast it again.

Spell Scaling. Bonus to attack rolls and damage rolls depending on spent EPs:

EPs Bonus
2 +1
3 +1 and Force damage
4 +2
5 +2 and Force damage
6 +3
7 +3 and Force damage

Rope Trick

Transmutation (INT) Tier 2

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (a segment of rope)
  • Duration: 1 hour

You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extra­dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.

The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.

Shining Smite

Transmutation (INT) Tier 2

  • Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
  • Range: Self
  • Component: V
  • Duration: Concentration, up to 1 minute

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.

Spell Upgrade. The damage increases by 1d6+1 for each additional EP spent.

Spider Climb

Transmutation (INT) Tier 2

  • Casting Time: Action
  • Range: Touch
  • Component: V, S, M (a drop of bitumen and a spider)
  • Duration: Concentration, up to 1 hour

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.

Spell Upgrade. You can target one additional creature for each additional EP spent.

Spike Growth

Transmutation (INT) Tier 2

  • Casting Time: Action
  • Range: 150 ft | 45 m (20 ft sphere)
  • Component: V, S, M (seven thorns)
  • Duration: Concentration, up to 10 minutes

The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes [[/damage 2d4 type=piercing]] damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Perception (DEX) or Survival (DEX) check against your spell save DC to recognize the terrain as hazardous before entering it.