Conjure a localized bubble of acid that splashes over creatures.
Altered Strike (N):
Briefly transform your weapon or fist into another material and strike with it.
Arcane Muscles (N):
Bulk your muscles to deliver lethal unarmed strikes.
Booming Blade :
If a weapon attack hits, deals thunder damage if the target moves.
Calculate (N):
Instantly know the answer to any mathematical equation.
Chill Touch:
Attack with the chill of the grave, injuring and preventing healing.
Create Bonfire:
Creatures in a 5-ft cube must succeed on a save or take fire damage.
Dancing Lights:
Create up to four floating, magical lights.
Fire Bolt:
Shoot a flame at a creature to deal fire damage.
Frostbite :
The target must succeed on a save or take cold damage and have disadvantage on next attack roll .
Green-Flame Blade:
If a weapon attack hits, deals also fire damage to another creature within 5 ft.
Guidance (*):
A creature you touch gains an expertise die on an ability check of its choosing.
Light:
Enchant one object to emit light.
Lightning Lure :
The target must succeed on a save or take lightning damage and be pulled up to 10 ft.
Mage Hand:
Conjure a hand to manipulate small objects.
Mending:
Perform simple repairs on an object.
Message:
Send short messages to other creatures.
Poison Spray :
The target must succeed on a save or take poison damage .
Prestidigitation:
Perform various minor magical tricks.
Produce Flame:
Create a fierce flame for utility or attack.
Ray of Frost:
Shoot a ray of cold damage that slows a creature.
Resistance:
Give a creature a bonus against one saving throw.
Shocking Grasp:
Deal lightning damage to a creature within reach.
Spare the Dying:
Stabilize a dying creature with a jolt of healing energy.
Sword Burst :
Creatures in a 5-ft-radius must succeed on a save or take force damage.
Thorn Whip :
If the attack hits, deals piercing damage and pull the target (Larger or smaller) up to 10 ft.
Thunderclap :
Creatures within 5 ft must succeed on a save or take thunder damage.
The caster has resistance to the damage received and deals extra damage of the same type on his next attack .
Air Wave (N):
Cut through the air with a melee weapon to damage a creature within 30 feet.
Alarm (*):
Set a magical warning against intrusion.
Burning Hands:
Shoot forth a sheet of flames from your hands, damaging creatures in a cone.
Calculated Retribution (N):
Surround yourself with a dampening magical field and collect the energy of your foes’ attacks to use against them.
Catapult :
The target must succeed onsave or take bludgeoning damage of an object up to 5 pounds .
Comprehend Languages (*):
Use magic to better interpret languages you do not understand.
Cure Wounds:
Heal hit points equal to 1d8 + your spellcasting ability modifier.
Detect Magic (*):
Sense the presence and school of magical auras.
Detect Poison and Disease (*):
Sense the presence and identify poisons and diseases.
Disguise Self (*):
Create an illusion that makes you appear like another humanoid.
False Life:
Gain temporary hit points.
Feather Fall:
Reduce or eliminate damage from falling.
Force Punch (N):
Use a blast of magic to punch a creature.
Grease:
Coat an area in grease, making it hard to move through.
Identify:
Divine the nature of an enchanted item.
Jump:
Imbue a creature with astonish leaping abilities.
Longstrider:
Increase a creature’s walking speed.
Purify Food and Drink:
Cleanse food and drink of poisons and disease.
Searing Equation (N):
Whisper an alien equation that injures the minds of creatures and deafens them.
Tasha's Caustic Brew:
Creatures in a 30 ft long 5 ft wide line must succeed on a save or take acid damage each turn.
Thunderwave:
Unleash a wave of thunderous force that damages creatures and pushes them back.
Make a nearly permanent magical lock.
Blur:
Cloak yourself in distortion, imposing disadvantage on attacks against you.
Continual Flame:
Create a torch-like flame that can’t be extinguished.
Crackle (N):
Three arcs of lightning strike at your foes
Darkvision:
Grant a creature the ability to see in the dark.
Deadweight (N):
Greatly increase the weight of an object.
Enhance Ability:
Increase the effectiveness of one ability score for a creature.
Enlarge/Reduce:
Increase or decrease a creature’s size.
Find Traps:
Know whether traps are present.
Flame Blade:
A blade of fire appears in your hand, allowing you to make fire attacks.
Flash Freeze (N):
Create a small 5-foot radius burst of freezing wind
Gust of Wind:
Create a powerful gust of wind that disperses clouds and pushes creatures.
Heat Metal:
Make a metallic object too hot to touch.
Hold Person:
Paralyze a humanoid.
Invigorated Strikes (N):
Increase the damage dealt by a creature’s unarmed strikes and natural weapons.
Invisibility:
Render a creature invisible so long as it does not attack or cast spells.
Lesser Restoration (*):
Remove one affliction from a creature.
Magic Weapon:
Imbue a weapon with magic, making it more powerful.
Misty Step:
Teleport short distances in a puff of shimmering mist.
Protection from Energy (*):
Grant a creature resistance to one damage type of your choice.
Pyrotechnics :
Target flame within 60-ft and make them explode (blinded) or spread smoke (heavily obscured).
See Invisibility:
See invisible creatures and objects.
Shatter:
Create a painful ringing sound that damages all creatures and objects in an area.
Skywrite :
Create up to 10 words in the clouds.
Spider Climb:
Give a creature the ability to walk on walls or ceilings, hands free.
Web:
Conjure a 20-foot cube or 5-foot layer of sticky webbing that restrains creatures and is flammable.
Have a 50% chance of vanishing each turn to avoid being harmed.
Clairvoyance:
Create a sensor at a distance, allowing you to see or hear through it.
Cobra’s Spit (N):
Spit venom at a creature within 30 feet.
Create Food and Water (*):
Conjure food and water to sustain one or more humanoids.
Crushing Haymaker (N):
Deliver a devastating strike that deals thunder damage and lays your target low.
Dispel Magic:
End ongoing magical effects.
Elemental Weapon :
A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type (bonus/lvl).
Erode (N):
Blast a target with massive and ongoing acid damage
Fireball (*):
Engulf an area in a blast of flame that deals 7d6 fire damage.
Fly:
Grant a creature the ability to fly.
Gaseous Form:
Make a creature insubstantial and able to fly.
Glyph of Warding:
Create a magical trap, storing a spell or burst of harmful energy within a rune.
Haste:
Allow a creature to move and act more quickly.
Lightning Bolt:
Shoot lighting through multiple enemies.
Revivify:
Return a creature to life who has been dead for less than a minute.
Tiny Servant :
Transform one Tiny object into a creature with arms and legs under the caster control (+2 objects/lvl).
Water Breathing:
Grant up to 10 willing creatures the ability to breathe underwater for 24 hours.
Water Walk:
Grant up to 10 willing creatures the ability to walk on liquid surfaces as if they were solid ground for 1 hour.
Use a magical eye to invisibly scout.
Dimension Door:
Teleport yourself and one willing creature great distances.
Echoing Lance (N):
Target a foe with intense sonic energy, potentially stunning them
Elemental Bane :
The target must succeed on a save or suffer an extra 2d6 damage of a specific type.
Fabricate:
Magically transform raw materials into finished items.
Freedom of Movement:
Free a creature from most constraints on its movement.
Greater Invisibility:
Turn a creature invisible even while it takes hostile actions.
Locate Creature:
Know the whereabouts of a specific, nearby creature.
Mindshield (N):
Grant resistance to psychic damage and protection from charms and fear.
Polymorph:
Temporarily transform a creature into another creature.
Rage of the Meek (N):
Become a fearsome arcane-empowered warrior.
Stone Shape:
Reshape stone into something beneficial, like a weapon or door.
Stoneskin:
Make a creature resistant to weapon damage.
Summon Construct (*):
Summon 1 spirit of a construct (clay, metal, or stone), friendly (stat block/your lvl).
Wall of Fire:
Create a wall of fire in the shape of a line or circle that both obscures sight and deals fire damage.
Create constructs to smite foes.
Creation:
Create from shadow-stuff a physical object no larger than a 5-foot cube.
Eldritch Cube (N):
Summon a black, nonreflective, incorporeal cube that deals psychic damage to creatures that touch it.
Greater Restoration:
Restore a creature and remove a powerful debilitating effect.
Storm Kick (N):
Travel across the battlefield to deliver a thunderous kick.
Teleportation Circle (*):
Draw a circle and open a shimmering portal to another location.
Wall of Force (*):
Create a wall of invisible force in the shape of a hemisphere, sphere, or flat surface that is almost invulnerable.
Wall of Stone:
Create a wall, bridge, or ramp of nonmagical stone.