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Ancient Sortilege

Cantrips of the Old Ones

Abjuration

PHB

Blade Ward

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 Round
Damage/Effect: Combat
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Bless the Dead

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can’t become undead. The spell has no effect on living creatures or the undead.
Available for: Cleric, Druid, Warlock

Deep Magic Volume 2 (p.223)

Slime Guard

0-level (Cantrip) Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: 1 round
Damage/Effect: Buff
You coat yourself in a thick, magical slime. You have advantage on the next ability check you make to escape a grapple before the start of your next turn.
Available for: Bard, Sorcerer, Warlock, Wizard

Conjuration

XGtE

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60ft. (5 ft. cube)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.   The bonfire ignites flammable objects in its area that aren’t being worn or carried.   The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

XGtE

Infestation

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a living flea
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Poison
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.   The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Utility
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

Basic Rules

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10 ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Poison
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Available for: Druid, Sorcerer, Warlock, Wizard, Artificer

Deep Magic Volume 1

Pummelstone

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pebble
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll.    The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Warlock, Wizard

Sword Coast Adventurer's Guide

Sword Burst

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: Self (5 ft.)
Components: Verbal
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.   This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Sorcerer, Warlock, Wizard

Divination

SRD

True Strike

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30 ft.
Components: Somatic
Duration: Concentration, 1 round
Damage/Effect: Foreknowledge
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Uncanny Avoidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30ft.
Components: Somatic
Duration: Concentration, 1 round
Damage/Effect: Buff
You extend a hand and point a finger at a creature within range. Your magic grants the target enhanced awareness of attacks directed at it. The next attack roll against the creature before the spell ends is made with disadvantage.
Available for: Bard, Sorcerer, Warlock, Wizard

Enchantment

PHB

Friends

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Somatic, Material
Materials: a small amount of makeup applied to the face as this spell is cast
Duration: Concentration, 1 minute
Damage/Effect: Buff
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Lesser Charm

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to charm a humanoid you can see within range.The targeted creature makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid is charmed by you until the spell’s duration expires, until you or any of your companions do anything harmful to it, or until it performs a minor favor for you.    The charmed creature regards you as a friendly acquaintance or distant kin. It is willing to reveal a secret, open a door, lift an object, share food or water, or perform another favor on a similar level. It won’t fight on your behalf, defend you in combat, put its life or property at risk, or threaten or harm someone else it considers a friend. When the spell ends, the creature knows it was charmed by you.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.   This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Warlock, Wizard

Evocation

Sword Coast Adventurer's Guide

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (5 ft. sphere)
Components: Somatic, Material
Materials: a melee weapon worth at least 1 sp
Duration: 1 round
Attack/Save: Melee
Damage/Effect: Thunder
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.   This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Available for: Artificer, Sorcerer, Warlock, Wizard

Basic Rules

Eldritch Blast

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged
Damage/Effect: Force
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.   The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Available for: Warlock

XGtE

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Cold
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.   The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

Sword Coast Adventurer's Guide

Green-Flame Blade

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (5 ft.)
Components: Somatic, Material
Materials: a melee weapon worth at least 1 sp
Duration: Instant
Attack/Save: Melee
Damage/Effect: Fire
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.   This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Available for: Artificer, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Hamstring

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Force
You create an arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the end of its next turn.    The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Hobble

0-level (Cantrip) Evocation

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a broken rabbit's foot
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Debuff
You create an ethereal trap in the space of a creature you can see within range.The target must succeed on a Dexterity saving throw or its speed is halved until the end of its next turn.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Jolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Lightning
A jolt of electricity springs from your hand towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage.   Alternatively, you can target a machine within range and temporarily turn it on, allowing it to function as if it were whelmed by a spirit or permanently enchanted. Machines targeted by this spell stay powered for 18 seconds before turning back off. For a machine to function using this spell, it must still be in working condition.   The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Bard, Sorcerer, Warlock, Wizard

Sword Coast Adventurer's Guide

Lightning Lure

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (15 ft.)
Components: Verbal
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Lightning
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.   This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Artificer, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.226)

Spray of Glass

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (10 ft. cube)
Components: Verbal
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Piercing
You cause a spray of sharp glass shards to extend in front of you. The glass takes any color or shape you wish. Each creature in a 10-foot cube must succeed on a Dexterity saving throw or take 1d4 piercing damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE

Thunderclap

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 5ft.
Components: Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.   The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Wind Lash

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 20ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Slashing
Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you.    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

Illusion

Deep Magic Volume 2 (p.190)

Illusion of Health

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Utility
An illusion of yourself in your usual state of health and condition overlays your current form. This illusion doesn’t exaggerate your usual state of health, but it conceals wounds, injuries, and any symptoms of disease or poison, including marks, tears, or stains on your clothing or armor. This illusion changes no other facet of your appearance; it simply presents you and your worn equipment in a healthy, whole state. You aren’t healed of any damage or cured of any disease, and any symptoms or effects from your conditions or ailments continue, such as a cough from a disease or the smell of blood if you are actively bleeding.
Available for: Bard, Warlock, Wizard

SRD

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 ft. (5 ft. cube)
Components: Somatic, Material
Materials: a bit of fleece
Duration: 1 minute
Damage/Effect: Control
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. 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.   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, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Obfuscate Object

0-level (Cantrip) Illusion

Casting Time: 1 bonus action
Range/Area: 10ft.
Components: Somatic
Duration: Concentration, 1 minute
Damage/Effect: Shadow
While you are in dim light, you cause an object in range to become unobtrusively obscured from the sight of other creatures. For the duration, you have advantage on Dexterity (Sleight of Hand) checks to hide the object. The object can’t be larger than a shortsword, and it must be on your person, held in your hand, or otherwise unattended.   You can affect two objects when you reach 5th level, three objects at 11th level, and four objects at 17th level.
Available for: Bard, Warlock

Deep Magic Volume 2 (p.224)

Smolder

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: 1 minute
Damage/Effect: Buff
You cover yourself in an illusion that makes you appear to be on fire. Small flames lick and flicker along your limbs and features. You have advantage on the next Charisma (Intimidation) check you make against a Beast or Humanoid before the spell ends. Once you have used this spell to give yourself advantage on a Charisma (Intimidation) check against a creature, you can’t use this spell in this way against that creature again until that creature finishes a long rest.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Necromancy

SRD

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 120 ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: Ranged
Damage/Effect: Necrotic
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Dark Maw

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like alter self), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points.    If you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn.    This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Decay

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a handful of ash
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn’t being worn or carried by a creature, it automatically takes maximum damage from the spell.    This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Cleric, Druid, Warlock, Wizard

Book of Ebon Tides

Drayfn's Bane of Excellence

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
A creature of your choice within range must make a Charisma saving throw. On a failed save, the next ability check, attack roll, or saving throw the target makes, within the duration, that results in a roll of 20 on a d20, fails to have any effect. The number of times this cantrip can turn a natural 20 into a failure increases by one when you reach 5th level (two natural 20s), 11th level (three natural 20s), and 17th level (four natural 20s).
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Memento Mori

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: CHA Save
Damage/Effect: Control
You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature within range that can see you must succeed on a Charisma saving throw or be stunned until the end of its next turn. A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.208)

Plague Marks

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pair of fly wings
Duration: 1 hour
Damage/Effect: Social
You place the fly wings in the mouth of an intact corpse that has been dead no more than 24 hours. The visible signs of a disease of your choice manifest on the body. These signs are temporary and not contagious, but they appear genuine under the scrutiny of anyone not practiced in diagnosing diseases.
Available for: Bard, Warlock, Wizard

XGtE

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Necrotic
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.   The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Available for: Cleric, Warlock, Wizard

Transmutation

Deep Magic Volume 1

Encrypt/Decrypt

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Communication
By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either encrypt / decrypt or dispel magic is cast on the encoded writing, which turns it back into its normal state.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

XGtE

Magic Stone

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: Ranged
Damage/Effect: Bludgeoning
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.   If you cast this spell again, the spell ends early on any pebbles still affected by it.
Available for: Artificer, Druid, Warlock

SRD

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 10 ft.
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Utility
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

Obojima: Tales from the Tall Grass

Task

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 15ft.
Components: Somatic
Duration: 1 hr.
Damage/Effect: Utility
With a flick of your wrist, you magically complete a small and simple task, such as flipping a book page, buttering bread, or heating a cup of tea, without any physical interaction. The task can’t include anything that is intended to inflict a harmful effect on a creature and must be something you’d normally be able to accomplish without the use of magic. The spell fails if the target of the task has total cover from you.   If you cast this spell multiple times, you can have up to three tasks active at a time, and you can dismiss one of them as a bonus action.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.237)

Weight Spike

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
You envelope your hand in a purple light and increase the pull of gravity on a creature you touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing heavy armor or is Large or larger. On a hit, the target takes 2d4 bludgeoning damage, and its speed is reduced by 10 feet until the start of its next turn as its own weight pulls on it.    The spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Specialized

Clockwork Magic

Deep Magic Volume 1

Fist of Iron

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.
Available for: Cleric, Sorcerer, Warlock, Wizard with Clockwork Specialization

Dark Magic

Deep Magic Volume 1

Hand of Doom

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
Your outstretched hand glows with sinister power that hastens the demise of a creature you touch. Make a melee spell attack against the creature. On a hit, the target takes 1d4 necrotic damage and must make a successful Constitution saving throw or become poisoned until the end of your next turn. If the target was already poisoned when you hit it with hand of doom, it takes 1d12 poison damage instead of 1d4 necrotic damage on a failed save.    This spell’s damage increases by one die at 5th level (2d4 necrotic or 2d12 poison), 11th level (3d4 or 3d12), and 17th level (4d4 or 4d12).
Available for: Cleric, Warlock, Wizard with Dark Specialization

Illumination Magic

Deep Magic Volume 1

Starburst

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Radiant
You cause a mote of starlight to appear and explode in a 5-foot cube you can see within range. If a creature is in the cube, it must succeed on a Charisma saving throw or take 1d8 radiant damage.    This spell’s damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level.
Available for: Druid, Warlock, Wizard with Illumination Specialization

Ring Magic

Deep Magic Volume 1

Hoarfrost

0-level (Cantrip) Evocation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a melee weapon
Duration: 1 minute
Damage/Effect: Buff
A melee weapon you are holding is imbued with cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature is above freezing. The weapon becomes magical and deals an extra 1d4 cold damage on a successful hit. The spell ends after 1 minute, or earlier if you make a successful attack with the weapon or let go of it.    The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Sorcerer, Warlock, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Claws of Darkness

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Shadow Blindness

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: Melee Spell Attack
Damage/Effect: Debuff
You make a melee spell attack against a creature you touch that has darkvision as an innate ability; on a hit, the target’s darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses.
Available for: Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Douse Light

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or Dancing Lights cantrip.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization
< Chthonic Grimoire
Sections

Eldritch Magika

Manifestations A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Clockwork Magic
Dark Magic
Illumination Magic
Ring Magic
Shadow Magic

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