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Celebration of the Land

(Cantrip) Common Declaration of Allegiance

Abjuration

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.153)

Claw Guard

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal
Duration: 1 minute
Damage/Effect: Ward
You ward a creature you touch against attacks. A pair of raking beastly claws appears on the target as a tattoo, embroidery, painted symbol, or similar decorative embellishment for the duration. The next time the target is hit with a melee attack by an attacker within 5 feet of it before this spell ends, the attacker takes 1d8 slashing damage as the claws rise up and slash at the attacker. The claws then disappear and the spell ends.    This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Iron Hand

0-level (Cantrip) Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Protection
Iron hand is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by iron hand, you have resistance to fire damage until the start of your next turn.
Available for: Bard, Cleric, Druid

Deep Magic Volume 2 (p.205)

Panacea

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
You touch a creature suffering from exhaustion or a poison or disease. Until the start of your next turn, the effects of the exhaustion, poison, or disease are suppressed. This spell doesn’t cure the exhaustion, poison, or disease, but it temporarily halts the effects. For example, panacea wouldn’t prevent a poison from continuing to deal damage each round, but it would temporarily pause a reduction to an ability score caused by that poison. After a creature has benefited from this spell for 1 minute (10 rounds), it can’t be affected by this spell again until it finishes a long rest.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.208)

Pocketful of Posies

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a handful of flower petals
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Buff
You crush a handful of flower petals and sing a morbid rhyme. For the duration, you have advantage on saving throws against disease, and a creature that makes a melee attack against you that could inflict a disease, such as a death dog’s Bite attack, must make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell, then this spell ends.
Available for: Bard, Druid

SRD

Resistance

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a miniature cloak
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
Available for: Cleric, Druid, Artificer

Conjuration

Deep Magic Volume 1

Ale-dritch Blast

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Cold
A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.    The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Available for: Bard, Druid, Wizard

Deep Magic Volume 2 (p.143)

Biting Armor

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Piercing
You channel the never-ending hunger of a god of gluttony into one piece of nonmagical clothing or armor you can see within range, causing a fanged mouth to temporarily appear on it and bite its wearer. A creature in physical contact with the clothing or armor must succeed on a Dexterity saving throw or take 1d6 piercing damage and have disadvantage on the next ability check or weapon attack roll it makes before the end of its next turn.    This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Cleric, Druid

Deep Magic Volume 2 (p.157)

Conjure Thicket

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Summon
You cause a robust bramble bush to sprout in a space on the ground you can see within range for the duration. The bush must be no larger than a 5-foot cube, but it can otherwise look like any thorned bush you want. The thicket has hit points equal to your spellcasting ability modifier and vulnerability to fire damage, and any creature within 5 feet of the bush has three-quarters cover against attacks from the other side of the bush. A creature in the chosen space when you cast this spell must succeed on a Dexterity saving throw or take 1d6 piercing damage. The creature is then pushed to an unoccupied space of its choice within 5 feet of the bush.    The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Druid

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

Book of Ebon Tides

Drizzle

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 20ft.
Components: Verbal, Somatic
Duration: Concentration, unlimited
Damage/Effect: Weather
You conjure up a very light rain, enough to dampen the ground in a 20-foot square but not enough to drink or to put out a fire of any size larger than a candle or match. If sustained for 1 minute, the ground is wet to the touch, and if sustained for 10 minutes, the affected area is slightly muddy or slippery, though not enough to impede movement. In freezing weather, this may generate a coating of thin ice.
Available for: Druid, 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

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

SRD

Produce Flame

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes
Attack/Save: Ranged
Damage/Effect: Fire
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Druid

Obojima: Tales from the Tall Grass

Root Grab

0-level (Cantrip) Conjuration

Casting Time: 1 reaction, which you take when a creature provokes an opportunity attack from you
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
You cause roots to reach out and grasp at the creature that provoked the opportunity attack, hindering its movement. The creature’s speed is reduced by 10 feet until the start of your next turn.
Available for: Bard, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.227)

Storm Mote

0-level (Cantrip) Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: 1 minute
Damage/Effect: Control
You create a Tiny mote of stormy magic next to a creature you can see within range. The mote is immune to damage and can’t be attacked. The next time a target makes an attack roll against you, it has disadvantage on the attack as the mote by it sparks and thunders, distracting the target. That mote then disappears. You can have only one instance of this spell active at a time. If you cast it again while the previous spell is still active, that spell ends.    The spell creates one additional mote when you reach 5th level (two motes), 11th level (three motes), and 17th level (four motes). The motes can all hover by one target or each can hover by a different target, provided all targets are within range. When all motes have disappeared, the spell ends.
Available for: Cleric, Druid

Divination

SRD

Guidance

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: Rouch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Clearic, Druid, Artificer

Enchantment

Deep Magic Volume 1

Abhorrence

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: WIS Save
You temporarily make a creature within range less appealing to others. The target makes a Wisdom saving throw against your spell. On a successful save, the spell is ineffective. On a failed save, the next time the creature makes a Charisma check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Bewilderment

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 temporarily inhibit the cognitive ability of a creature within range. If the target makes a successful Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes an Intelligence check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, 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

Deep Magic Volume 1

Obtuse

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
You temporarily cloud the mind of a creature within range, inhibiting its decision-making skills. If the target succeeds on a Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Wisdom check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Resilient Friendship

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal
Duration: Instant
Damage/Effect: Buff
You magically assist a creature within range, granting it the benefits of the Help action. If the target you helped successfully accomplishes the task by the start of your next turn, you gain 1d4 temporary hit points, which last for 1 hour.   The number of temporary hit points you gain increases when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Available for: Bard, Cleric, Druid

Evocation

Deep Magic Volume 1

Caustic Touch

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Acid
Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.    This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.150)

Cecily's Stormshot

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Lightning
You channel the primal energy of storms into your free hand or spellcasting focus before releasing an instantaneous blast of lightning at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. If the target is wearing armor or carrying a weapon made of metal, it instead takes 1d10 lightning damage.    This spell’s damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 and 4d10).
Available for: Cleric, Druid, Sorcerer

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

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

Deep Magic Volume 2 (p.216)

Rime

0-level (Cantrip) Evocation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal
Duration: 1 minute
You touch one nonmagical weapon and imbue it with frost. For the duration, the weapon and any ammunition it fires are coated in a thin, biting layer of ice, and any damage the weapon deals is cold damage instead of its normal damage type. If a hit with the weapon is a critical hit, the weapon deals an extra 1d4 cold damage, and the spell ends.    The cold damage from a critical hit increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard, Druid, Sorcerer, 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

Tree Heal

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
You touch a plant, and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can’t cast it on that target again for 24 hours. This spell can be used only on plants and plant creatures.
Available for: Druid

Illusion

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

Deep Magic Volume 1

Clumsiness

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You temporarily make a creature within range less dexterous. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Dexterity check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, 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

Deep Magic Volume 1

Frailty

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You temporarily inhibit the vital force of a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Constitution check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Impotence

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You temporarily weaken a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Strength check before the spell ends, roll a d6 and subtract the result from the roll.The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, 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

Transmutation

Deep Magic Volume 1

Acumen

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Wisdom check of its choice. It can roll the die before or after making the check. The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Allure

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Charisma check of its choice. It can roll the die before or after making the check. The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Animated Scroll

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: intricately folded paper or parchment
Duration: 24 hours
Damage/Effect: Utility
The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.    You can’t have more than one animated paper animal at a time. If you cast this spell while you already have an animated paper animal, you instead cause it to adopt a new form. Choose any beast that has a challenge rating of 0. Your animated paper animal transforms into the chosen creature.    The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Brawn Boost

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Strength check of its choice. It can roll the die before or after making the check. The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

XGtE

Control Flames

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 60ft. (5 ft. cube)
Components: Somatic
Duration: Instant
Damage/Effect: Control
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
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: Druid, Sorcerer, Wizard

Basic Rules

Druidcraft

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
Whispering to the spirits of nature, you create one of the following effects within range:
  • 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.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
Available for: Druid

Deep Magic Volume 2 (p.175)

Effervesce Sense

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You transform one sensory organ of a willing creature you touch. Choose one of the target’s sensory organs (eyes, nose, mouth, ears, or skin). In a blur of magical bubbles that inflate and pop around it, the chosen organ transforms into the corresponding organ of an animal, enhancing the associated sense (sight for eyes, smell for nose, taste for mouth, hearing for ears, and touch for skin). For example, a pair of transformed eyes might become like a chameleon’s or owl’s, while transformed skin might become covered in millions of tiny hairs like those on a spider or the skin of the target’s hand might become exceptionally fleshy like a star-nosed mole’s nose.    Once before the spell ends, the target can grant itself advantage on one Wisdom (Perception) check of its choice using that sense. The spell then ends. At the GM’s discretion, this advantage can be applied to a different ability check related to the chosen sensory organ, such as a rogue gaining advantage on a thieves’ tools check while listening to the tumblers within a lock the rogue is picking.    This spell has no effect on a creature with a naturally strong sense, such as a badger’s already-enhanced smell from its Keen Smell trait (though this spell can be used to enhance the badger’s sight or hearing).
Available for: Druid, Sorcerer

Deep Magic Volume 1

Exceptional Wit

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Intelligence check of its choice. It can roll the die before or after making the check.The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Book of Ebon Tides

Flowering

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 20ft.
Components: Verbal
Duration: Concentration, unlimited
Attack/Save: DEX Save
You call forth fragrant flowers from an inanimate object. If the object is held by an unwilling creature, that creature can make a Dexterity saving throw to negate the effect. If sustained for 1 minute, the flowers give forth a pleasing scent and may attract bees, hummingbirds, or other pollinators.
Available for: Cleric, Druid

Deep Magic Volume 1

Fortitude

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Constitution check of its choice. It can roll the die before or after making the check. The spell then ends.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.183)

Gnaw

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a rat's tooth
Duration: Instant
Damage/Effect: Utility
You touch a piece of wood, rope, cloth, thatch, or other organic material, and a hole appears through it up to 3 inches long and 1 inch in diameter, circumscribed with tooth marks as if chewed by rodents or other vermin. You can see through this hole normally and use line-of-sight spell effects to the other side. This spell can be used to cut any rope or snap any branch up to 2 inches thick. It has no effect on metal or stone objects.
Available for: Cleric, Druid

XGtE

Gust

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Control
You seize the air and compel it to create one of the following effects at a point you can see within range:
  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Available for: Druid, Sorcerer, 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

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: two lodestones
Duration: Instant
Damage/Effect: Utility
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 or construct, but the spell can't restore magic to such an object.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard, Artificer

XGtE

Mold Earth

0-level (Cantrip) Transmutation

Casting Time: 1 actopm
Range/Area: 30ft. (5 ft. cube)
Components: Somatic
Duration: Instant
Damage/Effect: Control
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

XGtE

Primal Savagery

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Somatic
Duration: Instant
Attack/Save: Melee
Damage/Effect: Acid
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.   The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Druid

XGtE

Shape Water

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft. (5 ft. cube)
Components: Somatic
Duration: Instant
Damage/Effect: Control
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Druid, Sorcerer, Wizard

SRD

Shillelagh

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: mistletoe, a shamrock leaf, and a club or quarterstaff
Duration: 1 minute
Attack/Save: Melee
Damage/Effect: Bludgeoning
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
Available for: Druid

Deep Magic Volume 2 (p.229)

Strip Wood

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Buff
You temporarily clothe a creature in the bark from nearby plants. Choose a creature you can see within range that is within 10 feet of a tree, shrub, or other nonmagical plant with bark. The plant can’t be a Plant creature. The target’s AC increases by 2 until the start of your next turn, as you temporarily move the bark from the plant to the target.
Available for: Druid

SRD

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: the stem of a plant with thorns
Duration: Instant
Attack/Save: Melee
Damage/Effect: Piercing
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.   The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Druid, Artificer

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

Deep Magic Volume 2 (p.239)

Word of Unmaking

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a chisel
Duration: Instant
Damage/Effect: Utility
This spell destroys one Tiny, nonmagical object you touch, such as a key, a dagger, or a tankard. The object must weigh less than 2 pounds and be no larger than 1 foot in any dimension. If the object you touch is a container, the contents within it spill out as the container dissolves. This spell has no effect on objects made at least partially of mithral or adamantine, and it has no effect on an object held, worn, or carried by another creature.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Specialized

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
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Esteem for the Balance

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Specialized

Illumination Magic

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