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Charming Leitmotif

Cantrip Compositions

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 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.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

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

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.174)

Een's Molten Shard

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
You conjure two small, magical shards of molten glass that circle around you. The shards appear in any color and pattern you wish. Until this spell ends, you can use your reaction to command a shard to hinder one melee attack against you. If you do so, that shard flies between you and your attacker and shatters, imposing disadvantage on the attack roll. If the attack hits you, the attacker takes 1d4 piercing damage. When all shards have shattered, the spell ends.    The spell conjures one additional shard when you reach 5th level (three shards), 11th level (four shards), and 17th level (five shards).
Available for: Bard, Sorcerer, 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

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

Divination

Deep Magic Volume 2 (p.172)

Dream Glimpse

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Communication
You know the current goal or desire of a creature you can see within range. The target must have an Intelligence of 3 or greater. This spell reveals only the most pressing, important, or impactful goal or desire that is at the top of the mind of the target. It doesn’t reveal any hidden or secret goals or desires, and it doesn’t reveal goals or desires the target wouldn’t already be willing to share with someone it trusts. A creature affected by this spell knows you used magic to learn something about it, and, at the GM’s discretion, it might become hostile toward you or seek retribution against you in some way in the future.    Once a creature has failed this saving throw, you can’t target it with this spell again for 24 hours
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Enumerate

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Utility
You are able to divine the exact amount of a number of like objects in a 10-foot-cube centered on a point within range. You can be general (“How many coins in this chest?”) or specific (“How many silver coins in this chest?”) but can receive only one number as a response from the casting of this spell. If, for example, you want to know the number of coins of each denomination in a chest, you must cast the spell anew for each type of coin to be counted (copper, silver, gold, and so forth).
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.226)

Spy

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal
Duration: 1 minute
Damage/Effect: Communication
You create an inter-dimensional opening the size of a spyglass lens in a space you can see within range. A similar opening appears in a space within 120 feet of you that you have visited in the last hour. Any creature can look into either opening and see through the opposite opening as if the creature were in the opening’s space.
Available for: Bard, Cleric, Sorcerer, Wizard

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

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

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

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

Basic Rules

Vicious Mockery

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Damage, Debuff
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.   This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard

Evocation

Deep Magic Volume 2 (p.139)

Arcane Sparkler

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Thunder
You fling a condensed ball of colorful lights and sounds at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d6 thunder damage, and the target is distracted by the lights and sounds until the start of your next turn. While distracted, a creature must make a Constitution saving throw whenever it casts a spell that requires concentration. On a failed save, the creature can’t concentrate on that spell, losing concentration on it at the start of your next turn.    The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Bard, Sorcerer

Book of Ebon Tides

Bright Sparks

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Material
Materials: flint and steel
Duration: 1 round
Damage/Effect: Illumination
Sparks fly from your fingers for a moment, generating bright blue light. This illuminates the region around you to a distance of 60 feet until the start of your next turn. Wisdom (Perception) checks have advantage to spot creatures hidden in shadows.
Available for: Bard, Cleric, Sorcerer, Wizard

SRD

Dancing Lights

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft.
Components: Verbal, Somatic, Material
Materials: a bit of phosphorus or wychwood, or a glowworm
Duration: Concentration, 1 minute
Damage/Effect: Utility
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Available for: Bard, Sorcerer, Wizard, Artificer

Deep Magic Volume 2 (p.180)

Flame's Kiss

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Fire
Flames erupt from your hand, burning a creature you try to touch and making it susceptible to further burns. Make a melee spell attack against the target. On a hit, the target takes 1d4 fire damage, and the next time it takes fire damage before the start of your next turn, the target takes an additional 1d4 fire damage.    The spell’s damage (both initial and later) increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
Available for: Bard, Sorcerer, 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

SRD

Light

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch (20 ft. sphere)
Components: Verbal, Material
Materials: a firefly or phosphorescent moss
Duration: 1 hour
Attack/Save: DEX Save
Damage/Effect: Creation
You touch one object that is no larger than 10 feet in any dimension. 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. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Available for: Bard, Cleric, Sorcerer, Wizard, Artificer

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

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

Deep Magic Volume 2 (p.229)

Swing and a Missile

0-level (Cantrip) Evocation

Casting Time: 1 reaction, which you take when a friendly creature you can see within 30 feet of you misses an attack roll
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Force
You take advantage of the momentary distraction an ally’s attack provides, firing a miniature arcane missile at your ally’s target just as the ally’s attack misses. Make a ranged spell attack against your ally’s target. On a hit, the target takes 1d4 force 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, 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

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

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

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

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 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

Deep Magic Volume 2 (p.238)

Wilting Breath

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CHA Save
Damage/Effect: Poison
You cause the breath of one creature to become distractingly awful. The target must succeed on a Charisma saving throw or it takes 1d6 poison damage and has disadvantage on the next Charisma check it makes to influence another creature before the spell ends.    This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Bard, Cleric, Sorcerer, 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

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

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

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

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

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

SRD

Message

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 120 ft.
Components: Verbal, Somatic, Material
Materials: a short piece of copper wire
Duration: 1 round
Damage/Effect: Communication
You point your finger 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, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
Available for: Bard, Sorcerer, Wizard, Artificer

Deep Magic Volume 1

Nimbleness

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 subject. Once before the spell ends, the target can roll a d6 and add the result to one Dexterity check of its choice. It can roll the die before or after making the check.The spell then ends.
Available for: Bard, Cleric, Sorcerer, Wizard

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

Retrieve

0-level (Cantrip) Transmutation

Casting Time: 1 bonus action
Range/Area: 15ft.
Components: Verbal
Duration: Instant
Damage/Effect: Utility
You cause an object within range that isn’t being worn or carried to fly to your open hand. The object must weigh no more than 10 pounds or the spell fails.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Scribe

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Utility
This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.
Available for: Bard, Cleric, Wizard

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 1

Telekinetic Trap

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Control
You lash out with a burst of telekinesis, sweeping a creature within range off its feet. The target of this spell must succeed on a Dexterity saving throw or fall prone.
Available for: Bard, Sorcerer, 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

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

Clockwork Magic

Deep Magic Volume 1

Clockwork Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an arrow or crossbow bolt
Duration: 1 round
Damage/Effect: Buff
You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target; spinning blades materialize on the missile after it strikes to further mutilate your enemy. As part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile’s shaft. Afterward, the projectile reverts to normal.    This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn’t removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.
Available for: Bard, Cleric, Wizard with Clockwork Specialization

Dragon Magic

Deep Magic Volume 1

Dragon Roar

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Psychic
Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.    This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard, Sorcerer, Wizard with Dragon Specialization

Temporal Magic

Deep Magic Volume 1

Quicken

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
You touch one willing creature. Once before the duration of the spell expires, the target can roll a d4 and add the number rolled to an initiative roll or Dexterity saving throw it has just made. The spell then ends.
Available for: Bard, Cleric, Sorcerer, Wizard with Temporal Specialization
< Opera of Poise
Movements

Spellbinding Compositions

Etudes A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Clockwork Magic
Dragon Magic
Temporal Magic

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