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Core Inheritance

Cantrips

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 2 (p.163)

Deflection

0-level (Cantrip) Abjuration

Casting Time: 1 reaction, which you take when you are hit by a melee attack
Range/Area: Touch
Components: Somatic
Duration: Instant
You wave your hand toward an attacker, briefly placing a magical barrier between you. The damage you take from the triggering attack is reduced by 1d6, as you deflect some of it. If you reduce the damage to 0, you can turn the deflected damage back onto your attacker. Make a melee spell attack against the attacker. On a hit, the attacker takes force damage equal to the amount of damage you deflected. The damage you can deflect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Wizard

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

SRD

Acid Splash

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60 ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Acid
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Wizard, Artificer

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

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

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

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

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

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

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

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

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

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

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

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

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

Basic Rules

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged
Damage/Effect: Fire
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: 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

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

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

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

SRD

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged
Damage/Effect: Cold
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: 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

SRD

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee
Damage/Effect: Lightning
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Wizard, Artificer

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

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

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

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 2 (p.145)

Blood Purge

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a knife or dagger
Duration: 1 minute
You purge impurities from the blood of a willing creature you touch. The target takes 1d4 piercing damage and has advantage on the next saving throw it makes against disease or against being poisoned before the spell ends. If the target is already suffering from a disease or poison that allows for repeated saving throws to remove the effect, it can immediately make a new saving throw against the effect with advantage. Regardless if this new save succeeds or fails, a target that is already suffering from a disease or the poisoned condition can’t be affected by this spell again until it finishes a long rest.
Available for: Sorcerer, Wizard

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

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

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

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 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.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

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

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

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

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

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

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

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

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

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

Blood Magic

Deep Magic Volume 1

Blood Tide

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal
Duration: 4 rounds
Attack/Save: CON Save
Damage/Effect: Debuff
When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a –2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs. A bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances. A Cure Wounds spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check. The spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.
Available for: Sorcerer, Wizard with Blood Specialization

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

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

Deep Magic Volume 1

Puff of Smoke

0-level (Cantrip) Evocation

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Debuff
By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. Puff of smoke has no effect on creatures that have tremorsense or blindsight.
Available for: Sorcerer with Dragon Specialization

Deep Magic Volume 1

Thunder Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Thunder
You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can’t use reactions until the start of your next turn.
Available for: Sorcerer with Dragon Specialization

Labyrinth Magic

Deep Magic Volume 1

Misstep

0-level (Cantrip) Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction.
Available for: Sorcerer, Wizard with Labyrinth 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

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

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
< Ancestral Birthright
I am magic, magic is me

Arcane Expressions

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By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Blood Magic
Clockwork Magic
Dragon Magic
Labyrinth Magic
Ring Magic
Shadow Magic
Temporal Magic

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