Identify Weapon
Identify Weapon
While casting this spell, you touch a wound on a creature or corpse.
Acid Arrow
Acid Arrow
A jet of acid streaks towards the target like a hissing, green arrow.
Acid Splash
Acid Splash
A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Alarm
Alarm
You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don’t set off the alarm.
Alter Self
Alter Self
You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.
Amphibian: Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.
Animate Objects
Animate Objects
Objects come to life at your command just like you dreamt of when you were an apprentice!
Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects; treat Medium objects as 2 objects, Large objects as 3 objects, and Huge objects as 6 objects. You can’t animate objects larger than Huge.
Until the spell ends or a target is reduced to 0 hit points, you animate the targets and turn them into constructs under your control.
Antimagic Field
Antimagic Field
An invisible sphere of antimagic forms around you, moving with you and suppressing all magical effects within it. At the Narrator’s discretion, sufficiently powerful artifacts and deities may be able to ignore the sphere’s effects.
Arcane Eye
Arcane Eye
Until the spell ends, you create an
Arcane Lock
Arcane Lock
The target is sealed to all creatures except those you designate (who can open the object normally). Alternatively, you may choose a password that suppresses this spell for 1 minute when it is spoken within 5 feet of the target.
Arcane Hand
Arcane Hand
You create a Large hand of shimmering, translucent force that mimics the appearance and movements of your own hand.
The hand doesn’t fill its space and has AC 20, Strength 26 (+8), Dexterity 10 (+0), maneuver DC 18, and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points.
When you cast the spell and as a bonus action on subsequent turns, you can move the hand up to 60 feet and then choose one of the following.