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Cantrips

Divine Spark

Evocation

Channel Divinity: heal an ally 1d8+WIS, or sear an enemy for the same (CON save for half). 2d8 from cleric level 7. Spends a Channel use, not a slot.

Lay On Hands

Abjuration

Bonus action: touch an ally and pour healing from your pool (5 × paladin level per battle). Spends the pool, not a slot.

Fire Breath

Evocation

A 30-ft cone of dragonfire: 16d6, DEX save for half. Recharges on a 5–6 at the dragon's turn start.

Fire Breath

Evocation

A 15-ft cone of dragonfire from a red-scaled throat: 2d8 fire, DEX save for half. Recharges on a 5–6 at your turn start.

Cold Breath

Evocation

A 15-ft cone of glacial frost from a white-scaled throat: 2d8 cold, DEX save for half. Recharges on a 5–6 at your turn start.

Lightning Breath

Evocation

A 15-ft crackling fan of lightning from a blue-scaled throat: 2d8 lightning, DEX save for half. Recharges on a 5–6 at your turn start.

Acid Breath

Evocation

A 15-ft spray of caustic bile from a black-scaled throat: 2d8 acid, DEX save for half. Recharges on a 5–6 at your turn start.

Poison Breath

Evocation

A 15-ft plume of venomous vapor from a green-scaled throat: 2d8 poison, CON save for half. Recharges on a 5–6 at your turn start.

Fire Bolt

Cantrip

Hurl a mote of fire.

Ray of Frost

Cantrip

A frigid beam — 1d8 cold, and the target's speed drops 10ft until the start of your next turn.

Chill Touch

Cantrip

The chill of the grave — 1d10 necrotic, and the target can't regain HP until the start of its next turn.

Sacred Flame

Cantrip

Flame-like radiance: DEX save or 1d8 radiant (no damage on a save). RAW at last.

Thaumaturgy

Cantrip

Your voice booms with infernal thunder: WIS save or the target is SHAKEN; failing by 5+ they drop their weapon in terror. Brave creatures are immune.

Eldritch Blast

Cantrip

A crackling beam of force — 1d10 per beam. A second beam at level 5, a third at 11, a fourth at 17; aim them at one foe or several.

Thorn Whip

Transmutation

A vine-like whip of thorns lashes out (1d6 piercing) and yanks a Large-or-smaller target up to 10ft toward you.

Vicious Mockery

Enchantment

A string of insults laced with subtle enchantment: WIS save or 1d4 psychic — and the target's next attack reels at disadvantage (2d4 from level 5).

Poison Spray

Cantrip

A puff of noxious gas — 1d12 poison at close range.

Produce Flame

Cantrip

A flickering flame in the palm, hurled — 1d8 fire.

Starry Wisp

Cantrip

A mote of starlight loosed at a foe — 1d8 radiant.

Shocking Grasp

Cantrip

Lightning crackles from your hand — 1d8 lightning, and the jolt steals the target's reaction.

Sorcerous Burst

Cantrip

Raw sorcery, barely shaped — 1d8 force (RAW picks among six types with exploding dice; trimmed).

Shillelagh

Cantrip

The cudgel hums with nature's wrath — a 1d8 force strike swung by WIS (modeled as its own spell-weapon).

Acid Splash

Cantrip

A bubble of acid bursts in a 5-ft sphere: DEX save or 1d6 acid (it splashes friend and foe alike).

Mind Sliver

Cantrip

A sliver of cold thought — INT save or 1d6 psychic (the RAW −1d4-next-save rider is unmodeled).

Level 1

Shield

Abjuration

Reaction: when you are hit by an attack, an invisible barrier snaps up — +5 AC until your next turn (including against the triggering attack), and no damage from Magic Missile.

Chromatic Orb

Evocation

Hurl a 3d8 orb of energy — choose acid, cold, fire, lightning, poison, or thunder (ranged spell attack). If two or more of the damage dice match, the orb leaps to another foe within 30ft and strikes again — chaining up to the slot level, each foe once.

Cure Wounds

Abjuration

Touch a creature to restore 2d8 + casting modifier HP; +2d8 per higher slot.

Guiding Bolt

Evocation

A flash of divine light — 4d6 radiant, and the next attack against the target has advantage.

Healing Word

Abjuration

A word of mending at range: 2d4 + casting modifier HP as a BONUS action; +2d4 per higher slot.

Inflict Wounds

Necromancy

Channel rot into a touched creature: CON save or 2d10 necrotic, half on a success; +1d10 per higher slot.

Magic Missile

Evocation

Darts of force that always hit, each dealing 1d4+1 — send them all at one creature or split them across several.

Thunderwave

Evocation

A 15-ft cube of thunder SWEEPS OUT from you (click an adjacent cell to aim): CON save for half; failed saves are hurled 10 ft away. RAW.

Witch Bolt

Evocation

A sustained arc of lightning: 1d12 on the initial hit (+1d12 per higher slot), then each turn spend your action to auto-zap the tethered target for 1d12 more while you concentrate and it stays in range/sight.

Bless

Enchantment

Up to three allies roll +1d4 on attack rolls and saving throws for 1 minute (10 rounds). Concentration.

Bane

Enchantment

Up to three enemies must save (CHA) or roll −1d4 on attack rolls and saving throws for 1 minute. Concentration.

Divine Favor

Transmutation

Bonus action: your weapon hits deal +1d4 radiant for 1 minute.

Searing Smite

Evocation

Bonus action: your next melee hit erupts for +1d6 fire (+1d6 per higher slot).

Shield of Faith

Abjuration

Bonus action: a shimmering field grants an ally +2 AC for 10 minutes. Concentration.

Hex

Enchantment

Bonus action: curse a foe — YOUR hits against them deal +1d6 necrotic. No save. Concentration, up to 1 hour.

Hunter's Mark

Divination

Bonus action: mark your quarry — YOUR hits against them deal +1d6 force. No save. Concentration, up to 1 hour.

Charm Person

Enchantment

A humanoid must save (WIS) or be CHARMED — it cannot attack or target the caster with harmful effects. Elves and half-elves (Fey Ancestry) save at advantage. Lasts 1 minute.

Burning Hands

Evocation

A 15-ft cone of flame from your fingertips: DEX save for half.

Hellish Rebuke

Evocation

Reaction, when a creature you can see damages you: it is wreathed in hellish flames — DEX save for half 2d10 fire.

Mage Armor

Abjuration

An unarmoured caster's base AC becomes 13 + Dex for 8 hours. Kept up before the fight; ends if you don armor.

Ray of Sickness

Necromancy

A sickly green ray: ranged spell attack, 2d8 poison (+1d8 per higher slot; the RAW poisoned-on-save rider is unmodeled).

Command

Enchantment

One word — GROVEL: WIS save or the target throws itself prone until the end of its next turn.

Armor of Agathys

Abjuration

An icy shell: 5 temp HP per slot level — and while it holds, melee attackers take that much cold back.

Sleep

Enchantment

A wave of drowsy magic in a 10-ft sphere: WIS save or fall ASLEEP (helpless — adjacent hits strike true) for up to 3 rounds. Any damage wakes them.

Arms of Hadar

Conjuration

Tendrils of the Dark Hunger erupt from you in a 10-ft burst: STR save or 2d6 necrotic — and a failed save steals the reaction.

Faerie Fire

Evocation

Dancing light outlines everyone in a 20-ft cube: DEX save or GLOW — attacks against the outlined have advantage. Concentration.

Grease

Conjuration

Slick grease coats a 10-ft square, turning it to difficult terrain.

Entangle

Conjuration

Grasping weeds and vines sprout across a 20-ft square of difficult terrain.

Web

Conjuration

Sticky webs fill a 20-ft square of clinging, difficult ground.

Level 2

Melf's Acid Arrow

Evocation

A shimmering green arrow — 4d4 acid, plus 2d4 acid again at the end of the target's next turn.

Scorching Ray

Evocation

Three rays of fire, each its own attack roll for 2d6 (+1 ray per higher slot).

Shatter

Evocation

A painfully intense ringing boom in a 10-ft-radius sphere: CON save for half. Hits friend and foe alike.

Aid

Abjuration

An ally's maximum AND current HP rise by 5 (+5 per slot level above 2) for the battle.

Lesser Restoration

Abjuration

Touch an ally: poison, fear, and hamstrings are cleansed.

Shining Smite

Transmutation

Bonus action: your next melee hit adds +2d6 radiant and the target sheds light — no hiding, no invisibility.

Magic Weapon

Transmutation

Touch a wielder: their weapon becomes magical — +1 to attack and damage for the battle.

Misty Step

Conjuration

Bonus action: vanish in silver mist and reappear in a free space you can see within 30ft. No opportunity attacks.

Invisibility

Illusion

Touch a creature: it cannot be targeted until it attacks or casts. Concentration, up to 1 hour.

Hold Person

Enchantment

A humanoid must save (WIS) or be PARALYZED — no actions, attackers have advantage. Repeats the save at the end of each of its turns. Concentration, 1 minute.

Blur

Illusion

Your body wavers and shimmers: attacks against you have disadvantage for 1 minute. Concentration.

Moonbeam

Evocation

A silver column sears one cell: CON save for half when it falls, and the beam LINGERS — standing in it burns again (+1d10 per higher slot). On later turns your action SWEEPS the beam up to 60 ft. Concentration.

Spiritual Weapon

Evocation

A spectral mace TAKES THE FIELD: it materialises on a cell within 60 ft and swings at a foe in its reach (1d8+WIS force, +1d8 per higher slot). Each later turn a BONUS action floats it up to 20 ft and it swings again. Concentration.

Blindness

Necromancy

The world goes dark for one creature: CON save or BLINDED — its swings falter, and every blade finds it.

Mirror Image

Illusion

Three illusory duplicates dance around you — a blow that would land may shatter an image instead (d6: 3+/4+/5+ by images left).

Darkness

Evocation

Magical darkness floods a 15-ft sphere: attacks into, out of, or within roll at disadvantage — unless the attacker SEES through it (Devil's Sight, Blind Fighting in reach).

Cloud of Daggers

Conjuration

A 5-ft cube of spinning steel: whoever enters or lingers is shredded for 4d4 slashing (+2d4 per higher slot). Concentration.

Flaming Sphere

Conjuration

A rolling ball of fire fills a cell: whoever it rolls onto — or lingers beside it — burns for 2d6 fire (+1d6 per higher slot). Each turn a BONUS action shoves it up to 30 ft. Concentration.

Spike Growth

Transmutation

The ground bristles with hard spikes: difficult terrain that gouges anyone crossing it (2d4 piercing).

Level 3

Counterspell

Abjuration

Reaction: as a foe within 60ft casts a spell, interrupt it. Auto-succeeds if your slot is at least the spell's level; otherwise an ability check (DC 10 + the spell's level). You spend a slot and your reaction.

Fireball

Evocation

A 20ft-radius burst of flame: DEX save for half. Hits friend and foe alike.

Lightning Bolt

Evocation

A 100-ft line of lightning from your fingertips: DEX save for half. Click a cell to aim.

Mass Healing Word

Abjuration

A verse of mending: every wounded ally in earshot regains 2d4 + casting modifier HP, as a bonus action.

Revivify

Necromancy

Touch a fallen ally who DIED this battle: they return with 1 HP.

Fear

Illusion

A 30-ft cone of phantasmal terror: WIS save or be SHAKEN for the caster's concentration. The brave don't flinch.

Vampiric Touch

Necromancy

A shadow-wreathed touch: 3d6 necrotic, and you heal half the damage dealt.

Haste

Transmutation

A willing ally moves at double Speed, gains +2 AC, advantage on DEX saves, and ONE extra attack each turn for 1 minute. Concentration — and when the spell ends, a wave of lethargy: no action or movement for one turn.

Slow

Transmutation

Time thickens in a 20-ft zone: WIS save or SLOWED — dragging steps and sluggish blades — while you concentrate (up to 10 rounds).

Hunger of Hadar

Conjuration

A 20-ft sphere of alien DARKNESS and hungering cold: lightless, treacherous ground that gnaws (2d6 cold) at whoever stands within. Concentration.

Plant Growth

Transmutation

Thick, overgrown vegetation erupts across a wide radius of difficult terrain.

Level 4

Level 5

Level 6