Eurynome

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Cast Name Casting Time Duration Range More
Cantrip
Mending 1 minute
V S M
Instantaneous
Touch

Mending

Transmutation Cantrip
Casting Time: 1 minute
Range: Touch
Components: V S M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer 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.

(Bard) (Cleric) (Druid) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 259
Primal Savagery 1 action
S
Instantaneous
Self

Primal Savagery

Transmutation Cantrip
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)

(Druid)
Source: xge 163
Shape Water 1 action
S
Instantaneous or 1 hour (see below)
30 feet

Shape Water

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

* 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.

(Druid) (Sorcerer) (Wizard)
Source: ee 21
Spare the Dying 1 action
V S
Instantaneous
Touch

Spare the Dying

Necromancy Cantrip
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

(Cleric) (Artificer (UEA))
Source: phb 277
Toll the Dead 1 action
V S
Instantaneous
60 feet

Toll the Dead

Necromancy Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

(Cleric) (Warlock) (Wizard)
Source: xge 169
Word of Radiance 1 action
V M
Instantaneous
5 feet

Word of Radiance

Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V M (a holy symbol)
Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Cleric)
Source: xge 171
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Charm Person 1 action
V S
1 hour
30 feet

Charm Person

1-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

(Bard) (Druid) (Sorcerer) (Warlock) (Wizard)
Source: phb 221
Cast Cure Wounds 1 action
V S
Instantaneous
Touch

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 230
Cast Faerie Fire 1 action
V
1 minute
Concentration
60 feet

Faerie Fire

1-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

(Bard) (Druid) (Artificer (UEA))
Source: phb 239
Cast Protection from Evil and Good 1 action
V S M
10 minutes
Concentration
Touch

Protection from Evil and Good

1-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (holy water or powdered silver and iron, which the spell consumes)
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

(Cleric) (Paladin) (Warlock) (Wizard)
Source: phb 270
Cast Sanctuary 1 bonus action
V S M
1 minute
30 feet

Sanctuary

1-level Abjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V S M (a small silver mirror)
Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

(Cleric) (Paladin) (Artificer (UEA))
Source: phb 272
Cast Shield of Faith 1 bonus action
V S M
10 minutes
Concentration
60 feet

Shield of Faith

1-level Abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V S M (a small parchment with a bit of holy text written on it)
Duration: Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Notes: Concentration, up to 10 minutes

(Cleric) (Paladin)
Source: phb 275
Cast Sleep 1 action
V S M
1 minute
90 feet

Sleep

1-level Enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

(Bard) (Sorcerer) (Wizard)
Source: phb 276
2nd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Find Traps 1 action
V S
Instantaneous
120 feet

Find Traps

2-level Divination
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

(Cleric) (Druid) (Ranger)
Source: phb 241
Cast Lesser Restoration 1 action
V S
Instantaneous
Touch

Lesser Restoration

2-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 255
Cast Moonbeam 1 action
V S M
1 minute
Concentration
120 feet

Moonbeam

2-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (several seeds of any moonseed plant and a pieee of opalescent feldspar)
Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spells light.

On each of your turns after you cast this spell use can use an action to move the beam 60 feet in any direction.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

(Druid) (Paladin)
Source: phb 261
Cast Prayer of Healing 10 minutes
V
Instantaneous
30 feet

Prayer of Healing

2-level Evocation
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

(Cleric) (Paladin)
Source: phb 267
Cast See Invisibility 1 action
V S M
1 hour
Self

See Invisibility

2-level Divination
Casting Time: 1 action
Range: Self
Components: V S M (a pinch of talc and a small sprinkling of powdered silver)
Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

(Bard) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 274
3rd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Aura of Vitality 1 action
V
1 minute
Concentration
Self (30-foot radius)

Aura of Vitality

3-level Evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Notes: Concentration, up to 1 minute

(Paladin)
Source: phb 216
Cast Leomund's Tiny Hut 1 minute R
V S M
8 hours
Self

Leomund's Tiny Hut

3-level Evocation (ritual)
Casting Time: 1 minute
Range: Self
Components: V S M (a small crystal bead)
Duration: 8 hours

A 10 foot radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

(Bard) (Wizard)
Source: phb 255
Cast Revivify 1 action
V S M
Instantaneous
Touch

Revivify

3-level Necromancy
Casting Time: 1 action
Range: Touch
Components: V S M (diamonds worth 300 gp, which the spell consumes)
Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

(Cleric) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 272
Cast Sending 1 action
V S M
1 round
Unlimited

Sending

3-level Evocation
Casting Time: 1 action
Range: Unlimited
Components: V S M (a short piece of fine copper wire)
Duration: 1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

(Bard) (Cleric) (Wizard)
Source: phb 274
Cast Tongues 1 action
V M
1 hour
Touch

Tongues

3-level Divination
Casting Time: 1 action
Range: Touch
Components: V M (a small clay model of a ziggurat)
Duration: 1 hour

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

(Bard) (Cleric) (Sorcerer) (Warlock) (Wizard)
Source: phb 283
4th Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Aura of Life 1 action
V
10 minutes
Concentration
Self (30-foot radius)

Aura of Life

4-level Abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Notes: Concentration, up to 10 minutes

(Paladin)
Source: phb 216
Cast Death Ward 1 action
V S
8 hours
Touch

Death Ward

4-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

(Cleric) (Paladin)
Source: phb 230
Cast Freedom of Movement 1 action
V S M
1 hour
Touch

Freedom of Movement

4-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 hour

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 244
Cast Greater Invisibility 1 action
V S
1 minute
Concentration
Touch

Greater Invisibility

4-level Illusion
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 246
Cast Stone Shape 1 action
V S M
Instantaneous
Touch

Stone Shape

4-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (soft clay, which must be worked into roughly the desired shape of the stone object)
Duration: Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

(Cleric) (Druid) (Wizard) (Artificer (UEA))
Source: phb 278
5th Level check_box_outline_blank Slots
Cast Circle of Power 1 action
V
10 minutes
Concentration
Self (30-foot radius)

Circle of Power

5-level Abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

Notes: Concentration, up to 10 minutes

(Paladin)
Source: phb 221
Cast Dispel Evil and Good 1 action
V S M
1 minute
Concentration
Self

Dispel Evil and Good

5-level Abjuration
Casting Time: 1 action
Range: Self
Components: V S M (holy water or powdered silver and iron)
Duration: Concentration, up to 1 minute

Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment: As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal: As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

(Cleric) (Paladin)
Source: phb 233
Cast Mislead 1 action
S
1 hour
Concentration
Self

Mislead

5-level Illusion
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.

You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surrounding.

(Bard) (Warlock) (Wizard)
Source: phb 260
  • Race: Half-Siren - Siren's Blood: You know the Shape Water cantrip. (Charisma is your spell casting ability)
  • Race: Half-Siren - Siren's Blood: You can cast Charm Person (1-st level) once per long rest (Charisma is your spell casting ability)
  • Sub Class: Twilight Domain - Twilight Domain Spells: Cleric Level | Spells 1st | Faerie Fire, Sleep 3rd | Moonbeam, See Invisibility 5th | Aura of Vitality, Leomund's Tiny Hut 7th | Aura of Life, Greater Invisibility 9th | Circle of Power, Mislead
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