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Cast Name Casting Time Duration Range More
Cantrip
Minor Illusion 1 action
S M
1 minute
30 feet

Minor Illusion

Illusion Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S M (a bit of fleece)
Duration: 1 minute

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.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 260
Prestidigitation 1 action
V S
Up to 1 hour
10 feet

Prestidigitation

Transmutation Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Up to 1 hour

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.

(Bard) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 267
Ray of Frost 1 action
V S
Instantaneous
60 feet

Ray of Frost

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

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).

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 271
Shocking Grasp 1 action
V S
Instantaneous
Touch

Shocking Grasp

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

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).

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 275
True Strike 1 action
S
1 round
Concentration
30 feet

True Strike

Divination Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round

You extend your hand and 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.

Notes: Concentration, up to 1 round

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 284
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Ice Knife 1 action
S M
Instantaneous
60 feet

Ice Knife

1-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S M (a drop of water or piece of ice)
Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

(Druid) (Sorcerer) (Wizard)
Source: ee 19, xge 157
Cast Mage Armor 1 action
V S M
8 hours
Touch

Mage Armor

1-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

(Sorcerer) (Wizard)
Source: phb 256
2nd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast (1) Ice Knife 1 action
S M
Instantaneous
60 feet

Ice Knife

1-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S M (a drop of water or piece of ice)
Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

(Druid) (Sorcerer) (Wizard)
Source: ee 19, xge 157
Cast Detect Thoughts 1 action
V S M
1 minute
Concentration
Self

Detect Thoughts

2-level Divination
Casting Time: 1 action
Range: Self
Components: V S M (a copper piece)
Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

(Bard) (Sorcerer) (Wizard)
Source: phb 231
Cast Hold Person 1 action
V S M
1 minute
Concentration
60 feet

Hold Person

2-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard)
Source: phb 251
3rd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast (1) Ice Knife 1 action
S M
Instantaneous
60 feet

Ice Knife

1-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S M (a drop of water or piece of ice)
Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

(Druid) (Sorcerer) (Wizard)
Source: ee 19, xge 157
Cast (2) Hold Person 1 action
V S M
1 minute
Concentration
60 feet

Hold Person

2-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard)
Source: phb 251
Cast Counterspell 1 reaction
S
Instantaneous
60 feet

Counterspell

3-level Abjuration
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

(Sorcerer) (Warlock) (Wizard)
Source: phb 228
Cast Lightning Arrow 1 bonus action
V S
1 minute
Concentration
Self

Lightning Arrow

3-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

The next time you make a ranged w eapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

(Ranger) (Sorcerer)
Source: phb 255
4th Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast (1) Ice Knife 1 action
S M
Instantaneous
60 feet

Ice Knife

1-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S M (a drop of water or piece of ice)
Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

(Druid) (Sorcerer) (Wizard)
Source: ee 19, xge 157
Cast (2) Hold Person 1 action
V S M
1 minute
Concentration
60 feet

Hold Person

2-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard)
Source: phb 251
Cast (3) Counterspell 1 reaction
S
Instantaneous
60 feet

Counterspell

3-level Abjuration
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

(Sorcerer) (Warlock) (Wizard)
Source: phb 228
Cast (3) Lightning Arrow 1 bonus action
V S
1 minute
Concentration
Self

Lightning Arrow

3-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

The next time you make a ranged w eapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

(Ranger) (Sorcerer)
Source: phb 255
Cast Dominate Beast 1 action
V S
1 minute
Concentration
60 feet

Dominate Beast

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

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as 'Attack that creature', 'Run over there', or 'Fetch that object'. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

(Druid) (Ranger) (Sorcerer)
Source: phb 234
Cast Vitriolic Sphere 1 action
V S M
Instantaneous
150 feet

Vitriolic Sphere

4-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (a drop of giant slug bile)
Duration: Instantaneous

You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

(Sorcerer) (Wizard) (Artificer (UEA))
Source: ee 23, xge 170
5th Level check_box_outline_blank Slots
Cast (1) Ice Knife 1 action
S M
Instantaneous
60 feet

Ice Knife

1-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: S M (a drop of water or piece of ice)
Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

(Druid) (Sorcerer) (Wizard)
Source: ee 19, xge 157
Cast (2) Hold Person 1 action
V S M
1 minute
Concentration
60 feet

Hold Person

2-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard)
Source: phb 251
Cast (3) Counterspell 1 reaction
S
Instantaneous
60 feet

Counterspell

3-level Abjuration
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

(Sorcerer) (Warlock) (Wizard)
Source: phb 228
Cast (3) Lightning Arrow 1 bonus action
V S
1 minute
Concentration
Self

Lightning Arrow

3-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute

The next time you make a ranged w eapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

(Ranger) (Sorcerer)
Source: phb 255
Cast (4) Dominate Beast 1 action
V S
1 minute
Concentration
60 feet

Dominate Beast

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

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as 'Attack that creature', 'Run over there', or 'Fetch that object'. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

(Druid) (Ranger) (Sorcerer)
Source: phb 234
Cast (4) Vitriolic Sphere 1 action
V S M
Instantaneous
150 feet

Vitriolic Sphere

4-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (a drop of giant slug bile)
Duration: Instantaneous

You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

(Sorcerer) (Wizard) (Artificer (UEA))
Source: ee 23, xge 170
Cast Bigby's Hand 1 action
V S M
1 minute
Concentration
120 feet

Bigby's Hand

5-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (an eggshell and a snakeskin glove)
Duration: Concentration, up to 1 minute

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist: The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand: The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand: The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Notes: Concentration, up to 1 minute

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 218
Cast Enervation 1 action
V S
1 minute
Concentration
60 feet

Enervation

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

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.

Whenever the spell deals damage to the target, you regain hit points equal to half the amount of necrotic damage the target takes.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Notes: Concentration, up to 1 minute

(Sorcerer) (Warlock) (Wizard)
Source: xge 155
  • Class: Sorcerer - Font of Magic - Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest. Spell Slot Level - Sorcery Point Cost 1st Level - 2 Sorcery Point 2nd Level - 3 Sorcery Point 3rd Level - 5 Sorcery Point 4th Level - 6 Sorcery Point 5th Level - 7 Sorcery Point Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
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