V, S, M* (a piece of charcoal; a beast totem; a silken string)
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Fire
You summon a totem spirit of fire that darts toward a target creature or object of your choice that you can see within range.
Make a ranged spell attack against the target creature or object. On a hit, the target takes 2d10 fire damage and is ignited. An ignited target must use a bonus action to douse the flames or take 1d10 fire damage at the start of each of its turns.
On a hit, you can direct the totem spirit to another target creature or object within 30 ft. of the last target designated. The totem spirit can target any additional objects or creatures within 30 ft of a target hit by this spell until a spell attack misses. This target can be yourself, granting advantage if you choose yourself as the target and disadvantage from it being a ranged attack. An attack automatically fails if the target creature is immune to fire damage or an object is not flammable.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the hit damage increases by 1d10 for each slot level above 2nd.
LEVEL
2nd level
CASTING TIME
1 Action
RANGE
Self
COMPONENTS
V, S
DURATION
Concentration, 1 minute
SCHOOL
Transmutation
ATTACK/SAVE
None
EFFECT
Double speed, +2 AC
Until the spell ends, your speed is doubled, and you gain a +2 bonus to AC.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you gain a +5 bonus to your total movement speed, advantage on Dexterity Saves, and the increase to AC is increased by 1 for every two slot levels above 2nd.
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Fire
As you snap your finger, a dead creature within range explodes with furious energy. Each creature in a 15-foot-radius sphere centered on the dead creature must make a Dexterity saving throw. Each creature within the radius of the targeted corpse takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If you reduce a creature to 0 hit points with this spell, the creature explodes, repeating the same effect as this spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
S
DURATION
Until Dispelled or Triggered
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains until the spell is cast again.
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. Objects in this space are unharmed and unaffected by external sources. A creature is not considered an object and cannot be affected by this spell.
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
90 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Ranged Spell Attack
DAMAGE/EFFECT
Lightning
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 lightning damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
LEVEL
3rd level
CASTING TIME
1 Action
RANGE
120 ft
COMPONENTS
V, S, M
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Dexterity saving throw
DAMAGE/EFFECT
Radiant
Eight bright stars of light flash from the sky to up to 8 targets you choose within range. Each creature must make a Dexterity saving throw. A target takes 1d6 radiant damage per star that targets them on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of stars increases by 1 for each slot level above 3rd.
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Bludgeoning, Piercing, or Slashing
You hurl an object in your possession or an unattended object within 15 feet of you at a target that you can see within range. The object's size must be tiny and must not weigh more than 1 pound.
Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the form of the projectile being used for the attack.
If the object isn't considered ammunition (such as a mug or book), the object takes the same amount of damage, and the damage is force damage. Once an attack has been made, the magic affecting the object ends.
You can create multiple projectiles when you reach higher levels: you can fling two objects at 5th level, three objects at 11th level, and four objects at 17th level. You can direct the projectiles at the same target or at different ones of your choice. Make a separate attack roll for each projectile.
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S, M* (Blood Dagger)
DURATION
Concentration, 1 minute
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
You call upon the power of your ancestors, infusing their ancient abilities with your own. As an action, you summon the spirits' energies to grant you one of the following benefits for the duration:
Shield: Your AC increases by 2.
Sword: Your weapons gain the finesse property, or if they already have finesse, they gain a +2 bonus to attack rolls.
Bow: You gain a +2 bonus to damage rolls with ranged weapons and suffer no disadvantage when firing within 5 feet of a hostile creature.
Staff: Your spell attack bonus increases by 2 and the DC for your spells increases by 1 for the duration.
At Higher Levels: When you cast this spell at 6th level, you may choose two options and the bonus chosen is increased by 1. When you cast this spell at 9th level, you may choose 3 options and the bonus chosen is increased by 2.
LEVEL
3rd
CASTING TIME
1 Hour
RANGE/AREA
Touch
COMPONENTS
V, S, M* (a Ruby worth 100gp and a magic item containing the spell you want to Syphon, which the spell consumes)
DURATION
Instantaneous
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
You sit down with a magic item that is not of legendary or artifact rarity, which contains at least one spell you don't know or can prepare, and the spell is of a level you can cast. The item must be able to cast the spell once while performing the ritual. At the end of the ritual, you pull a spell contained within the magic item, and it is learned. When at least one spell is learned with this ritual, the item is destroyed.
You can cast this spell at a higher level to syphon more than one spell from an item. For every spell slot higher than 3rd, you can syphon one additional spell from the item before it's destroyed.
LEVEL
2nd
CASTING TIME
1 Reaction *
RANGE/AREA
30 ft
COMPONENTS
V, S, M ** (Drop of your own blood)
DURATION
Instantaneous
SCHOOL
Necromancy
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing, Temporary Hit Points
You cut a fine line across your finger and fling the droplets onto a target within range that has just been hit by an attack. The target regains 1 hit point, and you lose 1 hit point. As long as the target has not died, they gain temporary hit points equal to your proficiency bonus.
At Higher Levels: When casting the spell at 3rd level or higher, the amount of temporary hit points is increased by your proficiency bonus for every level higher than 2nd level.
* - This spell can be cast as a reaction when an ally within 30 ft is hit by an attack.