Type of Spell List you can access
Spell Slot Recovery
Spell Preperation
Spellcasting Scores, DC, Bonus
Ritual Casting
Spellcasting Focus
Cantrip | Level 1 | Level 2 | Level 3 |
---|---|---|---|
Produce Flame | Fairei Fire | - | - |
- | Cure Wounds | - | - |
- | Detect Magic | - | - |
- | GoodBerry | - | - |
- | Fire Knife | - | - |
- | Burning Hands | - | - |
Bold = Prepared Spell
Transmutation cantrip
Casting Time: 1 action Range: 60 feet Components: S Duration: Instantaneous or 1 hour
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. 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.
Source: Player's Handbook
1st-level evocation
Detect Magic
Source: Player's Handbook
1st-level divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Fire Knife
Source: Xanathar's Guide to Everything
1st-level conjuration
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.
Burning Hands
Source: Player's Handbook
1st-level evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Summon Fey
Speak with Plants
Erupting Earth
Dispel Magic
Water Breathing