The Weave's secrets catalogued. 81 incantations indexed.
You hurl a beam of crackling energy. Make a ranged spell attack against one creature within range. On a hit, the target takes 1d10 Force damage.
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell catches fire if it isn't being worn or carried.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
You touch a living creature that has 0 hit points. The creature becomes stable.
You point at one creature you can see within range, and the sound of a dolorous bell fills the air. 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.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
You create a sound or an image of an object within range that lasts for the duration.
You hurl a bubble of acid. Choose one or two creatures within range. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
You manifest a minor wonder, a sign of supernatural power. You create one of several effects within range.
A spectral, floating hand appears at a point you choose within range. The hand can manipulate objects, open doors, or stow items in containers.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of several minor sensory effects.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage.
You extend your hand toward a creature you can see within range and project a puff of noxious gas. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage and can't regain hit points until the start of your next turn.
Lightning springs from your hand to deliver a shock. Make a melee spell attack. You have advantage if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage and can't take reactions until the start of its next turn.
You unleash a string of insults laced with subtle enchantments. If the creature can hear you, it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth. 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 on a successful one.
You hurl a 4-inch-diameter sphere of energy at a creature within range. Choose acid, cold, fire, lightning, poison, or thunder for the type of orb. Make a ranged spell attack. On a hit, the creature takes 3d8 damage of the chosen type.
A flash of light streaks toward a creature within range. Make a ranged spell attack. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage.
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect.
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.
You make yourself look different until the spell ends or you dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much on a successful one.
An invisible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
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.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 Force damage to its target. The darts all strike simultaneously.
A beam of crackling, blue energy lances out toward a creature within range. Make a ranged spell attack. On a hit, the target takes 1d12 lightning damage. On each of your turns, you can use your action to deal 1d12 lightning damage automatically.
A protective magical force surrounds you. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these, the creature takes 5 cold damage.
You choose one object that you must touch throughout the casting. If it is a magic item, you learn its properties and how to use them.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away. On a successful save, it takes half damage and isn't pushed.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. A creature in the area must succeed on a Strength saving throw or be restrained.
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, with advantage if you or your companions are fighting it. On failure, it is charmed by you.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light. Any creature in the area when the spell is cast must succeed on a Dexterity saving throw or be outlined. Attack rolls against an affected creature or object have advantage.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot Cube from that point. The webs are Difficult Terrain and lightly obscure their area.
A lash of blue-silver force appears in your free hand. As a bonus action each turn, snap the whip at a creature within reach — make a spell attack; on hit the target takes 2d6 force damage and has Disadvantage on its next saving throw against a spell you cast before the end of your next turn.
You create a floating spectral weapon within range that lasts for the duration. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes Force damage equal to 1d8 + your spellcasting ability modifier.
A sudden loud ringing noise erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half on success.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Magical darkness spreads from a point within range to fill a 15-foot-radius sphere. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.