1st Level Spells
Anchor Shadow
- School: Illusion
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Ranger, Sorcerer, Soul-Seer*, Warlock
Choose a creature you can see within range. The target must succeed a Wisdom saving throw or have its shadow tethered to its current space. Until the spell ends, the target can't move more than 5 feet away from their tethered space. If the creature attempts to move farther away from the tether point, they must make a Strength (Athletics) check against your spell save DC. On a success, they can move as if they are in difficult terrain until the end of their turn. On a natural 1, the creature is pulled into the tether space and falls prone.
This spell ends early on the target if they succeed their Strength (Athletic) check three times against the spell, or use a teleportation spell with a spell level higher than the one used to cast this spell. This spell does not work against creatures that do not cast shadows or possess reflections.
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.
Bedrock Protection
- School: Abjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a pebble)
- Duration: 10 minutes
- Classes: Conduit*, Druid, Ranger, Sorcerer, Wizard
You conjure stones and boulders to you, allowing them to envelop your body without impeding your movement. Until the spell ends, you have a base AC of 17 (Your Dexterity modifier doesn't affect this number). You can apply a shield's bonus to this AC as normal, but you gain no benefit from wearing armor for the duration of this spell.
Each time you would take damage from an attack roll, reduce the AC granted by this spell by 1. If this AC would be reduced to an amount equal or lower than 10 + your Dexterity modifier, the spell ends early.
At Higher Levels. When you cast this spell using a 2nd or 3rd-level spell slot, the base AC increases to 18. When you cast this spell using a 4th or 5th-level spell slot, the base AC increases to 19. When you cast it using a 6th or 7th-level spell slot, the base AC increases to 20. When you cast it using a spell slot of 8th level or higher, the base AC increases to 21.
Dissolve
- School: Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Conduit*, Druid, Sorcerer, Wizard
You hurl a tiny sphere of highly corrosive gas towards a creature or object within range. Make a ranged spell attack against the target. On a hit, a creature takes 3d8 acid damage, while a Medium or smaller object of organic matter begins to disintegrate, becoming a puddle of ooze by the start of your next turn. A creature can stop this process by spending an action to clean off the acid, taking 1d4 acid damage in the process.
If the target is a Large or larger object of organic matter, this spell instead disintegrates a 5-foot-cube portion of it.
An object protected against decay, such as a corpse targeted by the *Gentle Repose* spell, is immune to this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.
Gale's Razor
- School: Evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: S, M (a slashing melee weapon worth at least 1 sp)
- Duration: Instantaneous
- Classes: Ranger
You slice the air before you, sending a slash of wind forward. Make a ranged weapon attack against a creature within range. You can use your Strength, Dexterity, or spellcasting modifier for this spell’s attack roll.
On a hit, the creature takes 2d6 slashing damage, and any creature within 5 feet of them can make a Dexterity saving throw, taking 2d6 slashing damage on a failure and half as much on as success.
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.
Handy Recall
- School: Transmutation
- Ritual: YES
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a magnet)
- Duration: 8 hours
- Classes: Artificer
You choose a weapon, tool, or object you can hold in one hand. The spell creates a natural attraction between the object and one of your hands, which you choose upon casting the spell.
At any time thereafter, you can use your bonus action to call upon the item if it is within 90 feet of you, causing it to fly to your hand via a straight line. Any creatures between you and the object during this time must succeed a Dexterity saving throw or take 1d4 bludgeoning damage. An object fails to fly to your hand if you would be treated as having full cover against it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot above 1st.
Illusory Betrayal
- School: Illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Soul-Seer*, Warlock
You twist a creature’s senses to make them believe they have been harmed. Choose a creature you can see within range to be the target, and another to be the illusory attacker. You fabricate an instantaneous scenario within the targets head, to which you decide how they were attacked. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save and believing the other creature attacked them.
If the target sees their illusory attacker as friendly, they have advantage on this save.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.
Photosynthesis
- School: Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a sunflower)
- Duration: 8 hours
- Classes: Druid
You touch a willing creature, turning their skin green and light-absorbing until the spell ends. 1 hour in direct sunlight provides enough nourishment to sustain the creature for one day. Additionally, this creature has advantage on saving throws against being blinded due to bright lights, and ignores any disadvantage they may have from perceiving things in bright light or sunlight, such as with the Sunlight Sensitivity trait.
Read the Dead
- School: Divination
- Casting Time: 1 action
- Ritual: YES
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric, Soul-Seer*, Wizard
You choose a corpse, or remains of one, that you touch upon the completion of this spell. If the creature died less than a year ago, you learn how it died. This information does not include who killed them, only the method.
You can instead touch an undead creature. Doing so allows you to learn how it became undead if the process occurred less than a year ago.
At Higher Levels: When you cast this spell using a spell slot of 2nd or 3rd level spell slot, the spell’s timespan increases to ten years. Using a 4th or 5th level spell slot increases it to a century, while a spell slot of 6th level or higher increases it to a millennium.
Restore or Desecrate Corpse
- School: Necromancy
- Casting Time: 1 action
- Ritual: YES
- Range: Touch
- Components: V, S, M (bonemeal)
- Duration: Instantaneous
- Classes:Cleric, Druid, Soul-Seer*, Warlock
You touch a corpse, undead, or other remains of Medium size or smaller, causing one of the following effects.
Restore Corpse. You cause the flesh of the decomposed or skeletonized corpse or undead to regrow. This spell regrows organs and flesh to make the target appear as it looked when it died, but the spell does not restore missing limbs. Casting this on a skeleton turns it into a zombie, changing its physical statistics while keeping its current hit points.
Desecrate Corpse. You cause any flesh on the corpse or undead to crumble into dust, leaving behind only a skeleton. Casting this on a zombie turns it into a skeleton, changing its physical statistics while keeping its current hit points.
A corpse cannot be affected by this spell again until 7 days have passed.
At Higher Levels: When you cast this spell using a 2nd- or 3rd-level spell slot, you can affect corpses of Large size or smaller. When you cast this spell using a 4th- or 5th-level spell slot, you can affect corpses of size Huge or smaller. When you cast it using a spell slot of 6th level or higher, you can affect corpses of any size.
Vanish
- School: Illusion
- Casting Time: 1 reaction, which you take after a creature deals damage to you
- Range: Self
- Components: s
- Duration: 1 round
- Classes: Bard, Ranger, Sorcerer, Soul-Seer*, Wizard
You become invisible until the end of your attacker's next turn, causing anything you are wearing or carrying to become invisible so long as they remain on your person. This spell ends early if you do anything on your turn that isn’t moving, disengaging, or hiding.

