Alarm
Tier 1You touch one object, such as a door threshold, and set a magical alarm on it. If any creature you do not designate while casting the spell touches or crosses past that object, a magical bell sounds in your mind.
Alter Self
Tier 2You magically change your physical form, gaining one feature that modifies your existing anatomy. For example, you can grow functional gills on your neck or bear claws on your fingers. This spell can't grow wings or limbs.
Cleansing Weapon
Tier 2A weapon you touch is wreathed in purifying flames. It deals an additional 1d4 damage (1d6 vs. undead) for the duration.
Holy Weapon
Tier 1A weapon you touch is imbued with a sacred blessing. The weapon becomes magical and has +1 to attack and damage rolls for the duration.
Mage Armor
Tier 1An invisible layer of magical force protects your vitals. Your AC becomes 14 (18 on a critical spellcasting check) for the spell's duration.
Knock
Tier 2A door, window, gate, chest, or portal you can see within range instantly opens, defeating all mundane locks and barriers. This spell creates a loud knock audible to all within earshot.
Augury
Tier 2You interpret the meaning of supernatural portents and omens. Ask the GM one question about a specific course of action. The GM says whether the action will lead to weal or woe.
Bless
Tier 2One creature you touch gains a luck token.
Blindness/Deafness
Tier 2You utter a divine censure, blinding or deafening one creature you can see within range. The creature has disadvantage on tasks requiring the lost sense.
Cure Wounds
Tier 1Your touch restores ebbing life. Roll a number of d6s equal to 1 + half your level (rounded down). One target you touch regains that many hit points.
Smite
Tier 2You call down punishing flames on a creature you can see within range. It takes 1d6 damage.
Detect Magic
Tier 1You can sense the presence of magic within near range for the spell's duration. If you focus for two rounds, you can discern its general properties. Complete barriers block this spell.
Detect Thoughts
Tier 2You peer into the mind of one creature you can see within range. Each round, you learn the target's immediate thoughts. On its turn, the target makes a WIS cast against your last spellcasting check. If the target succeeds, it notices your presence in its mind and the spell ends.
Floating Disk
Tier 1You create a circular, horizontal, floating disk of force with a concave center. It can carry up to 20 gear slots. It hovers at waist level and automatically stays near you. It can't cross drop-offs or pits deeper than a human is tall.
Charm Person
Tier 1You magically beguile one humanoid of level 2 or less within near range, who regards you as a friend for the duration. The spell ends if the target perceives that you or your allies did anything to hurt it. The target knows you magically charmed it after the spell ends.
Shield of Faith
Tier 1A protective force forged by your holy conviction surrounds you. You gain a +2 bonus to armor class for the duration.
Turn Undead
Tier 1You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this spell. Undead creatures within near range must make a CHA check against your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a failure, it flees from you for 5 rounds.
Acid Arrow
Tier 2You conjure a corrosive dart that hits one foe, dealing 1d6 damage a round. The dart remains in the target for as long as you focus.
Hold Person
Tier 2You magically paralyze one humanoid creature of level 4 or less you can see within range.
Invisibility
Tier 2A creature you touch becomes invisible for the spell's duration. The spell ends if the target attacks or casts a spell.
Levitate
Tier 2You can float vertically up to near distance per round on your turn. You can also push against solid objects to move horizontally.
Light
Tier 1One object you touch glows with bright, heatless light, illuminating out to near distance for 1 hour of real time.
Burning Hands
Tier 1You spread your hands with thumbs touching, unleashing a circle of flame that fills a close area around you. Creatures in the area take 1d6 damage, and flammable objects catch fire.
Magic Missile
Tier 1You have advantage on your spellcasting check for this spell. A glowing dart of force streaks from your open hand, dealing 1d4 damage to one target.
Fixed Object
Tier 2An object you touch that weighs no more than 5 pounds becomes fixed in its current location. It can support up to 4,000 pounds of weight for the duration.
Hold Portal
Tier 1For the duration, you magically hold a portal closed. A creature must succeed on a STR check against your spellcasting check to open the portal. The knock spell ends this spell.
Misty Step
Tier 2In a puff of smoke, you teleport to a near area you can see.
Protection from Evil
Tier 1For the duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings also can't possess, compel, or charm the target. When cast on an already-possessed target, the possessing entity makes a CHA check against the last spellcasting check. On a failure, the entity is expelled.
Feather Fall
Tier 1You may attempt to cast this spell when you fall. Your rate of descent slows so that you land safely on your feet.
Mirror Image
Tier 2You create a number of illusory duplicates of yourself equal to half your level rounded down (minimum 1). The duplicates surround you and mimic you. Each time a creature attacks you, the attack misses and causes one of the duplicates to evaporate. If all of the illusions disappear, the spell ends.
Silence
Tier 2You magically mute sound in a near cube within the spell's range. Creatures inside the area are deafened, and any sounds they create cannot be heard.
Sleep
Tier 1You weave a lulling spell that fills a near cube extending from you. Living creatures in the area fall into a deep sleep if they are level 2 or less. Vigorous shaking or taking damage wakes them.
Web
Tier 2You create a near cube of sticky, dense spider web within range. A creature stuck in the web can't move and must succeed on a STR check against your spellcasting check to free itself.
Zone of Truth
Tier 2You compel a creature you can see to speak the truth. It can't speak a deliberate lie while within range.