Cantrips |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Shape Water
|
+8 |
1 Action |
30ft |
Instant, 1 hour |
|
S |
|
| | Notes: | You choose an area of water that you can see within range and that fits within a 5ft cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of water as you direct, up to 5ft in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. You change the water’s colour or opacity (the water must be changed in the same way throughout). You freeze the water, provided that there are no creatures in it. The water returns to normal after 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. |
|
Acid Splash
|
+8 |
1 Action |
60ft |
Instant |
1d6 |
VS |
|
| | Notes: | You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5ft of each other. A target must succeed on a Dex saving throw or take 1d6 acid damage. The damage increases by 1d6 at 5th, 11th, and 17th level. |
|
Frostbite
|
+8 |
1 Action |
60ft |
Instant |
1d6 |
VS |
|
| | Notes: | You cause numbing frost to form on one creature that you can see within range. The target must make a CON saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels: the spells damage increases by 1d6 at 5th, 11th, and 17th level. |
|
Guidance
|
+8 |
1 Action |
Touch |
Concentration, up to 1 min |
|
VS |
|
| | Notes: | You touch one willing creature. Once before the spell ends, the target can roll 1d4 and add the number rolled to one ability check of its choice. It can roll the dice before or after making the ability check. The spell then ends. |
|
Shillelagh
|
+8 |
1 Bonus Action |
Touch |
1 Min |
|
VS |
|
| | Notes: | The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapons damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon. |
|
Water Barrier
|
+8 |
Reaction |
30ft |
Instantaneous |
|
S |
|
| | Notes: | As a reaction to an attack or a spell being cast, create a 5ft by 5ft water barrier at a point within 30ft. You must choose to do so before knowing the results of any roll. This water barrier prevents attacks and spells from passing through it. If the water barrier intercepts an attack or spell, it dissipates. Once you use this feature, you can’t again until finishing a long rest. |
Level 1 Spells 4 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Create or Destroy Water
|
+8 |
1 Action |
30ft |
Instant |
|
VS |
|
| | Notes: | Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30ft cube within range, extinguishing exposed flames in the area. Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30ft cube within range. At Higher Levels: When you cast this spell with a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5ft, for each slot level above 1st. |
|
Absorb Elements
|
+8 |
1 Reaction |
Self |
1 Round |
1d6 |
S |
|
| | Notes: | The spell captures some of the incoming energy (when you take acid, cold, lightning, or thunder damage), lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. |
|
Fog Cloud
|
+8 |
1 Action |
120ft |
Concentration, up to 1 hour |
|
VS |
|
| | Notes: | You create a 20ft radius sphere of fog centred on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts cor the duration or until a wind moderate or greater speed disperses it. At Higher Levels: when you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20ft for each slot above 1st. |
|
Ice Knife
|
+8 |
1 Action |
60ft |
Instant |
1d10 / 2d6 |
S |
|
| | Notes: | 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 5ft of the point where the ice exploded must succeed a DEX saving throw or take 2d6 cold damage. |
|
Longstrider
|
+8 |
1 Action |
Touch |
1 hour |
|
VS |
|
| | Notes: | You touch a creature. The targets speed increases by 10ft until the spell ends. 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. |
|
Detect Magic
|
+8 |
1 Action |
Self |
Concentration, up to 10 mins |
|
VS |
|
| | Notes: | For up to 10 mins, you sense the presence of magic within 30ft 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 its blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt. |
Level 2 Spells 3 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Healing Spirit
|
+8 |
1 Bonus Action |
60ft |
Concentration, up to 1 min |
1d6 |
VS |
|
| | Notes: | You call forth a water spirit to soothe the wounded. The intangible spirit appears in a space that is a 5ft cube you can see within range. The spirit is made of water. Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hp to that creature (no action). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the spirit up to 30ft to a space you can see. The spirit can heal a number of times equal to 1 + your WIS Mod. After healing that number of times, the spirit disappears. |
|
Misty Step
|
+8 |
1 Bonus Action |
Self - 30ft |
Instant |
|
V |
|
| | Notes: | Briefly surrounded by a silvery mist, you can teleport up to 30ft to an unoccupied space that you can see. |
|
Absorb Elements
|
+8 |
1 Reaction |
Self |
1 Round |
1d6 + |
S |
|
| | Notes: | The spell captures some of the incoming energy (when you take acid, cold, lightning, or thunder damage), lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. |
|
Ice Knife
|
+8 |
1 Action |
60ft |
Instant |
1d10 / 2d6 + |
S |
|
| | Notes: | 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 5ft of the point where the ice exploded must succeed a DEX saving throw or take 2d6 cold damage. |
|
Hold Person
|
+8 |
1 Action |
60ft |
Concentration, up to 1 min |
|
VS |
|
| | Notes: | Choose a humanoid that you can see within range. The target must succeed on a WIS saving throw or be paralyzed by water for the duration. At the end of each of its turns, the target must make another WIS saving throw. On a success, the spell ends on the target. At Higher Levels: when you cast this spell using a spell slot 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30ft of each other when you target them. |
|
Augury
|
+8 |
1 Minute |
Self |
Instantaneous |
|
VSM |
|
| | Notes: | By visiting the ocean, a fountain of Istishia, or any Istishian religious body of water, you read the stars above to receive an omen from Istishia himself about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weat, for good results. Woe, for bad results. Weat & Woe, for both good and bad results. Nothing, for results that aren’t specifically good or bad. The spell does’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or moe times before completing your next long rest, there is a cumulative 25% chance for each casting after the first that you get a random reading. The DM makes this roll in secret. |
Level 3 Spells 3 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Healing Spirit
|
+8 |
1 Bonus Action |
60ft |
Concentration, up to 1 min |
1d6 + |
VS |
|
| | Notes: | You call forth a water spirit to soothe the wounded. The intangible spirit appears in a space that is a 5ft cube you can see within range. The spirit is made of water. Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hp to that creature (no action). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the spirit up to 30ft to a space you can see. The spirit can heal a number of times equal to 1 + your WIS Mod. After healing that number of times, the spirit disappears. |
|
Absorb Elements
|
+8 |
1 Reaction |
Self |
1 Round |
1d6 + |
S |
|
| | Notes: | The spell captures some of the incoming energy (when you take acid, cold, lightning, or thunder damage), lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. |
|
Ice Knife
|
+8 |
1 Action |
60ft |
Instant |
1d10 / 2d6 + |
S |
|
| | Notes: | 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 5ft of the point where the ice exploded must succeed a DEX saving throw or take 2d6 cold damage. |
|
Water Breathing
|
+8 |
1 Action |
30ft |
24 hours |
|
VS |
|
| | Notes: | This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. |
|
Tidal Wave
|
+8 |
1 Action |
120ft |
Instant |
4d8 |
VS |
|
| | Notes: | You conjure up a wave of water that crashes down on an area within range. The area can be up to 30ft long, 10ft wide, 10ft tall. Each creature in that area must make a DEX saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30ft of it. |
|
Water Walk
|
+8 |
1 Action |
30ft |
1 hour |
|
VS |
|
| | Notes: | This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to 10 willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60ft per round. |
|
Aura of Vitality
|
+8 |
1 Action |
Self (30ft Radius) |
Concentration, up to 1 min |
|
V |
|
| | Notes: | Healing energy radiates from you in an aura with a 30ft radius. Until the spell ends, the aura moves with you, centred on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hp. |
|
Freedom of the Waves
|
+8 |
1 Action |
120ft |
Instant |
2d8 |
VS |
|
| | Notes: | You conjure a deluge of seawater in a 15ft radius, 10ft tall cylinder centred on a point within range. This water takes the form of a tidal wave, a whirlpool, waterspout, or another from your choice. Each creature in the area must succeed on a STR saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier to automatically succeed the saving throw. If you are within the spells area, as part of the action you use to cast the spell, you can use vanish into the deluge amd teleport to an unoccupied space that you can see within the spells area. |
|
Revivify
|
+8 |
1 Action |
Touch |
Instantaneous |
|
VS |
|
| | Notes: | You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. |
Level 4 Spells 2 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Healing Spirit
|
+8 |
1 Bonus Action |
60ft |
Concentration, up to 1 min |
1d6 + |
VS |
|
| | Notes: | You call forth a water spirit to soothe the wounded. The intangible spirit appears in a space that is a 5ft cube you can see within range. The spirit is made of water. Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hp to that creature (no action). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the spirit up to 30ft to a space you can see. The spirit can heal a number of times equal to 1 + your WIS Mod. After healing that number of times, the spirit disappears. |
|
Absorb Elements
|
+8 |
1 Reaction |
Self |
1 Round |
1d6 + |
S |
|
| | Notes: | The spell captures some of the incoming energy (when you take acid, cold, lightning, or thunder damage), lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. |
|
Ice Knife
|
+8 |
1 Action |
60ft |
Instant |
1d10 / 2d6 + |
S |
|
| | Notes: | 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 5ft of the point where the ice exploded must succeed a DEX saving throw or take 2d6 cold damage. |
|
Storm Sphere
|
+8 |
1 Action |
150ft |
Concentration, up to 1 min |
2d6 |
VS |
|
| | Notes: | A 20ft radius sphere of whirling air springs into existence centred on a point you choose within range. The sphere remains for the spell’s duration (up to 1 minute). Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the centre of the sphere toward one creature you choose within 60ft of the centre. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 (+1d6 per higher level) lightning damage. Creatures within 30ft of the sphere have disadvantage on Wis (Perception) checks made to listen. |
|
Watery Sphere
|
+8 |
1 Action |
90ft |
Concentration, up to 1 min |
|
VS |
|
| | Notes: | You conjure up a sphere of water with a 5ft radius on a point you can see within range. The sphere can hover in the air, but no more than 10ft off the ground. The sphere remains for the spells duration (up to 1 minute). Any creature in the sphere’s space must make a Strength Saving Throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four medium or smaller creatures or one large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5ft of it. As an action, you can move the sphere up to 30ft in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10ft off the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30ft of it. Any creature restrained by the sphere is knocked prone in the space where it falls. |