• casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Artificer, Bard (Lore), Cleric (Arcana), Druid (Temperate Land), Magus, Magus (Arcane Order), Monk (Mystic Arts), Sorcerer, Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) Evocation cantrip

  • casting time1 action
  • range60 feet

  • componentsS, M
  • durationConcentration, up to 10 minutes

an iron shaving

You create a magical aegis with 3d8 Hit Points in an unoccupied space within range. When a creature within 10 feet of the aegis takes Bludgeoning, Piercing, Poison, or Slashing damage, you can choose for the aegis to take the damage instead. If this damage reduces the aegis to 0 Hit Points, the aegis is destroyed and the spell ends early. While this spell persists, you can use a Bonus Action to move the aegis to another unoccupied space within 60 feet of you.
Using a Higher-Level Spell Slot. The aegis's hit points increase by 1d8 for each spell slot level above 1.

Bard (Lore), Magus, Monk (Mystic Arts), Paladin, Sorcerer, Wizard, Wizard (Abjurer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 1st Abjuration

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

Bard (Lore), Cleric (Ambition), Cleric (Death), Cleric (Grave), Magus, Warlock, Wizard, Wizard (Necromancer), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 2nd Necromancy

  • casting time1 bonus action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 10 minutes

You magically channel the martial wisdom of the multiverse's warriors. For the duration, you can attack twice instead of once whenever you take the Attack action on your turn.
Using a Higher-Level Spell Slot. You can attack three times instead of once whenever you take the Attack action on your turn with a level 5+ spell slot.

Magus 3rd Divination

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a piece of charcoal

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Artificer (Artillerist), Cleric (Forge), Cleric (Light), Druid, Magus, Monk (Mystic Arts), Sorcerer, Sorcerer (Spellfire), Warlock (Celestial), Warlock (Fiend), Warlock (Vestige - Light Domain), Wizard, Wizard (Evoker), Fighter (Eldritch Knight), Rogue (Arcane Trickster) 4th Evocation

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a shard of glass

An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.

Artificer (Armorer), Artificer (Artillerist), Artificer (Forge Adept), Magus, Paladin (Redemption), Sorcerer (Clockwork), Sorcerer (Clockwork Soul), Wizard, Wizard (Evoker) 5th Evocation

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a magnifying glass

You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.

Cleric, Cleric (Arcana), Druid, Magus, Magus (Heaven's Guard), Sorcerer, Sorcerer (Divine Soul), Wizard, Wizard (Evoker) 6th Evocation