Sharwin’s Spellbook:
- Cantrips:
Light
cantrip evocation
**Casting Time: **1 action
Range: Touch
**Target: **One object that is no larger than 10 feet in any dimension
Components: V M (A firefly or phosphorescent moss)
**Duration: **1 hour
Classes: Bard, Cleric, Sorcerer, Wizard
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. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Prestidigitation:
cantrip transmutation
Casting Time: 1 action
Range: 10 feet
Target: See text
Components: V S
**Duration: **Up to 1 hour
**Classes: **Bard, Sorcerer, Warlock, Wizard
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Ray Of Frost:
cantrip evocation
Casting Time: 1 action
**Range: **60 feet
**Target: **A creature within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
- 1st level:
Color Spray
1st level illusion
**Casting Time: **1 action
Range: Self (15-foot cone)
Target: A 15-foot cone originating from you
Components: V S M (A pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round
**Classes: **Sorcerer, Wizard
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
**At Higher Levels: **When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Magic Missile
1st level evocation
Casting Time: 1 action
**Range: **120 feet
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
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, and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
Shield
1st level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
**Target: **Self
Components: V S
Duration: 1 round
Classes: Sorcerer, Wizard
An invisible barrier of magical force appears and 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.
Sleep
1st level enchantment
**Casting Time: **1 action
Range: 90 feet
**Target: **Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures)
Components: V S M (A pinch of fine sand, rose petals, or a cricket)
**Duration: **1 minute
Classes: Bard, Sorcerer, Wizard
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.