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Mage Hand

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

A spectral, loating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand cant attack, activate magic items, or carry more than 10 pounds.

Wizard Conjuration cantrip

Ray of Frost

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

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. The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Evocation cantrip

Shape Water

  • casting time 1 action
  • range 30 feet/5 feet

  • components S
  • duration Instantaneous

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

Wizard Transmutation Cantrip

Burning Hands

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

As you hold your hands with thumbs touching and ingers spread, a thin sheet of lames shoots forth from your outstretched ingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 ire damage on a failed save, or half as much damage on a successful one. The ire ignites any lammable objects in the area that arent being worn or carried. 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.

Wizard 1st-level Evocation

Feather Fall

  • casting time 1 reaction
  • range 60 feeet

  • components V, M
  • duration Instantaneous

a small feather or piece of down

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Wizard 1st-level Transmutation

Mage Armor

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a piece of cured leather

You touch a willing creature who isnt wearing armor, and a protective magical force surrounds it until the spell ends. The targets base AC becomes 13 + its Dexterity modiier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Wizard 1st-level abjuration

Magic Missile

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

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 level above 1st.

Wizard 1st-level evocation

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