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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Artificer

Wizard floating 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

S

  • casting time vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits
  • range the creature takes 1d6 piercing damage

  • components and if the creature is Large or smaller
  • duration you pull the creature up to 10 feet closer to you.
    This spell's damage increases by 1d6 when you reach 5th level (2d6)

11th level (3d6)

and 17th level (4d6). ;Artificer M;Instantaneous;(the stem of a plant with thorns)You create a long

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage;Self;S;1 round;The spell captures some of the incoming energy
  • duration 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

and 17th level (4d6). ;Artificer cold

S;Instantaneous;A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

and 17th level (4d6). ;Artificer the healing increases by 1d8 for each slot level above 1st. ;Artificer

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

up to 1 minute;Each object in a 20-foot cube within range is outlined in blue

  • casting time or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration
  • range objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it

  • components and the affected creature or object can't benefit from being invisible. ;Artificer
  • duration

1 inch of common metal green

M;1 minute;(a white feather or the heart of a hen)Reaction - When you or a creature within 60 feet of you falls 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

  • casting time and the spell ends for that creature.;Artificer
  • range

1 inch of common metal it takes no falling damage and can land on its feet

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;Artificer

1 inch of common metal M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V 0;Thorn Whip;Transmutation cantrip;1 action;30 feet;V
1;Absorb Elements;1st level Abjuration;1 reaction 1;Absorb Elements;1st level Abjuration;1 reaction
1;Cure Wounds;1st level Evocation;1 action;Touch;V 1;Cure Wounds;1st level Evocation;1 action;Touch;V
1;Detect Magic (ritual);1st level Divination;1 action;Self;V 1;Detect Magic (ritual);1st level Divination;1 action;Self;V
1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration 1;Faerie Fire;1st level Evocation;1 action;60 feet;V;Concentration
1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V 1;Feather Fall;1st level Transmutation;1 reaction;60 feet;V
1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V