Detect Poison and Disease

hexagonal magic symbol: gold on black

1st-level divination (ritual)
Casting Time: 1 action
Components: VSM a yew leaf
Range: Self
Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.




Find Traps

hexagonal magic symbol: gold on black

2nd-level divination
Casting Time: 1 action
Components: VS
Range: 120 feet
Duration: Instantaneous
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a [yadawiki link=”glyph of warding*, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present.

You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.




Fog Cloud

hexagonal magic symbol: gold on black

1st-level conjuration
Casting Time: 1 action
Components: VS
Range: 120 feet
Duration: Concentration, up to 1 hour
You create a 20-foot radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) 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 20 feet for each slot level above 1st.




Freedom of Movement

hexagonal magic symbol: gold on black

4th-level abjuration
Casting Time: 1 action
Components: VSM a leather strap, bound around the arm or a similar appendage
Range: Touch
Duration: 1 hour
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.




Goodberry

hexagonal magic symbol: gold on black

1st-level transmutation
Casting Time: 1 action
Components: VSM a sprig of mistletoe
Range: Touch
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.




Hunter’s Mark

hexagonal magic symbol: gold on black

1st-level divination
Casting Time: 1 bonus action
Components: V
Range: 90 feet
Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.




Jump

hexagonal magic symbol: gold on black

1st-level transmutation
Casting Time: 1 action
Components: VSM a grasshopper’s hind leg
Range: Touch
Duration: 1 minute
You touch a creature. The creature’s jump distance is tripled until the spell ends.
# Spells (K)




Lesser Restoration

hexagonal magic symbol: gold on black

2nd-level abjuration
Casting Time: 1 action
Components: VS
Range: Touch
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.




Locate Object

hexagonal magic symbol: gold on black

2nd-level divination
Casting Time: 1 action
Components: VSM a forked twig
Range: Self
Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.




Locate Creature

hexagonal magic symbol: gold on black

4th-level divination
Casting Time: 1 action
Components: VSM a bit of fur from a bloodhound
Range: Self
Duration: Concentration, up to 1 hour
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.