Legend Lore

hexagonal magic symbol: gold on black

5th-level divination
Casting Time: 10 minutes
Components: VSM incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each
Range: Self
Duration: Instantaneous
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word ‘Rudnogg’ on the lips.”




Levitate

hexagonal magic symbol: gold on black

2nd-level transmutation
Casting Time: 1 action
Components: VSM either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Range: 60 feet
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.




Lightning Bolt

hexagonal magic symbol: gold on black

3rd-level evocation
Casting Time: 1 action
Components: VSM a bit of fur and a rod of amber, crystal, or glass
Range: Self (100-foot line)
Duration: Instantaneous
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.




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.




Locate Animals or Plants

hexagonal magic symbol: gold on black

2nd-level divination (ritual)
Casting Time: 1 action
Components: VSM a bit of fur from a bloodhound
Range: Self
Duration: Instantaneous
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.




Longstrider

hexagonal magic symbol: gold on black

1st-level transmutation
Casting Time: 1 action
Components: VSM a pinch of dirt
Range: Touch
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.




Mage Armor

hexagonal magic symbol: gold on black

1st-level abjuration
Casting Time: 1 action
Components: VSM a piece of cured leather
Range: Touch
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.




Mage Hand

hexagonal magic symbol: gold on black

cantrip conjuration
Casting Time: 1 action
Components: VS
Range: 30 feet
Duration: 1 minute
A spectral, 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, 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 can’t attack, activate magic items, or carry more than 10 pounds.




Magic Missile

hexagonal magic symbol: gold on black

1st-level evocation
Casting Time: 1 action
Components: VS
Range: 120 feet
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.