Spells Spirit seeker

Fire Hawk

 * Evocation cantrip
 * Casting Time:1 action
 * Range: 60 feet
 * Components: V, S
 * Duration: 1 round

You conjure a minor spirit in the form of a flaming hawk, which makes a swooping attack against your foe and then circles above it for a moment to attack again if your foe's defenses falter. Make a ranged spell attack against a creature within range. If the attack hits, the creature takes 1d8 fire damage and has the fiery hawk looming above until the start of your next turn. If the target provokes an opportunity attack before then (whether such an attack is made or not), it immediately takes 1d8 fire damage and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the ranged spell attack deals an extra 1d8 fire damage to the target, and the damage the target takes for provoking an opportunity attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Create Item

 * Conjuration cantrip
 * Casting Time: 1 bonus action
 * Range: Self
 * Components: V, S
 * Duration: Concentration, up to 1 hour

From thought you create matter, equipping yourself with a simple implement you need. You summon one piece of adventuring gear worth 2 gp or less which you can hold in one hand, and which must weigh less than 10 pounds. If the item is more than 10 feet away from you at the end of your turn, the spell ends. This object may simulate the effects of a tool which requires proficiency, but it can only be used to make one ability check, for a task that takes 1 round or less, after which time the spell ends. Anyone who holds the item or examines it closely can tell it is not real. When the spell ends, the item disappears.

Frostwind Blade

 * Evocation cantrip
 * Casting Time: 1 action
 * Range: 5 feet
 * Components: V, S
 * Duration: 1 round

As part of the action used to cast this spell, you must make a melee weapon attack against one creature within the spell's range, otherwise the spell fails. Your weapon leaves a frosty trail as it cuts through the air, striking blows that inflict winter's wrath. On a hit, the target suffers the attack's normal effects. In addition, the next time the target makes an attack before the end of your next turn, it must choose to either make the attack with disadvantage or take 1d10 cold damage and make the attack roll normally. A creature within 5 feet of you that takes cold damage from this cantrip reduces its speed by half until the end of your next turn.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d10 cold damage to the target, and the damage the target suffers for not taking disadvantage on its next attack increases to 2d10. Both damage rolls increase by 1d10 at 11th level and 17th level.

Quickling Step

 * Transmutation cantrip
 * Casting Time: 1 bonus action
 * Range: Self
 * Components: S
 * Duration: 1 round

You gain the speed of a magical creature. For the rest of the turn, your walking speed is increased by 10 feet, and you have advantage on Dexterity (Acrobatics) checks.

Air Jaunt

 * 1st-level transmutation
 * Casting Time:1 action
 * Range: Self
 * Components: V, S, M (a fan)
 * Duration: 1 round

You gain the ability to walk on air. You gain a flying speed equal to your walking speed until the end of your next turn, at which point the spell ends, and if you are still aloft, you fall unless you can stop the fall.

Easy Trail

 * 1st-level abjuration
 * Casting Time: 1 action
 * Range: Self (40-foot radius)
 * Components: V, S
 * Duration: Concentration, up to 8 hours

When you cast this spell, heavy undergrowth parts as you approach, then moves back after you pass. For the duration, you and creatures within 40 feet of you do not reduce your speed when moving over difficult terrain caused by any kind of plant or vegetable matter, and any creature attempting to track you has disadvantage on its survival checks to find or follow your trail.

Frightful Strike

 * 1st-level enchantment
 * Casting Time: 1 reaction
 * Range: 5 feet
 * Components: V, M (a weapon with at least one drop of blood on it)
 * Duration: 1 round

You cast this spell as a reaction when you hit with a melee weapon attack. You bark or whisper a

terrifying threat to the creature as your weapon strikes. In addition to the weapon’s normal damage, the creature takes an amount of psychic damage equal to 1d4 + your Charisma modifier. The creature must also make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the psychic damage is increased by 1d4 for each slot level above 1st.

Great Watcher Spirit

 * 1st-level conjuration
 * Casting Time: 1 action
 * Range: 30 feet
 * Components: V, S, M (a peacock feather)
 * Duration: 1 round

A great spirit watches over a creature you choose within range, warning it of danger and helping it to take advantage of opportunities. The creature’s next weapon attack that hits before the end of its next turn inflicts an additional 2d6 psychic damage. In addition, until the end of the creature’s next turn, attack rolls against it are made with disadvantage, and it has resistance to necrotic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the psychic damage increases by 1d6 for each slot level above 1st.

Ironbreaker Claws

 * 1st-level conjuration
 * Casting Time: 1 action
 * Range: 30 feet
 * Components: V, M (the claw of a predator)
 * Duration: Instantaneous

You summon the spirit of a clawed predator, which latches onto your foe and twists it off balance, leaving it open to an ally's attack. Choose one creature in range, which must make a Dexterity saving throw. If it fails, the creature takes 1d10 slashing damage, and it provokes an opportunity attack from any allies of yours within 5 feet of it.

At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the slashing damage increases by 1d10 for each slot level above 1st.

Leaf into Dagger

 * 1st-level transmutation
 * Casting Time: 1 action
 * Range: Touch
 * Components: V, S, M (a leaf)
 * Duration: Concentration, up to 1 minute

This spell turns one leaf into a dagger. The dagger counts as a magic weapon for overcoming damage resistance. Rangers and druids use this spell to create silent, non-reflective weapons that look like completely harmless leaves.

Scattered Form

 * 1st-level transmutation
 * Casting Time: 1 action
 * Range: 5 feet
 * Components: V
 * Duration: Instantaneous

Your body briefly transforms, shattering into a horde of insects to attack nearby creatures before instantly reforming. Each creature within range, other than you, must succeed on a Dexterity saving throw, taking 2d10 piercing damage on a failure, or half as much on a success. If at least one creature fails its saving throw, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by a 1d10 for each slot level above first.

Tearing Claws

 * 1st-level conjuration
 * Casting Time: 1 action
 * Range: Self (15-foot cone)
 * Components: V
 * Duration: Instantaneous

Spectral draconic claws strike out from your body, slashing at your foes and shoving them backward. Each creature in a 15-foot cone emanating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d10 slashing damage and is pushed 5 feet away from you. On a successful save, the creature takes half damage and isn't pushed. Creatures that only have hit points equal to half their hit point maximum or fewer have disadvantage on the saving throw and are pushed back 15 feet on a failed saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d10 for each slot level above 1st.

Vigor

 * 1st-level evocation
 * Casting Time: 1 action
 * Components: V, S
 * Range: Touch
 * Duration: Concentration, up to 1 minute

The subject regains 1 hit point, and at the start of each of its turns until the spell ends, it regains 1 more hit point if its current hit point total is less than half its hit point maximum.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing the subject gains at the start of each turn increases by 1 hit point for every slot level above 1st.

Wailing Wind

 * 1st-level abjuration (ritual)
 * Casting Time: 1 minute
 * Range: 30 feet
 * Components: V
 * Duration: 8 hours

When this spell is cast, you set up a magical warning system. Choose any kind of area within range that is an exit or entrance to an indoor or underground area of any kind. The total size of the entrance or exit chosen must fit with a 40-foot cube. Until the spell ends a wailing whistling wind blows towards you whenever a Tiny or larger creature touches or enters the warded area. You do not have to be in the area to receive the knowledge this spell provides. The wailing wind will seek you out if you are within 500 feet of the target area. The wailing wind has a distinct audible sound that can be heard by any creature, though they do not know what it means unless they are familiar with this spell.

Animal Spy
You can borrow some of the senses of a beast you touch. During each of your turns, you can use a bonus action to see what the beast sees and hear what it hears until the start of your next turn, gaining the benefits of any special senses that beast may possess. During this time, you are deaf and blind regarding your own senses. This spell can only affect beasts with an Intelligence score of 3 or less. You don’t gain any control over the beast or communication with it other than seeing and hearing through its senses. If you cast this spell on a beast that is tied to another intelligent creature by a class feature or spell (such as a wizard’s familiar or a ranger’s animal companion), then that intelligent creature can make a Wisdom saving throw when you cast this spell. On a successful save, the spell fails. Whether you succeed or fail, the intelligent creature tied to the beast gains no special awareness of this spell of its effects.
 * 2nd-level divination
 * Casting Time: 1 action
 * Components: V, S
 * Range: Touch
 * Duration: Concentration, up to 1 hour

Balancing Lore call
Until the spell ends, you gain the ability to move up, down, and across any horizontal, sloping, or vertical surface capable of bearing at least half your weight. You leave your hands free while doing so, even when moving across surfaces where balancing is practically impossible. For the duration, you also gain a climbing speed equal to your walking speed, proficiency in the Acrobatics skill, and advantage on all Dexterity checks relating to balance.
 * 2nd-level transmutation
 * Casting Time: 1 bonus action
 * Range: Self
 * Components: V, S, M (a thin wooden dowel at least
 * 3-inches in length)
 * Duration: Concentration, up to 10 minutes

Binding Winds
You cause howling winds to surround a creature within range. The creature must make a successful Dexterity saving throw or suffer the spell’s effects. If the creature fails the saving throw, its speed drops to 0 for the duration of the spell. A flying creature affected by this spell is held in mid-air. A bound creature can attempt a new Dexterity saving throw at the end of each of its turns. On a successful save, the spell ends. In addition, the howling winds that surround the creature block all sound from passing through the barrier. Until the spell ends, the creature is deafened, and it must make a Constitution saving throw at the beginning of each of its turns. If it fails, it cannot cast spells with verbal or somatic components until the start of its next turn. Furthermore, ranged attacks made by the affected creature are made at disadvantage.
 * 2nd-level evocation
 * Casting Time: 1 action
 * Range: 60 feet
 * Components: V, S
 * Duration: Concentration, up to 1 minute

Blinding Spittle
You spit a bubble of black, tarry goo at your opponent. Make a ranged spell attack. If you hit, the target is blinded until it or a companion uses an action to clean its eyes.
 * 2nd-level transmutation
 * Casting Time: 1 action
 * Components: V, S
 * Range: 30 feet
 * Duration: Instantaneous

Blood Frenzy
You touch a creature that has the Rage class feature (such as a barbarian). The next time it uses this feature to Rage, that use does not count against any limit that feature imposes on how often it can be used in addition the rage will always last the maximum duration.
 * 2nd-level transmutation
 * Casting Time: 1 bonus action
 * Range: Touch
 * Components: V, S
 * Duration: Special

Command Minor Beast
You target a Medium or smaller beast within range and force it to make a Wisdom saving throw. The beast you target must be CR 2 or less. If the beast fails, its save then it is charmed by you. So long as the beast is charmed, you have a telepathic link with it and can issue simple commands. If the beast receives no commands from you, it waits and defends itself if attacked. Any time the beast takes damage, it is allowed a new Wisdom saving throw. If the save is successful, the spell ends.
 * 2nd-level enchantment
 * Casting Time: 1 action
 * Components: V
 * Range: 50 feet
 * Duration: Concentration, up to 1 hour

Dagger spell Stance
You create a powerful barrier of silver force that protects your weapons and the arms that bear them. For the duration, you gain the following benefits: At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 1 hour.
 * 2nd-level abjuration
 * Casting Time: 1 bonus action
 * Range: 90 feet
 * Components: V
 * Duration: Concentration, up to 1 minute
 * You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using one-handed weapons that inflict piercing or slashing damage.
 * You cannot be forced to drop a one-handed weapon you are holding.
 * Each time you hit with a melee attack using a one-handed weapon that inflicts piercing or slashing damage, you inflict an additional 1d4 force damage.
 * You gain a magical +1 bonus to AC while you are wielding a light or simple melee weapon in each hand.
 * Whenever you inflict piercing or slashing damage on a creature more than once during your turn, you gain advantage on saving throws against spells cast by that creature until the start of your next turn.

Decastave
You transform a club or quarterstaff carved of Icebone into a 10-foot long staff made of punishing magical force. For the duration, you can use your spellcasting ability instead of Strength for melee attack and damage rolls using that weapon, your reach with the weapon becomes 10 feet, and you inflict 1d12 force damage when you hit with it, instead of the weapon's normal damage. The weapon is considered magical for the duration. The spell ends if you cast it again or if you let go of the weapon. In addition, once per turn, when you hit with the weapon you can choose to inflict an additional 1d8 necrotic damage. You regain hit points equal to half the amount of necrotic damage you inflicted.
 * 2nd-level conjuration
 * Casting Time:1 action
 * Range: Self
 * Components: V, S, M (an Icebone club or quarterstaff of Icebone)
 * Duration: Concentration, up to 1 minute

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d8 for each slot level above 2nd.