The following spells can be cast from the Spirit source (or the "Spirit spell list"). Spirit—or spiritual—spells draw their power from literal spirits, such as ancestral spirits or divine spirits.
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Detect Life |
action
|
instant
|
60 feet
|
S
|
—
|
Determine if a creature in range that you can see is alive, dead, undead, or deathless.
|
Detect Magic |
action
|
instant
|
touch
|
S
|
—
|
You determine whether an object or creature you touch is under the effect of magic.
|
Figment |
action
|
1 minute
|
30 feet
|
S
|
—
|
Create an illusory image of an object within 30 feet that persists for a minute.
|
Glow |
action
|
permanent
|
120 feet
|
S
|
—
|
An object in range that you can see begins to glow white or another color of your choice, shedding bright light in a 20-foot radius and dim light for another 20 feet.
|
Memo |
action
|
permanent
|
touch
|
S
|
—
|
You leave a psychic message in an object, which is transmitted to any creature that comes in contact with the object.
|
Message |
action
|
instant
|
120 feet
|
V, S
|
—
|
You point towards a creature and whisper a telepathic message that only the the target can hear.
|
Pepper |
bonus action
|
instant
|
60 feet
|
S
|
—
|
Any creature in contact with an object or patch of ground you designate is compelled to loudly sneeze.
|
Spectral Sound |
action
|
1 minute
|
60 feet
|
S
|
—
|
Create an imaginary sound originating from a point within 60 feet.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Beamos |
action
|
instant
|
20 feet
|
V
|
—
|
Your eyes shoot beams out to a range of 20 feet. The damage is higher if you haven't moved since the start of your last turn.
|
Echo |
action
|
instant
|
120 feet
|
V
|
—
|
You project the sound of your voice to a point in range that you can see, optionally dealing thunder damage in a small area.
|
Jolt Cadaver |
action
|
instant
|
60 feet
|
V, S
|
—
|
You compel a dead or undead creature in range to perform a sudden, jerking motion.
|
Radiant Ray |
action
|
1 round
|
60 feet
|
V, S
|
—
|
You sling a mote of glowing energy. On a hit, the target takes 1d4 radiant damage, and an attack roll against it gains advantage.
|
Siphon |
action
|
instant
|
touch
|
S
|
—
|
A creature you try to touch is drained of life, and another creature you touch is instilled with life.
|
Spook |
action
|
1 round
|
60 feet
|
S
|
—
|
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Agriculture Apparition |
action
|
instant
|
30 feet
|
V, S, M
|
gardener's tools with which you are proficient
|
Call down spirits to instantly perform skillful agricultural labor upon a 30-foot square of land.
|
Blast Bolt |
action
|
Instant
|
120 feet
|
S
|
—
|
You hurl a concentration of magical energy. A ranged spell attack deals 2d10 damage to a creature or object within 120 feet.
|
Blast Bomb |
action
|
Instant
|
60 feet
|
S
|
—
|
From a point within 60 feet, a magical explosion deals 2d6 damage to all creatures in a small radius. A save halves the damage taken.
|
Celestial Breastplate |
action
|
10 hours
|
self
|
V, S
|
—
|
You conjure a breastplate that provides you with an AC of 13 + your casting ability modifier, to a maximum of 16. It grants extra protection against fiends and undead.
|
Detect Undead |
action
|
10 minutes
|
self (60-foot cone)
|
V, S
|
—
|
Detect the presence and location of any undead creature within a 60-foot cone originating from you
|
Drowse |
action
|
1 minute
|
touch
|
S
|
—
|
Your touch can knock a creature unconscious if its hit points are low enough.
|
Far Step |
action
|
instant
|
30 feet
|
V
|
—
|
You teleport to an unoccupied space within 30 feet that you can see.
|
Infernal Scales |
action
|
10 hours
|
self
|
V, S
|
—
|
You conjure a breastplate that provides you with an AC of 16. It grants extra protection against celestials, elementals, and fey.
|
Life |
action
|
instant
|
touch
|
V, S
|
—
|
A creature you touch regains a number of hit points equal to 1d12 + your casting ability modifier.
|
Lullaby |
action
|
10 minutes
|
self (15-foot radius)
|
V
|
—
|
Your bed-time story or lullaby can lull a creature into a deep sleep over the course of several minutes.
|
Notification |
action
|
Permanent
|
touch
|
V, S, M
|
see description
|
An instrument, spell, or trap delivers a mental alert to a creature you touch when triggered.
|
Render Memory |
action
|
10 minutes
|
touch
|
V, S
|
|
|
Sanctuary |
bonus action
|
1 minute
|
30 feet
|
V, S
|
—
|
Any creature who targets the warded creature with an attack or a harmful spell must pass a Wisdom saving throw or choose a new target.
|
Shroud |
action
|
10 hours
|
60 feet
|
V, S
|
—
|
A creature in range that you can see perceives light as one step darker while this spell persists.
|
Spiritual Strength |
bonus action
|
10 minutes
|
self
|
S
|
—
|
Choose one ability score from Str, Dex, and Con. For the duration, use your casting ability in place of the chosen ability for ability checks and unarmed strikes.
|
Tabletop Figment |
action
|
1 hour
|
touch
|
V, S
|
—
|
On a flat surface you touch, you create the illusion of a schematic, drawing, map, or game set and up to 100 simple tokens.
|
Timely Wick |
action
|
Up to 24 hours
|
touch
|
S, M
|
a candle or lantern
|
A candle or lantern you touch burns for a precise amount of time you specify, and can emit a chime when time is up.
|
Warding Spirit |
bonus action
|
10 minutes
|
30 feet
|
V, S
|
—
|
A guardian spirit grants a creature half cover against all attacks and effects for the duration.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Daily Cast |
minute
|
permanent
|
touch
|
V, S, M
|
a statuette or doll at least one inch in height
|
A doll casts a trick or cantrip on your behalf at the same time every day.
|
Spirit Wave |
action
|
instant
|
self (15' cone or 30' line)
|
V, S
|
—
|
Spirits rush out from you in a 15-foot cone or 30-foot line, dealing necrotic damage and carrying creatures away from you.
|
Water Walk |
action
|
1 hour
|
30 feet
|
V, S
|
—
|
A willing creature in range you designate gains the ability to move across any liquid surface—such as water or even lava—as if it were harmless solid ground.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Poltergeist |
|
1 minute
|
self (10‑foot lradius)
|
V, S
|
—
|
For the duration, you are followed by a chaotic swirling wind and unseen force.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Dispell |
action
|
instant
|
100 feet
|
V, S
|
—
|
End spell effects on the target. If you Ready this spell and cast it as a reaction, you can potentially negate a spell from being cast entirely.
|
Sentinel's Watch |
1 minute
|
10 hours
|
30 feet
|
|
|
Your eyes take on a supernatural glow as you keep a vigilant watch over a 30-foot-radius for up to 10 hours.
|
Name |
Time |
Duration |
Range |
Comp. |
Material |
Summary
|
Dimension Dash |
action
|
instant
|
500 feet
|
V
|
—
|
Instantly teleport yourself and up to 5 willing creatures a distance of up to 500 feet.
|
Resurrection |
hour
|
instant
|
touch
|
V, S, M
|
a diamond worth at least 800 gp
|
This legendary rite takes a great toll, but has a chance to bring a creature back to life if it passed away recently.
|