Clars' Lost Cantrips and 1st-Level Spells
This document presents a selection of lost spells from older editions of the game, updating them for use in 5E.
Most of the spells presented here are from AD&D 2e and D&D 3.5 Core Rules, but a few are them are from supplements such as the Wizards's and Priest's Spell Compendium (2e) and Spell Compendium (3.5).
Cantrips
Daze
Enchantment cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of wool or similar substance)
- Duration: Instantaneous
- Classes: Artificer, Sorcerer, Warlock, Wizard
You cloud the mind of a creature you can see within range. The target must succeed on an Intelligence saving throw. On a failed save, the target takes 1d4 psychic damage, and it can't take reactions until the start of its next turn.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Electric Jolt
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
A spark of lightning jolts toward your enemies. Choose one or two creatures you can see within range. If you choose two, they must be within 5 ft of each other. A target must succeed on a Dexterity saving throw or take 1d6 lightning damage.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Touch of Fatigue
Necromancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
You channel negative energy through your touch. Make a melee spell attack against a creature. On a hit, the creature takes 1d8 necrotic damage and has disadvantage on the next weapon attack roll or Strength or Dexterity ability check it makes before the end of its next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1st-Level Spells
Adamantine Weapon
1st-level transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Artificer
You touch a weapon. Until the spell ends, that weapon counts as adamantine for the purpose of overcoming damage resistance. Adamantine weapons are unusually effective when used to break objects. Whenever an adamantine weapon hits an object, the hit is a critical hit.
Animate Rope
1st-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Bard, Sorcerer, Wizard
You can animate a nonliving ropelike object. When you cast the spell you can give the following commands to the rope : “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). As a bonus action on your turn, you can give a new command to the rope.
If the rope is within 5 feet of a creature or object, it can be commanded to ensnare it. The target must succeed a Dexterity saving throw or become Restrained. As an action, the target can attempt a Strength or Dexterity check against your spell save DC to get out of the rope.
Arcane Mark
1st-level abjuration (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Permanent
- Classes: Bard, Sorcerer, Wizard
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
Detect Secret Doors
1st-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
- Classes: Bard, Sorcerer, Wizard
For the duration, you sense the presence of secret doors within 30 feet of you. If you sense secret doors in this way, you can use your action to learn the number of secret doors and the location of each. 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.
Disarm
1st-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Wizard
You launch a small telekinetic burst to cause a creature to drop a hand-held object of your choice it is carrying. The target must make a Strength saving throw or drop the object it is carrying. In addition, the object is propelled 10 feet away from you and the target.
Endure Elements
1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 24 hours
- Classes: Cleric, Druid, Sorcerer, Wizard
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -40 and 60 degrees Celcius.
In harsher environments, the target has advantage on his saving throws to resist adverse effects.
Energy Alteration
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: S, M (An alchemical ointment formed from materials representing all five energy types and costing 10 gp)
- Duration: 1 hour
- Classes: Artificer
You touch an item that deals or grants protection from acid, cold, fire, lightning or thunder damage and alter it to employ or protect against a different energy type from that list for the duration. For example, a Flame Tongue could be altered to deal acid damage, a Ring of Cold Resistance could be altered to protect from fire damage or spells cast from a Wand of Fire could be altered to deal thunder damage.
Entropic Shield
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Artificer, Cleric
A magical field appears around you, glowing with a chaotic blast of multicolored hues. Ranged attack rolls have disadvantage against you.
Golden Barding
1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, M (a holy symbol)
- Duration: 8 hours
- Classes: Paladin
You target a creature that can serve as a mount for you and a shimmering suit of golden barding appears on it. For the duration, the target’s AC is equal to 15 + its Dexterity modifier (max+2).
Hawkeye
1st-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: 1 minute
- Classes: Druid, Ranger
Crying out like a hawk, your eyesight is improved. The range of any ranged and thrown weapon you wield is doubled and you have advantage on perception checks relying on sight until the spell ends.
Read Magic
1st-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A clear crystal or mineral prism)
- Duration: Concentration, up to 1 hour
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed item. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute.
The spell allows you to identify magical traps such as a glyph of warding or symbol.
Rhino's Rush
1st-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Instantaneous
- Classes: Ranger
You propel yourself in a single deadly charge. Your speed increases by 20 ft and if you move at least 10 ft in a straight line before hitting a creature with a melee weapon attack, you deal an extra 1d8 damage and the target must make a Strength saving throw or fall prone. These effects end at the end of your turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st.
Sunscorch
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Druid
You create a brilliant ray of sunlight that slants down out of the sky to strike one creature that you can see within range. The target must make a Dexterity saving throw or take 2d8 radiant damage and become blinded until the end of your next turn. On a success, the target takes half damage and isn’t blinded. Undead and oozes have disadvantage on this saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Ventriloquism
1st-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (A parchment rolled up in a small cone)
- Duration: Concentration, up to 10 minutes
- Classes: Bard, Sorcerer, Warlock, Wizard
You can make your voice (or any sound that you can normally make vocally) seem to issue from anywhere within range. You can speak in any language you know.