Spell Components:
Spell components are the physical requirements a spellcaster must meet to cast a spell.
Each spell's description states whether casting it requires Verbal (V), Somatic (S), or Material (M) components.
A spellcaster can cast a spell only after meeting all of its component requirements.
Light
Evocation Cantrip (Bard, Cleric, Sorcerer, Mage)
Casting Time: Action
Range: Touch
Spell Components: V, M (a firefly or a piece of phosphorescent moss)
Duration: 1 hour
You touch an object no larger than Large that isn't being carried or worn by someone else. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You choose the light's color.
The light is blocked if the object is completely covered by something opaque. The spell ends early if you cast it again.
Ray of Frost
Evocation Cantrip (Sorcerer, Mage)
Casting Time: Action
Range: 60 feet
Spell Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light shoots toward one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mage Hand
Conjuration Cantrip (Bard, Sorcerer, Warlock, Mage)
Casting Time: Action
Range: 30 feet
Spell Components: V, S
Duration: 1 minute
A floating spectral hand appears at a point you choose within range. The hand lasts until the spell ends. The hand vanishes if it is ever more than 30 feet away from you. It also vanishes if you cast this spell again.
When you cast the spell, you can use the hand to perform one task: 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.
On your later turns, you can take a Magic action to control the hand and have it perform one of those tasks again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Prestidigitation
Transmutation Cantrip (Bard, Sorcerer, Warlock, Mage)
Casting Time: Action
Range: 10 feet
Spell Components: V, S
Duration: Up to 1 hour
You create a magical effect within range. Choose one of the effects below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or an odd odor.
Fire Play. You instantly light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantly clean or soil an object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
Minor Creation. You create a nonmagical trinket or an illusory image no larger than your hand. It lasts until the end of your next turn. A trinket can't deal damage and has no monetary value.
Sorcerous Burst
Evocation Cantrip (Sorcerer)
Casting Time: Action
Range: 120 feet
Spell Components: V, S
Duration: Instantaneous
You unleash sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage. You choose the damage type: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on any of this spell's d8s, you can immediately roll another d8 and add it to the damage. When you cast this spell, the maximum number of extra d8s you can add this way equals your spellcasting ability modifier.
Cantrip Upgrade. The initial damage increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mold Earth
Transmutation Cantrip (Druid, Sorcerer, Mage)
Casting Time: 1 action
Range: 30 feet
Spell Components: S
Duration: Instantaneous or 1 hour (see below)
You choose a pile of dirt or a section of stone that you can see within range and that fits inside a 5-foot Cube. You can alter it in one of the following ways:
If you target an area of loose earth, you can instantly excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage. You alter the shape and/or color of the dirt or stone, writing words, drawing pictures, or shaping patterns. This change lasts for 1 hour. If the dirt or stone you target is on the ground, you can turn it into Difficult Terrain. Alternatively, you can turn an area of ground that is already Difficult Terrain into normal terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time. You can also take an action to end one of those effects.