D&D Companion
Player's Handbook 2026 — Notion
Player's Handbook 2026 > Chapter 7: Spells > SPELL DESCRIPTIONS > ACID SPLASH
spell
40%
Evocation Cantrip (Sorcerer, Wizard)
• Casting Time: Action
• Range: 60 feet
• Components: V, S
• Duration: Instantaneous
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
• Casting Time: Action
• Range: 60 feet
• Components: V, S
• Duration: Instantaneous
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Player's Handbook 2026 > Chapter 7: Spells > SPELL DESCRIPTIONS > AID
spell
34%
Level 2 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)
• Casting Time: Action
• Range: 30 feet
• Components: V, S, M (a strip of white cloth)
• Duration: 8 hours
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
• Casting Time: Action
• Range: 30 feet
• Components: V, S, M (a strip of white cloth)
• Duration: 8 hours
Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration. Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.
Player's Handbook 2026 > Chapter 7: Spells > SPELL DESCRIPTIONS > ALARM
spell
30%
Level 1 Abjuration (Ranger, Wizard)
• Casting Time: 1 minute or Ritual
• Range: 30 feet
• Components: V, S, M (a bell and silver wire)
• Duration: 8 hours
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:
• Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
• Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
• Casting Time: 1 minute or Ritual
• Range: 30 feet
• Components: V, S, M (a bell and silver wire)
• Duration: 8 hours
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:
• Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
• Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
Player's Handbook 2026 > Chapter 7: Spells > SPELL DESCRIPTIONS > ALTER SELF
spell
28%
Level 2 Transmutation (Sorcerer, Wizard)
• Casting Time: Action
• Range: Self
• Components: V, S
• Duration: Concentration, up to 1 hour
• Casting Time: Action
• Range: Self
• Components: V, S
• Duration: Concentration, up to 1 hour