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MESSAGE MINOR ILLUSION POISON SPRAY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 30 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 round S, M 1 minute V, S Instantaneous
a short piece of copper wire Investigation You extend your hand toward a creature you can
see within range and project a puff of noxious
You point your nger toward a creature within You create a sound or an image of an object within gas from your palm. The creature must succeed
range and whisper a message. The target (and range that lasts for the duration. The illusion also ends on a Constitution saving throw or take 1d12
only the target) hears the message and can reply if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a poison damage.
in a whisper that only you can hear. whisper to a scream. It can be your voice, someone This spell's damage increases by 1d12 when you
You can cast this spell through solid objects if else's voice, a lion's roar, a beating of drums, or any reach 5th level (2d12), 11th level (3d12), and 17
you are familiar with the target and know it is other sound you choose. The sound continues level (4d12).
beyond the barrier. Magical silence, 1 foot of unabated throughout the duration, or you can make
stone, 1 inch of common metal, a thin sheet of discrete sounds at different times before the spell
lead, or 3 feet of wood blocks the spell. The spell ends. If you create an image of an object - such as a
doesn't have to follow a straight line and can chair, muddy footprints, or a small chest - it must be no
travel freely around corners or through larger than a 5-foot cube. The image can't create
openings. sound, light, smell, or any other sensory effect.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. If a
creature uses its action to examine the sound or
image, the creature can determine that it is an illusion
with a successful Intelligence check against your spell
save DC. If a creature discerns the illusion for what it
is, the illusion becomes faint to the creature.
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FROSTBITE GUST MOLD EARTH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous S Instantaneous or 1 hour
(see below)
You cause numbing frost to form on one creature You seize the air and compel it to create one of
that you can see within range. The target must the following effects at a point you can see You choose a portion of dirt or stone that you
make a Constitution saving throw. On a failed within range. can see within range and that ts within a 5-foot
save, the target takes 1d6 cold damage, and it cube. You manipulate it in one of the following
has disadvantage on the next weapon attack roll ways.
it makes before the end of its next turn.
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ALARM (RITUAL) BURNING HANDS CHARM PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 action Self (15-foot cone) 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S Instantaneous V, S 1 hour
a tiny bell and a piece of ne silver wire As you hold your hands with thumbs touching You attempt to charm a humanoid you can see
and ngers spread, a thin sheet of ames shoots within range. It must make a Wisdom saving
You set an alarm against unwanted intrusion. forth from your outstretched ngertips. Each throw, and does so with advantage if you or your
Choose a door, a window, or an area within range creature in a 15-foot cone must make a companions are ghting it. If it fails the saving
that is no larger than a 20-foot cube. Until the Dexterity saving throw. A creature takes 3d6 re throw, it is charmed by you until the spell ends or
spell ends, an alarm alerts you whenever a tiny or damage on a failed save, or half as much damage until you or your companions do anything
larger creature touches or enters the warded on a successful one. harmful to it. The charmed creature regards you
area. When you cast the spell, you can designate The re ignites any ammable objects in the area as a friendly acquaintance. When the spell ends,
creatures that won't set off the alarm. You also that aren't being worn or carried. At Higher the creature knows it was charmed by you.
choose whether the alarm is mental or audible. Levels: When you cast this spell using a spell slot At Higher Levels: When you cast this spell using
A mental alarm alerts you with a ping in your of 2nd level or higher, the damage increases by a spell slot of 2nd level or higher, you can target
mind if you are within 1 mile of the warded area. 1d6 for each slot level above 1st. one additional creature for each slot level above
This ping awakens you if you are sleeping. An 1st. The creatures must be within 30 feet of each
audible alarm produces the sound of a hand bell other when you target them.
for 10 seconds within 60 feet.
Wizard 1st level Abjuration Wizard 1st level Evocation Wizard 1st level Enchantment
Wizard 1st level Evocation Wizard 1st level Illusion Wizard 1st level Divination
Wizard 1st level Divination Wizard 1st level Illusion Wizard 1st level Transmutation
1 1 1
1 1 1
1 1 1
1 1 1
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1 1 1
FALSE LIFE FEATHER FALL FIND FAMILIAR (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 reaction 60 feet 1 hour 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, M 1 minute V, S, M Instantaneous
a small amount of alcohol or distilled spirits a white feather or the heart of a hen 10 gp worth of charcoal, incense, and herbs that
Bolstering yourself with a necromantic facsimile Reaction - When you or a creature within 60 feet must be consumed by re in a brass brazier
of life, you gain 1d4+4 temporary hit points for of you falls Choose up to ve falling creatures You gain the service of a familiar, a spirit that takes an animal
the duration. within range. A falling creature's rate of descent form you choose - bat, cat, crab, frog (toad), hawk, lizard,
At Higher Levels: When you cast this spell using slows to 60 feet per round until the spell ends. If octopus, owl, poisonous snake, sh (quipper), rat, raven, sea
a spell slot of 2nd level or higher, you gain 5 the creature lands before the spell ends, it takes horse, spider, or weasel. Appearing in an unoccupied space
within range, the familiar has the statistics of the chosen
additional temporary hit points for each slot no falling damage and can land on its feet, and form, though it is a celestial, fey or end (your choice) instead
level above 1st. the spell ends for that creature. of a beast.
Your familiar acts independently of you, but it always obeys
your commands. In combat, it rolls its own initiative and acts
on its own turn. A familiar can't attack, but it can take other
actions as normal. When the familiar drops to 0 hit points, it
disappears, leaving behind no physical form. It reappears
after you cast this spell again. While your familiar is within
100 feet of you, you can communicate with it telepathically.
Additionally, as an action, you can see through your familiar's
eyes and hear what it hears until the start of your next turn,
gaining the bene ts of any special senses that the familiar
has. During this time, you are deaf and blind with regard to
your own senses. As an action, you can temporarily dismiss
your familiar. It disappears into a pocket dimension where it
awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you
can cause it to reappear in any unoccupied space within 30
feet of you. You can't have more than one familiar at a time. If
you cast this spell while you already have a familiar, you
Wizard 1st level Necromancy Wizard 1st level Transmutation Wizard 1st level Conjuration
Wizard 1st level Conjuration Wizard 1st level Conjuration Wizard 1st level Divination
Wizard 1st level Illusion Wizard 1st level Transmutation Wizard 1st level Transmutation
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
MAGE ARMOR MAGIC MISSILE PROTECTION FROM EVIL AND
CASTING TIME RANGE CASTING TIME RANGE GOOD
1 action Touch 1 action 120 feet
CASTING TIME RANGE
COMPONENTS DURATION COMPONENTS DURATION 1 action Touch
V, S, M 8 hours V, S Instantaneous
COMPONENTS DURATION
a piece of cured leather You create three glowing darts of magical force. V, S, M Concentration, up to 10
Each dart hits a creature of your choice that you minutes
You touch a willing creature who isn't wearing can see within range. A dart deals 1d4+1 force
armor, and a protective magical force surrounds damage to its target. The darts all strike holy water or powdered silver and iron, which the
it until the spell ends. The target's base AC simultaneously and you can direct them to hit spell consumes
becomes 13 + its Dexterity modi er. The spell one creature or several.
ends it if the target dons armor or if you dismiss At Higher Levels: When you cast this spell using Until the spell ends, one willing creature you
the spell as an action. a spell slot of 2nd level or higher, the spell touch is protected against certain types of
creates one more dart for each slot above 1st. creatures - aberrations, celestials, elementals,
fey, ends, and undead.
The protection grants several bene ts.
Creatures of those types have disadvantage on
attack rolls against the target. The target also
can't be charmed, frightened, or possessed by
them. If the target is already charmed,
frightened, or possessed by such a creature, the
target has advantage on any new saving throw
against the relevant effect.
Wizard 1st level Abjuration Wizard 1st level Evocation Wizard 1st level Abjuration
Wizard 1st level Necromancy Wizard 1st level Abjuration Wizard 1st level Illusion
Wizard 1st level Enchantment Wizard 1st level Enchantment Wizard 1st level Conjuration
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
THUNDERWAVE UNSEEN SERVANT (RITUAL) WITCH BOLT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cube) 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M 1 hour V, S, M Concentration, up to 1
minute
A wave of thunderous force sweeps out from a piece of string and a bit of wood
you. Each creature in a 15-foot cube originating a twig from a tree that has been struck by lightning
from you must make a Constitution saving This spell creates an invisible, mindless, shapeless
throw. On a failed save, a creature takes 2d8 force that performs simple tasks at your command A beam of crackling, blue energy lances out
until the spell ends. The servant springs into existence toward a creature within range, forming a
thunder damage and is pushed 10 feet away in an unoccupied space on the ground within range. It
from you. On a successful save, the creature has AC 10, 1 hit point, and a Strength of 2, and it can't
sustained arc of lightning between you and the
takes half as much damage and isn't pushed. attack. If it drops to 0 hit points, the spell ends. target. Make a ranged spell attack against that
In addition, unsecured objects that are Once on each of your turns as a bonus action, you can creature. On a hit, the target takes 1d12
completely within the area of effect are mentally command the servant to move up to 15 feet lightning damage, and on each of your turns for
automatically pushed 10 feet away from you by and interact with an object. The servant can perform the duration, you can use your action to deal
the spell's effect, and the spell emits a simple tasks that a human servant could do, such as 1d12 lightning damage to the target
thunderous boom audible out to 300 feet. At fetching things, cleaning, mending, folding clothes, automatically. The spell ends if you use your
lighting res, serving food, and pouring wine. Once action to do anything else. The spell also ends if
Higher Levels: When you cast this spell using a you give the command, the servant performs the task
spell slot of 2nd level or higher, the damage the target is ever outside the spell's range or if it
to the best of its ability until it completes the task, has total cover from you.
increases by 1d8 for each slot level above 1st. then waits for your next command. If you command
the servant to perform a task that would move it more At Higher Levels: When you cast this spell using
than 60 feet away from you, the spell ends. a spell slot of 2nd level or higher, the initial
damage increases by 1d12 for each slot level
above 1st.
Wizard 1st level Evocation Wizard 1st level Conjuration Wizard 1st level Evocation
Wizard(EE) 1st level Abjuration Wizard(EE) 1st level Transmutation Wizard(EE) 1st level Evocation
Wizard(EE) 1st level Conjuration Wizard 2nd level Transmutation Wizard 2nd level Abjuration
1 1 1
1 1 1
1 1 1
1 1 1
2 2 1
2 2 1
BLINDNESS/DEAFNESS BLUR CLOUD OF DAGGERS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V 1 minute V Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
You can blind or deafen a foe. Choose one
creature that you can see within range to make a Your body becomes blurred, shifting and a sliver of glass
Constitution saving throw. If it fails, the target is wavering to all who can see you. For the
either blinded or deafened (your choice) for the duration, any creature has disadvantage on You ll the air with spinning daggers in a cube 5
duration. At the end of each of its turns, the attack rolls against you. An attacker is immune feet on each side, centered on a point you choose
target can make a Constitution saving throw. On to this effect if it doesn't rely on sight, as with within range. A creature takes 4d4 slashing
a success, the spell ends. blindsight, or can see through illusions, as with damage when it enters the spell's area for the
At Higher Levels: When you cast this spell using truesight. rst time on a turn or starts its turn there.
a spell slot of 3rd level or higher, you can target At Higher Levels: when you cast this spell using a
one additional creature for each slot level above spell slot of 3rd level or higher, the damage
2nd. increases by 2d4 for each slot level above 2nd.
Wizard 2nd level Necromancy Wizard 2nd level Illusion Wizard 2nd level Conjuration
Wizard 2nd level Evocation Wizard 2nd level Enchantment Wizard 2nd level Evocation
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
FLAMING SPHERE GENTLE REPOSE (RITUAL) GUST OF WIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Self (60-foot line)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 10 days V, S, M Concentration, up to 1
minute minute
a pinch of salt and one copper piece placed on each
a bit of tallow, a pinch of brimstone, and a dusting of of the corpse's eyes, which must remain there for the a legume seed
powdered iron duration A line of strong wind 60 feet long and 10 feet
A 5-foot-diameter sphere of re appears in an You touch a corpse or other remains. For the wide blasts from you in a direction you choose
unoccupied space of your choice within range and duration, the target is protected from decay and for the spell's duration. Each creature that starts
lasts for the duration. Any creature that ends its turn its turn in the line must succeed on a Strength
within 5 feet of the sphere must make a Dexterity can't become undead.
The spell also effectively extends the time limit saving throw or be pushed 15 feet away from
saving throw. The creature takes 2d6 re damage on a you in a direction following the line.
failed save, or half as much damage on a successful on raising the target from the dead, since days
one. spent under the in uence of this spell don't Any creature in the line must spend 2 feet of
As a bonus action, you can move the sphere up to 30 count against the time limit of spells such as raise movement for every 1 foot it moves when
feet. If you ram the sphere into a creature, that dead. moving closer to you. The gust disperses gas or
creature must make the saving throw against the vapor, and it extinguishes candles, torches, and
sphere's damage, and the sphere stops moving this similar unprotected ames in the area. It causes
turn. When you move the sphere, you can direct it protected ames, such as those of lanterns, to
over barriers up to 5 feet tall and jump it across pits up dance wildly and has a 50 percent chance to
to 10 feet wide. The sphere ignites ammable objects extinguish them. As a bonus action on each of
not being worn or carried, and it sheds bright light in a
20-foot radius and dim light for an additional 20 feet. your turns before the spell ends, you can change
At Higher Levels: When you cast this spell using a spell the direction in which the line blasts from you.
slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.
Wizard 2nd level Conjuration Wizard 2nd level Necromancy Wizard 2nd level Evocation
Wizard 2nd level Enchantment Wizard 2nd level Illusion Wizard 2nd level Transmutation
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
MAGIC WEAPON MELF'S ACID ARROW MIRROR IMAGE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 action 90 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Instantaneous V, S 1 minute
hour
powdered rhubarb leaf and an adder's stomach Three illusory duplicates of yourself appear in your
You touch a nonmagical weapon. Until the spell space. Until the spell ends, the duplicates move with
ends, that weapon becomes a magic weapon A shimmering green arrow streaks toward a you and mimic your actions, shifting position so it's
with a +1 bonus to attack rolls and damage rolls. target within range and bursts in a spray of acid. impossible to track which image is real. You can use
At Higher Levels: When you cast this spell using Make a ranged spell attack against the target. On your action to dismiss the illusory duplicates.
a hit, the target takes 4d4 acid damage Each time a creature targets you with an attack during
a spell slot of 4th level or higher, the bonus the spell's duration, roll a d20 to determine whether
increases to +2. When you use a spell slot of 6th immediately and 2d4 acid damage at the end of the attack instead targets one of your duplicates. If
level or higher, the bonus increases to +3. its next turn. On a miss, the arrow splashes the you have three duplicates, you must roll a 6 or higher
target with acid for half as much of the initial to change the attack's target to a duplicate. With two
damage and no damage at the end of its next duplicates, you must roll an 8 or higher. With one
turn. duplicate, you must roll an 11 or higher. A duplicate's
At Higher Levels: When you cast this spell using AC equals 10 + your Dexterity modi er. If an attack
a spell slot of 3rd level or higher, the damage hits a duplicate, the duplicate is destroyed. A duplicate
(both initial and later) increases by 1d4 for each can be destroyed only by an attack that hits it. It
ignores all other damage and effects. The spell ends
slot level above 2nd. when all three duplicates are destroyed. A creature is
unaffected by this spell if it can't see, if it relies on
senses other than sight, such as blindsight, or if it can
perceive illusions as false, as with truesight.
Wizard 2nd level Transmutation Wizard 2nd level Evocation Wizard 2nd level Illusion
Wizard 2nd level Necromancy Wizard 2nd level Transmutation Wizard 2nd level Evocation
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
SEE INVISIBILITY SHATTER SPIDER CLIMB
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Instantaneous V, S, M Concentration, up to 1
hour
A pinch of Talc and a small sprinkling of powdered a chip of mica
silver a drop of bitumen and a spider
A sudden loud ringing noise, painfully intense,
For the duration, you see invisible creatures and erupts from a point of your choice within range. Until the spell ends, one willing creature you
objects as if they were visible, and you can see Each creature in a 10-foot-radius sphere touch gains the ability to move up, down, and
into the Ethereal Plane. Ethereal creatures and centered on that point must make a Constitution across vertical surfaces and upside down along
objects appear ghostly and translucent. saving throw. A creature takes 3d8 thunder ceilings, while leaving its hands free. The target
damage on a failed save, or half as much damage also gains a climbing speed equal to its walking
on a successful one. A creature made of speed.
inorganic material such as stone, crystal, or
metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or
carried also takes the damage if it's in the spell's
area. At Higher Levels: When you cast this spell
using a spell slot of or higher, the damage
increases by 1d8 for each slot level above 2nd.
Wizard 2nd level Divination Wizard 2nd level Evocation Wizard 2nd level Transmutation
Wizard 2nd level Enchantment Wizard 2nd level Conjuration Wizard(EE) 2nd level Evocation
Wizard(EE) 2nd level Conjuration Wizard(EE) 2nd level Transmutation Wizard(EE) 2nd level Transmutation
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
PYROTECHNICS SKYWRITE (RITUAL) SNILLOC'S SNOWBALL SWARM
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Sight 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 1 V, S, M Instantaneous
hour
Choose an area of ame that you can see and a piece of ice or a small white rock chip
that can t within a 5-foot cube within range. You cause up to ten words to form in a part of
You can extinguish the re in that area, and you the sky you can see. The words appear to be A urry of magic snowballs erupts from a point
create either reworks or smoke. made of cloud and remain in place for the spell's you choose within range. Each creature in a 5-
duration. The words dissipate when the spell foot-radius sphere centered on that point must
ends. A strong wind can disperse the clouds and make a Dexterity saving throw. A creature takes
end the spell early. 3d6 cold damage on a failed save, or half as much
damage on a successful one.
Wizard(EE) 2nd level Transmutation Wizard(EE) 2nd level Transmutation Wizard(EE) 2nd level Evocation
2 2 2
2 2 2