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ACID SPLASH BLADE WARD CHILL TOUCH

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet 1 action Self 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 round V, S 1 round
You hurl a bubble of acid. Choose one creature You extend your hand and trace a sigil of warding You create a ghostly, skeletal hand in the space
within range, or choose two creatures within in the air. Until the end of your next turn, you of a creature within range. Make a ranged spell
range that are within 5 feet of each other. A have resistance against bludgeoning, piercing, attack against the creature to assail it with the
target must succeed on a Dexterity saving throw and slashing damage dealt by weapon attacks. chill of the grave. On a hit, the target takes 1d8
or take 1d6 acid damage. necrotic damage, and it can't regain hit points
This spells damage increases by 1d6 when you until the start of your next turn. Until then, the
reach 5th Level (2d6), 11th level (3d6) and 17th hand clings to the target.
level (4d6). If you hit an undead target, it also has
disadvantage on attack rolls against you until the
end of your next turn. This spell's damage
increases by 1d8 when you reach 5th level (2d8),
11th level (3d8), and 17th level (4d8).

Wizard Conjuration cantrip Wizard Abjuration cantrip Wizard Necromancy cantrip

DANCING LIGHTS FIRE BOLT FRIENDS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous S, M Concentration, up to 1
minute minute
You hurl a mote of re at a creature or object
You create up to four torch-sized lights within within range. Make a ranged spell attack against at the DM's discretion
range, making them appear as torches, lanterns, the target. On a hit, the target takes 1d10 re
or glowing orbs that hover in the air for the damage. A ammable object hit by this spell For the duration, you have advantage on all
duration. You can also combine the four lights ignites if it isn't being worn or carried. Charisma checks directed at one creature of
into one glowing vaguely humanoid form of This spell's damage increases by 1d10 when you your choice that isn't hostile toward you. When
Medium size. Whichever form you choose, each reach 5th level (2d10), 11th level (3d10), and the spell ends, the creature realizes that you
light sheds dim light in a 10-foot radius. 17th level (4d10). used magic to in uence its mood and becomes
As a bonus action on your turn, you can move the hostile toward you. A creature prone to violence
lights up to 60 feet to a new spot within range. A might attack you. Another creature might seek
light must be within 20 feet of another light retribution in other ways , depending on the
created by this spell, and a light winks out if it nature of your interaction with it.
exceeds the spell's range.

Wizard Evocation cantrip Wizard Evocation cantrip Wizard Enchantment cantrip

LIGHT MAGE HAND MENDING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 hour V, S 1 minute V, S, M Instantaneous
a re y or phosphorescent moss A spectral, oating hand appears at a point you two lodestones
choose within range. The hand lasts for the
You touch one object that is no larger than 10 duration or until you dismiss it as an action. The This spell repairs a single break or tear in an
feet in any dimension. Until the spell ends, the hand vanishes if it is ever more than 30 feet object you touch, such as broken chain link, two
object sheds bright light in a 20-foot radius and away from you or if you cast this spell again. halves of a broken key, a torn clack, or a leaking
dim light for an additional 20 feet. The light can You can use your action to control the hand. You wineskin. As long as the break or tear is no larger
be colored as you like. Completely covering the can use the hand to manipulate an object, open than 1 foot in any dimension, you mend it,
object with something opaque blocks the light. an unlocked door or container, stow or retrieve leaving no trace of the former damage.
The spell ends if you cast it again or dismiss it as an item from an open container, or pour the This spell can physically repair a magic item or
an action. contents out of a vial. You can move the hand up construct, but the spell can't restore magic to
If you target an object held or worn by a hostile to 30 feet each time you use it. The hand can't such an object.
creature, that creature must succeed on a attack, activate magical items, or carry more
Dexterity saving throw to avoid the spell. than 10 pounds.

Wizard Evocation cantrip Wizard Conjuration cantrip Wizard Transmutation cantrip


0 0 0

0 0 0

0 0 0

0 0 0

0 0 0

0 0 0
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.

Wizard Transmutation cantrip Wizard Illusion cantrip Wizard Conjuration cantrip

PRESTIDIGITATION RAY OF FROST SHOCKING GRASP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Up to 1 hour V, S Instantaneous V, S Instantaneous
This spell is a minor magical trick that novice A frigid beam of blue-white light streaks toward Lightning springs from your hand to deliver a
spellcasters use for practice. You create one of the a creature within range. Make a ranged spell shock to a creature you try to touch. Make a
following magical effects within range. attack against the target. On a hit, it takes 1d8 melee spell attack against the target. You have
You create an instantaneous, harmless sensory cold damage, and its speed is reduced by 10 feet advantage on the attack roll if the target is
effect, such as a shower of sparks, a puff of wind, faint
musical notes, or an odd odor. You instantaneously until the start of your next turn. wearing armor made of metal. On a hit, the
light or snuff out a candle, a torch, or a small camp re. The spell's damage increases by 1d8 when you target takes 1d8 lightning damage, and it can't
You instantaneously clean or soil an object no larger reach 5th level (2d8), 11th level (3d8), and 17th take reactions until the start of its next turn.
than 1 cubic foot. You chill, warm, or avor up to 1 level (4d8). The spell's damage increases by 1d8 when you
cubic foot of nonliving material for 1 hour. You make reach 5th level (2d8), 11th level (3d8), and 17th
a color, a small mark, or a symbol appear on an object level (4d8).
or a surface for 1 hour. You create a nonmagical
trinket or an illusory image that can t in your hand
and that lasts until the end of your next turn. If you
cast this spell multiple times, you can have up to three
of its non-instantaneous effects active at a time, and
you can dismiss such an effect as an action.

Wizard Transmutation cantrip Wizard Evocation cantrip Wizard Evocation cantrip

TRUE STRIKE CONTROL FLAMES CREATE BONFIRE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentration, up to 1 S Instantaneous or 1 hour V, S Concentration, up to 1
round (see below) minute
You extend your hand and point a nger at a You choose nonmagical ame that you can see You create a bon re on ground that you can see
target in range. Your magic grants you a brief within range and that ts within a 5-foot cube. within range. Until the spells ends, the bon re
insight into the target's defenses. On your next You affect it in one of the following ways. lls a 5-foot cube. Any creature in the bon re's
turn, you gain advantage on your rst attack roll space when you cast the spell must succeed on a
against the target, provided that this spell hasn't Dexterity saving throw or take 1d8 re damage.
ended. A creature must also make the saving throw
when it enters the bon re's space for the rst
time on a turn or ends its turn there.

Wizard Divination cantrip Wizard(EE) Transmutation cantrip Wizard(EE) Conjuration cantrip


0 0 0

0 0 0

0 0 0

0 0 0

0 0 0

0 0 0
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.

Wizard(EE) Evocation cantrip Wizard(EE) Transmutation cantrip Wizard(EE) Transmutation cantrip

SHAPE WATER THUNDERCLAP BOOMING BLADE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (5-foot radius) 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour S Instantaneous V, M 1 round
(see below)
You create a burst of thunderous sound, which a weapon
You choose an area of water that you can see can be heard 100 feet away. Each creature other
within range and that ts within a 5-foot cube. than you within 5 feet of you must make a As part of the action used to cast this spell, you
You manipulate it in one of the following ways. Constitution saving throw. On a failed save, the must make a melee attack with a weapon against
creature takes 1d6 thunder damage. one creature within the spell's range, otherwise
the spell fails. On a hit, the target suffers the
attack's normal effects, and it becomes sheathed
in booming energy until the start of your next
turn. If the target willinglsy moves before then, it
immediately takes 1d8 thunder damage, and the
spell ends.
This spell's damage increases when you reach
higher levels. At 5th level, the melee attack deals
an extra 1d8 thunder damage to the target, and
the damage the target takes for moving
increases to 2d8. Both damage rolls increase by
1d8 at 11th level and 17th level.

Wizard(EE) Transmutation cantrip Wizard(EE) Evocation cantrip Wizard(SCAG) Evocation cantrip

GREEN-FLAME BLADE LIGHTNING LURE SWORD BURST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 action 15 feet 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 round V Instantaneous V Instantaneous
a weapon You create a lash of lightning energy that strikes You create a momentary circle of spectral blades
at one creature of your choice that you can see that sweep around you. Each creature within
As part of the action used to cast this spell, you within range. The target must succeed on a range, other than you, must succeed on a
must make a melee attack with a weapon against Strength saving throw or be pulled up to 10 feet Dexterity saving throw or take 1d6 force
one creature within the spell's range, otherwise in a straight line toward you and then take 1d8 damage.
the spell fails. On a hit, the target suffers the lightning damage if it is within 5 feet of you. The spell's damage increases by 1d6 when you
attack's normal effects, and green re leaps from The spell's damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th
the target to a different creature of your choice reach 5th level (2d8), 11th level (3d8), and 17th level (4d6).
that you can see within 5 feet of it. The second level (4d8).
creature takes re damage equal to your
spellcasting ability modi er.
This spell's damage increases when you reach
higher levels. At 5th level, the melee attack deals
an extra 1d8 re damage to the target, and the
re damage to the second creature increases to
1d8 + your spellcasting ability modi er. Both
damage rolls increase by 1d8 at 11th level and
17th level.

Wizard(SCAG) Evocation cantrip Wizard(SCAG) Evocation cantrip Wizard(SCAG) Conjuration cantrip


0 0 0

0 0 0

0 0 0

0 0 0

0 0 0

0 0 0
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

CHROMATIC ORB COLOR SPRAY COMPREHEND LANGUAGES


CASTING TIME RANGE CASTING TIME RANGE (RITUAL)
1 action 90 feet 1 action Self (15-foot cone)
CASTING TIME RANGE
COMPONENTS DURATION COMPONENTS DURATION 1 action Self
V, S, M Instantaneous V, S, M 1 round
COMPONENTS DURATION
a diamond worth at least 50 gp a pinch of powder or sand that is colored red, yellow, V, S, M 1 hour
and blue
You hurl a 4-inch-diameter sphere of energy at a a pinch of soot and salt
creature that you can see within range. You A dazzling array of ashing, colored light springs
choose acid, cold, re, lightning, poison, or from your hand. Roll 6d10, the total is how many For the duration, you understand the literal
thunder for the type of orb you create, and then hit points of creatures this spell can effect. meaning of any spoken language that you hear.
make a ranged spell attack against the target. If Creatures in a 15-foot cone originating from you You also understand any spoken language that
the attack hits, the creature takes 3d8 damage of are affected in ascending order of their current you hear. You also understand any written
the type you chose. At Higher Levels: When you hit points (ignoring unconscious creatures and language that you see, but you must be touching
cast this spell using a spell slot of or higher, the creatures that can't see). the surface of which the words are written. It
damage increases by 1d8 for each slot level Starting with the creature that has the lowest takes about 1 minute to read one page of text.
above 1st. current hit points, each creature affected by this This spell doesn't decode secret messages in a
At Higher Levels: When you cast this spell using spell is blinded until the spell ends. Subtract each text or glyph, such as an arcane sigil, that isn't
a spell slot of 2nd level or higher, the damage creature's hit points from the total before part of a written language.
increases by 1d8 for each slot level above 1st. moving on to the creature with the next lowest
hit points. A creature's hit points must be equal
to or less than the remaining total for the
creature to be affected. At Higher Levels: When
you cast this spell using a spell slot of 2nd level
or higher, roll an additional 2d10 for each slot
level above 1st.

Wizard 1st level Evocation Wizard 1st level Illusion Wizard 1st level Divination

DETECT MAGIC (RITUAL) DISGUISE SELF EXPEDITIOUS RETREAT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S 1 hour V, S Concentration, up to 10
minutes minutes
You make yourself, including your clothing, armor,
For the duration, you sense the presence of weapons, and other belongings on your person, look This spell allows you to move at an incredible
magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your pace. When you cast this spell, and then as a
this way, you can use your action to see a faint action to dismiss it. You can seem 1 foot shorter or bonus action on each of your turns until the spell
aura around any visible creature or object in the taller and can appear thin, fat, or in between. You can't ends, you can take the Dash action.
change your body type, so you must adopt a form that
area that bears magic, and you learn its school of has the same basic arrangement of limbs. Otherwise,
magic, if any. the extent of the illusion is up to you.
The spell can penetrate most barriers, but is The changes wrought by this spell fail to hold up to
blocked by 1 foot of stone, 1 inch of common physical inspection. For example, if you use this spell
metal, a thin sheet of lead, or 3 feet of wood or to add a hat to your out t, objects pass through the
dirt. hat, and anyone who touches it would feel nothing or
would feel your head and hair. If you use this spell to
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair. To discern that
you are disguised, a creature can use its action to
inspect your appearance and must succeed on an
Intelligence (Investigation) check against your spell
save DC.

Wizard 1st level Divination Wizard 1st level Illusion Wizard 1st level Transmutation
1 1 1

1 1 1

1 1 1

1 1 1

1 1 1

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

FOG CLOUD GREASE IDENTIFY (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 60 feet 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 1 minute V, S, M Instantaneous
hour
a bit of pork rind or butter a pearl worth at least 100 gp and an owl feather
You create a 20-foot-radius sphere of fog
centered on a point within range. The sphere Slick grease covers the ground in a 10-foot You choose one object that you must touch
spreads around corners, and its area is heavily square centered on a point within range and throughout the casting of the spell. If it is a magic
obscured. It lasts for the duration or until a wind turns it into dif cult terrain for the duration. item or some other magic-imbued object, you
of moderate or greater speed (at least 10 miles When the grease appears, each creature learn its properties and how to use them,
per hour) disperses it. standing in its area must succeed on a Dexterity whether it requires attunement to use, and how
At Higher Levels: When you cast this spell using saving throw or fall prone. A creature that enters many charges it has, if any. You learn whether
a spell slot of 2nd level or higher, the radius of the area or ends its turn there must also succeed any spells are affecting the item and what they
the fog increases by 20 feet for each slot level on a Dexterity saving throw or fall prone. are. If the item was created by a spell, you learn
above 1st. which spell created it.
If you instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.

Wizard 1st level Conjuration Wizard 1st level Conjuration Wizard 1st level Divination

ILLUSORY SCRIPT (RITUAL) JUMP LONGSTRIDER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M 10 days V, S, M 1 minute V, S, M 1 hour
a lead-based ink worth at least 10 gp, which the a grasshopper's hind leg a pinch of dirt
spell consumes
You touch a creature. The creature's jump You touch a creature. The target's speed
You write on parchment, paper, or some other distance is tripled until the spell ends. increases by 10 feet until the spell ends.
suitable writing material and imbue it with a At Higher Levels: When you cast this spell using
potent illusion that lasts for the duration. a spell slot of 2nd level or higher, you can target
To you and any creatures you designate when one additional creature for each slot level above
you cast the spell, the writing appears normal, 1st.
written in your hand, and conveys whatever
meaning you intended when you wrote the text.
To all others, the writing appears as if it were
written in an unknown or magical script that is
unintelligible. Alternatively, you can cause the
writing to appear to be an entirely different
message, written in a different hand and
language, though the language must be one you
know. Should the spell be dispelled, the original
script and the illusion both disappear. A creature
with truesight can read the hidden message.

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

RAY OF SICKNESS SHIELD SILENT IMAGE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 reaction Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 round V, S, M Concentration, up to 10
minute
A ray of sickening greenish energy lashes out An invisible barrier of magical force appears and
toward a creature within range. Make a ranged protects you. Until the start of your next turn, a bit of eece
spell attack against the target. On a hit, the you have a +5 bonus to AC, including against the
target takes 2d8 poison damage and must make triggering attack, and you take no damage from You create the image of an object, a creature, or some
other visible phenomenon that is no larger than a 15-
a Constitution saving throw. On a failed save, it is magic missile. foot cube. The image appears at a spot within range
also poisoned until the end of your next turn. and lasts for the duration. The image is purely visual, it
At Higher Levels: When you cast this spell using isn't accompanied by sound, smell, or other sensory
a spell slot of 2nd level or higher, the damage effects.
increases by 1d8 for each slot level above 1st. You can use your action to cause the image to move to
any spot within range. As the image changes location,
you can alter its appearance so that its movements
appear natural for the image. For example, if you
create an image of a creature and move it, you can
alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature
that uses its action to examine the image can
determine that it is an illusion with a successful
Intelligence (Investigation) check against your spell
save DC. If a creature discerns the illusion for what it
is, the creature can see through the image.

Wizard 1st level Necromancy Wizard 1st level Abjuration Wizard 1st level Illusion

SLEEP TASHA'S HIDEOUS LAUGHTER TENSER'S FLOATING DISK


CASTING TIME RANGE CASTING TIME RANGE (RITUAL)
1 action 90 feet 1 action 30 feet
CASTING TIME RANGE
COMPONENTS DURATION COMPONENTS DURATION 1 action 30 feet
V, S, M 1 minute V, S, M Concentration, up to 1
minute COMPONENTS DURATION
a pinch of nd sand, rose petals, or a cricket V, S, M 1 hour
tiny tarts and a feather that waved in the air
This spell sends creatures into a magical slumber. Roll
5d8, the total is how many hit points of creatures this A creature of your choice that you can see within a drop of mercury
spell can affect. Creatures within 20 feet of a point range perceives everything as hilariously funny This spell creates a circular, horizontal plane of force,
you choose within range are affected in ascending and falls into ts of laugher if this spell affects it. 3 feet in diameter and 1 inch thick, that oats 3 feet
order of their current hit points (ignoring unconscious The target must succeed on a Wisdom saving above the ground in an unoccupied space of your
creatures).
Starting with the creature that has the lowest current throw of fall prone, becoming incapacitated and choice that you can see within range. The disk remains
hit points, each creature affected by this spell falls unable to stand up for the duration. A creature for the duration, and can hold up to 500 pounds. If
unconscious until the spell ends, the sleeper takes with an Intelligence score of 4 or less isn't more weight is placed on it, the spell ends, and
damage, or someone uses an action to shake or slap affected. everything on the disk falls to the ground.
the sleeper awake. Subtract each creature's hit points The disk is immobile while you are within 20 feet of it.
At the end of each of its turns, and each time it If you move more than 20 feet away from it, the disk
from the total before moving on to the creature with takes damage, the target can make another follows you so that it remains within 20 feet of you. It
the next lowest hit points. A creature's hit points must Wisdom saving throw. The target has advantage can more across uneven terrain, up or down stairs,
be equal to or less than the remaining total for that on the saving throw if it's triggered by damage. slopes and the like, but it can't cross an elevation
creature to be affected. Undead and creatures
immune to being charmed aren't affected by this spell. On a success, the spell ends. change of 10 feet or more. For example, the disk can't
At Higher Levels: When you cast this spell using a spell move across a 10-foot-deep pit, nor could it leave such
slot of 2nd level or higher, roll an additional 2d8 for a pit if it was created at the bottom. If you move more
each slot level above 1st. than 100 feet from the disk (typically because it can't
move around an obstacle to follow you), the spell ends.

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

ABSORB ELEMENTS CATAPULT EARTH TREMOR


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 reaction, which you take Self 1 action 150 feet 1 action Self (10-foot radius)
when you take acid, cold,
re, lightning, or thunder COMPONENTS DURATION COMPONENTS DURATION
damage S Instantaneous V, S Instantaneous
COMPONENTS DURATION Choose one object weighing 1 to 5 pounds You cause a tremor in the ground in a 10-foot
S 1 round within range that isn't being worn or carried. The radius. Each creature other than you in that area
object ies in a straight line up to 90 feet in a must make a Dexterity saving throw. On a failed
The spell captures some of the incoming energy, direction you choose before falling to the save, a creature takes 1d6 bludgeoning damage
lessening its effect on you and storing it for your ground, stopping early if it impacts against a and is knocked prone. If the ground in that area
next melee attack. You have resistance to the solid surface. If the object would strike a is loose earth or stone, it becomes dif cult
triggering damage type until the start of your creature, that creature must make a Dexterity terrain until cleared.
next turn. Also, the rst time you hit with a saving throw. On a failed save, the object strikes
melee attack on your next turn, the target takes the target and stops moving. In either case, both
an extra 1d6 damage of the triggering type, and the object and the creature or solid surface take
the spell ends. 3d8 bludgeoning damage.

Wizard(EE) 1st level Abjuration Wizard(EE) 1st level Transmutation Wizard(EE) 1st level Evocation

ICE KNIFE ALTER SELF ARCANE LOCK


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M Instantaneous V, S Concentration, up to 1 V, S, M Until dispelled
hour
a drop of water or piece of ice gold dust worth at least 25 gp, which the spell
You assume a different form. When you cast the spell, choose
consumes
You create a shard of ice and ing it at one one of the following options, the effects of which last for the
creature within range. Make a ranged spell duration of the spell. While the spell lasts, you can end one You touch a closed door, window, gate, chest, or
attack against the target. On a hit, the target option as an action to gain the bene ts of a different one.
Aquatic Adaptation: You adapt your body to an aquatic
other entryway, and it becomes locked for the
takes 1d10 piercing damage. Hit or miss, the environment, sprouting gills, and growing webbing between duration. You and the creatures you designate
shard then explodes. The target and each your ngers. You can breathe underwater and gain a when you cast this spell can open the object
creature within 5 feet of the point where the ice swimming speed equal to your walking speed. Change normally. You can also set a password that, when
exploded must succeed on a Dexterity saving Appearance: You transform your appearance. You decide spoken within 5 feet of the object, suppresses
throw or take 2d6 cold damage. what you look like, including your height, weight, facial this spell for 1 minute. Otherwise, it is
features, sound of your voice, hair length, coloration, and impassable until it is broken or the spell is
distinguishing characteristics, if any. You can make yourself dispelled or suppressed. Casting knock on the
appear as a member of another race, though none of your
statistics change. You also don't appear as a creature of a
object suppresses arcane lock for 10 minutes.
different size than you, and your basic shape stays the same, While affected by this spell, the object is more
if you're bipedal, you can't use this spell to become dif cult to break or force open
quadrupedal, for instance. At any time for the duration of the
spell, you can use your action to change your appearance in
this way again. Natural Weapons: You grow claws, fangs,
spines, horns, or a different natural weapon of your choice.
Your unarmed strikes deal 1d6 bludgeoning, piercing, or
slashing damage, as appropriate to the natural weapon you
chose, and you are pro cient with you unarmed strikes.
Finally, the natural weapon is magic and you have a +1 bonus
to the attack and damage rolls you make using it.

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

CONTINUAL FLAME CROWN OF MADNESS DARKNESS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S Concentration, up to 1 V, M Concentration, up to 10
minute minutes
ruby dust worth 50 gp, which the spell consumes
One humanoid of your choice that you can see bat fur and a drop of pitch or piece of coal
A ame, equivalent in brightness to a torch, within range must succeed on a Wisdom saving
springs forth from an object that you touch. The throw or become charmed by you for the Magical darkness spreads from a point you
effect looks like a regular ame, but it creates no duration. While the target is charmed in this way, choose within range to ll a 15-foot radius
heat and doesn't use oxygen. A continual ame a twisted crown of jagged iron appears on its sphere for the duration. The darkness spreads
can be covered or hidden but not smothered or head, and a madness glows in its eyes. around corners. A creature with darkvision can't
quenched. The charmed target must use its action before see through this darkness, and nonmagical light
moving on each of its turns to make a melee can't illuminate it.
attack against a creature other than itself that If the point you choose is on an object you are
you mentally choose. The target can act normally holding or one that isn't being worn or carried,
on its turn if you choose no creature or if none the darkness emanates from the object and
are within its reach. On your subsequent turns, moves with it. Completely covering the source of
you must use your action to maintain control the darkness with an opaque object, such as a
over the target, or the spell ends. Also, the target bowl or a helm, blocks the darkness. If any of this
can make a Wisdom saving throw at the end of spell's area overlaps with an area of light created
each of its turns. On a success, the spell ends. by a spell of or lower, the spell that created the
light is dispelled.

Wizard 2nd level Evocation Wizard 2nd level Enchantment Wizard 2nd level Evocation

DARKVISION DETECT THOUGHTS ENLARGE/REDUCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
either a pinch of dried carrot or an agate
a copper piece a pinch of powdered iron
You touch a willing creature to grant it the ability
to see in the dark. For the duration, that creature For the duration, you can read the thoughts of certain You cause a creature or an object you can see within range to
has darkvision out to a range of 60 feet. creatures. When you cast the spell and as your action on grow larger or smaller for the duration. Choose either a
each turn until the spell ends, you can focus your mind on any creature or an object that is neither worn nor carried. If the
one creature that you can see within 30 feet of you. If the target is unwilling, it can make a Constitution saving throw.
creature you choose has an Intelligence of 3 or lower or On a success, the spell has no effect.
doesn't speak any language, the creature is unaffected. If the target is a creature, everything it is wearing and
You initially learn the surface thoughts of the creature - what carrying changes size with it. Any item dropped by an
is most on its mind in that moment. As an action, you can affected creature returns to normal size at once. Enlarge. The
either shift your attention to another creature's thoughts or target's size doubles in all dimensions, and its weight is
attempt to probe deeper into the same creature's mind. If multiplied by eight. This growth increases its size by one
you probe deeper, the target must make a Wisdom saving category - from Medium to Large, for example. If there isn't
throw. If it fails, you gain insight into its reasoning (if any), its enough room for the target to double its size, the creature or
emotional state, and something that looms large in its mind object attains the maximum possible size in the space
(such as something it worries over, loves, or hates). If it available. Until the spell ends, the target also has advantage
succeeds, the spell ends. Either way, the target knows that on Strength checks and Strength saving throws. The target's
you are probing into its mind, and unless you shift your weapons also grow to match its new size. While these
attention to another creature's thoughts, the creature can weapons are enlarged, the target's attack with them deal 1d4
use its action on its turn to make an Intelligence check extra damage. Reduce. The target's size is halved in all
contested by your Intelligence check if it succeeds, the spell dimensions, and its weight is reduced to one-eighth of
ends. Questions verbally directed at the target creature normal. This reduction decreases its size by one category -
naturally shape the course of its thoughts, so this spell is from Medium to Small, for example. Until the spell ends, the
particularly effective as part of an interrogation. You can also target also has disadvantage on Strength checks and
use this spell to detect the presence of thinking creatures Strength saving throws. The target's weapons also shrink to
you can't see. When you cast the spell or as your action match its new size. While these weapons are reduced, the
during the duration, you can search for thoughts within 30 target's attacks with them deal 1d4 less damage (this can't
Wizard 2nd level Transmutation Wizard 2nd level Divination Wizard 2nd level Transmutation
2 2 2

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

HOLD PERSON INVISIBILITY KNOCK


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V Instantaneous
minute hour
Choose an object that you can see within range.
a small, straight piece of iron an eyelash encased in gum arabic The object can be a door, a box, a chest, a set of
manacles, a padlock, or another object that
Choose a humanoid that you can see within A creature you touch becomes invisible until the contains a mundane or magical means that
range. The target must succeed on a Wisdom spell ends. Anything the target is wearing or prevents access.
saving throw or be paralyzed for the duration. At carrying is invisible as long as it is on the target's A target that is held shut by a mundane lock or
the end of each of its turns, the target can make person. The spell ends for a target that attacks or that is stuck or barred becomes unlocked,
another Wisdom saving throw. On a success, the casts a spell. unstuck, or unbarred. If the object has multiple
spell ends on the target. At Higher Levels: When you cast this spell using locks, only one of them is unlocked. If you choose
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target a target that is held shut with arcane lock, that
a spell slot of 3rd level or higher, you can target one additional creature for each slot level above spell is suppressed for 10 minutes, during which
on additional humanoid for each slot level above 2nd. time the target can be opened and shut normally.
2nd. The humanoids must be within 30 feet of When you cast the spell, a loud knock, audible
each other when you target them. from as far away as 300 feet, emanates from the
target object.

Wizard 2nd level Enchantment Wizard 2nd level Illusion Wizard 2nd level Transmutation

LEVITATE LOCATE OBJECT MAGIC MOUTH (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Self 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S, M Until dispelled
minutes minutes
a small bit of honeycomb and jade dust worth at
either a small leather loop or a piece of golden wire a forked twig least 10 gp, which the spell consumes
bent into a cup shape with a long shank on one end
Describe or name an object that is familiar to You implant a message within an object in range, a
One creature or object of your choice that you can see you. You sense the direction to the object's message that is uttered when a trigger condition is
within range rises vertically, up to 20 feet, and remains location, as long as that object is within 1,000 met. Choose an object that you can see and that isn't
suspended there for the duration. The spell can feet of you. If the object is in motion, you know being worn or carried by another creature. Then
levitate a target that weighs up to 500 pounds. An the direction of its movement. speak the message, which must be 25 words or less,
unwilling creature that succeeds on a Constitution The spell can locate a speci c object known to though it can be delivered over as long as 10 minutes.
saving throw is unaffected. Finally, determine the circumstance that will trigger
The target can move only by pushing or pulling against you, as long as you have seen it up close - within the spell to deliver your message.
a xed object or surface within reach (such as a wall or 30 feet - at least once. Alternatively, the spell can When that circumstance occurs, a magical mouth
a ceiling), which allows it to move as if it were locate the nearest object of a particular kind, appears on the object and recites the message in your
climbing. You can change the target's altitude by up to such as a certain kind of apparel, jewelry, voice and at the same volume you spoke. If the object
20 feet in either direction on your turn. If you are the furniture, tool, or weapon. This spell can't locate you chose has a mouth or something that looks like a
target, you can move up or down as part of your move. an object if any thickness of lead, even a thin mouth (for example, the mouth of a statue), the
Otherwise, you can use your action to move the sheet, blocks a direct path between you and the magical mouth appears there so that words appear to
target, which must remain within the spell's range. object. come from the object's mouth. When you cast this
When the spell ends, the target oats gently to the spell, you can have the spell end after it delivers its
ground if it is still aloft. message, or it can remain and repeats its message
whenever the trigger occurs. The triggering
circumstance can be as general or as detailed as you
like, though it must be based on visual or audible
conditions that occur within 30 feet of the object. For
example, you could instruct the mouth to speak when
any creature moves within 30 feet of the object or
when a silver bell rings within 30 feet of it.
Wizard 2nd level Transmutation Wizard 2nd level Divination Wizard 2nd level Illusion
2 2 2

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

MISTY STEP NYSTUL'S MAGIC AURA PHANTASMAL FORCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M 24 hours V, S, M Concentration, up to 1
minute
Brie y surrounded by silvery mist, you teleport a small square of silk
up to 30 feet to an unoccupied space that you a bit of eece
can see. You place an illusion on a creature or an object you
touch so that divination spells reveal false information You craft an illusion that takes root in the mind of a creature
about it. The target can be a willing creature or an that you can see within range. The target must make an
object that isn't being carried or worn by another Intelligence saving throw. On a failed save, you create a
creature. phantasmal object, creature, or other visible phenomenon of
When you cast the spell, choose one or both of the your choice that is no larger than a 10-foot cube and that is
following effects. The effect lasts for the duration. If perceivable only to the target for the duration. This spell has
you cast this spell on the same creature or object no effect on undead or constructs.
every day for 30 days, placing the same effect on it The phantasm includes sound, temperature, and other
each time, the illusion lasts until it is dispelled. False stimuli, also evident only to the creature. The target can use
Aura: You change the way the target appears to spells its action to examine the phantasm with an Intelligence
and magical effects, such as detect magic, that detect (Investigation) check against your spell save DC. If the check
magical auras. You can make a nonmagical object succeeds, the target realizes that the phantasm is an illusion,
appear magical, a magical object appear nonmagical, and the spell ends. While a target is affected by the spell, the
or change the object's magical aura so that it appears target treats the phantasm as if it were real. The target
to belong to a speci c school of magic that you choose. rationalizes any illogical outcomes from interacting with the
When you use this effect on an object, you can make phantasm. For example, a target attempting to walk across a
the false magic apparent to any creature that handles phantasmal bridge that spans a chasm falls once it steps onto
the item. Mask: You change the way the target the bridge. If the target survives the fall, it still believes that
appears to spells and magical effects that detect the bridge exists and comes up with some other explanation
creature types, such as a paladin's Divine Sense or the for its fall - it was pushed, it slipped, or a strong wind might
trigger of a symbol spell. You choose a creature type have knocked it off. An affected target is so convinced of the
and other spells and magical effects treat the target as phantasm's reality that it can even take damage from the
if it were a creature of that type or of that alignment. illusion. A phantasm created to appear as a creature can
attack the target. Similarly, a phantasm created to appear as
re, a pool of acid, or lava can burn the target. Each round on
Wizard 2nd level Conjuration Wizard 2nd level Illusion Wizard 2nd level Illusion

RAY OF ENFEEBLEMENT ROPE TRICK SCORCHING RAY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 1 hour V, S Instantaneous
minute
powdered corn extract and a twisted loop of You create three rays of re and hurl them at
A black beam of enervating energy springs from parchment targets within range. You can hurl them at one
your nger toward a creature within range. target or several.
Make a ranged spell attack against the target. On You touch a length of rope that is up to 60 feet Make a ranged spell attack for each ray. On a hit,
a hit, the target deals only half damage with long. One end of the rope then rises into the air the target takes 2d6 re damage. At Higher
weapon attacks that use Strength until the spell until the whole rope hangs perpendicular to the Levels: When you cast this spell using a spell slot
ends. ground. At the upper end of the rope, an invisible of 3rd level or higher, you create one additional
At the end of each of the target's turns, it can entrance opens to an extradimensional space ray for each slot level above 2nd.
make a Constitution saving throw against the that lasts until the spell ends.
spell. On a success, the spell ends. The extradimensional space can be reached by
climbing to the top of the rope. The space can
hold as many as eight Medium or smaller
creatures. The rope can be pulled into the space,
making the rope disappear from view outside the
space. Attacks and spells can't cross through the
entrance into or out of the extradimensional
space, but those inside can see out of it as if
through a 3-foot-by-5-foot window centered on
the rope. Anything inside the extradimensional
space drops out when the spell ends.

Wizard 2nd level Necromancy Wizard 2nd level Transmutation Wizard 2nd level Evocation
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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

SUGGESTION WEB AGANAZZAR'S SCORCHER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 60 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 8 V, S, M Concentration, up to 1 V, S, M Instantaneous
hours hour
a red dragon's scale
a snake's tongue and either a bit of honeycomb or a a bit of spider web
drop of sweet oil A line of roaring ame 30 feet long and 5 feet
You conjure a mass of thick, sticky webbing at a point wide emanates from you in a direction you
You suggest a course of activity (limited to a sentence of your choice within range. The webs ll a 20-foot choose. Each creature in the line must make a
or two) and magically in uence a creature you can see cube from that point for the duration. The webs are Dexterity saving throw. A creature takes 3d8 re
within range that can hear and understand you. dif cult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses damage on a failed save, or half as much damage
Creatures that can't be charmed are immune to this on a successful one.
effect. The suggestion must be worded in such a (such as walls or trees) or layered across a oor, wall,
manner as to make the course of action sound or ceiling, the conjured web collapses on itself, and the
reasonable. Asking the creature to stab itself, throw spell ends at the start of your next turn. Webs layered
itself onto a spear, immolate itself, or do some other over a at surface have a depth of 5 feet. Each
obviously harmful act ends the spell. creature that starts its turn in the webs or that enters
The target must make a Wisdom saving throw. On a them during its turn must make a Dexterity saving
failed save, it purses the course of action you throw. On a failed save, the creature is restrained as
described to the best of its ability. The suggested long as it remains in the webs or until it breaks free. A
course of action can continue for the entire duration. creature restrained by the webs can use its actions to
If the suggested activity can be completed in a shorter make a Strength check against your spell save DC. If it
time, the spell ends when the subject nishes what it succeeds, it is no longer restrained. The webs are
was asked to do. You can also specify conditions that ammable. Any 5-foot cube of webs exposed to re
will trigger a special activity during the duration. For burns away in 1 round, dealing 2d4 re damage to any
example, you might suggest that a knight ve her creature that starts its turn in the re.
warhorse to the rst beggar she meets. If the
condition isn't met before the spell expires, the
activity isn't preformed. If you or any of your
companions damage the target, the spell ends.

Wizard 2nd level Enchantment Wizard 2nd level Conjuration Wizard(EE) 2nd level Evocation

DUST DEVIL EARTHBIND MAXIMILIAN'S EARTHEN GRASP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 300 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a pinch of dust Choose one creature you can see within range. a miniature hand sculpted from clay
Yellow strips of magical energy loop around the
Choose an unoccupied 5-foot cube of air that creature. The target must succeed on a Strength You choose a 5-foot-square unoccupied space on
you can see within range. An elemental force saving throw or its ying speed (if any) is the ground that you can see within range. A
that resembles a dust devil appears in the cube reduced to 0 feet for the spell's duration. An Medium hand made from compacted soil rises
and lasts for the spell's duration. airborne creature affected by this spell descends there and reaches for one creature you can see
at 60 feet per round until it reaches the ground within 5 feet of it. The target must make a
or the spell ends. Strength saving throw. On a failed save, the
target takes 2d6 bludgeoning damage and is
restrained for the spell's duration.

Wizard(EE) 2nd level Conjuration Wizard(EE) 2nd level Transmutation Wizard(EE) 2nd level Transmutation
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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
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