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Wizard Spells Cantrips Dancing Lights Detect Magic Disguise Self Light Mage Armor Mage Hand Mending

Minor Illusions Prestidigitation Read Magic 1st level Animal Messenger Burning Hands Cause Fear Chill Touch Color Spray Comprehend Languages Expeditious Retreat Feather Fall Flaming Sphere Fog Cloud Gust of wind Identify Magic Missile Phantasmal Force Shield

Sleep Thunderwave 2nd Level Darkness Invisible Knock Levitate Locate Animal and Plants Melfs Acid Arrows Mirror Image Rope Trick Scorching Ray Spider Climb Web 3rd Level Blink Dispel Magic Fireball Fly Haste Hold Person Lightning Bolt Protection from Energy Stinking Cloud Water Breathing 4th level Blight Confusion

Dimensional Door Ice Storm Polymorph Stoneskin Wall of Fire 5th Level Cloudkill Cone of Cold Dominate Person Feeblemind Hold Monster Passwall Telekinesis Teleportation Circle 6th Level Banishment Chain Lightening Disintegrate Flesh to Stone Greater Dispel Magic Mass Suggestion Move Earth Sunbeam 7th Level Finger of Death Mass Invisibility Plane Shift Prismatic Sphere

Reverse Gravity Teleport

Burning Hands
1st-level evocation wizard spell As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your out stretched fingertips. Casting Time: 1 action Range: 15-foot cone Duration: Instantaneous Effect: Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, and half damage on a successful one. The fire ignites any flammable object in the area that are not being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each level above 1st.

Cure Critical Wounds


4th-level conjuration cleric/druid/ranger/paladin spell Your magical touch imbues an injured creature with powerful healing energy, potent enough to heal even grievous wounds. Casting Time: 1 action Range: Touch Duration: Instantaneous Effect: You touch a single creature, even yourself. If it is living it regains 4d8 +15 hit points and an additional +1 per level of the caster to a max of 4d8 +35 hit points. If the creature is undead it takes 4d8 +15 and an additional +1 per level of the caster radiant damage to a max of 4d8 +35 radiant damage. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the hit points regained and damage increase by 2d8 for each level above 4th.

Cure Light Wounds


1st-level conjuration cleric/druid/ranger/paladin spell You channel magical energy into an injured creature with your touch to mend wounds and ease suffering. Casting Time: 1 action Range: Touch Duration: Instantaneous Effect: You touch a single creature, even yourself. If it is living it regains 1d8 +1 hit points per level of the caster to a max of 1d8 +10 hit points. If the creature is undead it takes 1d8 +1 per level of the caster to a max of 1d8 +10 radiant damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the hit points regained and damage increase by 1d8 for each level above 1st.

Cure Minor Wounds


0-level conjuration cleric/druid spell Your healing magic that mends minor scrapes and bruises with a touch. Casting Time: 1 action Range: Touch Duration: Instantaneous Effect: You touch a single living creature, as long as it has at least 1 hit point left. It regains 1 hit point.

Cure Moderate Wounds


2nd-level conjuration cleric/druid/ranger/paladin spell Channeling divine energy through your touch restores health and vitality. Casting Time: 1 action Range: Touch Duration: Instantaneous

Effect: You touch a single creature, even yourself. If it is living it regains 2d8 +5 hit points and an additional +1 hit points per level of the caster to a max of 2d8 +15 hit points. If the creature is undead it takes 2d8 +5 radiant damage and an additional +1 per level of the caster to a max of 2d8 +15 radiant damage. At Higher Level: When you cast this spell using a spell slot of 3rd level or higher, the hit point regained and damage increases by 1d8 for each level above 2nd.

Cure Serious Wounds


3rd-level conjuration cleric/druid/ranger/paladin spell Healing energy flows through your touch and can mend the most serious wounds. Casting Time: 1 action Range: Touch Duration: Instantaneous Effect: You touch a single creature, even yourself. If it is living it regains 3d8 +10 hit points and an additional +1 hit points per level of the caster to a max of 3d8 +25 hit points. If the creature is undead it takes 3d8 +10 radiant damage and an additional +1 per level of the caster to a max of 3d8 +25 radiant damage. At Higher Level: When you cast this spell using a spell slot of 4th level or higher, the hit point regained and damage increases by 1d8 for each level above 3rd.

Cure Wounds, Mass


5th-level conjuration cleric/druid spell You unleash a wave of healing energy to aid the injured and mend their wounds. Casting Time: 1 action Range: 30 foot burst area Duration: Instantaneous Effect: You create a 30-foot-radius sphere of healing energy centered on you that affect any number of creatures within it that you choose. Living creatures regain 1d8 +1 hit point per level of caster to a max of 1d8 +35hit points, while undead creatures take 1d8 +1 radiant damage per level of caster to a max of 1d8+35 radiant damage. At Higher Level: When you cast this spell using a spell slot of 6th level or higher, the hit point regained and damage increases by 2d8 for each level above 5th.

Darkness
2nd-level evocation wizard spell The object you touch blooms like a night flower, darkening the air around it until no light can pierce the area of gloom. Casting Time: 1 action Range: Touch Duration: 10 minutes. Effect: You touch an object you are holding or one that is not being worn or carried. A 15-foot-radius sphere centered on the object is filled with darkness for the duration. Not even a creature with darkvision can see through this darkness, and no natural light can illuminate it. Covering the affected object with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spells area overlaps with an area of light created by a spell of 2nd level or lower, the entire are of light is dispelled. Material Components: A drop of pitch or a piece of coal.

Darkvision
2nd-level transmutation (ritual) druid/ranger/wizard spell Whispering of owls, dwarves, drow, or other creatures that can see without light, you confer that ability to yourself or someone else. Casting Time: 1 action Range: Touch Duration: 8 hours Effect: You touch a willing creature. For the duration, that creature has darkvision with a range of 60 feet. Material Components: Either a pinch of dried carrot or an agate.

Daylight
3rd-level evocation cleric/druid/ranger/paladin spell The object you touch becomes like the sun, filling the air with brilliant light.

Casting Time: 1 action Range: Touch Duration: 1 hour Effect: You touch an object you are holding or one that is not being worn or carried. For the duration, the object emits bright light in a 120-foot-radius sphere and dim light for an additional 120 feet. Covering the affected object with an opaque object, such as a bowl or a helm, blocks the glow. If any of this spells area overlaps with an area of darkness created by a spell of 3rd level or lower, the entire area of darkness is dispelled.

Destruction
7th level necromancy cleric Your voice booms like thunder as you intone this potent spell. Each syllable causes the target creatures body to shudder and twist as its essential nature unravels. A creature that succumbs to this spells destructive power is erased completely, leaving behind only a heap of clothing and equipment. Requirement: You must have a silver holy symbol worth at least 500 gp. Casting Time: 1 action Range: 50 feet Duration: Instantaneous Effect: Choose a creature within range that you can see. The target must make a Constitution saving throw. The target takes 15d6 necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces that target to 0 hit points or fewer, it dies, and the spell consumes its remains utterly, leaving behind only clothing and other possessions. A creature killed by this spell cannot be restored to life by any means short of a true resurrection or a wish spell.

Detect Good and Evil


1st-level divination (ritual) cleric Your spell allows you to perceive strong concentrations of good or evil, as well as creatures formed by them.

Casting Time: 1 action Range: Self Duration: Concentration, up to 10 minutes Effect: For the duration, you detect the presence of any celestial, fiend, or undead creature within 25 feet of you, and such creatures cannot become hidden from you. Within the same radius, you detect the presence of any place or object that has been consecrated or desecrated by magic. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Detect Magic
0 level cantrip divination (ritual) cleric/druid/ranger/paladin/wizard Upon casting detect magic; you sense any magic in the area. Studying the auras can give you clues to the nature of the magic. Casting Time: 1 action Range: Self Duration: Concentration, up to 10 minutes Effects: For the duration, you sense the presence of magic within 25 feet of you. If you sense magic, you can use your action to see a faint aura around any creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Disguise Self
1st-level illusion wizard spell Weaving strands of illusion magic, you fashion a new appearance for yourself. Casting Time: 1 action Range: Self Duration: 1 hour Effect: You make yourselfincluding your clothing, armor, weapons, and equipment look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot

shorter or taller and can appear thin, fat, or in between. You cant change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the 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 something 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 a Wisdom check against your spellcasting DC.

Dispel Magic
3rd-level abjuration cleric/druid/wizard spell This spell can unravel and suppress magical effects from a variety of sources. Whether confronted by a blazing wall of fire or a summoned fiend, you can use dispel magic to dismantle the effect. Casting Time: 1 action Range: 100 feet Duration: Instantaneous Effect: Choose one creature, object, or magical effect within range. Any spell of 2nd level or lower on the target ends. For each spell of 3rd level or higher on the target, make an ability check using your magic ability. The DC equals 10 + the spells level. On a successful check, the spell ends.

Eilistraees Moonfire
1st-level evocation Eilistraee Domain spell You surround your hand or some other part of your body with light resembling moonlight. You can change the intensity from a faint glow equivalent to a candle to a clear, bright light equivalent to a torch. It varies in color as you desire, whether blue-white, soft green, white, or silver. Casting Time: 1 action Range: Touch Duration: 1 minutes or until discharged

Effect: You can use moonfire to make a magic touch attack on a hit it deals 2d6+5 points of cold damage. Whether or not the attack hits the spell is discharged. You can cause the moonlight to leave your body and move about as a single orb of light that provides 20 feet of bright light and 40 feet of dim light, and can be moved up to 100 feet in a round. Once it leaves your body, the effects duration is 1 minutes. If any of this spells area overlaps with an area of darkness created by a spell, the entire area of darkness and this spell is dispelled. At Higher Level: When you cast this spell using a spell slot 2nd level or higher, the damage increases by 1d6 for each level above 1st.

Faerie Fire
1st-level evocation druid spell You channel a dim radiance like moonlight upon an area, outlining creatures and objects there in blue, green, or violet light. Casting Time: 1 action Range: 50 feet Duration: 1 minute Effect: Choose within range. Each object in a 10-foot radius centered on that point emits dim light in a 10-foot radius for the duration. Any creature in the area also emits the light on a failed Dexterity saving throw. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the creature or object cannot benefit from being invisible.

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