Sei sulla pagina 1di 6

0 Level (Cantrips) Expeditious Retreat: You can take the Dash action

as a bonus at the end of your turn.


Acid Splash: Creature takes 1d6 acid damage on a
False Life: Gain 1d4+4 temporary hit points.
failed Dex Save.
Feather Fall: Objects or creatures fall slowly.
Blade Ward: Caster gains resistance to
Fog Cloud: 20 ft radius of fog obscures vision.
bludgeoning, piercing, and slashing damage.
Jump: A target’s jump distance triples.
Chill Touch: Ranged spell attack with a ghostly
Mage Armor: You touch a willing creature who
hand deals 1d8 necrotic damage and cannot regain
isn’t wearing armor, and a protective magical force
hit points for a turn.
surrounds it until the spell ends. The target’s base
Dancing Lights: Creates torches or other lights.
AC becomes 13 + its Dexterity modifier.
Fire Bolt: Throw a bolt of, the target takes 1d10
fire damage if hit. A flammable object hit by this Magic Missile: You create three glowing darts of
spell ignites if it isn’t being worn or carried. magical force that each deals 1d4 + 1 force damage
Friends: You gain advantage on all Cha checks vs to the target/s. Each dart hits a creature of your
creatures who aren’t hostile to you, but they may choice that you can see within range.
become hostile when the spell ends. Ray of Sickness: Ranged spell attack causes 2d8
Light: Object shines like a torch. poison damage. On a failed Con save, they also
Mage Hand: 5-pound telekinesis. become poisoned.
Mending: Makes minor repairs on an object. Shield: Until the start of your next turn, you have a
Message: Whispered conversation at distance. +5 bonus to AC, + no damage from magic missile.
Minor Illusion: You create a sound or an image of Silent Image: Creates minor illusion of your
an object within range that lasts for the duration. design.
Poison Spray: Creature must succeed on a Con Sleep: Roll 5d8; the total is how many hit points of
save or take 1d12 poison damage. creatures this spell can put into a magical slumber.
Prestidigitation: Performs minor tricks. Thunderwave: 15 ft cube of thunder, targets make
Ray of Frost: Ray deals 1d8 cold damage, reduces a Con save. If failed, they take 2d8 thunder damage
target’s speed by 10 ft. and are pushed back 10ft. If not, halve the damage.
Shocking Grasp: Touch delivers 1d8 electricity Witch Bolt: Ranged spell attack deals 1d12
damage and target cannot take reactions until its lightning damage, and each turn after (if you take
next turn. no other actions) you can deal another 1d12.
True Strike: Next turn, you gain advantage on your
first attack. 2nd Level
Alter Self: Assume form of a similar creature.
1st Level
Blindness/Deafness: Blinds or Deafens a foe who
Burning Hands: 3d6 fire damage in 15ft cone. Dex
fails a Con save. If they succeed, the spell ends.
save halves damage. Blur: Body becomes blurred; attacks have a
Charm Person: Makes one person your friend. disadvantage against you.
Chromatic Orb: Choose either acid, cold, fire, Cloud of Daggers: Creates a cube 5 feet on each side
lightning, poison or thunder, then make a ranged
that deals 4d4 slashing damage to anything that enters.
spell attack with an orb that deals 3d8 on a hit.
Crown of Madness: On a failed Wis save, creature is
Color Spray: 15 ft cone of color that blinds all
creatures based on a 6d10 roll. (to determine charmed and attacks its comrades at your control.
number of hit points affected) Darkness: 15 foot sphere of magical darkness.
Comprehend Languages: You understand all Darkvision: Grants a target Darkvision up to 60 ft.
spoken and written languages. Detect Thoughts: Allows “listening” to the surface
Detect Magic: Detects spells and magic items thoughts of a target.
within 60 ft. Enhance Ability: Choose one for the next hour:
Disguise Self: Changes your appearance.
Bear’s Endurance. The target has advantage Spider Climb: Grants ability to walk on walls and
on Constitution checks. It also gains 2d6 ceilings.
temporary hit points, which are lost when the Suggestion: Compels subject to follow stated course
spell ends. of action.
Bull’s Strength. The target has advantage on Web: Webs fill a 20-foot cube. Failed Dex save
Str checks, and his or her carrying capacity restricts creatures inside.
doubles.
Cat’s Grace. The target has advantage on Dex
3rd Level
Blink: Roll a d20 at the end of each of your turns, on
checks. It also doesn’t take damage from
a roll of 11 or higher, you vanish from your current
falling 20 feet or less if it isn’t incapacitated.
plane of existence and appear in the Ethereal Plane,
Eagle’s Splendor. The target has advantage
and on your next turn you appear again.
on Cha checks.
Clairvoyance: Creates a small sensor that you can use
Fox’s Cunning. The target has advantage on
to spy with.
Int checks.
Counterspell: Counters 3rd level or lower spell, on a
Owl’s Wisdom. The target has advantage on
higher level spell, make a spell ability check DC=
Wis checks.
10+spell level. Spell is cancelled on a success.
When cast at higher level slots, you can target an
Daylight: Creates a 60 ft sphere of bright light and
additional creature.
dispels any darkness.
Enlarge/Reduce: Either doubles or halves a
Dispel Magic: Cancels magical spells and effects.
creature’s size.
Fear: Each creature in a 30 ft cone must make a Wis
Gust of Wind: Creates a 60 ft long, 10 ft wide gust of
save or drop everything and become scared.
strong wind. Creatures in it must take a Str saving
Fireball: 8d6 damage 20-ft. radius. Half damage on a
throw or be pushed 15 ft back. It also takes twice as
successful Dex save.
long to move in it.
Fly: A willing target gains a flying speed of 60 feet
Hold Person: Paralyzes one humanoid on failed
for the duration.
Wisdom save.
Gaseous Form: Transforms target into a misty cloud
Invisibility: A creature you touch becomes invisible
with a fly speed of 10 ft. It has resistance to
until the spell ends.
nonmagical damage, and advantage on Str, Dex, and
Knock: Magically open an object/door.
Con saving throws. It can also pass through objects.
Levitate: One creature or object of your choice that
Haste: A willing target gains a +2 bonus to AC, it has
you can see within range rises vertically, up to 20 feet,
advantage on Dexterity saving throws, and it gains an
and remains suspended there for the duration. Con
additional action on each of its turns.
save to prevent.
Hypnotic Pattern: Creates a 30 ft cube of pretty
Mirror Image: Creates 3 illusory duplicates of
swirls and colors that on a failed Wis save charms
yourself. When a creature targets you, roll a d20 to see
creatures and incapacitates them.
if it hits a copy. If hit, the copy disappears.
Lightning Bolt: Line of electricity 100ft long/5ft
Misty Step: teleport up to 30 feet to an unoccupied
wide deal 8d6 damage. Dex save halves damage.
space that you can see.
Magic Circle: Creates a 10 ft wide, 20 ft tall cylinder
Phantasmal Force: You craft an illusion that takes
that can have certain affects against a type of creature
root in the mind of a creature that fails an Int save.
of your choice. (See PHB for more details)
Scorching Ray: Ranged spell attack shoots 3 rays of
Major Image: As silent image, plus sound, smell and
fire, each dealing 2d6 fire damage.
thermal effects.
See Invisibility: Reveals any invisibility.
Protection from Energy: Willing creature you touch
Shatter: 10 ft sphere of ringing noise that deals 3d8
has resistance to one damage type of your choice.
thunder damage on a failed Con save, half if
Sleet Storm: Create a 40 ft wide, 20 ft tall cylinder of
successful. Objects also take damage. Creatures made
freezing rain and sleet that creates difficult terrain.
of inorganic material have a disadvantage.
When a creature enters it makes a Dex save, on a Wall of Fire: You can make a fire wall up to 60 feet
failure it falls prone. long, 20 feet high, and 1 foot thick, or a ringed wall up
Slow: 40 ft cube of altered time that affects up to 6 to 20 feet in diameter, 20 feet high, and 1 foot thick.
creatures. They have a -2 penalty to AC and Dex save, When a creature comes in contact with it it deals 5d8
and cannot use reactions. They also can only use an fire damage on a failed Dex save. (Half on a success)
action or a bonus action, not both. When a spell is
cast, roll a d20. On an 11 or higher the spell doesn’t
5th Level
Animate Objects: Up to ten non-magical objects
go until the next turn. Wis save ends the spell for a
come to life at your command. Medium objects count
target.
as 2, large as 4, and huge as 8 objects.
Stinking Cloud: 20 ft sphere of disgusting gas that on
Cloudkill: Creates a 20 ft sphere of poisonous gas
a failed Con save, makes a creature spend its turn
that deals 5d8 poison damage on a failed Con save.
vomiting.
(Half on a success)
Tongues: This spell grants the creature you touch the
Cone of Cold: 60 ft cone deals 8d8 cold damage on a
ability to understand any spoken language it hears.
failed Con save. Damage is halved on a successful
Moreover, when the target speaks, any creature that
save.
knows at least one language and can hear the target
Creation: Creates a nonliving object smaller then a 5
understands what it says.
ft cube made of vegetable mater or minerals. The rarer
Water Breathing: Up to 10 subjects can breathe
the materials, the shorter the thing lasts.
underwater.
Dominate Person: Controls humanoid telepathically.
Water Walk: Lets you walk on water for 1 hour.
Hold Monster: Paralyzes one creature on a failed Wis
4th Level save. A successful Wis save cancels the spell.
Banishment: You attempt to send one creature that Insect Plague: Creates a 20ft sphere of biting locusts
you can see within range to another plane of that deal 4d10 piercing damage on a failed Con save
existence. The target must succeed on a Charisma on anyone inside or entering. (half on a successful
saving throw or be banished. save)
Blight: On a failed Con save (half on success) target Seeming: This spell allows you give a new, illusory
takes 8d8 necrotic damage. If the target is a plant appearance to any number of creatures that you can
creature it has disadvantage, if it’s a plant it dies. see within range.
Confusion: On a failed Wis save in a 10 ft sphere, Telekinesis: You gain the ability to move or
affected creatures become confused. manipulate creatures or objects by thought.
Dimension Door: You teleport yourself from your Teleportation Circle: Creates a 10 ft diameter portal
current location to any other spot within range. that remains open for 1 turn and takes you to a new
Dominate Beast: Control an animal telepathically. place on the Material Plane. (See PHB for more
Greater Invisibility: You or a creature you touch details)
becomes invisible until the spell ends. Wall of Stone: Creates a stone wall that can be
Ice Storm: Hail deals 4d6 cold and 2d8 bludgeoning shaped.
damage in a cylinder 40 ft. across. Dex save halves
damage.
6th Level
Arcane Gate: Creates two portals 500 ft away from
Polymorph: This spell transforms a creature that you
each other.
can see within range into a new form. An unwilling
Chain Lightning: A lightning bolt hits a target, then
creature must make a Wis save to avoid the effect. A
hits three other targets dealing 10d8 damage. Dex save
shapechanger automatically succeeds on this saving
halves damage.
throw.
Disintegrate: Target takes 10d6 +40 force damage if
Stoneskin: Target gains resistance to nonmagical
it fails a Dex save. If this kills the target, target is
bludgeoning, piercing, and slashing damage.
disintegrated.
Eyebite: Your eyes become inky voids that can make 4. Green. The target takes 10d6 poison
creatures up to 60 ft away either fall asleep, panic, or damage on a failed save, or half as much
become sick on a failed Wis save. damage on a successful one.
Globe of Invulnerability: 10 ft globe blocks all 5th 5. Blue. The target takes 10d6 cold damage on
level or lower spells. a failed save, or half as much damage on a
Mass Suggestion: As Suggestion, but with up to 12 successful one.
targets. 6. Indigo. On a failed save, the target is
Move Earth: Reshape an area of 40 feet or less of restrained. It must then make a Constitution
earthen terrain for up to 2 hours. saving throw at the end of each of its turns. If
that activates when a specific condition occurs. it successfully saves three times, the spell
Sunbeam: Creates a 5ft wide, 60 ft long beam of light ends. If it fails its save three times, it
from your hand that deals 6d8 radiant damage and permanently turns to stone.
blinds affected creatures on a failed Con save. (Halves 7. Violet. On a failed save, the target is
on a success and no blindness) Undead and Oozes blinded. It must then make a Wisdom saving
have disadvantage. throw at the start of your next turn. A
True Seeing: Lets you see all things as they really are. successful save ends the blindness. If it fails
that save, the creature is transported to another
7th Level plane of existence of the DM’s choosing and
Delayed Blast Fireball: Delayed explosion in a 20 ft
is no longer blinded.
sphere. Deals 12d6 fire damage, Dex save halves.
8. Special. The target is struck by two rays.
Etherealness: You step into the borders of the
Roll twice more, rerolling any 8.
Ethereal Plane and can see both planes but aren’t
Project Image: You create an illusory copy of
affected by anything on the Material plane.
yourself that lasts for up to a day.
Finger of Death: 7d8 + 30 necrotic damage, Con save
Reverse Gravity: Reverses gravity in a 50-foot-
halves damage. If target is killed this way, it rises as
radius, 100- foot high cylinder centered on a point
your loyal zombie next turn.
within range.
Fire Storm: Creates an up to 100ft storm of raining
Teleport: Transports you and up to 8 willing creatures
fire that deals 7d10 fire damage on a failed Dex save.
to where you wish.
(half on successful save)
Plane Shift: You and up to eight willing creatures 8th Level
who link hands in a circle are transported to a Dominate Monster: Controls creature telepathically.
different plane of existence. Earthquake: Create a 100 ft radius earthquake that
Prismatic Spray: Eight multicolored rays of light creates fissures and destroys most buildings.
flash from your hand. Each ray is a different color and Incendiary Cloud: Creates a 20 ft radius of burning
has a different power and purpose. Each creature in a smoke that deals 10d8 fire damage on a failed Dex
60-foot cone must make a Dexterity saving throw. For save.
each target, roll a d8 to determine which color ray Power Word Stun: Stuns creature with 150 HP or
affects it. less. A successful Con save at the end of its turn can
1. Red. The target takes 10d6 fire damage on a end the spell.
failed save, or half as much damage on a Sunburst: 60 ft radius of sunlight deals 12d6 radiant
successful one. damage and blinds targets for 1 minute. Successful
2. Orange. The target takes 10d6 acid damage Con save halves damage and prevents blindness.
on a failed save, or half as much damage on a
successful one.
9th Level
Gate: Creates a portal to location on a different plane.
3. Yellow. The target takes 10d6 lightning
Can only travel through the front portal.
damage on a failed save, or half as much
Meteor Swarm: Each creature in a 40-foot-radius
damage on a successful one.
sphere centered on each point you choose takes 20d6
fire damage and 20d6 bludgeoning damage on a failed
Dex save, or half as much damage on a successful
one.
Power Word Kill: If the creature you choose has 100
hit points or fewer, it dies.
Time Stop: You act freely for 1d4+1 rounds.

Wish: You may alter reality itself, to the DM’s


discretion. After you cast this, until you finish a long
rest, you take 1d10 necrotic damage per level of any
spell you cast afterwards. Your strength also goes
down to 3 for 2d4 days.

Potrebbero piacerti anche