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| | MainCantrips1st Level Spells2nd Level Spells3rd Level Spells4th Level Spells5th Level Spells6th Level Spells7th Level Spells8th Level Spells9th Level Spells |
| | | Abjuration Cantrip | | At 5th Level. You can cast this spell on a creature of your choice that you can see within 30 feet of you.
At 11th Level. You can ignore the verbal component of the spell.
At 17th Level. When you cast this spell on another creature, you also gain its benefits. |
| | | Transmutation Cantrip | | At 5th Level. You can have up to six non-instantaneous effects active at a time, and you can dismiss any number of such effects as a bonus action.
At 11th Level. You can extinguish or change the area of light cast by any number of flames within range simultaneously. Additionally, you may affect flame to produce no heat.
At 17th Level. Any flames you target for the effects of this spell may fit within a 10-foot cube, and the duration of non-instantaneous effects increases to 24 hours. |
| | | Evocation Cantrip | | At 5th Level. When creating lights with this spell, you can choose any number of them to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can also combine the lights into one glowing vaguely bestial form of Medium size.
At 11th Level. When you cast this spell, or as an action, you can attach one light to an object or creature within range. If the target is an unwilling creature, make a ranged spell attack. On a hit, the light safely attaches to the target. A light attached in this way moves with the target for the spell's duration, can no longer be moved by you, and it does not wink out if it exceeds the spell's range or 20 foot range of another light. A creature can use an action to destroy one such light.
At 17th Level. You can create up to six lights, and you can combine the six lights into one glowing vaguely humanoid or bestial form of Large size. |
| | | Divination Cantrip (Bard, Cleric, Paladin) | | Casting Time: Action
Range: Self
Components: S, M (a weapon with which you have proficiency)
Duration: Instantaneous
Guided by a flash of magical insight, you make one attack with the weapon used in the spellcasting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you choose to deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6) |
| | | Transmutation Cantrip | | At 5th Level. You gain a deeper control over the elements and can create one of the following effects within range:
- A barrier against weather extends out from you in a 10-foot radius and moves with you, remaining centered on you and shielding the area from nonmagical snow, rain and wind. The barrier lasts for 1 hour.
- You dim the flame of a candle, a torch, or a small campfire, halving its light radius.
- You create a more potent instantaneous sensory effect, like a roar of a tiger, rumble of thunder, or the acrid scent of smoke or burning wood. The effect must fit in a 10-foot cube.
- You touch a creature and instantly remove any unnatural smell from its body or clothing
At 11th Level. When you use this spell to make a flower blossom, a seed pod open, or a leaf bud bloom, you can do so for all plants within range simultaneously. You can also reverse these effects by making seeds infertile, wilting flowers or drying out leaves. Additionally, when you use this spell to light or snuff out a flame, you may do so to any number of targets within range.
At 17th Level. When you use this spell to create a barrier against weather, you can influence the temperature and humidity within the sphere to feel comfortable to all creatures within it. This does not mitigate the dangers of extreme heat or cold, nor does it overcome magical weather effects. |
| | | Enchantment Cantrip | | At 5th Level. The creature realizes that you used magic to influence its mood but may not turn hostile toward you based on its disposition. A creature prone to violence might still attack you or seek retribution in other ways.
At 11th Level. You can substitute the somatic and material components of this cantrip with a verbal component that you can weave into a sentence by including the word "friend".
At 17th Level. This spell does not require concentration when you cast it. The creature realizes you have used magic on it 1 minute after the spell ends. |
| | | Divination Cantrip | | Can also be used as a Reaction when you or a creature within range makes an ability check. They can roll a d4 and add it to the roll.
At 5th Level, you can cast this spell on a willing creature of your choice that you can see within 30 feet of you.
At 11th Level, when the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.
At 17th Level, you can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration. |
| | | Transmutation Cantrip | | At 5th Level. When you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-foot cube. Additionally, the spell can be used to displace vapor, gas, or fog within a 5-foot cube.
At 11th Level. This spell can affect Large creatures, pushing them up to 5 feet, and objects affected by this spell can be pushed up to 20 feet. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 5 feet.
At 17th Level. This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet. |
| | | Evocation Cantrip | | At 5th Level. When you cast this spell, you can limit the radius of bright and dim light shed by the object, down to a minimum of 5 feet. As a bonus action, you can change the color and brightness of the light if you can see it and it is within 300 feet of you.
At 11th Level. You can fire a wisp of light at an object up to 120 feet away, applying the spell's effects on contact. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
At 17th Level. When you cast this spell, you can camouflage the light shed by the object, rendering it visible only to creatures within its radius. |
| | | Conjuration Cantrip | | At 5th Level. You can ignore the verbal component of this spell. When you cast this spell, you can make the hand appear fully corporeal, albeit featureless.
At 11th Level. The spell's range increases to 60 feet. When you cast this spell, you can make the hand appear with any features and adornments you like, as long as it retains the general structure of a hand, such as an armored gauntlet, bestial paw or a bloody dismembered limb.
At 17th Level. The hand can carry up to 20 pounds and can be made to appear twice as large. |
| | | Transmutation Cantrip | | At 5th Level. You can cast this spell on one to five tiny, nonmagical objects that fit in your palm and weigh less than 1 pound each. For example, you can enchant a few playing cards, some coins, or a needle, but not a vial filled with a magical potion or an enchanted amulet.
At 11th Level. When you hit a target with an imbued object, you can make it ricochet and fly at a separate target of your choice within 10 feet of the original target. If you do so, make another ranged spell attack with disadvantage. On a hit, the additional target takes the spell's normal damage. A single creature or object can only be hit once using this spell.
At 17th Level. You can cast this spell on one to ten objects and make them harmlessly float a few inches out from you in a circle. You can quickly draw floating objects to your hand as a part of the ranged attack. If an object is removed from the circle against your will, the spell immediately ends for that object. |
| | | Transmutation Cantrip | | At 5th Level. The spell repairs a single break or tear that is no larger than 3 feet in any dimension. Additionally, you can reassemble any number of broken fragments of an object which can fit inside a 1-foot cube. You can also remove scratches and rust from metal objects or restore burned cloth and leather as long as 4/5 of it remains intact.
At 11th Level. The spell repairs a single break or tear that is no larger than 10 feet in any dimension. Additionally, you can reassemble any number of broken fragments of an object which can fit inside a 5-foot cube. You can also restore corroded metal objects to their original, untarnished state. The spell has a range of 15 feet.
At 17th Level. The spell has a casting time of 1 action. |
| | | Transmutation Cantrip | | At 5th Level. The spell has a range of 300 feet.
At 11th Level. You can ignore the somatic and material components of the spell.
At 17th Level. You can ignore the verbal component of the spell, sending the message to your target telepathically instead. A simple mental image may accompany this message, and your target can reply in the same way. |
| | | Illusion Cantrip | | At 5th Level. When you cast the spell, you can delay its manifestation by up to 1 minute, after which the effect occurs as normal.
At 11th Level. The spell has a range of 60 feet.
At 17th Level. You can create an image of flowing liquid or a cacophony of sounds no louder than a scream. |
| | | Transmutation Cantrip | | At 5th Level. You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action.
At 11th Level. The shapes or colors you make appear on dirt or stone last for up to 12 hours. Additionally, you can excavate packed earth, and any earth you move with this spell can be deposited up to 15 feet away.
At 17th Level. This spell can manipulate dirt and stone that fits within a 10-foot cube. Additionally, shapes or colors you make appear on dirt or stone last for up to 24 hours. You can also cause all dirt or stone within 5 feet of you to turn into difficult terrain, including the ground on which you stand, for 24 hours. |
| | | Transmutation Cantrip | | At 5th Level. You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can dry any willing creature that you can see within range.
At 11th Level. The spell has a range of 30 feet. You can light or snuff out any number of candles, torches, and small campfires within range simultaneously.
At 17th Level. You can clean or soil an object no larger than 5 cubic feet and can chill, warm or flavor up to 5 cubic feet of nonliving material. You can also create a nonmagical trinket or illusory image that can fit in a 1-foot cube. The duration of all of your non-instantaneous effects increases up to 8 hours. |
| | | Abjuration Cantrip | | At 5th Level. You can cast this spell on a willing creature of your choice that you can see within 30 feet of you.
At 11th Level. When the target rolls a 1 for the benefit of this spell it may reroll the die and must use the new roll, even if the new roll is a 1.
At 17th Level. You can choose up to two creatures to receive the benefit of this spell. The spell ends when both targets have rolled, and each target may only roll once within its duration. |
| | | Transmutation Cantrip | | At 5th Level. You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can boil the water, provided that there are no creatures in it. The water cools in 1 hour.
At 11th Level. You can manipulate other liquids you can see if at least half of their content is water. Additionally, you can move water in any direction within range if it fits within a 1-foot cube.
At 17th Level. You can move up to five 1-foot cubes of water simultaneously. The duration of all of your non-instantaneous effects increases up to 8 hours. Additionally, you can cause the water to form into complex shapes. |
| | | Transmutation Cantrip | | At 5th Level. You can cast this spell on any melee weapon made of wood. Additionally, as an action, you can make a melee spell attack against a target within reach to release the weapon's imbued magic into it. On a hit, the target takes 2d8 bludgeoning damage. The spell then ends.
At 11th Level. The damage of the special attack increases by 1d8 (3d8).
At 17th Level. The damage of the special attack increases by 1d8 (4d8). |
| | | Necromancy Cantrip | | At 5th Level. You can ignore the somatic component of this spell.
At 11th Level. If the stabilized creature takes no further damage for 1 hour, it restores 1 hit point.
At 17th Level. When you cast this spell on a dying target, you can apply its effects to any other dying targets within a 10-foot radius of the original target. If the stabilized creatures take no further damage for 1 minute, they restore 1 hit point. |
| | | Transmutation Cantrip | | At 5th Level. You can change your voice to sound more angelic or more demonic for 1 minute. Additionally, you can amplify your voice up to four times as loud as normal for 1 minute.
At 11th Level. You can have up to four of this spell's 1-minute effects active at a time. Additionally, the tremors you cause are strong enough to rattle objects without damaging them. You can also instantaneously open or close any number of unlocked doors and windows within range.
At 17th Level. The duration of this spell's 1-minute effects can be extended up to 1 hour. Additionally, you can cause a loud noise, intense tremors, or unseen waves or slashes to deal 1 damage to all objects that aren't being worn or carried within range. |
| | | Divination Cantrip (Bard, Sorcerer, Warlock,Wizard) | | You point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
At 5th Level. You can choose to gain a +5 bonus to your next attack roll against the target, instead of gaining advantage.
Additionally, the attack ignores half and three-quarters cover. The spell no longer requires concentration.
At 11th Level. The spell's effects last for 1 minute or until you make your first attack against the target. You also learn the
target's lowest saving throw between Strength, Dexterity, and Constitution.
At 17th Level. When you cast this spell, you can choose another creature within range to receive its benefits in
addition to yourself.
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| | | 1st-Level Enchantment | | Casting Time: 1 action
Range: 30 feet
Components: V, S, M (Bless: a sprinkling of holy water / Bane: a drop of blood)
Duration:1 minute
Bless and Bane are now once more one spell and no longer require concentration. A creature that only learns 'Bane' only learns the Bane portion of this spell, as does vice-versa.
A creature that casts Bless and Bane may not cast it again for 1 minute.
You Bless or Curse up to three creatures of your choice within range. A Cursed creature makes a Charisma saving throw or suffers your Bane. Whenever a target makes an attack roll or a saving throw before the spell ends, a blessed target can roll a d4 and add the number rolled to the attack roll or saving throw; A Baned target rolls a d4 and subtracts the number rolled from the attack roll or saving throw.
A Spellcaster with a powerful will, may attempt to Bless some creatures and Bane others with a single casting. |
| | | 1st-Level Conjuration | | You can now conjure flammable, or non-flammable Grease.
Grease can be placed on a Flat survase, Object (worn, or alone), or vertical face.
A creature that only moves 5 feet while standing, or prone and ends it turn in the grease gains advantage on their saving throw,
Flammable Grease:
If you conjure flammable grease, it burns for up to the duration of the spell, and deals 1d6 fire damage to any creature touching it when ignited.
When a creature enters the grease fire for the first time on their turn, or starts its turn in the grease fire, it takes 1d6 fire damage.
While the grease is ignited: Roll a d6 on Initiative count 20; On a 1 the spell ends early and the fire quenches.
Other Uses:
If you cast Grease on an object, a creature handling the object must succeed on a Dexterity Saving throw, or have disadvantage on any action involving handling the object. (eg: drinking a potion, throwing a stone,). If a creature fails by 5 or more, they drop the item, and it falls into an adjacent square of the GM's choice.
If you cast Grease on a worn object, such as armor, any attempts to grapple the creature wearing the object has disadvantage.
If you cast Grease on a vertical face, any creature attempting to climb must succeed on a Dexterity saving throw, on a failure, they decend the surface to the beginning of the Greased area. |
| | | 1st-Level Evocation | | When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for every 2 slot levels above 1st. |
| | | 1st-Level Evocation | | Roll for damage for each dart. |
| | | 1st-Level Abjuration | | Remove Curse is now a 1st level spell.
When you cast this spell, you can eliminate 1 known, or 1 random curse affecting a creature. If the curse's level exceeds the level of this spell, make a spell check with the caster's Spellcasting Modifier The DC equals 10 + the curse's level. When Cast above 1st level, you can instead remove a number of curses, or a total level of curses equal to the spell slot used. (A 3rd level Remove curse can remove 3 curses of 1st level, or 3 curses with a Spell check, or a 2nd level and 1st level or a single 3rd level curse without a check).
Some curses extend beyond the realm of magic and/or require specific rituals or items or a God's power to remove, in which case Magic only offers a temporary respite. In such a case, A remove curse spell cast on the victim of such a curse suppresses the burden for 1 hour. A greater restoration spell suppresses the burden until the victim finishes a long rest. Death usually ends a curse, but the curse returns in full force if the cursed character returns to life without resolving the curse. If the curse is linked to attunement, anything that breaks attunement will break the curse's hold, but generally a cursed creature refuses such treatment. |
| | | | | Concentration begins after you hit. |
| | | 2nd-Level Enchantment | | When you have more than 1 target held by this spell, you can drop concentration on each creature individually. |
| | | 2nd-Level Transmutation | | Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: 1 hour
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC becomes 16 while it is not wearing armor. While a creature is affected by Barkskin, they are considered to be wearing Armor.
Barkskin no longer requires Concentration. |
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| | | 3rd-Level Abjuration | | You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd level or lower, its spell fails and has no effect. If it is casting a spell of the same level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than the level of the spell slot you used. |
| | | 3rd-Level Necromancy, Ritual | | Bestow Curse now has the ritual tag, and all standard effects of the spell still apply when cast at 3rd Level.
Additionally:
A creature that can cast this spell can instead spend a 1st or second spell slot instead to create a 1st or 2nd level curse. Come up with an appropriate effect. DM's discretion on power. Such a curse might be a minor version of the 3rd level effects, such as 1d4 necrotic instead of a d8.
As a ritual, you may bestow a curse on a an object. If cast on an object, it takes effect once held, unless the item requries attunement, in which case it curses the creature upon attunement.
As a ritual, you may spend a higher level spell slot to curse an object with a more powerful curse - work with the DM.
As stated, effects are up to DM's discretion on whether they are allowed.
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| | | | | When the Haste spell is cast on a creature under the effect of the Slow spell, or the Slow spell is cast on a creature under the effects of teh Haste spell, both spells counter each other, and are dispelled. |
| | | 3rd-Level Illusion (ritual) | | Lasts for 8 Hours.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you create an additional steed for each level above 3rd. |
| | | 4th-Level Abjuration | | Stoneskin no longer requires Concentration.
You no longer gain resistance to nonmagical melee.
You gain +2 AC and 5d10 Temporary Hit Points.
When you run out of the Temporary Hit points from this spell, or gain THP from another source, this spell ends. |
| | | 5th-Level Divination | | Casting Time: 1 Minute, Ritual
Range: Touch
Components: V, S, M(black salt worth 50 gp which the spell consumes)
Duration: Instantaneous
Spell List: Bard, Wizard, Cleric
You choose one object or creature that you must touch throughout the casting of the spell
You learn of any curse of 5th Level or Lower on the object or currently affecting the creature. You learn the details of the curse, and the conditions for removing it beyond the use of the remove curse spell if any such conditions exist.
At Higher Levels: You Learn of any curse of the Spell's Level or Lower |
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| | | 6th-Level Transmutation | | Disintegrate fires a thin beam of energy, and requires line of sight. Upon missing a creature, it continues onward to its maximum range of 60ft. A creature may interpose itself, or an object to block the beam to the creature. If a creature is blocked by half or 2/3s cover, they gain a +2 or +5 bonus to their saving throw. If Disintegrate would hit the creature without the cover bonus, it instead hits the cover, and applies its effect.
Magic Items can be shattered and broken by Disintegrate, but are not reduced to dust. Spells that can mend these items can restore their magic and essence, but require attunement once more. Non-Sentient Items that store the soul of a creature release it upon complete destrution. |
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