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Fire Bolt Mage Hand: Evocation Conjuration
Fire Bolt Mage Hand: Evocation Conjuration
Mage Hand
Evocation
C onjuration
Level: Cantrip
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Level: Cantrip
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 minute
Message
Prestidigitation
Transmutation
Transmutation
Level: Cantrip
Casting time: 1 Action
Range: 120 feet
Components: V, S, M
Duration: 1 round
Level: Cantrip
Casting time: 1 Action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magic al tric k that novic e spellc asters use
for prac tic e. You c reate one of the following magic al effec ts
within range:
-You c reate an instantaneous, harmless sensory effec t, suc h as
a shower of sparks, a puff of wind, faint music al notes, or an odd
odor.
-You instantaneously light or snuff out a c andle, a torc h, or a
small c ampfire.
-You instantaneously c lean or soil an objec t no larger than 1
c ubic foot.
-You c hill, warm, or flavor up to 1 c ubic foot of nonliving
material for 1 hour.
-You make a c olor, a small mark, or a symbol appear on an
objec t or a surfac e for 1 hour.
-You c reate a nonmagic al trinket or an illusory image that c an
fit in your hand and that lasts until the end of your next turn. If
you c ast this spell multiple times, you c an have up to three of
its non-instantaneous effec ts ac tive at a time, and you c an
dismiss suc h an effec t as an ac tion.
Ray of Frost
Shocking Grasp
Evocation
Evocation
Level: Cantrip
Casting time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Level: Cantrip
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
True Strike
Burning Hands
Divination
Evocation
Level: Cantrip
Casting time: 1 Action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round
Level: 1
Casting time: 1 Action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touc hing and fingers
spread, a thin sheet of flames shoots forth from your
outstretc hed fingertips. Eac h c reature in a 15-foot c one must
make a Dexterity saving throw. A c reature takes 3d6 fire
damage on a failed save, or half as muc h damage on a
suc c essful one.
The fire ignites any flammable objec ts in the area that arent
being worn or c arried.
At higher level
When you c ast this spell using a spell slot of 2nd level or higher,
the damage inc reases by 1d6 for eac h slot level above 1st.
Charm Person
Enchantment
Divination
Level: 1
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 hour
Level: 1
Casting time: 1 Action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour
At higher level
When you c ast this spell using a spell slot of 2nd level or higher,
you c an target one additional c reature for eac h slot level
above 1st. The c reatures must be within 30 feet of eac h other
when you target them.
This spell doesnt dec ode sec ret messages in a text or glyph,
suc h as an arc ane sigil, that isnt part of a written language.
Disguise Self
Illusion
Level: 1
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself i nc luding your c lothing, armor, weapons,
and other belongings on your person l ook different until the
spell ends or until you use your ac tion to dismiss it.
You c an seem 1 foot shorter or taller and c an appear thin, fat,
or in between. You c ant c hange 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 c hanges wrought by this spell fail to hold up to physic al
inspec tion. For example, if you use this spell to add a hat to
your outfit, objec ts pass through the hat, and anyone who
touc hes 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
som eone who reac hes out to touc h you would bump into you
while it was seemingly still in midair. To disc ern that you are
disguised, a c reature c an use its ac tion to inspec t your
appearanc e and must suc c eed on an Intelligenc e
(Investigation) c hec k against your spell save DC.
Mage Armor
Magic Missile
Abjuration
Evocation
Level: 1
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: 8 hours
Level: 1
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You c reate three glowing dars of magic al forc e. Eac h dart hits a
c reature of your c hoic e that you c an see within range. A dart
deals 1d4 + 1 forc e damage to its target. THe darts all strike
simultaneously and you c an direc t them to hit one c reature or
several. At Higher Levels. When you c ast this spell using a spell
slot of 2nd level or higher, the spell c reates one more dart for
eac h slot above 1st.
Shield
Abjuration
Level: 1
Casting time: Special
Range: Self
Components: V, S
Duration: 1 round
Reac tion trigger: You are hit by an attac k or targeted by the
magic missile spell An invisible barrier of magic al forc e
appears and protec ts you. Until the start of your next turn, you
have a +5 bonus to AC, inc luding against the triggering attac k,
and you take no damage from magic missile.
Sleep
Enchantment
Level: 1
Casting time: 1 Action
Range: 90 feet
Components: V, S, M
Duration: 1 minute
(a pinc h of find sand, rose petals, or a c ric ket) This spell sends
c reatures into a magic al slumber. Roll 5d8, the total is how
many hit points of c reatures this spell c an affec t. Creatures
within 20 feet ofa point you c hoose within range are affec ted in
asc ending order of their c urrent hit points (ignoring
unc onsc ious c reatures). S tarting with the c reature that has the
lowest c urrent hit points, eac h c reature affec ted by this spell
falls unc onsc ious until the spell ends, the sleeper takes
damage, or someone uses an ac tion to shake or slap the
sleeper awake. S ubtrac t eac h c reatures hit points from the
total before moving on to the c reature with the next lowest hit
points. A c reatures hit points must be equal to or less than the
remaining total for that c reature to be affec ted. Undead and
c reatures immune to being c harmed arent affec ted by this
spell. At Higher Levels. When you c ast this spell using a spell
slot of 2nd level or higher, roll an additional 2d8 for eac h slot
level above 1st.
Thunderwave
Darkvision
Evocation
Transmutation
Level: 1
Casting time: 1 Action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours
Flaming Sphere
Hold Person
C onjuration
Enchantment
Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Invisibility
Levitate
Illusion
Transmutation
Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
Mirror Image
Misty Step
Illusion
C onjuration
Level: 2
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute
Level: 2
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Rope Trick
See invisibility
Transmutation
Divination
Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: 1 hour
Level: 2
Casting time: 1 Action
Range: Self
Components: V, S, M
Duration: 1 hour
Spider Climb
Transmutation
Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
(a drop of bitumen and a spider) Until the spell ends, one
willing c reature you touc h gains the ability to move up, down,
and ac ross vertic al surfac es and upside down along c eilings,
while leaving its hands free. The target also gains a c limbing
speed equal to its walking speed.
Web
C onjuration
Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You c onjure a mass of thic k, stic ky webbing at a point of your
c hoic e within range.
The webs fill a 20-foot c ube from that point for the duration. The
webs are diffic ult terrain and lightly obsc ure their area.
If the webs arent anc hored between two solid masses (suc h as
walls or trees) or layered ac ross a floor, wall, or c eiling, the
c onjured web c ollapses on itself, and the spell ends at the start
of your next turn. Webs layered over a flat surfac e have a depth
of 5 feet.
Eac h c reature that starts its turn in the webs or that enters
them during its turn must make a Dexterity saving throw. On a
failed save, the c reature is restrained as long as it remains in
the webs or until it breaks free.
A c reature restrained by the webs c an use its ac tions to make a
S trength c hec k against your spell save DC. If it suc c eeds, it is
no longer restrained.
The webs are flammable. Any 5-foot c ube of webs exposed to
fire burns away in 1 round, dealing 2d4 fire damage to any
c reature that starts its turn in the fire.
Counterspell
Dispel Magic
Abjuration
Abjuration
Level: 3
Casting time: Special
Range: 60 feet
Components: S
Duration: Instantaneous
Level: 3
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
1 reac tion, whic h you take when you see a c reature within 60
feet of you c asting a spell
At higher level
When you c ast this spell using a spell slot of 4th level or higher,
the interrupted spell has no effec t if its level is less than or
equal to the level of the spell slot you used.
At higher level
When you c ast this spell using a spell slot of 4th level or higher,
you automatic ally end the effec ts of a spell on the target if the
spells level is equal to or less than the level of the spell slot
you used.
Fireball
Fly
Evocation
Transmutation
Level: 3
Casting time: 1 Action
Range: 150 feet
Components: V, S, M
Duration: Instantaneous
Level: 3
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 10 minutes
(a tiny ball of bat guana and sulfur) A bright streak flashes from
your pointing finger to a point you c hoose within range then
blossoms with a low roar into an explosion of flame. Eac h
c reature in a 20-foot radius must make a Dexterity saving
throw. A target takes 8d6 fire damage on a failed save, or half
as muc h damage on a suc c essful one. The fire spreads around
c orners. It ignites flammable objec ts in the area that arent
being worn or c arried. At Higher Levels. When you c ast this spell
using a spell slot of 4th level of higher, the damage inc reases
by 1d6 for eac h slot level above 3rd.
(a wing feather from any bird) You touc h a willing c reature. The
target gains a flying speed of 60 feet for the duration. When the
spell ends, the target falls if it is still aloft, unless it c an stop
the fall. At Higher Levels. When you c ast this spell using a spell
slot of 4th level or higher, you c an target one additional
c reature for eac h slot level above 3rd.
Lightning Bolt
Major Image
Evocation
Illusion
Level: 3
Casting time: 1 Action
Range: Self (100-foot line)
Components: V, S, M
Duration: Instantaneous
Level: 3
Casting time: 1 Action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
Arcane Eye
Banishment
Divination
Abjuration
Level: 4
Casting time: 1 Action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
Level: 4
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute
At higher level
When you c ast this spell using a spell slot of 5th level or higher,
you c an target one additional c reature for eac h slot level
above 4th.
Blight
Fire Shield
Necromancy
Evocation
Level: 4
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Level: 4
Casting time: 1 Action
Range: Self
Components: V, S, M
Duration: 10 minutes
At higher level
When you c ast this spell using a spell slot of 5th level or higher,
the damage inc reases by 1d8 for eac h slot level above 4th.
Polymorph
Transmutation
Divination
Level: 4
Casting time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour
Level: 5
Casting time: 1 Minute
Range: Self
Components: V
Duration: 1 minute
Geas
Legend Lore
Enchantment
Divination
Level: 5
Casting time: 1 Minute
Range: 60 feet
Components: V
Duration: 30 days
Level: 5
Casting time: 10 Minutes
Range: Self
Components: V, S, M
Duration: Instantaneous
(inc ense worth at least 250 gp, whic h teh spell c onsumes, and
four ivory strips worth at least 50 gp eac h) Name or desc ribe a
person, plac e, or objec t. The spell brings to your mind a brief
summary of the signific ant lore about the thing you named. The
lore might c onsist of c urrent tales, forgotten stories, or even
sec ret lore that has never been widely known. If the thing you
named isnt of legendary importanc e, you gain no information.
The more information you already have about the thing, the
more prec ise and detailed the information you rec eive is. The
information you learn is ac c urate but might be c ouc hed in
figurative language. For example, if you have a mysterious
magic axe on hand, the spell might yield this information: Woe
to the evildoer whose hand touc hes the axe, for even the haft
slic es the hand of the evil ones. Only a true Child of S tone,
lover and beloved of Moradin, may awaken the true powers of
the axe, and only with the sac red word Rudnogg on the lips.
Modify Memory
Teleportation Circle
Enchantment
C onjuration
Level: 5
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Level: 5
Casting time: 1 Minute
Range: 10 feet
Components: V, M
Duration: 1 round
(rare c halks and inks infused with prec ious gems with 50 gp,
whic h the spell c onsumes) As you c ast the spell, you draw a 10foot-diameter c irc le on the ground insc ribed with sigils that link
your loc ation to a permanent teleportation c irc le of your
c hoic e whose sigil sequenc e you know and that is on the same
plane of existenc e as you. A shimmering portal opens within the
c irc le you drew and remains open until the end of your next
turn. Any c reature that enters the portal instantly appears
within 5 feet of the destination c irc le or in the nearest
unoc c upied spac e if that spac e is oc c upied. Many major
temples, guilds, and other important plac es have permanent
teleportation c irc les insc ribed somewhere within their
c onfines. Eac h suc h c irc le inc ludes a unique sigil sequenc e a
string of magic al runes arranged in a partic ular pattern. When
you first gain the ability to c ast this spell, you learn the sigil
sequenc es for two destinations on the Material Plane,
determined by the DM. You c an learn additional sigil sequenc es
during your adventures. You c an c ommit a new sigil sequenc e
to memory after studying it for 1 minute. You c an c reate a
permanent teleportation c irc le by c asting this spell in the
same loc ation every day for one year. You need not use the
c irc le to teleport when you c ast the spell in this way.