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Mage Hand

Acid Splash Conjuration cantrip


Conjuration cantrip Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action
Components: V, S
Range: 60 feet
Duration: 1 minute
Components: V, S
Duration: Instantaneous A spectral, floating hand appears at a point you choose within range. The
hand lasts for the duration or until you dismiss it as an action. The hand
You hurl a bubble of acid. Choose one creature within range, or choose vanishes if it is ever more than 30 feet away from you or if you cast this
two creatures within range that are within 5 feet of each other. A target spell again.
must succeed on a Dexterity saving throw or take 1d6 acid damage.
You can use your action to control the hand. You can use the hand to
This spell's damage increases by 1d6 when you reach 5th level (2d6), manipulate an object, open an unlocked door or container, stow or
11th level (3d6), and 17th level (4d6). retrieve an item from an open container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10
pounds.
Message Minor Illusion
Transmutation cantrip Illusion cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S, M Components: S, M
Duration: 1 round Duration: 1 minute

You point your finger toward a creature within range and whisper a You create a sound or an image of an object within range that lasts for the
message. The target (and only the target) hears the message and can duration. The illusion also ends if you dismiss it as an action or cast this
reply in a whisper that only you can hear. spell again.

You can cast this spell through solid objects if you are familiar with the If you create a sound, its volume can range from a whisper to a scream. It
target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 can be your voice, someone else's voice, a lion's roar, a beating of drums,
inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the or any other sound you choose. The sound continues unabated
spell. The spell doesn't have to follow a straight line and can travel freely throughout the duration, or you can make discrete sounds at different
around corners or through openings. times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a


small chest--it must be no larger than a 5-foot cube. The image can't
create 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
(Investigation) check against your spell save DC. If a creature discerns the
illusion for what it is, the illusion becomes faint to the creature.
Poison Spray Prestidigitation
Conjuration cantrip Transmutation cantrip
Casting Time: 1 action Casting Time: 1 action
Range: 10 feet Range: 10 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 hour

You extend your hand toward a creature you can see within range and This spell is a minor magical trick that novice spellcasters use for
project a puff of noxious gas from your palm. The creature must succeed practice. You create one of the following magical effects within range:
on a Constitution saving throw or take 1d12 poison damage.
You create an instantaneous, harmless sensory effect, such as a
This spell's damage increases by 1d12 when you reach 5th level (2d12), shower of sparks, a puff of wind, faint musical notes, or an odd
11th level (3d12), and 17th level (4d12). odor.
You instantaneously light or snuff out a candle, a torch, or a small
campfire.
You instantaneously clean or soil an object no larger than 1 cubic
foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material
for 1 hour.
You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit
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.
Grease Shield
1st-level conjuration 1st-level abjuration
Casting Time: 1 action Casting Time: 1 reaction
Range: 60 feet Range: Self
Components: V, S, M Components: V, S
Duration: 1 minute Duration: 1 round

Slick grease covers the ground in a 10-foot square centered on a point An invisible barrier of magical force appears and protects you. Until the
within range and turns it into difficult terrain for the duration. start of your next turn, you have a +5 bonus to AC, including against the
triggering attack, and you take no damage from magic missile.
When the grease appears, each creature standing in its area must
succeed on a Dexterity saving throw or fall prone. A creature that enters
the area or ends its turn there must also succeed on a Dexterity saving
throw or fall prone.

Protection from Evil and Good


1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against
certain types of creatures: aberrations, celestials, elementals, fey, fiends,
and undead.

The protection grants several benefits. 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.
Sleep Flame Blade
1st-level enchantment 2nd-level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 90 feet Range: Self
Components: V, S, M Components: V, S, M
Duration: 1 minute Duration: Concentration, up to 10 minutes

This spell sends creatures into a magical slumber. Roll 5d8; the total is You evoke a fiery blade in your free hand. The blade is similar in size and
how many hit points of creatures this spell can affect. Creatures within 20 shape to a scimitar, and it lasts for the duration. If you let go of the blade,
feet of a point you choose within range are affected in ascending order of it disappears, but you can evoke the blade again as a bonus action.
their current hit points (ignoring unconscious creatures).
You can use your action to make a melee spell attack with the fiery blade.
Starting with the creature that has the lowest current hit points, each On a hit, the target takes 3d6 fire damage.
creature affected by this spell falls unconscious until the spell ends, the
sleeper takes damage, or someone uses an action to shake or slap the The flaming blade sheds bright light in a 10-foot radius and dim light for
sleeper awake. Subtract each creature's hit points from the total before an additional 10 feet.
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 that creature At higher levels:
to be affected.
When you cast this spell using a spell slot of 4th level or higher, the
Undead and creatures immune to being charmed aren't affected by this damage increases by 1d6 for every two slot levels above 2nd.
spell.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher, roll an
additional 2d8 for each slot level above 1st.
Flaming Sphere Hold Person
2nd-level conjuration 2nd-level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S, M Components: V, S, M
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your Choose a humanoid that you can see within range. The target must
choice within range and lasts for the duration. Any creature that ends its succeed on a Wisdom saving throw or be paralyzed for the duration. At
turn within 5 feet of the sphere must make a Dexterity saving throw. The the end of each of its turns, the target can make another Wisdom saving
creature takes 2d6 fire damage on a failed save, or half as much damage throw. On a success, the spell ends on the target.
on a successful one.
At higher levels:
As a bonus action, you can move the sphere up to 30 feet. If you ram the
sphere into a creature, that creature must make the saving throw against When you cast this spell using a spell slot of 3rd level or higher, you can
the sphere's damage, and the sphere stops moving this turn. target one additional humanoid for each slot level above 2nd. The
humanoids must be within 30 feet of each other when you target them.
When you move the sphere, you can direct it over barriers up to 5 feet tall
and jump it across pits up to 10 feet wide. The sphere ignites flammable
objects not being worn or carried, and it sheds bright light in a 20-foot Misty Step
radius and dim light for an additional 20 feet. 2nd-level conjuration
At higher levels: Casting Time: 1 bonus action
Range: Self
When you cast this spell using a spell slot of 3rd level or higher, the Components: V
damage increases by 1d6 for each slot level above 2nd. Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an


unoccupied space that you can see.
Scorching Ray
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You
can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire
damage.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you
create one additional ray for each slot level above 2nd.

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