5 FSFGSDW 4 Er

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A

CID
A
RROW
2nd-level evocation
Casting time
1 action
Range
90 feet
Components
VSM (powdered rhubarb leaf and
an adder's stomach)
Duration
Instantaneous
Make a ranged spell attack against a target within
range. On a hit, target takes 4d4 acid damage
immediately and 2d4 acid damage at the end of its
next turn. On a miss the arrow deals half of the
initial damage and no secondary damage.
A
T

HIGHER

LEVELS
Both damages increase by 1d4 per level.
PHB 259
A
CID
S
PLASH
Conjuration cantrip
Casting time
1 action
Range
60 feet
Components
VS
Duration
Instantaneous
You hurl a bubble of acid. Choose one creature
within range, or two creatures within range that
are within 5 feet of each other. A target must
succeed on a Dex save or take 1d6 acid damage.
A
T

HIGHER

CHARACTER

LEVELS
Damage increases to 2d6 at 5th level, 3d6 at 11th,
and 4d6 at 17th.
PHB 211
A
ID
2nd-level abjuration
Casting time
1 action
Range
30 feet
Components
VSM (a tiny strip of white cloth)
Duration
8 hours
Your spell bolsters your allies with toughness and
resolve. Choose up to three creatures within
range. Each target's Max HP and current HP
increase by 5 for the duration
A
T

HIGHER

LEVELS
Target's HP increases by an additional 5 per level.
PHB 211
A
LARM
1st-level abjuration (ritual)
Casting time
1 minute
Range
30 feet
Components
VSM (a tiny bell and a piece of fine
silver wire)
Duration
8 hours
Choose a door, window, or an area within range
that is no larger than a 20-foot cube. Until the spell
ends, an alarm alerts you whenever a Tiny or
larger creature touches or enters the warded
area. When you cast the spell, you can designate
creatures to not trigger the alarm.
A mental alarm alerts you if you are within 1 mile
and wakes you if sleeping.
An audible alarm produces a bell sound for 10
seconds within 60 feet
PHB 211
A
LTER
S
ELF
2nd-level transmutation
Casting time
1 action
Range
Self
Components
VS
Duration
Concentration, up to 1 hour
You can choose one of the following options. You
can use an action to change options.
Aquatic Adaptation
allows you to breathe
underwater and grants a swim speed equal to
walking speed
Change Appearance
allows you to change the
way others perceive you, but cannot change to
another creature type or size. Use an action to
change appearance again.
Natural Weapons
grants you fangs, claws. horns,
or the like. It does 1d6 damage of appropriate
type, you are proficient, and it is +1 magic weapon.
PHB 211-2
A
NIMAL
F
RIENDSHIP
1st-level enchantment
Casting time
1 action
Range
30 feet
Components
VSM (a morsel of food)
Duration
24 hours
A beast you can see within range, Int < 4, that can
see and hear you must make a Wis save or be
charmed for the duration. Harm from you or your
allies ends the effect.
A
T

HIGHER

LEVELS
You can affect one additional beast per level.
PHB 212
A
NIMAL
M
ESSENGER
2nd-level enchantment (ritual)
Casting time
1 action
Range
30 feet
Components
VSM (a morsel of food)
Duration
24 hours
Designate a Tiny creature within range that you
can see. That creature travels up to 50 miles per
day flying (25 by land) to a location you've visited
and delivers a message to a person fitting a
general description given by you. The message
can be up to 25 words and is delivered in your
voice.
If the messenger doesn't reach the destination or
doesn't find a matching recipient, the message is
lost.
A
T

HIGHER

LEVELS
Duration increases by 48 hours per level.
PHB 212
A
NIMAL
S
HAPES
8th-level transmutation
Casting time
1 action
Range
30 feet
Components
VS
Duration
Concentration, up to 24 hours
Choose any number of willing creatures within
range and transform each into a beast of Large
size or smaller and CR 4 or lower. Each target can
be given a different form. Use your action to apply
new forms.
Transformation lasts for the duration or until
target reaches 0 HP or dies. Targets keep their
mental scores but get other game statistics of the
beast, cannot speak or cast spells, and have their
gear melded into their new forms,
If the beast form reaches 0 HP, excess damage
rolls over to the normal form. It isn't knocked
unconscious unless the normal form reaches 0 HP.
PHB 212
A
NIMATE
D
EAD
3rd-level necromancy
Casting time
1 minute
Range
10 feet
Components
VSM (a drop of blood, a piece of
flesh, and a pinch of bone dust)
Duration
Instantaneous
Animate a pile of bones or a corpse of a Medium or
Small humanoid into a Skeleton or Zombie that
follows your commands. As a bonus action on each
turn, mentally issue one command to any/all
within 60 feet: specific movement and action, or
general command such as "guard this corridor".
Undead are controlled for 24 hours. Within that
time, re-cast the spell to reassert control over up to
4 undead animated by this spell instead of
animating new ones.
A
T

HIGHER

LEVELS
Animates or maintains control over 2 additional
undead per level.
PHB 212-3

A
NIMATE
O
BJECTS
5th-level transmutation
Casting time
1 action
Range
120 feet
Components
VS
Duration
Concentration, up to 1 minute
Animate up to ten objects within range. As a
bonus action, mentally issue one command to
any/all within 500': specific movement & action, or
general command such as "guard this corridor".
Size Cost HP AC Str Dex Hit Dmg
Tiny12018418+81d4+4
Small12516614+61d8+2
Medium240131012+52d6+1
Large450101410+62d10+2
Huge88010186+82d12+4
Construct, Con 10, Int 3, Wis 3, Cha 1, fly 30'
(hover), blindsight 30' (blind beyond).
A
T

HIGHER

LEVELS
Animate two additional objects per level.
PHB 213
A
NTILIFE
S
HELL
5th-level abjuration
Casting time
1 action
Range
Self (10-foot radius)
Components
VS
Duration
Concentration, up to 1 hour
A shimmering barrier extends 10 feet out from
you and moves with you. Living creatures cannot
pass or reach through and are pushed if the
barrier moves into them, but can attack with spells,
ranged, or reach weapons.
If you move in a way to force a creature to pass
through the barrier, the spell ends.
PHB 213
A
NTIMAGIC
F
IELD
8th-level abjuration
Casting time
1 action
Range
Self (10-foot radius sphere)
Components
VSM (a pinch of powdered iron or
iron filings)
Duration
Concentration, up to 1 hour
A 10-foot invisible sphere surrounds you (and
moves with you) in which magic does not function.
Spells can't be cast, summoned creatures
disappear, and magic items become mundane
within sphere.
Spells and magical effects are suppressed within
the sphere, but still consume their duration, and
resume when the sphere no longer suppresses
them.
Artifacts and deity magic are unaffected by this
spell.
dispel magic
doesn't affect the sphere, and
spheres don't suppress each other.
PHB 213-4
A
NTIPATHY
/S
YMPATHY
8th-level enchantment
Casting time
1 hour
Range
60 feet
Components
VSM (a lump of alum soaked in
vinegar for Antipathy or honey for Sympathy)
Duration
10 days
Target a Huge or smaller object or creature or an
area up to a 200' cube, and a type of intelligent
creature. When creature of type can see target or
comes within 60', make a Wis save or be affected.
Each 24 hours and when affected creature ends
turn out of sight and over 60' away, Wis save to
end effect and recognize as magical. Immune for 1
minute on successful save.
Antipathy
: Creature frightened, must use
movement to flee.
Sympathy
: Must use movement to come
within reach of target, cannot willingly move
away. If target harms it, Wis save to end effect.
PHB 214
A
RCANE
E
YE
4th-level divination
Casting time
1 action
Range
30 feet
Components
VSM (a bit of bat fur)
Duration
Concentration, up to 1 hour
You create an invisible floating eye for the
duration. You mentally receive visual information
from the eye, which has normal vision and
darkvision to 30 feet. The eye can look in every
direction.
Use an action to move the eye up to 30 feet in any
direction. It cannot pass through solid objects, but
can fit through a space as small as a 1-inch square.
No distance limit, but cannot enter another plane.
PHB 214
A
RCANE
H
AND
5th-level evocation
Casting time
1 action
Range
120 feet
Components
VSM (eggshell and snakeskin glove)
Duration
Concentration, up to 1 minute
A Large hand appears in range. AC 20, HP as
caster, Str 26, Dex 10. Bonus action to move it up to
60 feet and one cause effect:
Melee spell attack, caster's stats, 4d8 force dmg
Push hand's Str vs Athletics, advantage if
target Medium, both move spell ability mod × 5
feet
Hand grapples target. While grappling, bonus
action for 2d6 + spell ability mod bludgeoning
damage.
Until new effect, hand moves to stay between
you and a target. Gives half cover. Target can
move through as difficult terrain if Str greater.
A
T

HIGHER

LEVELS
Damage increases by 2dX per level.
PHB 218
A
RCANE
L
OCK
2nd-level abjuration
Casting time
1 action
Range
Touch
Components
VSM (gold dust worth at least 25 gp,
which is consumed)
Duration
Until dispelled
You choose a closed door, window, gate, chest, or
other entryway and lock it magically. You can
designate any number of creatures that can open
it normally and can also designate a password that
suppresses the spell for 1 minute if spoken within
5 feet of it. Casting
knock
on the object suppresses
this spell for 10 minutes.
When affected by this spell the object's DC to pick
or break is increased by 10.
PHB 215
A
RCANE
S
WORD
7th-level evocation
Casting time
1 action
Range
60 feet
Components
VSM (a miniature platinum sword
worth 250 gp)
Duration
Concentration, up to 1 minute
A sword-shaped piece of force appears floating in
the air. You can make a melee spell attack on a
creature within 5' of the sword for 3d10 force
damage. Until the spell ends, use a bonus action
to move it up to 20' and make another attack.
PHB 262-3
A
RCANIST
'
S
M
AGIC
A
URA
2nd-level illusion
Casting time
1 action
Range
Touch
Components
VSM (a small square of silk)
Duration
24 hours
The target creature or unattended object receives
one or both of
False aura to effects like
detect magic
: a magic
item appearing nonmagical, or a nonmagic
item appearing magical, or changing the
aura's school. The false aura can be made
apparent to any creature touching the item.
Change the creature type and/or alignment
seen by spells such as
divine smite
and
symbol
triggers.
Casting this with the same effects on the same
creature or object for 30 days makes it permanent.
PHB 263

A
STRAL
P
ROJECTION
9th-level necromancy
Casting time
1 hour
Range
10 feet
Components
VSM (per creature: a jacinth worth
1000 gp and an ornately carved silver bar
worth 100 gp, both consumed)
Duration
Special
You and up to 8 willing creatures project to Astral
Plane. Material body is unconscious and in
suspended animation. Astral body is duplicate of
material body including possessions, damage and
effects to it don't affect material body.
Creature is returned to material body if spell ends.
Use action to end spell for all. Ends for one
creature if either body drops 0 HP or
dispel magic
is
cast on either body.
If astral form enters another plane (except maybe
Outer Planes), material body is transported there
and creature re-enters it.
PHB 215
A
UGURY
2nd-level divination (ritual)
Casting time
1 minute
Range
Self
Components
VSM (specially marked sticks, bones,
or similar tokens worth 25 gp)
Duration
Instantaneous
You cast bones, play cards, or some other
divination method to receive an open about a
specific course of action you plan to take within the
next 30 minutes. Possible omens:
Weal: good results
Woe: bad results
Weal and woe: both good and bad results
Nothing: neither good nor bad results
If cast two or more times before completing a long
rest, cumulative 25% chance for each casting after
the first to get a random reading.
PHB 215-6
A
WAKEN
5th-level transmutation
Casting time
8 hours
Range
Touch
Components
VSM (an agate worth 1000 gp,
which is consumed)
Duration
Instantaneous
After spending the casting time tracing pathways
in the gemstone focus, you touch a Huge or
smaller beast or plant with an Intelligence of 3 or
less. The touched plant or beast gains awareness,
the ability to move, an Intelligence of 10 and the
ability to speak one language you know. A plant
gains the ability to move its limbs, roots, vines, etc.
and gains senses similar to a human's.
The awakened creature is charmed by you for 30
days or until you or your allies harm it.
PHB 216
B
ANE
1st-level enchantment
Casting time
1 action
Range
30 feet
Components
VSM (a drop of blood)
Duration
Concentration, up to 1 minute
Up to three creatures of your choice within range
must make a Charisma save. On failure, whenever
the creature makes an attack roll or saving throw
before the spell ends it rolls 1d4 and subtracts the
result from the attack roll or saving throw.
A
T

HIGHER

LEVELS
Target one additional creature per level.
PHB 216
B
ANISHMENT
4th-level abjuration
Casting time
1 action
Range
60 feet
Components
VSM (an item distasteful to the
target)
Duration
Concentration, up to 1 minute
Target must succeed on a Cha save or be
banished to another plane of existence. If the
target is native to the current plane it is banished
to a demiplane and incapacitated for the duration.
If it is native to another plane it is returned there; if
the spell ends before 1 minute has passed the
creature returns to the space it left or the nearest
unoccupied space, otherwise it doesn't.
A
T

HIGHER

LEVELS
Target one additional creature per level.
PHB 217
B
ARKSKIN
2nd-level transmutation
Casting time
1 action
Range
Touch
Components
VSM (a handful of oak bark)
Duration
Concentration, up to 1 hour
Touched creature's AC cannot be less than 16 for
the duration and takes on a rough, bark-like
appearance.
PHB 217
B
EACON

OF
H
OPE
3rd-level abjuration
Casting time
1 action
Range
30 feet
Components
VS
Duration
Cocentration, up to 1 minute
Choose any number of creatures within range.
Those affected have advantage on Wisdom and
death saving throws, and recover the maximum
number of HP possible from healing effects.
PHB 217
B
ESTOW
C
URSE
3rd-level necromancy
Casting time
1 action
Range
Touch
Components
VS
Duration
Concentration, up to 1 minute
The creature touched must make a Wis save or
receive one curse of your choice for the duration:
Disadvantage on checks and saves with one
ability score
Disadvantage on attack rolls against you
Target makes a Wis save at the start of each
turn. On failure, it wastes its action doing
nothing.
Your spells and attacks deal an extra 1d8
necrotic damage to the target.
A
T

HIGHER
LEVELS
Duration increases. 4th: Concentration to 10
minutes. 5th: 8 hours (no concentration). 7th: 24
hours. 9th: Until dispelled.
PHB 218
B
LACK
T
ENTACLES
4th-level conjuration
Casting time
1 action
Range
90 feet
Components
VSM (a piece of tentacle from a giant
squid or giant octopus)
Duration
Concentration, up to 1 minute
Black tentacles fill a 20' square on the ground you
can see within range, creating difficult terrain.
When a creature enters for the first time on a turn
or starts its turn there, it must succeed on a Dex
save or take 3d6 bludgeoning and be restrained.
An already-restrained creature takes 3d6
bludgeoning at the start of its turn. A restrained
creature can make a Str or Dex check versus your
spell save DC to free itself.
PHB 238

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