5e Spell Cards

August 28, 2023 | Author: Anonymous | Category: N/A
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ACID ARROW

ACID SPLASH

AID

2nd-level evocation Casting time 1 time 1 action Range 90 Range 90 feet Components VSM Components VSM (powdered rhubarb leaf and an add er's stomach) stomach) Duration Instantaneous Duration Instantaneous

Conjuration Conjuration cantrip Casting time 1 time 1 action Range 60 Range 60 feet Components VS Components VS Duration Instantaneous Duration Instantaneous

2nd-level abjuration Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a tiny strip of white cloth) Duration 8 Duration 8 hours

Make a ranged spell attack attack against a target within range. rang e. On a hit, target takes 4d4 acid damage immediately immediately and 2d4 acid damage at the end of its next tur n. On a miss the arrow deals half of the initial damage and no secondary damage.

AT

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.

AT H I G H E R LEVELS

H I G H E R C H A R A C T E R LEVELS

Damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th.

Both damages increase by 1d4 per level.

Your spell bolsters your allies with with tough ness and resolve. Choose up to three creatur es within range. Each target's Max HP and current HP increase by 5 for the duration

PHB 259

AT

H I G H E R LEVELS

Target's HP increases by an additional 5 per level.

PHB 211

PHB 211

ALARM

ALTER SEL ELF F

ANIMAL FRIENDSHIP

1st-level abjuration (ritual) Casting time 1 time 1 minute Range 30 Range 30 feet Components VSM Components VSM (a tiny bell and a piece of fine silver wire) Duration 8 Duration 8 hours

2nd-level 2nd-level transmutation Casting time 1 time 1 action Range Self  Range Self  Components VS Components VS Duration Concentration, Duration Concentration, up to 1 hour

1st-level enchantment  Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a morsel of food) Duration 24 Duration 24 hours

Choose a door, window, window, or an area within r ange that is no larger th an a 20-foot cube. cube. Un til the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the the spell, you can d esignate creatures to not trigger the alar m. 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 seconds within 60 feet

You can choose one of the following options. You can use an action action to chang e options. Aquatic Adaptation allows Adaptation allows you to breathe underwater and grants a swim speed equal to walking speed Change Appearance Appearance allows  allows you to change th e way others perceive you, but cannot change to another creature ty pe or size. Use an action to change appearance again. Natural Natural Weapons gran Weapons gran ts you fangs, claws. horns, horns, or the like. It does 1d6 damage of appropriate type, you ar e proficient, and it is +1 magic magic weapon.

A beast you can see within range, Int < 4, that can see and h ear you must make make a Wis save save or b e charmed for the duration. Harm from you or your allies ends the effect.

AT

H I G H E R LEVELS

You can affect one one add itional itional beast per level. PHB 211

PHB 211-2

PHB 212

ANIMAL MESSENGER

ANIMAL SHAPES

ANIMATE DEAD

2nd-level enchantment (ritual) Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a morsel of food) Duration 24 Duration 24 hours

8th-level 8th-level transmutation Casting time 1 time 1 action Range 30 Range 30 feet Components VS Components VS Duration Concentration, Duration Concentration, up to 24 hours

3rd-level necromancy  Casting time 1 time 1 minute Range 10 Range 10 feet Components VSM Components VSM (a drop of blood, a piece of  of  flesh, and a pinch of bone dust) Duration Instantaneous Duration Instantaneous

Designate a Tiny creature within range that you can see. That creature trav els up to 50 miles per day flying (25 by land) to a location you've visited and d elivers a message to a person fitting fitting a general description given by you. The message can be up to 25 words and is delivered in your voice.

Choose any nu mber of willing creatures within range and transform each into a beast of Large size or smaller smaller and CR 4 or lower. Each target can be given a different form. Use your action to apply new forms.

If the messenger doesn't reach the d estination estination or doesn't find a matching matching recipient, the message is lost.

AT

Transformation Transformation lasts for 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 in to 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 n ormal form reaches 0 HP.

H I G H E R LEVELS

Duration increases by 48 hours per level. PHB 212

PHB 212

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 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 re-cast the sp ell to reassert control over up to 4 undead animated by this spell instead of  animating new ones.

AT

H I G H E R LEVELS

Animates or maintains control over 2 ad ditional undead per level. PHB 212-3

ANIMATE OBJECTS

ANTILIFE SHELL

ANTIMAGIC FIELD

5th-level 5th-level transmutation t ransmutation Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute

5th-level abjuration Casting time 1 time 1 action Range Self Range Self ( 10-foot 10-foot radius) Components VS Components VS Duration Concentration, Duration Concentration, up to 1 hour

8th-level abjuration Casting time 1 time 1 action Range Self Range Self (10-foot radius sphere) Components VSM Components VSM (a pinch of powdered iron or iron filings) Duration Concentration, Duration Concentration, up to 1 hour

Animate up to ten objects within within r ange. 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 Co st st Tiny 1 Small 1 Medium 2 Large 4 Hu g e 8

HP 20 25 40 50 80

AC 18 16 13 10 10

Str 4 6 10 14 18

Dex 18 14 12 10 6

Hit D mg mg +8 1d4+4 +6 1d8+2 +5 2d 2d6+1 +6 2d10+2 +8 2d12+4

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 barr ier moves into them, but can attack with spells, ranged, or reach weapons. If you move in a way to force force a creature to pass through the barrier, the spell ends.

Construct, Con 10, Int 3, Wis 3, Cha 1, fly 30' (hover), blindsight 30' (blind beyond).

AT

A 10-foot invisible sphere surrounds you (and moves moves with you) in which magic does not function. Spells can't be cast, cast, summoned summoned creatures disappear, an d magic items become mund mund ane within sphere. Spells and magical effects effects are supp ressed within the sphere, b ut still consume consume their du ration, and resume when the sphere no longer suppresses them. Artifacts and deity magic are unaffected by this spell. dispel magic  doesn't  doesn't affect the the sph ere, and spheres don't suppress each other.

H I G H E R LEVELS

Animate two additional objects per level.

PHB 213

PHB 213

PHB 213-4

ANTIPATHY/SYMPATHY

ARCANE EYE

ARCANE HAND

8th-level enchantment  Casting time 1 time 1 hour Range 60 Range 60 feet Components VSM Components VSM (a lu mp of alum soaked in vinegar for Antipathy or honey for Sy mpathy) mpathy) Duration 10 Duration 10 days

4th-level divination Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a bit of bat fur) Duration Concentration, Duration Concentration, up to 1 hour

5th-level evocation Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (eggshell and snakeskin glove) Duration Concentration, Duration Concentration, up to 1 minute

Target a Hug e or smaller object object or creature or an area up to a 200' cube, and a type of intelligent creature. When creature of typ e 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 Wis save to end effect and recognize as magical. Immune Immune for 1 minute on successful save. Antipathy: Antipathy: Creature frightened, must use movement to flee. Sympathy: Sympathy: Must use movement to come within reach of targ et, cannot willingly willingly move move away. If target har ms it, Wis Wis save to end effect.

You create an invisible floating eye for the duratio dur ation. n. You mentally receive v isual information information from the eye, which has normal vision and darkv ision ision to 30 feet. The eye can look in every direction. Use an action to move move the eye u p to 30 feet in any direction. It cannot pass through solid solid objects, but can fit through a space as small small as a 1-inch square. No distance limit, limit, but cannot enter another plane.

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 action for 2d6 + spell ability mod blud geoning damage. Until new effect, hand moves moves to stay between you and a target. Gives half cover. Target can move through as difficult terrain if Str greater.

AT

PHB 214

PHB 214

H I G H E R LEVELS

Damage increases by 2dX per level. PHB 218

ARCANE LOCK

ARCANE SWORD

ARCANIST'S MAGIC AURA

2nd-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (gold du st worth worth at least 25 gp, which is consumed) Duration Until Duration Until dispelled

7th-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (a miniature platinum sword worth 250 gp) Duration Concentration, Duration Concentration, up to 1 minute

2nd-level illusion Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a small square of silk) Duration 24 Duration 24 hours

You choose a closed door, window, gate, chest, or other entry way and lock lock it magically. You You can designate any number of creatures that can open it normally and can also designate a p assword assword that suppr esses the the spell for 1 minute if spoken within 5 feet of it. Casting knock  on  on the object suppr esses this spell for 10 minu tes.

A sword-shaped piece of force force appear s floating floating in the air. You can make a melee spell attack on a creature within 5' of the sword sword for 3d10 force damage. Until the spell ends, use a b onus action action to move move it u p to 20' and make another attack.

When affected by this spell the object's object's DC to pick or break is increased by 10.

PHB 215

The target creature or unattended object receives one or both of  False aura to effects like detect magic : a magic item appearing n onmagical, or a nonmagic item appearing magical, or changing the aura's school. The The false aur a 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 smite and symbol  triggers. Casting this with the same effects on the same creature or object for 30 day s makes it permanent.

PHB 262-3

PHB 263

ASTRAL PROJECTION

AUGURY

AWAKEN

9th-level 9th-level necromancy  Casting time 1 time 1 hour Range 10 Range 10 feet Components VSM Components VSM (per creature: a jacinth worth 1000 gp and an ornately carved silver bar worth 100 gp, b oth consumed) Duration Special Duration Special

2nd-level divination (ritual) Casting time 1 time 1 minute Range Self  Range Self  Components VSM Components VSM (sp ecially ecially marked sticks, bones, or similar similar tokens worth 25 gp ) Duration Instantaneous Duration Instantaneous

5th-level 5th-level transmutation Casting time 8 time 8 hours Range Touch Range Touch Components VSM Components VSM (an ag ate worth 1000 gp, which is consumed) Duration Instantaneous Duration Instantaneous

You and u p to 8 willing creatures project to Astral Astral Plane. Material Material body is unconscious unconscious and in suspended animation. animation. Astral body is duplicate of  material body includin g possessions, possessions, damage and effects to it don't affect material body.

You cast bones, play cards, or some other divination method to receive an open about a specific specific course of action action you y ou plan to take within the next 30 minutes. Possible omens: Weal: good results Woe: Woe: bad results Weal and woe: both good and bad results Nothing: neither good nor bad results

Creature is returned to material body if spell ends. Use action to end spell for all. End s for one creature if either body drops 0 HP or dispel magic  is  is cast on on either body. If astral form enters another plane (except maybe Outer Planes), material body is transported there and creature re-enters it.

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

After spending the casting time tracing pathways in the g emstone emstone focus, you touch touch a H uge or smaller smaller beast or p lant with an Intelligence of 3 or less. The touched p lant or beast gains awareness, the ability to move, move, an In telligence 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 similar to a h uman's. The awakened creature is charmed by you for 30 days or until you or your allies harm it.

PHB 215-6

PHB 216

BANE

BANISHMENT

BARKSKIN

1st-level enchantment  Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a drop of blood) Duration Concentration, Duration Concentration, up to 1 minute

4th-level abjuration Casting time 1 time 1 action Range 60 Range 60 feet Components VSM Components VSM (an item distasteful to the target) Duration Concentration, Duration Concentration, up to 1 minute

2nd-level 2nd-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a handful of oak bark) Duration Concentration, Duration Concentration, up to 1 hour

Up to three creatures of your choice within range must make make a Char isma isma save. On failure, whenev er the creature makes an attack roll or saving throw before the spell end s it rolls 1d4 and subtracts the result from the attack roll or saving throw.

AT

Target must succeed succeed on a Ch a 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 return ed there; if  the spell ends before 1 minute h as passed the creature retur ns to the space it left or or the n earest unoccupied space, otherwise it doesn't.

AT

H I G H E R LEVELS

Target one additional creature per level.

Touched creature's AC cannot be less than 16 for the duration and takes on a rough, bark-like appearance.

H I G H E R LEVELS

Target one additional creature per level. PHB 216

PHB 217 

PHB 217 

BEACON OF HOPE

BESTOW CURSE

BLACK TENTACLES

3rd-level abjuration Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration Cocentration, Duration Cocentration, up to 1 minute

3rd-level necromancy  Casting time 1 time 1 action Range Touch Range Touch Components VS Components VS Duration Concentration, Duration Concentration, up to 1 minute

4th-level conjuration Casting time 1 time 1 action Range 90 Range 90 feet Components VSM Components VSM (a p iece of tentacle tentacle from a giant squid or g iant octopus) octopus) Duration Concentration, Duration Concentration, up to 1 minute

Choose any number of creatures within range. Those affected affected hav e advan tage on Wisdom and death saving throws, and recover the maximum number of HP possible from healing effects.

The creature touched must make a Wis save or receive one curse of your choice for for the d uration: Disadvantage on checks and saves with one ability score Disadvantag e on attack rolls against you Target makes a Wis save at the start of each turn. On failure, it wastes its its action action d oing nothing. Your spells and attacks deal an extra 1d8 necrotic damage to the target.

AT

H I G H E R LEVELS

Black tentacles tentacles fill a 20' 20' square on the gr ound y ou can see within range, creating difficult terrain. When a creature en ters for the first time time on a tur n or starts its turn ther e, it must succeed 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.

Duration in creases. 4th: 4th: Concentration to 10 minutes. 5th: 5th: 8 hour s (no concentration). 7th: 24 hours. 9th: Until dispelled. PHB 217 

PHB 218

PHB 238

BLADE BARRIER

BLESS

BLIGHT

6th-level evocation Casting time 1 time 1 action Range 90 Range 90 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes

1st-level enchantment  Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a sprinkling of holy water) Duration Concentration, Duration Concentration, up to 1 minute

4th-level necromancy  Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration Instantaneous Duration Instantaneous

You create a wall of whirling blades that can manifest as a straight straight wall up to 100 feet long or a ringed ring ed wall up to 60 feet in diameter, in either case 20 feet high and 5 feet thick.

Up to three creatures of your choice within range can choose to add 1d4 to any attack rolls and saving throws made during the duration.

When a creatur e enters the wall for the first time on a turn or starts its its turn there, it takes 6d10 slashing damage with a Dex save for half.

A target within r ange takes 8d8 necrotic damage, Con save for h alf. This has no effect on on un dead or constructs. If you target a plant creature or magical plant it makes the Con save at disadvantage and the spell deals maximum damage. A nonmagical plant that isn't a creature g ets no saving th row, itit simply simply withers an d d ies.

AT

AT

H I G H E R LEVELS

Target one additional creature per level. PHB 218

H I G H E R LEVELS

Damage increases by 1d8 per level. PHB 219

PHB 219

BLINDNESS/DEAFNESS

BLINK

BLUR

2nd-level necromancy  Casting time 1 time 1 action Range 30 Range 30 feet Components V Components V Duration 1 Duration 1 minute

3rd-level transmutation Casting time 1 time 1 action Range Self  Range Self  Components VS Components VS Duration 1 Duration 1 minute

2nd-level illusion Casting time 1 time 1 action Range Self  Range Self  Components V Components V Duration Concentration, Duration Concentration, up to 1 minute

At the end of each turn for the duration, roll 1d20. On a roll of 11 or higher you disappear into the Ethereal Plane. At the start of your next turn, and when the spell ends if you're on the Ethereal Plane, you reappear in an unoccupied space of  your choice that you can see within 10 feet of  where you disappeared. If no such space is available, you reappear in the nearest available space.

Your body blurs, shifting and wavering to all who can see you. All creatures who attack you during the duration suffer disadvantage. Creatures who do not rely on sight or who can see through illusions are immune to this effect.

One creature within range must make a Con save. If it fails it is blinded or deafened (your choice) for the du ration. The creature can make a new Con save at the end of each of its turns to end this effect.

AT

While on the Ethereal Plane, you can see (60' in shades of of grey) and hear the plane you originated from. Creatures not on the Ethereal Plane cannot perceive or interact with you u nless they hav e the ability to do so.

H I G H E R LEVELS

Target one additional creature per level. PHB 219

PHB 219

PHB 219

BRANDING SMITE

BURNING HANDS

CALL LIGHTNING

2nd-level evocation Casting time 1 time 1 bonus action Range Self  Range Self  Components V Components V Duration Concentration, Duration Concentration, up to 1 minute

1st-level evocation Casting time 1 time 1 action Range Self Range Self (15-foot cone) Components VS Components VS Duration Instantaneous Duration Instantaneous

3rd-level conjuration Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes A storm cloud, 10' tall with a 60' radius, forms at a point you can see 100' directly above you.

The nex t time time you h it a creature with a weapon attack before the spell ends, it deals an extra 2d6 radiant d amage. The target b ecomes ecomes visible if it is invisible, sheds dim light in a 5-foot 5-foot radius, and can't become become invisible un til the spell ends.

All creatures within a 15-foot 15-foot cone in front of y ou take 3d6 fire damage with a Dex save for half. Unattended flammable flammable objects catch fire.

Choose a point you can see within range. Lightning strikes, dealing 3d10 lightning damage (Dex save for half) to all creatures creatures within 5' of that point. On each of your turns until the spell ends, you can u se your action to do this again, targeting the same point or a different one. If outdoors in stormy stormy weather, the spell giv es you control over over the existing storm instead. Damage increases by 1d10 in this case.

AT

AT

H I G H E R LEVELS

Damage increases by 1d6 per level.

AT

H I G H E R LEVELS

Damage increases by 1d6 per level. PHB 219-20

H I G H E R LEVELS

Damage increases by 1d10 per level. PHB 220

PHB 220

CALM EMOTIONS

CHAIN LIGHTNING

CHARM PERSON

2nd-level enchantment  Casting time 1 time 1 action Range 60 Range 60 feet Components V Components VS S Duration Concentration, Duration Concentration, up to 1 minute

6th-level evocation Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (a bit of fur; a p iece of amber, amber, glass, or a crystal rod; and three silver pins) Duration Instantaneous Duration Instantaneous

1st-level enchantment  Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration 1 Duration 1 hour

Each creature within a 20' radius sphere of a point you choose within range succeeds a Cha save (can choose to fail) or suffers from one effect you choose: Suppress charm or frightened effects. The effect resumes resumes when the spell end s if it hasn't expired in the mean time. Make target indifferent ab out creatures of  your choice it was hostile hostile toward. toward. This end s if  the target is attacked or h armed or witnesses its friends being harmed.

A bolt of lightning strikes a target within range, then lances out to st strike rike up to three additional targets within 30 feet of the first. Creatures struck by th is take 10d8 10d8 damage with a D ex save for half.

AT

Target one humanoid you can see within range. That creature must make a Wisdom saving throw, with advantage if you or your companions are fighting it. If it fails it is charmed for the d uration or until you or an ally causes harm to it. When the spell ends the creature is aware it was charmed by you.

AT H I G H E R LEVELS

Target one additional humanoid per level. The targets must be within 30' of each other.

Add another additional target per level. PHB 221

H I G H E R LEVELS

PHB 221

PHB 221

CHILL TOUCH

CIRCLE OF DEATH

CLAIRVOYANCE

Necromancy Necromancy cantrip Casting time 1 time 1 action Range 120 Range 120 feet Components V Components VS S Duration 1 Duration 1 round

6th-level necromancy  Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (the powder of a crushed black pearl worth at least 500 gp) Duration Instantaneous Duration Instantaneous

3rd-level divination Casting time 10 time 10 minutes Range 1 Range 1 mile Components VSM Components VSM (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration Concentration, Duration Concentration, up to 10 minutes minutes

Make a ranged spell attack attack against a creature within rang e. The target takes 1d8 necrotic damage and can't regain HP until the start of your next turn. If this hits an un dead targ et, it also also has disadvantage on attack rolls against you until the end of your next turn.

AT

Negative ener gy radiates out to 60 feet from a point you designate within range. Creatures within the area take 8d6 necrotic damage with a Con save for half.

You can either see or hear as if you were at the location of the sensor. As an action, you can switch between seeing and hearing. A creature that can see inv isible things sees the sensor as a luminous, intangible orb the size of  your fist. fist.

H I G H E R C H A R A C T E R LEVELS

Damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.

An invisible sensor app ears at a location location familiar to you within r ange, or in an obvious location location that is unfamiliar to you (e.g. behind a door, around a corner, or in a g rove of trees). The sensor remains in place for the duration and cannot be attacked or interacted with.

AT

H I G H E R LEVELS

Damage increases by 2d6 per level.

PHB 221

PHB 221

PHB 222

CLONE

CLOUDKILL

COLOR SPRAY

8th-level 8th-level necromancy  Casting time 1 time 1 hour Range Touch Range Touch Components VSM Components VSM (a d iamond iamond worth at least 1000 1000 gp an d at least 1 cubic inch of flesh from a creature, both consumed, and a 2000 gp sealable vessel large enough to hold a Medium creature) Duration Instantaneous Duration Instantaneous

5th-level conjuration Casting time 1 time 1 action Range 120 Range 120 feet Components VS Components VS Duration Concentration, Duration Concentration, up to 10 minutes minutes

1st-level illusion Casting time 1 time 1 action Range Self Range Self (15-foot cone) Components VSM Components VSM (a pinch of powder or sand that is colored colored red, y ellow, ellow, and b lue) Duration 1 Duration 1 round

This spell creates an inert dup licate licate that is formed inside the sealed vessel and r eaches maturity maturity after 120 days. The clone may be a younger version of  the original.

When a creature en ters the cloud for the first time on a turn or starts its turn there, it takes 5d8 poison poison damage d amage with a Con save for half. Creatur es are affected even if they hold their breath or don't need to breathe.

If the target of the spell dies after the clone reaches maturity, its soul soul is transferred to the clone if the soul is free and willing. The clone has all personality, memories, memories, and abilities of the original, but none of the original's equipment.

A 20' radius sph ere within ran ge fills with with yellowgreen fog that spreads around corners. The spell ends if a strong wind disperses the fog. The sphere is heavily obscured.

The fog moves 10' away from you at the start of  each of your turns, sinking if applicable.

AT

AT

H I G H E R LEVELS

Damage increases by 1d8 per level. PHB 222

Roll 6d10 to start this spell, it affects this many HP of creatures. Creatures in a 15-foot 15-foot cone are affected in ascending order by HP, ignoring unconscious creatures creatures and creatures that can't see. Affected creatures are blinded until the spell ends.

H I G H E R LEVELS

This spell affects affects an add itional 2d10 HP per level. PHB 222

PHB 222-3

CONTROL WEATHER

COUNTERSPELL

CREATE FOOD & WATER

8th-level 8th-level transmutation t ransmutation Casting time 10 time 10 minutes Range Self Range Self (5-mile radius) Components VSM Components VSM (Burning incense and bits of  earth and wood wood mixed with water) Duration Concentration, Duration Concentration, up to 8 hours

3rd-level abjuration Casting time 1 time 1 reaction, which which you y ou take when y ou see a creature within 60' casting casting a spell Range 60 Range 60 feet Components S Components S Duration Instantaneous Duration Instantaneous

3rd-level conjuration Casting time 1 time 1 action Range 30 Range 30 feet Components V Components VS S Duration Instantaneous Duration Instantaneous

Must be outdoors to cast, and maintain a clear path to the sky or spell end s. You You take control of  the weather within a 5 miles of you. Change any or all of the following following by one step, taking 1d 4×10 minutes to do so. Then repeat as d esired. Precipitation: clear / light clouds / overcast or fog / rain, hail, snow / torren torrential tial rain, drivin g hail, blizzard Temperatur Temperatur e: unb earable / h ot / warm / cool cool / cold / arctic Wind ( choose choose direction): calm / moderate / strong / gale / storm storm

You attempt attempt to interrup t a creature in the process of casting casting a spell. If the interr upted spell is 3rd level or lower, it fails and has n o effect. If the interrupted spell is 4th level or higher, it fails if you succeed an ability check with your spellcasting spellcasting ability against a DC of 10 + the spell's level.

AT

You create 45 pounds of food an d 30 gallons of  water on the ground or in containers nearby, enough to sustain sustain up to fifteen fifteen humanoids or five steeds for 24 hours. The food is bland bu t nourishing and spoils after 24 hours if uneaten. The water is clean and doesn't go bad.

H I G H E R LEVELS

Automatic Automatic success success if the interr upted spell is the same level or lower.

PHB 228

PHB 228

PHB 229

CREATE UNDEAD

CREATE/DESTROY WATER

CREATION

6th-level 6th-level necromancy  Casting time 1 time 1 minute Range 10 Range 10 feet Components VSM Components VSM (one clay pot full of grave dirt, one with brackish water, and an onyx worth 150 gp for each corpse) Duration Instantaneous Duration Instantaneous

1st-level transmutation Casting time 1 time 1 action Range 30 Range 30 feet Components VSM Components VSM (a dr op of water if creating water or a few grains of sand if d estroying it) Duration Instantaneous Duration Instantaneous

5th-level illusion Casting time 1 time 1 minute Range 30 Range 30 feet Components VSM Components VSM (a tiny piece of matter matter of the type y ou wish to create) Duration Special Duration Special

You can only cast this spell spell at nig ht. You choose up to three medium or small small corpses and turn them into Ghouls under your command. As a bonus action action on each turn , issue one command command to any/all within 120': specific movement and action, or general command such as "guard this corridor".

Create You Create You create up to 10 gallons of water water within range in an open container, or make rain in a 30foot cube, cube, exting uishing exposed flames. Destroy You Destroy You destroy up to 10 gallons gallons of water or a 30-foot cube of fog.

Undead are controlled for 24 hours. Within that time, re-cast re-cast the spell to reassert control over up to 3 ghouls instead of animating new ones.

AT

AT

H I G H E R LEVELS

7th: 4 ghouls. 8th: 5 gh ouls or 2 gh asts/wights. asts/wights. 9th: 6 ghouls, 3 ghasts/wights, or 2 mummies.

Attempting to use created material as another spell's material component causes that spell to fail.

H I G H E R LEVELS

AT

Affect an add itional itional 10 gallons per level, or increase the cube by 5 feet per level.

PHB 229

You pu ll shadow material from Shadowfell to create one object, object, no larger than a 5' cub e, of a form and material you have seen before. Duration depends on material: Vegetable matter: matter: 1 d ay Stone or crystal: 12 hours Precious metals: 1 hour Gems: 10 minutes Adamantine or mithral: 1 minute

H I G H E R LEVELS

Cube grows by 5' per level. PHB 229

PHB 229

CURE WOUNDS

DANCING LIGHTS

DARKNESS

1st-level evocation Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration Instantaneous Duration Instantaneous

Evocation cantrip Casting time 1 time 1 action Range 120 Range 120 feet Components VSM Components VSM (a bit of ph osphorous or wychwood, or a glowworm) Duration Concentration, Duration Concentration, up to 1 minute

2nd-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components VM Components VM (bat fur and a drop of pitch or piece of coal) Duration Concentration, Duration Concentration, up to 10 minutes minutes

A creature you touch regains HP equal to 1d8 + your spellcasting spellcasting ability modifier. This has no effect on on un dead or constructs.

You create up to 4 torch-sized torch-sized ligh ts within within r ange, formed as torches, lanterns, or g lowing lowing orbs, or combine combine all four into one Medium hu manoid figure. Each sheds d im light to 10'. 10'.

A 15' radius sph ere of darkn ess emanates emanates from a point or object you designate within range. Darkvision and nonmagical light cannot pierce it. Completely covering the source of the darkness suppr esses the effect. effect.

Use a bonu s action action to move the ligh ts up to 60 feet, but the lights must remain within range and within 20' of each other.

AT

If the effect overlaps an area of light created by a spell 2nd level or lower, the spell that created the light is dispelled.

H I G H E R LEVELS

Healing increases by 1d8 per level. PHB 230

PHB 230

PHB 230

DARKVISION

DAYLIGHT

DEATH WARD

2nd-level 2nd-level transmutation Casting time 1 time 1 action Range Touch Range Touch Components VSM Components VSM (a pinch of dried carrot or an agate) Duration 8 Duration 8 hours

3rd-level evocation Casting time 1 time 1 action Range 60 Range 60 feet Components VS Components VS Duration 1 Duration 1 hour

4th-level abjuration Casting time 1 time 1 action Range Touch Range Touch Components V Components VS S Duration 8 Duration 8 hours

Bright ligh t emanates 60', 60', with with dim d im light for an additional 60', from a point or object you design ate within range for the duration. Covering the source of the light sup presses the effect.

The affected creatur e is pr otected otected somewhat somewhat against death. Th e first time the creature would drop to 0 HP, it instead instead dr ops to 1 HP and the spell ends. If the target is subject to an effect that would cause instant death without dealing d amage, the effect is negated against the target and the spell ends.

Touched willing creature gain s darkv ision ision to 60' for the duration.

If the effect overlaps an area of dar kness created by a spell 3rd level or lower, the spell that created the darkness is dispelled.

PHB 230

PHB 230

PHB 230

DELAYED BLAST FIREBALL

DEMIPLANE

DETECT EVIL & GOOD

7th-level evocation Casting time 1 time 1 action Range 150 Range 150 feet Components VSM Components VSM (a tiny ball of bat guano and sulfur) Duration Concentration, Duration Concentration, up to 1 minute

8th-level conjuration Casting time 1 time 1 action Range 60 Range 60 feet Components S Components S Duration 1 Duration 1 hour

1st-level divination Casting time 1 time 1 action Range Self  Range Self  Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes

A beam of light condenses to a glowing bead at chosen point. When the spell ends, the bead detonates to a 20-foot 20-foot radius sph ere that spr eads around corners. Base is 12d6 12d6 fire damage, plus 1d6 per round, Dex save for half. If touched, the creature must make a Dex save. On failure, the sp ell ends immediately. immediately. Otherwise, the creature can thr ow the bead up to 40 feet, feet, causing it to explode when it hits a creature or solid solid object.

AT

H I G H E R LEVELS

You create a shadowy d oor on a flat solid solid sur face within range, large enough for Medium creatures. The door leads to a demiplane that app ears as a 30' cubed r oom made of wood wood or stone. When When the spell ends the doorway to the d emiplane disappears and all creatures, inside and out, remain where they are. Subsequent castings of  this spell can connect to the same demiplane or a new one. If you kn ow the nature and contents of of a demiplane created by another creature casting this spell, you can connect to that demiplane instead.

You know if there is an aber ration, fiend, fey, celestial, celestial, elemental, elemental, or u ndead within 30 feet of  you and its location. You also know if a place or object within within 30 feet of y ou has b een consecrated or desecrated. The spell is blocked b y 1 foot of stone, stone, 1 inch of  common metal, a thin sheet of lead, or 3 feet of  wood wood or d irt.

Base damage increases by 1d6 per level. PHB 230-1

PHB 231

PHB 231

DETECT MAGIC

DETECT  P OISON & DISEASE

DETECT THOUGHTS

1st-level divination (ritual) Casting time 1 time 1 action Range Self  Range Self  Components V Components VS S Duration Concentration, Duration Concentration, up to 10 minutes minutes

1st-level divination Casting time 1 time 1 action Range Self  Range Self  Components VSM Components VSM (a yew leaf) Duration Concentration, Duration Concentration, up to 10 minutes minutes

2nd-level divination Casting time 1 time 1 action Range Self  Range Self  Components VSM Components VSM (a copper p iece) Duration Concentration, Duration Concentration, up to 1 minute

For the duration, you sense the presence of magic within 30 feet of you. If y ou sense magic this way, you can use your action to see a faint aura around any visible creature or object that bears magic, and y ou determine the school of magic, magic, if any. The spell is blocked b y 1 foot of stone, stone, 1 inch of  common metal, a thin sheet of lead, or 3 feet of  wood wood or d irt.

You are able to read thoug hts of creatures within 30 feet. If Int
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