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The document provides descriptions of spells from various levels of play in Dungeons & Dragons. It summarizes the effects and mechanics of spells ranging from cantrips (level 0 spells) up to 7th level spells. The summary highlights the variety of offensive, defensive, illusion, and utility spells available to spellcasting classes in the game.
The document provides descriptions of spells from various levels of play in Dungeons & Dragons. It summarizes the effects and mechanics of spells ranging from cantrips (level 0 spells) up to 7th level spells. The summary highlights the variety of offensive, defensive, illusion, and utility spells available to spellcasting classes in the game.
The document provides descriptions of spells from various levels of play in Dungeons & Dragons. It summarizes the effects and mechanics of spells ranging from cantrips (level 0 spells) up to 7th level spells. The summary highlights the variety of offensive, defensive, illusion, and utility spells available to spellcasting classes in the game.
0 Level (Cantrips) Protection from Evil & Good: Creatures of the
selected type have disadvantage against the affected
Blade Ward: Caster gains resistance to target. bludgeoning, piercing, and slashing damage. Unseen Servant: Invisible force obeys your Chill Touch: Ranged spell attack with a ghostly commands. hand deals 1d8 necrotic damage and cannot regain Witch Bolt: Ranged spell attack deals 1d12 hit points for a turn. lightning damage, and each turn after (if you take Eldritch Blast: A crackling energy beam ranged no other actions) you can deal another 1d12. spell attack that deals 1dl0 force damage on a hit. The spell creates more than one beam when you 2nd Level reach higher levels: two beam s at 5th level, three Cloud of Daggers: Creates a cube 5 feet on each side beams at 11th level, and four beam s at 17th level. that deals 4d4 slashing damage to anything that enters. Friends: You gain advantage on all Cha checks vs Crown of Madness: On a failed Wis save, creature is creatures who aren’t hostile to you, but they may charmed and attacks its comrades at your control. become hostile when the spell ends. Darkness: 15 foot sphere of magical darkness. Mage Hand: 5-pound telekinesis. Enthrall: Target creature makes a Wis check and if it Minor Illusion: You create a sound or an image of fails becomes distracted by your words. (Disadvantage an object within range that lasts for the duration. to notice any creatures other than the caster) Poison Spray: Creature must succeed on a Con Hold Person: Paralyzes one humanoid on failed Wisdom save. save or take 1d12 poison damage. Invisibility: A creature you touch becomes invisible Prestidigitation: Performs minor tricks. until the spell ends. True Strike: Next turn, you gain advantage on your Mirror Image: Creates 3 illusory duplicates of first attack. yourself. When a creature targets you, roll a d20 to see 1st Level if it hits a copy. If hit, the copy disappears. Armor of Agathys: Gives you 5 temporary hit Misty Step: teleport up to 30 feet to an unoccupied points and deals 5 cold damage to anything that hits space that you can see. you with a melee attack. Ray of Enfeeblement: On a ranged spell attack hit, a Arms of Hadar: Creates 10 ft of dark tentacles that target only deals half damage with weapons that deal 2d6 necrotic damage to creatures who fail a Str require strength. save. (half on success) They are also stunned for 1 Shatter: 10 ft sphere of ringing noise that deals 3d8 turn if they fail. thunder damage on a failed Con save, half if Charm Person: Makes one person your friend. successful. Objects also take damage. Creatures made Comprehend Languages: You understand all of inorganic material have a disadvantage. spoken and written languages. Spider Climb: Grants ability to walk on walls and Expeditious Retreat: You can take the Dash action ceilings. as a bonus at the end of your turn. Suggestion: Compels subject to follow stated course Hellish Rebuke: Surrounds a creature in flames of action. that deal 2d10 fire damage on a failed Dex save, 3rd Level half on success. Counterspell: Counters 3rd level or lower spell, on a Hex: Curses a creature for 1 hour and it takes an higher level spell, make a spell ability check DC= extra 1d6 with every successful attack you hit it 10+spell level. Spell is cancelled on a success. with. It also has disadvantage on one ability of your Dispel Magic: Cancels magical spells and effects. choice. If it dies under this spell, you may curse a Fear: Each creature in a 30 ft cone must make a Wis new creature. save or drop everything and become scared. Illusory Script: Create text that is only readable to certain people. Fly: A willing target gains a flying speed of 60 feet a failure, take 6d6 psychic damage and go insane until for the duration. finishing a long rest. . Gaseous Form: Transforms target into a misty cloud Dream: Shape a creature’s dream. with a fly speed of 10 ft. It has resistance to Hold Monster: Paralyzes one creature on a failed Wis nonmagical damage, and advantage on Str, Dex, and save. A successful Wis save cancels the spell. Con saving throws. It can also pass through objects. Scrying: You can see and hear a particular creature Hunger of Hadar: Opens a 20ft sphere that is a you choose that is on the same plane of existence as gateway to horrific darkness and anything inside it you. The target must make a Wis save, which is becomes blinded, takes 2d6 cold damage, and on a modified by how well you know the target and the failed Dex save, takes another 2d6 acid damage from sort of physical connection you have to it. tentacles. 6th Level Hypnotic Pattern: Creates a 30 ft cube of pretty Arcane Gate: Creates two portals 500 ft away from swirls and colors that on a failed Wis save charms each other. . creatures and incapacitates them. Circle of Death: A 60 ft sphere deals 8d6 on a failed Magic Circle: Creates a 10 ft wide, 20 ft tall cylinder Con save, half on a successful. that can have certain affects against a type of creature Conjure Fey: Conjures a fey creature/beast sprit of of your choice. (See PHB for more details) CR 6 or lower for up to an hour. When cast at higher Major Image: As silent image, plus sound, smell and spell slots, the CR increases by 1 for each level. thermal effects. Create Undead: You can cast this spell only at night. Remove Curse: At your touch, all curses affecting Choose up to three corpses of Medium or Small one creature or object end. humanoids within range. Each corpse becomes a Tongues: This spell grants the creature you touch the ghoul under your control. ability to understand any spoken language it hears. Eyebite: Your eyes become inky voids that can make Moreover, when the target speaks, any creature that creatures up to 60 ft away either fall asleep, panic, or knows at least one language and can hear the target become sick on a failed Wis save. . understands what it says. Mass Suggestion: As Suggestion, but with up to 12 Vampiric Touch: Melee spell attack that deals 3d6 targets. necrotic damage and heals the caster half that damage. True Seeing: Lets you see all things as they really are. 4th Level 7th Level Banishment: You attempt to send one creature that Etherealness: You step into the borders of the you can see within range to another plane of Ethereal Plane and can see both planes but aren’t existence. The target must succeed on a Charisma affected by anything on the Material plane. saving throw or be banished. Finger of Death: 7d8 + 30 necrotic damage, Con save Blight: On a failed Con save (half on success) target halves damage. If target is killed this way, it rises as takes 8d8 necrotic damage. If the target is a plant your loyal zombie next turn. creature it has disadvantage, if it’s a plant it dies. Forcecage: Creates an invisible cage (20 ft square) or Dimension Door: You teleport yourself from your box (10 ft square) to imprison targets. current location to any other spot within range. Plane Shift: You and up to eight willing creatures Hallucinatory Terrain: You make natural terrain in a who link hands in a circle are transported to a 150-foot cube in range look, sound, and smell like different plane of existence. some other sort of natural terrain. 5th Level 8th Level Demiplane: Creates an empty room demiplace that Contact other Plane: On a succusful DC 15 Int closes when the spell ends. check, you mentally contact a demigod, the spirit o f a Dominate Monster: Controls creature telepathically. long-dead sage, or some other mysterious entity from another plane and can ask them up to 5 questions. On Feeblemind: You blast the mind of a creature that you can see within range and it takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. Glibness: For an hour, when you make a Charisma check, you can replace the number you roll with a 15. Also everyone thinks you are telling the truth. Power Word Stun: Stuns creature with 150 HP or less. A successful Con save at the end of its turn can end the spell. 9th Level Astral Projection: You and up to 8 willing creatures project your astral bodies onto the Astral Plane while your material bodies remain unconscious. Foresight: Willing creature gains advantage on attack rolls, ability checks, saving throws, and cannot be surprised. Other creatures have disadvantage on attack rolls against the target.. Imprisonment: You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell. Power Word Kill: If the creature you choose has 100 hit points or fewer, it dies. True Polymorph: You transform a creature into a different creature, a creature into an object, or an object into a creature (the object must be neither worn nor carried by another creature). If you concentrate on it for an hour, the spell becomes permanent.