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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.

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