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Fire Bolt Green-Flame Blade Scorching Ray Shatter

1 action 120 feet 1 action 5 feet 1 action 120 feet 1 action 60 feet
V, S Instant V, M Instant V, S Instant V, S, M Instant
A weapon A weapon
As part of the action used to cast this spell, you must Each creature in a 10-foot-radius sphere
You hurl a mote of fire at a make a melee attack with a weapon against one You create three fire rays. You
must make a Constitution save. A
creature or object within creature within the spell's range, otherwise the spell
fails. On a hit, the target suffers the attack's normal
can hurl them at one target or creature takes 3d8 thunder damage on a
range. Make a ranged spell effects, and green fire leaps from the target to a several. Make a ranged spell failed save or half as much on a success.
different creature of your choice that you can see within
attack for each ray. On a hit, the A creature of inorganic material has
attack against the target. 5 feet of it. The second creature takes fire damage
disadvantage on the save.
equal to your spellcasting ability modifier. This spell's
damage increases when you reach higher levels. target takes 2d6 fire damage.
On a hit, the target takes 1d10 At higher level
A nonmagical object that isn't being worn
fire damage. A flammable At 5th level, the melee attack deals an extra 1d8 fire At Higher Levels: You create or carried also takes the damage if it's in
damage to the target, and the fire damage to the
one additional ray for each slot the spell's area.
object hit by this spell ignites if second creature increases to 1d8 + your spellcasting
ability modifier. Both damage rolls increase by 1d8 at
level above 2nd. At Higher Levels: The damage increases
it isn’t being worn or carried. 11th level and 17th level.
by 1d8 for each slot level above 2nd.

Wizard Cantrip, Evocation Wizard Cantrip, Evocation Wizard 2nd, Evocation Wizard 2nd, Evocation

Absorb Elements Shield Protection from Evil and Good Thunderwave

1 reaction Self 1 reaction Self 1 action Touch 1 action Self (15ft cube)

S 1 round V, S 1 round V, S, M Con, 10 mins V, S Instant


Twig struck by lighting
When hit with acid, cold, fire, lightning, One willing creature you touch is A wave of thunderous force sweeps out from you.
Until the start of your next turn, Each creature in a 15-foot cube originating from
or thunder damage, you can use your protected against aberrations,
reaction to have resistance to it until
you have a +5 bonus to AC. you must make a Constitution saving throw. On a
celestials, elementals, fey, fiends, failed save, a creature takes 2d8 thunder damage
the start of your next turn, including This includes the triggering and is pushed 10 feet away from you. On a
and undead. Creatures of those successful save, the creature takes half as much
against the triggering attack. Also, the attack. You also take no types have disadvantage on attack damage and isn’t pushed. In addition, unsecured
first time you hit with a melee attack damage from Magic Missile. objects that are completely within the area of
rolls against the target. The target
on your next turn, the target takes an effect are automatically pushed 10 feet away from
extra 1d6 of the damage type. also can't be charmed, frightened, you by the spell’s effect, and the spell emits a
or possessed by them. If the target thunderous boom audible out to 300 feet.

At Higher Levels: The extra damage already has such an effect by one At Higher Levels: When you cast this spell using
increases by 1d6 for each slot level of them, the target has advantage a spell slot of 2nd level or higher, the damage
above 1st. on any new saving throw against it. increases by 1d8 for each slot level above 1st.

Wizard 1st, Abjuration Wizard 1st, Abjuration Wizard 1st, Abjuration Wizard 1st, Evocation

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