Spell Name | School | Cast time | Range | Comp. | Duration | Description | |
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Message | trans | action | 120 feet | V, S, M | 1 round | You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings. |
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Prestidigitation | trans | action | 10 Feet | V, S | 1 hour | This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
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Vicious Mockery | ench | action | 60 feet | V | Instantaneous | You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. Level 5-10: 2d4, etc |
Spell Name | School | Cast time | Range | Comp. | Duration | Description | |
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Bane | ench | action | 30 feet | V, S, M | Conc (1 min) | Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. +1 target/lvl | |
Dissonant Whispers | ench | action | 60 feet | V | Instantaneous | You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. +1d6/lvl | |
Feather Fall | trans | reaction | 60 feet | V, M | 1 minute | Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. | |
Healing Word | evo | bonus act | 60 feet | V | Instantaneous | A creature of your choice that you can see within range regains hit points equal to 1d4 + 3. This spell has no effect on undead or constructs. +1d4/lvl |
Spell Name | School | Cast time | Range | Comp. | Duration | Description | |
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Enhance Ability | trans | action | touch | V, S, M | Conc (1 hour) | You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. - Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. - Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. - Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. - Eagle’s Splendor. The target has advantage on Charisma checks. - Fox’s Cunning. The target has advantage on Intelligence checks. - Owl’s Wisdom. The target has advantage on Wisdom checks. +1 target/lvl |
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Heat Metal | trans | 1 action | 60 feet | V, S, M | Conc (1 min) | Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. +1d8/lvl | |
Warding Wind | evoc | action | self (10ft) | V | Conc (10 min) | A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects:
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Spell Name | School | Cast time | Range | Comp. | Duration | Description | |
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Hypnotic Pattern | illus | 1 action | 120 feet | S, M | Conc (1 min) | You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. |
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Sending | evoc | 1 action | Unlimited | V, S, M | 1 round | You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. |
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Tiny Hut (Ritual) | evoc | 1 minute | Self | V, S, M | 8 hours | A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. |
Spell Name | School | Cast time | Range | Comp. | Duration | Description | |
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Dimension Door | conj | 1 action | 500 feet | V | Instantaneous | You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.. |
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Greater Invisibility | illusion | 1 action | touch | V, S | Conc (1 min) | You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. |