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Purkin's Spellbook
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Minor IllusionIllusion cantrip
The fundamental building blocks of illusion-craft include this cantrip. With a barely perceptible waggle of your fingers, you create a sound or an image that other creatures can sense.
- Casting Time: 1 action
- Range: 25 feet
- Duration: 1 minute
- Effect: You create a ghost sound or a silent image within range that lasts for the duration or until you dismiss it (no action required) or cast this spell again. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a Wisdom check against your spell save DC.
Ghost Sound: You create a sound that originates from a point of your choice within range. The sound’s volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Silent Image: You create the image of an object, a creature, or some other visible phenomenon at a spot within range. The illusion does not create sound or any other effect aside from its image. The image can be as large as a 10-foot cube. Any physical interaction with the image reveals it to be an illusion, because objects pass through it.
You can use your action to cause the image to move to any spot within 25 feet of you. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking as you move it.
- Material Components: A bit of fleece.
Shocking Grasp
Evocation cantrip
Lightning wreathes your hand and delivers a
brutal shock to a creature next to you.
- Casting Time: 1 action
- Range: 5 feet
- Duration: Instantaneous
- Effect: Choose a creature within range that
you can see. The target must succeed on a Dexterity saving throw. Otherwise, the target takes
1d8 lightning damage, and it can’t take reactions
until its next turn. A target wearing heavy armor
made of metal has disadvantage on the saving
throw.
At Higher Levels: The spell’s damage increases
by 1d8 when you reach a caster level of 5th
(2d8), 10th (3d8), 15th (4d8), and 20th (5d8).
Mage Armor
Abjuration cantrip
When you incant this spell, a faint light reveals
the extent and design of the magical force that
now shields your body.
- Casting Time: 1 action
- Range: Self
- Duration: 1 hour
- Effect: Until the spell ends, your AC becomes
12 + your Dexterity modifier. You can dismiss
the force at any time (no action required).
- Material Components: A piece of cured leather.
Ray of Frost
Evocation cantrip
You fire a beam of blue-white energy that chills
your enemy to the bone.
- Casting Time: 1 action
- Range: 50 feet
- Duration: Instantaneous
- Effect: Make an attack roll against a creature
within range. You have a bonus to the roll equal
to your magic ability modifier + your spellcasting
bonus, if any. On a hit, the target takes 1d8 cold
damage, and its speed is reduced by 10 feet until
your next turn.
At Higher Levels: The spell’s damage increases
by 1d8 when you reach a caster level of 5th
(2d8), 10th (3d8), 15th (4d8), and 20th (5d8).
Magic Missile
1st-level evocation
A spell famous for its reliability, magic missile
produces darts of magical force that unerringly
strike their targets.
Some spellcasters alter the appearance of this
spell when they cast it. A necromancer’s magical
dart might look like a skeletal hand, while an
evoker’s might resemble a spectral lance.
- Casting Time: 1 action
- Range: 100 feet
- Duration: Instantaneous
- Effect: You create three darts of magical force.
Each dart hits a creature of your choice within
range that you can see. A dart deals 1d4 + 1 force
damage to its target. The darts strike simultaneously, and you can direct them to hit one
creature or several.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the spell creates one more dart for each level above 1st.
creatures) or affects an object being worn or carried by someone other than you, or if you move
Thunderwave
1st-level evocation
You evoke a whip-crack of thunder, creating a
wave of energy that can sweep aside creatures
and objects it contacts.
- Casting Time: 1 action
- Range: 15 feet
- Duration: Instantaneous
- Effect: Each creature in a 15-foot cube originating from you must make a Constitution saving
throw. On a failed save, a creature takes 3d6
thunder damage and is pushed 10 feet away
from you. On a successful one, it takes half as
much damage and is not pushed.
In addition, unsecured objects that are completely within the area of effect are automatically
pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom
audible within 300 feet of you.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d6.
Burning Hands
1st-level evocation
As you hold your hands with thumbs touching
and fingers spread, a thin sheet of flames shoots
forth from your outstretched fingertips.
- Casting Time: 1 action
- Range: Self
- Duration: Instantaneous
- Effect: Each creature in a 15-foot cone must
make a Dexterity saving throw. A creature takes
2d8 fire damage on a failed save, and half as
much damage on a successful one.
The fire ignites any flammable objects in the
area that are not being worn or carried.
At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the damage
increases by 1d8 for each level above 1st.
Detect Magic
1st-level divination (ritual)
Upon casting detect magic, you sense any magic
in the area. Studying the auras can give you clues
to the nature of the magic.
- Casting Time: 1 action
- Range: Self
- Duration: Concentration, up to 10 minutes
- Effect: For the duration, you sense the presence of magic within 25 feet of you. If you sense
magic, you can use your action to see a faint aura
around any creature or object in the area that
bears magic, and you learn its school of magic, if
any.
The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or
dirt.
Scorching Ray
2nd-level evocation
This spell causes rays of searing fire to erupt
from your hand.
- Casting Time: 1 action
- Range: 100 feet
- Duration: Instantaneous
- Effect: You create three rays of fire and hurl
them at targets within range. You can hurl them
at one target or several.
Make an attack roll for each ray. You have a
bonus to the roll equal to your magic ability
modifier + your spellcasting bonus, if any. On a
hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using
a spell slot of 3rd level or higher, you create one
additional ray for each level above 2nd.
Flaming Sphere
2nd-level conjuration
You cause a burning globe of fire to spring into
existence. The roiling mass moves where you
direct it, rolling and bouncing to scorch anything
in its path.
- Casting Time: 1 action
- Range: 50 feet
- Duration: Concentration, up to 1 minute
- Effect:
Choose an unoccupied space within
range. A 5-foot-diameter sphere of fire appears
there and lasts for the duration.
Any creature that starts its turn within 5 feet
of the sphere must succeed on a Dexterity saving
throw or take 2d6 fire damage (half damage on a
successful save).
As an action, you can move the sphere up to 30
feet. You may direct the sphere over barriers up
to 5 feet tall and jump it across pits up to 10 feet
wide. The sphere ignites flammable objects, and
it emits bright light in a 20-foot radius and dim
light for an additional 40 feet.
At Higher Levels:
When you cast this spell using
a spell slot of 3rd level or higher, the damage increases by 1d6 for each level above 2nd.
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