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>Sandcat RPG stuff >Mines of Madness >Characters >Purkin's Spellbook

Purkin's Spellbook

Minor Illusion

Illusion 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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