Sorcerer Cards
Sorcerer Cards
CASTING TIME RANGE CASTING TIME 1LEAVES RANGE CASTING TIME RANGE
1 share Staff action Staff 1 share 60 feet
Magician Enchantment Trick Magician Abjuration Trick Sorcerer (TE) Evocation Trick
CREATE bonfire
ELECTRICAL CONTACT CONTROL FLAMES
CASTING TIME RANGE
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
1 share 60 feet
Contact 60 feet
COMPONENTS DURATION
COMPONENTS V, S DURATION Instant COMPONENTS
Concentration, up to 1
V, S.
DURATION minute
Lightning erupts from your hand, sending a shockwave to Instant or 1 hour (see below)
You create a bonfire at a point on the ground that you
the creature you are attempting to touch. Make a melee You choose some nonmagical flames that you can see
can see and that is within range. Until the spell ends,
spell attack against the target. You have advantage on the within range and that fill a 5-foot square. You affect
the bonfire fills a square 5 feet on a side. Any creature
attack roll if the target is wearing armor made of metal. On them in one of the following ways:.
in the bonfire space must succeed on a Dexterity
impact, the target takes 1d8 points of electricity damage, saving throw or take 1d8 points of fire damage. A
and cannot take reactions until the start of its next turn. • Instantly expand the flames by 5 feet in a direction of
your choosing, as long as there is wood or other fuel in creature must also make the saving throw when it
The spell's damage is increased by 1d8 when you reach that new location. You instantly extinguish the flames enters the bonfire space at the beginning of a turn or
5th level (2d8), 11th level (3d8), and 17th level (4d8). inside the cube. when it ends its turn there. The spell's damage
• You double or halve the areas of bright light and dim increases by 1d8 when you reach 5th level (2d8), 11th
light created by the flames, change their color, or both. level (3d8), and 17th level (4d8).
The change lasts 1 hour.
• You can create simple shapes: the vague form of a
creature, an inanimate object, or a location, to appear
within the flames and animate at your will.
The change lasts 1 hour. If you cast this spell multiple
times, you can have up to 3 of its effects active at the
same time, and you can negate one of those effects as
an action.
Sorcerer (GACE) Conjuration Trick Magician Divination Trick Sorcerer (GACE) Evocation Trick
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RUMBLING BLADE MINOR ILLUSION [1/2] MINOR ILLUSION [2/2]
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
5 feet 30 feet 30 feet
Sorcerer (GACE) Evocation Trick Magician Illusion Trick Magician Illusion Trick
< 1
Sorcerer (GACE) Evocation Trick Magician Evocation Trick Magician Evocation Trick
Magician Conjuration Trick Magician Transmutation Trick Sorcerer (TE) Transmutation Trick
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SHAPE EARTH PRESTIDIGITATION FROST RAY
CASTING TIME RANGE CASTING TIME RANGE
RANGE 1 share 10 foot 1 share 60 feet
CASTING TIME 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION V, S. Up to 1 hour V, S. Snapshot
Yes Instant or 1 hour (see below)
This spell is a minor magic trick that novice conjurers use to An icy beam of blue-white light shoots toward a
You choose a patch of loose dirt or rock that you can see practice. You create one of the following magical effects creature within range. Make a spell attack roll against
within range and that fits inside a 5-foot cube. You within range: the target. On a hit, it takes 1d8 points of cold damage
manipulate it in one of the following ways:
• You instantly create a harmless sensory effect, such as a and its speed is reduced by 10 feet until the start of
• If you target an area of loose soil, you can immediately shower of sparks, a breath of wind, a faint musical note, a your next turn.
dig a hole in it, move it along the ground, and deposit up to strange smell.
5 feet away. This move does not have enough force to • You instantly light or extinguish a candle, torch, or small
cause damage. campfire. The spell's damage increases by 1d8 when you reach
• You can instantly clean or stain an object no larger than 1 5th level (2d8), 11th level (3d8), and 17th level (4d8).
• You can create shapes, colors, or both in the dirt or rock, cubic foot.
creating words, images, or designs. The changes last one • You can freeze, heat, or flavor up to 1 cubic foot of inert
hour. material for 1 hour.
• You can color, make a small mark, or have a symbol
appear on an object or surface for 1 hour.
• You create a nonmagical trinket or illusory image that can
• If the dirt or rock you affect is on the ground, you can fit in your hand and lasts until the end of your next turn.
cause it to become difficult terrain. Otherwise, you can If you cast this spell multiple times, you can have up to three
make the terrain normal terrain if it is already difficult non-instantaneous effects active at the same time, and you
terrain. This change lasts one hour. If you cast this spell can cancel one effect as an action.
multiple times, you can have no more than two of its non-
instantaneous effects active at a time, and as an action
you can end those effects.
Sorcerer (TE) Transmutation Trick Magician Transmutation Trick Magician Evocation Trick
Magician Conjuration Trick Sorcerer (TE) Transmutation Trick Magician Necromancy Trick
THUNDERS MAGICIAN ARMOR FEATHER FALL
TORM
CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME RANGE
1 share Staff (5 foot radius) action Contact 1 reaction 60 feet
You create a booming burst of sound, which can be a piece of a small feather or fluff
heard up to 100 feet away. All creatures except you tanned leather
within 5 feet must succeed on a Constitution saving You touch a willing creature, not wearing armor, and a Choose up to 5 creatures that are falling within range.
throw. A creature takes 1d6 points of thunder damage protective magical force surrounds it for the duration of A falling creature's descent speed is reduced to 60 feet
on a failed check. The spell's damage increases by the spell. The target's base AC becomes 13 + its per round until the spell ends. If the creature lands
1d6 when you reach 5th level (2d6), 11th level (3d6), Dexterity modifier. The spell ends if the recipient puts before the spell ends, it takes no fall damage and can
and 17th level (4d6). on armor or if you cancel the spell as an action. land on its feet, and the spell ends for that creature.
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Sorcerer (TE) Evocation Trick Magician 1st level of Abjuration Magician 1st level of Transmutation
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Sorcerer (TE) 1st level of Transmutation Magician 1st level of Divination Sorcerer (TE) 1st level of Conjuration
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To perceive that you are disguised, a creature can use its
action to examine your appearance and must pass an
Intelligence check.
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1 1 1
1 1 1
SLEEP [2/2] SHIELD SPELL PERSON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 share 90 feet 1 reaction Staff 1 share 30 feet
a pinch of salt, rose petals or a cricket You create an invisible barrier of magical force that You can attempt to charm a humanoid you see within
protects you. Until the start of your next turn, you have the spell's range. The target must make a Wisdom
this spell using a spell slot of 2nd level or higher, you a +5 bonus to your AC, which includes the triggering saving throw, and does so with advantage if you or your
roll an additional 2d8 for each spell slot level above attack, and you take no damage from the magic companions are fighting it. If he fails the saving throw,
1st level. projectile spell. he remains charmed until the spell ends or until you or
your companions do something harmful to him. The
enchanted creature considers you friends. When the
spell ends, the creature knows that it has been charmed
by you.
At higher levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target one additional
creature for each spell slot level above 1st level. Creatures
must be within 30 feet of each other when you target them.
Magician 1st level of Enchantment Magician 1st level of Abjuration Magician 1st level of Enchantment
a little fleece As you hold your hands with thumbs touching and You create a 20-foot-radius sphere of mist centered on
fingers spread, a thin layer of flames spreads from your a point within range. The sphere extends around the
You create the image of an object, creature, or some other outstretched fingertips. Each creature in a 15-foot cone corners and the area is considered heavily darkened.
visible phenomenon that is no larger than a cube 15 feet on
a side. The image appears in a location within range and will must make a Dexterity saving throw. If the saving throw The spell ends when its duration expires or when a
remain there for the duration of the spell. The image is fails, a creature takes 3d6 points of fire damage; if the wind of moderate or greater speed (at least 10 miles
purely visual: it is not accompanied by sound, smell or other saving throw is successful, it takes only half as much per hour) disperses it.
sensory effects. damage.
Magician 1st level of Illusion Magician 1st level of Evocation Magician 1st level of Conjuration
Magician 1st level of Sorcerer Evocation 1st level of Sorcerer Evocation 1st level of Evocation
CASTING TIME RANGE
CASTING TIME 1 action 90 feet RANGE
RANGE 1 share CASTING TIME 1 action 120 feet
Personal (15ft cube) COMPONENTS DURATION COMPONENTS V, S DURATION Instant
COMPONENTS V, S DURATION Instant Snapshot
V, S, M
a diamond worth 50 gp You create three glowing darts of magical force. Each
A wave of thunderous force originates from you. Each dart hits a creature of your choice that you can see
creature within a 15-foot cube originating from you You throw a sphere of energy 4 inches in diameter at a within range. A dart deals 1d4 + 1 points of force
must make a Constitution saving throw. On a failed creature you can see within the spell's range. Choose damage to its target. All darts hit at once, and you can
save, the creature takes 2d8 points of sonic damage the type of orb you create: acid, cold, fire, electric, direct them to hit one creature or several.
and is pushed 10 feet away from you. If the roll is poison, or sonic, and then make a ranged spell attack
successful, the creature takes half damage and is not against the target. If the attack hits, the creature takes
pushed back. 3d8 points of damage corresponding to the chosen orb
type. At higher levels. When you cast this spell using a spell
slot of 2nd level or higher, the spell creates one more
Additionally, non-fixed objects that are completely dart for each spell slot level above 1st level.
within range are pushed 10 feet away from you by the At higher levels. When you cast this spell using a spell
spell's effect, which also emits a thunder sound audible slot of 2nd level or higher, the damage increases by
up to 300 feet. 1d8 for each spell slot level above 1st level.
1 1 1
1 1 1
Magician 1st level of Sorcerer Evocation 1st level of Sorcerer Evocation 1st level of Evocation
RAY OF ILLNESS EXPEDITIVE COLOR SPRAY [1/2]
WITHDRAWAL CASTING TIME RANGE
CASTING TIME 1 additional Staff (cone of 15
RANGE RANGE Staff 1 share
CASTING TIME 1 action action feet)
60 feet
COMPONENTS V, S DURATION Instant COMPONENTS V, S DURATION DURATION
COMPONENTS
Concentration, up to 10 minutes 1 round
V, S, M
A bolt of sickly greenish energy lashes out at a
creature within range. Make a ranged spell attack roll This spell allows you to move at an incredible pace. a pinch of powder or sand that is red, yellow and blue
against the target. On a hit, the target takes 2d8 points When you cast this spell, and thereafter, you can powder
of poison damage and must make a Constitution use a bonus action on each of your next turns until
saving throw. On a failed save, he is also poisoned the spell ends to take the dash action. Dazzling, flickering colored lights emerge from your hands.
Roll 6d10: the total obtained is the total Hit Points that are
until the end of your next turn. used to determine which creatures are affected by the spell.
Creatures within a 15-foot cone created from your position
are affected in ascending order by their current Hit Points
(ignoring unconscious creatures and creatures you cannot
At higher levels. When you cast this spell using a spell see).
slot of 2nd level or higher, the damage increases by Starting with the creature with the lowest current Hit Points,
1d8 for each spell slot level above 1st level. each creature affected by the spell is blinded until the end of
the spell. Subtract the Hit Points of the creature from the
total Hit Points obtained by the spell before applying the
effect to the next creature. To be affected, the creature's
remaining Hit Points must be equal to or less than the
number of Hit Points remaining in the spell's total.
At higher levels. When you cast this spell using a spell slot
of 2nd level or higher, roll an additional 2d10 for each spell
slot level.
Magician 1st level of Necromancy Magician 1st level of Transmutation Magician 1st level of Illusion
Magician 1st level of Illusion Magician 1st level of Transmutation Sorcerer (TE) 1st level of Evocation
Magici 1st level of Magici 1st level of Sorcerer Evocation 2nd level of
an Necromancy an Transmutation
1 1 1
1 1 1
2 1 1
ENLARGE/REDUCE [2/2] ALTER THE APPEARANCE ITSELF ALTER THE APPEARANCE ITSELF
[1/2] [2/2]
CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME RANGE
1 share 30 feet action Staff 1 share Staff
are reduced, attacks the target makes with them deal 1d4 any. You can be seen as a member of another race, but none
a pinch of iron powder of your stats change. You also cannot appear to be a creature
points less damage (this cannot reduce damage below 1).
with it, according to its new size. While these weapons are You assume a different form. When you cast the spell, choose of a different size than you, since the basic shape is
enlarged, attacks the target makes with them deal 1d4 one of the following options, whose effects last for the duration maintained, for example, if you are biped this spell will not turn
extra points of damage. Reduce: The size of the target is of the spell. While the spell lasts, you can finalize the chosen you into a quadruped. At any time during the duration of the
option by spending an action to gain the benefits of a different spell, an action can be used to change appearance again.
reduced by half in all dimensions, and its weight is Natural Weapons: You grow claws, fangs, thorns, horns, or any
reduced to one-eighth of normal. This reduction appearance. Aquatic Adaptation: You adapt your body to the
aquatic environment, sprouting gills and growing membranes other natural weapon of your choice. Your unarmed attacks
decreases its size by one category, for example, from between your fingers. You can breathe underwater and you deal 1d6 bludgeoning, piercing, or slashing damage, as
medium to small. Until the spell ends, the target also has acquire a speed when swimming equal to the speed you have appropriate with your chosen natural weapon, and you are
disadvantage on Strength checks and Strength saving when walking. Appearance change: Transform your considered proficient with unarmed attacks. Finally, the
throws. The target's weapons also shrink with it, appearance. You decide what appearance you want to take, natural weapon is magical and you have a +1 bonus to
commensurate with its new size. While these weapons including height, weight, facial features, the sound of your attack and damage rolls that make use of it.
voice, hair length and color, and other distinguishing features, if
Magician 2nd level of Transmutation Magician 2nd level of Transmutation Magician 2nd level of Transmutation
Choose an object that you can see within range. The You can blind or deaf an enemy. Choose one creature
object may be a door, box, chest, set of shackles, Choose a creature you can see within range. Yellow you can see within range to make a Constitution saving
padlock, or other object that contains a common or bands of magical energy sweep over the creature. The throw. If the saving throw fails, the target is blinded or
magical method of preventing it from being opened. target must succeed on a Strength saving throw or its deafened (your choice) for the duration of the spell. At
flight speed (if flying) will be reduced to 0 for the the end of each turn, the target can make a
duration of the spell. A flying creature affected by this Constitution saving throw. On success, the spell ends.
A target that is closed by an ordinary lock or that is spell will descend at a rate of 60 feet per round until it
jammed or jammed is left open, unstuck, or unjammed. reaches the ground or the spell ends.
If the object has several locks, only one of them
remains open. If you choose a target that is locked with
Arcane Lock, the spell is suppressed for 10 minutes, At higher levels. When you cast this spell using a spell
during which time the target can be opened and closed slot of 3rd level or higher, you can target one additional
normally. When you cast the spell, a loud bang, heard creature for each spell slot level above 2nd level.
as far away as 300 feet, emanates from the targeted
object.
Magician 2nd level of Transmutation Sorcerer (TE) 2nd level of Transmutation Magician 2nd level of Necromancy
Your body begins to blur, changing and oscillating for A humanoid of your choice On subsequent turns, you must use your action to maintain control over the target or the spell
all those who can see you. While the spell lasts, any that you can see within the ends. The target can also make a Wisdom-based saving throw at the end of each of its turns. If
spell's range must succeed on the roll is passed, the spell ends.
creature has disadvantage on rolls made against you. a Wisdom saving throw or be
An attacker will be immune to this effect if they do not charmed by you until the spell a copper piece or coin
rely on sight to attack, such as with blindsight, or can ends. While the target is
see through illusions, such as with truesight. enchanted, a twisted crown of For the duration of the spell, you can read the thoughts of certain creatures. When you cast the
iron spikes appears on their spell and as your action on subsequent turns until the spell ends, you can focus your mind on one
head and a mad gleam in their creature you can see within 30 feet of you. If the chosen creature has an Intelligence of 3 or less
eyes. or does not speak a language, it is not affected.
Initially you discover the creature's superficial thoughts, what it is thinking at that moment. As an
The enchanted creature must use its action before moving on each of its turns to make a melee action, you can either shift your attention to the thoughts of another creature or delve deeper into
attack against a creature other than itself that you mentally choose. the mind of the same creature. If you investigate further, the creature must make a Wisdom saving
throw. If salvation fails, you get to understand his way of reasoning (if he has one), his emotional
The target can act normally on its turn if you don't choose any creatures or if there are no state, and something that looms noticeably over his mind (such as something he worries, loves, or
creatures within range. hates). On a successful save, the spell ends. In any case, the creature is aware that you are
probing its
Magician 2nd level of Illusion Magician 2nd level of Enchantment Magician 2nd level of Divination
DETECT THOUGHTS [2/3] DETECT THOUGHTS [3/3] DUST DEVIL [1/2]
CASTING TIME 1 RANGE
CASTING TIME 1 action RANGE Staff CASTING TIME 1 action RANGE Staff 60 feet
action
DURATION
DURATION DURATION COMPONENTS V, Concentration, up to 1
COMPONENTS V, S, M COMPONENTS V, S, M
Concentration, up to 1 minute Concentration, up to 1 minute S, M minute
2 2 2
per slot level.
2 2 2
for each spell slot level above 2nd level.
Sorcerer (TE) 2nd level of Conjuration Sorcerer (TE) 2nd level of Evocation Magician 2nd level of Evocation
2 2 2
Magician 2nd level of Illusion Magician 2nd level of Illusion Sorcerer 2nd level of Illusion
2 2 2
2 2 2
2 2 2
Magician 2nd level of Illusion Magician 2nd level of Illusion Sorcerer 2nd level of Illusion
IMMOBILIZE PERSON INVISIBILITY LEVITATE
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
60 feet Contact 60 feet
a small, straight piece of iron a tab embedded in gum arabic a small leather bow or a piece of gold wire bent into a
Choose a humanoid that you can see within range. A creature you touch becomes invisible until the spell cup with a handle on one end
The target must succeed on a Wisdom saving throw or ends. Anything the target is carrying or carrying
be paralyzed for the duration. At the end of each of its becomes invisible as long as it is on the target A creature or object of your choice that you can see within
turns, the target can attempt another Wisdom saving person. The spell ends when the target attacks or range rises vertically, up to 20 feet, and remains suspended
throw. If successful, the spell ends on the target. casts a spell. for the duration of the spell. The spell can levitate a target
weighing up to 500 pounds. A non-willing creature that
succeeds on a Constitution saving throw is not affected by
the spell. The target can only move if it is pushed against or
At higher levels. When you cast this spell using a spell clings to an object or fixed surface within its reach (such as
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional a wall or ceiling), allowing it to move as if it were climbing.
slot of 3rd level or higher, you can target one additional creature for each spell slot level above 2nd level. You can change the target's altitude up or down up to 20
humanoid for each spell slot level above 2nd level. feet on your turn. If you are the target, you can move up or
Humanoids must be within 30 feet of each other when down as part of your movement. Otherwise, you can use
selected. your action to move the target, which must remain within the
spell's range. When the spell ends, the target gently floats to
the ground if it is still in the air.
Magician 2nd level of Enchantment Magician 2nd level of Illusion Magician 2nd level of Transmutation
Sorcerer (TE) 2nd level of Evocation Magician 2nd level of Transmutation Magician 2nd level of Conjuration
Magician 2nd level of Evocation Magician 2nd level of Conjuration Sorcerer (TE) 2nd level of Transmutation
2 2 2
2 2 2
2 2 2
MAXIMILIAN LAND DAM [1/2] MAXIMILIAN LAND DAM [2/2] GUST OF WIND
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action
30 feet 30 feet
RANGE
COMPONENTS V, S, M DURATION COMPONENTS V, S, M DURATION Staff (60 foot line)
Concentration, up to 1 minute Concentration, up to 1 minute COMPONENTS V, S, M DURATION
Concentration, up to 1
•♦1 I ♦, •11
♦♦1 1 • 1 •11 minute
a miniature hand sculpted in clay a miniature hand sculpted in clay
You choose an unoccupied 5-foot square on the ground that either of these two things. a legume seed a legume seed
you can see and within range. A Medium-sized hand made of
compacted earth appears from the ground and grabs a
creature you can see within 5 feet of it. The target must make
a Strength saving throw. On a failed check, the target takes
2d6 points of bludgeoning damage and is neutralized for the A line of strong wind 60 feet long and 10 feet wide shoots
duration of the spell. As an action, you can cause the hand to
crush the held target, which must make a Strength saving
out from you in any direction you choose for the duration of
throw. The target takes 2d6 points of bludgeoning damage on the spell. Each creature that begins its turn in the line must
a failed roll and half damage on a successful roll. succeed on a Strength saving throw or be pushed 15 feet
To free itself, the neutralized target can make a Strength away from you in the direction of the line. Any creature in
saving throw against the spell's save DC. If it passes, the the line must spend 2 feet of movement for every 1 foot if it
target escapes and is no longer neutralized by the hand. As tries to approach you.
an action, you can cause the hand to grab another creature or
move it to another unoccupied space within range. The hand The blast disperses gas or vapor, extinguishing
will release any neutralized targets if you do unprotected candles, torches, and similar flames in the
area. The wind causes protected flames such as those
found in lanterns to dance wildly and have a 50 percent
chance of going out.
As a bonus action on each of your turns before the spell
ends, you can change the direction in which the line is
projected from you.
Sorcerer (TE) 2nd level of Transmutation Sorcerer (TE) 2nd level of Transmutation Magician 2nd level of Evocation
Magician Magician
Magician 2nd level of Evocation ° level of Enchantment ° level of Enchantment
2 2
1
COBWEB [1/2] COBWEB [2/2] CLIMB LIKE AN ARACHNID
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
60 feet 60 feet Contact
Magician 2nd level of Conjuration Magician 2nd level of Conjuration Magician 2nd level of Transmutation
2 2 2
2 2 2
2 2 2
SEE THE SAFEGUARD WIND VISION IN THE DARK
INVISIBLE
CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME 1 RANGE
1 share Staff action Staff action Contact
Magician 2nd level of Divination Sorcerer (TE) 2nd level of Evocation Magician 2nd level of Transmutation
Magician 3rd level of Transmutation Magician 3rd level of Evocation Magician 3rd level of Transmutation
Magician 3rd level of Divination Magician 3rd level of Abjuration Magician 3rd level of Abjuration
2 2 2
3 3 3
Magician
3 3rd level of Illusion Magician
3 3rd level of Transmutation Magician
3 3rd level of Evocation
GIFT OF TONGUES TELURIC ERUPTION BURNING ARROWS
CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME 1 RANGE
1 share Contact action 120 feet action Contact
Magician 3rd level of Divination Sorcerer (TE) 3rd level of Transmutation Sorcerer (TE) 3rd level of Transmutation
3 3 3
3 3 3
Magician 3rd level of Illusion Magician 3rd level of Transmutation Magician 3rd level of Evocation
MELF'S TINY METEORS FEAR WATER WALL
CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME 1 RANGE
1 share Staff action Staff (30 foot cone) action 60 feet
Sorcerer (TE) 3rd level of Evocation Magician 3rd level of Illusion Sorcerer (TE) 3rd level of Evocation
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME RANGE
90 feet 120 feet 1 share Contact
a rotten egg or several fermented cabbage leaves a glowing incense stick or a glass vial filled with a For the duration of the spell, the willing creature you
phosphorescent material touch has resistance to one type of damage of your
You create a 20-foot-radius sphere of foul yellow gas choice: acid, cold, fire, electricity, or sonic.
centered on a point within the spell's range. The cloud You create a sinuous pattern of colors that snake
extends around the corners and the area is considered through the air in a 30-foot cube within range. The
heavily darkened. The cloud stops in the air for the pattern appears for a moment and then fades away.
duration. Each creature in the area that sees the pattern must
make a Wisdom saving throw. On a failed roll, the
creature is charmed for the remainder of the spell's
Each creature inside the cloud at the beginning of its duration. While enchanted by this spell, the creature is
turn must make a Constitution saving throw against incapacitated and its speed is 0.
poisons. On a failed save, the creature spends its turn
vomiting and swaying.
a drop of molasses a drop of molasses a little hair and an amber, crystal or glass scepter
You alter time around six creatures of your choice within 40 of his turn. On a successful roll, the effect ends for A strike of lightning forming a line 100 feet long and 5
feet of range. Each target must make a successful Wisdom her. feet wide is discharged from you in a direction of your
saving throw or be affected by the spell for its duration. An choosing. Each creature in the line must make a
affected target's speed is halved, it takes a 2 penalty to its Dexterity saving throw. A creature takes 8d6 points of
AC and Dexterity saving throws, and it cannot make
reactions. On its turn, the target can use either an action or electricity damage on a failed save, or half as much
a bonus action, but not both. Regardless of the creature's damage on a successful save.
abilities or magic items, it can make no more than one
melee or ranged attack during its turn. If a creature attempts
to cast a spell with a casting time of 1 action, roll a d20. On
an 11 or higher, the spell will not take effect until its next The lightning strike ignites flammable objects in the
turn, and that creature must use its action on that turn to area that are not being held or transported.
complete the spell. If he cannot, the spell is spent. A
creature affected by this spell must make another Wisdom
saving throw at the end.
At higher levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6
for each spell slot above 3rd level.
AQUATIC BREATHING (RITUAL) HAIL STORM FLY
CASTING TIME RANGE CASTING TIME 1 RANGE
CASTING TIME 1 action RANGE
1 share 30 feet action 150 feet
Contact
COMPONENTS DURATION COMPONENTS V, DURATION
COMPONENTS V, S, M DURATION
V, S, M 24 hours S, M Concentration, up to 1
Concentration, up to 10
minute
minutes
a small piece of reed or a piece of straw
a pinch of powder and a few drops of water the wing feather of any bird
This spell grants up to ten willing creatures you can
see within the spell's range the ability to breathe Until the spell ends, freezing rain and hail fall in a 20- You touch a willing creature. The target gains a flight
underwater until the spell ends. Affected creatures foot-high cylinder with a 40-foot radius centered on a speed of 60 feet (12 squares, 18.3 m) for the duration
also retain their usual breathing mode. point of your choice within range. The area becomes a of the spell. When the spell ends, if the target is still in
heavily darkened zone and the exposed flames within the air, it falls unless it can stop the fall.
the area are extinguished.
3 3 3
Magician 3rd level of Transmutation Magician 3rd level of Conjuration Magician 3rd level of Transmutation
3 3 3
3 3 3
CONFUSION [1/2] CONFUSION [2/2]
BANISHMENT [1/2]
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
90 feet 90 feet 60 feet
3 walnut shells 3 walnut shells an object that the target does not like
the spell's range to another plane of existence. The target
This spell penetrates the minds of creatures actions on its turn. 7 to 8 The creature uses its must succeed on a Charisma saving throw or be banished. If
and confuses them, generating delusions and action to make a melee attack against a randomly the target belongs to the plane of existence you are on, you
causing uncontrolled actions. Each creature selected creature within range. If there is no creature banish the target to a harmless demiplane. While there, the
within a 10-foot-radius sphere centered on a point you near it, the creature does nothing this turn. 9 to 10 target is incapacitated. It remains there until the spell ends, at
choose within the spell's range must succeed The creature can act and which time the target reappears at the same location where it
on a Wisdom saving throw or be unaffected move normally. vanished or, if that location is occupied, reappears at the first
by it. At the end of each turn, an affected creature nearest unoccupied location. If the target belongs to a
An affected creature cannot make reactions can make a Wisdom saving throw again. If different plane of existence than the plane you are on, the
and must roll a d10 at the beginning of its turns to she passes, the spell's effect ends for her. target is banished after a faint burst, returning to the plane to
determine its behavior throughout the turn: 1 The which it belongs. If the spell ends before one minute has
creature uses all of its movement to move in a At higher levels. When you cast this spell using passed, the target reappears at the same location where it
random direction. To determine which direction it a spell slot of 5th level or higher, the radius of vanished, or if that location is occupied it reappears at the
moves, roll 1d8 and assign a direction to each face the sphere grows by 5 feet for each spell slot first nearest unoccupied location. Otherwise, the target never
of the die. The creature cannot take any actions on level above 4th level. returns. At higher levels.
its turn. 2 to 6 The creature neither moves nor takes You attempt to send a creature you can see within when you throw
Magician 4th level of Enchantment Magician 4th level of Enchantment Magician 4th level of Abjuration
an object that the target does not like takes damage, make a new Wisdom saving throw
You try to charm a beast you can see
against the spell. If the saving throw is successful, the
this spell using a spell slot of 5th level or higher, you Wisdom save or be charmed by you for the duration of the spell ends. At higher levels. When you cast this spell
can target one additional creature for each spell slot spell. If you or creatures that are your friends are fighting the using a 5th-level spell slot, the duration is
level above 4th level. beast, it has advantage on the saving throw. As long as the concentration, up to 10 minutes. When you use a 6th-
beast is enchanted, you have a telepathic link with it as long level spell slot, the duration is concentration, up to 1
as you are both on the same plane of existence. You can hour. When you use a spell slot of 7th level or higher,
use this telepathic link to give orders to the beast while you the duration is concentration, up to 8 hours.
are aware (no action required) that it is doing its best to
obey. You can specify a simple, general course of action,
such as 'Attack that creature', 'Run here', or 'Dodge that
object'. If the creature follows the command and receives no
further direction from you, it defends itself and takes care of
itself as best it can. You can use your action to take
complete and precise control of the target. Until the end of
your next turn, the beast only performs actions you choose,
and does nothing you do not allow it to do. During this time,
you can also have the creature use a reaction, but this
requires you to also use your own reaction. Every time the
target
Magician 4th level of Abjuration Magician 4th level of Enchantment Magician 4th level of Enchantment
3 3 3
4 4 4
4 4 4
AQUEOUS SPHERE [1/2] AQUEOUS SPHERE [2/2] STORM SPHERE
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
90 feet 90 feet 150 feet
Sorcerer (TE) 4th level of Conjuration Sorcerer (TE) 4th level of Conjuration Sorcerer (TE) 4th level of Evocation
Sorcerer (TE) 4th level of Evocation Magician 4th level of Illusion Magician 4th level of Necromancy
Magician 4th level of Evocation Magician 4th level of Evocation Magician 4th level of Abjuration
4 4 4
4 4 4
4 4 4
POLYMORPH [1/2] POLYMORPH [2/2] DIMENSIONAL DOOR
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 share 60 feet 1 share 60 feet 1 share 500 feet
a caterpillar cocoon a caterpillar cocoon place within range. You arrive exactly at
This spell transforms a creature that you can see within range normal. As long as the excess damage does not reduce desired place.
and has more than 0 Hit Points into a new form. An unwilling the creature's Hit Points to 0 normally, it does not fall
creature must make a Wisdom saving throw to avoid the effect. unconscious. She is limited to the actions she can perform It can be a place you can see, one you can visualize, or
A shapeshifter will automatically succeed on his saving throw. by the nature of her new form, and will not be able to one you can describe by stating the distance and direction,
The transformation will remain for the duration of the spell, or such as 200 feet straight down or up northwest at a 45-
until the target drops to 0 Hit Points or dies. The new form can speak, cast spells, or perform any other action that
requires hands or speech. The target's equipment merges degree angle, 300 feet.
be any beast whose challenge value is equal to or lower than
the target's (or its level if it does not have a challenge value). into the new form and he cannot activate, use, wield, or
You can carry objects with you as long as their weight
The target's game statistics, including those for mental otherwise benefit any part of his equipment.
characteristics, are replaced by those of the chosen beast. This
does not exceed your maximum load. You may also carry
will maintain your alignment and personality. The target a willing creature your size or smaller that is carrying
assumes the Hit Points of its new form. equipment within its carrying capacity. The creature must
When it reverts to its normal form, the creature returns to the be within 5 feet of you when you cast this spell.
number of Hit Points it had before being transformed. If it is
reversed because its Hit Points dropped to 0, any excess If you arrive at a location already occupied by an object or
damage will be suffered by its form. creature, you and any creature traveling with you take 4d6
points of force damage, and the spell fails to move you.
Magician 4th level of Transmutation Magician 4th level of Transmutation Magician 4th level of Conjuration
Magician 4th level of Evocation Magician 5th level of Transmutation Magician 5th level of Transmutation
Magician 5th level of Transmutation Magician 5th level of Conjuration Magician 5th level of Conjuration
COLD CONE CONTROL WINDS [1/2] CONTROL WINDS [2/2]
CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME RANGE
1 share Staff (60 foot cone) action 300 feet 1 share 300 feet
for each spell slot level above 5th level. Downdraft: You cause a stream of wind to continually blow
a small cone of glass or crystal downward from the top of the cube. Ranged attacks that pass
You take control of the air in a 100-foot cube that you can see
A burst of intense cold emerges from your hands. Each within range. Choose one of the following effects when you through the cube or made against creatures inside the cube
creature in a 60-foot cone must make a Constitution cast the spell. The effect remains for the entire duration of the suffer disadvantage on their attack rolls. A creature must make
saving throw. If the check fails, the creature takes 8d8 spell, unless you use your action at a later time to change to a Strength saving throw if it flies into the cube for
points of cold damage, or half as much damage on a another effect. You can also use your action to temporarily first time during your turn or if you start your turn flying
interrupt the effect or resume one that you had stopped. Gale: there. If the roll fails, the creature falls to the ground and
successful save. A wind begins to blow inside the cube in a horizontal direction remains prone. Updraft: You cause an updraft to blow into
of your choice. You choose the intensity of the wind: light, the cube, rising upward from the bottom edges of the
If a creature dies from this damage, it becomes an ice moderate or strong. If the wind is moderate or strong, ranged
statue until it melts. cube. Creatures that end a fall into the cube take only half
attacks that pass through the cube or made against creatures
inside the cube suffer disadvantage on their attack rolls. If the damage from the fall. When a creature inside the cube
At higher levels. When you cast this spell using a spell wind is strong, any creature that moves against the wind must performs an upward jump, the creature can jump up to 10
slot of 6th level or higher, the damage increases by 1d8 expend 1 extra foot of movement for each foot it moves. feet higher than normal.
Magician 5th level of Evocation Sorcerer (TE) 5th level of Transmutation Sorcerer (TE) 5th level of Transmutation
1
CREATION DOMINATE PERSON [1/2] DOMINATE PERSON [2/2]
CASTING TIME 1 minute RANGE CASTING TIME 1 action RANGE CASTING TIME RANGE
30 feet 60 feet 1 share 60 feet
TELEKINESIS [1/2]
SIMILARITY [1/2] SIMILARITY [2/2]
CASTING TIME RANGE
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
1 share 60 feet
30 feet 30 feet
COMPONENTS DURATION
COMPONENTS V, S DURATION COMPONENTS V, S DURATION Concentration, up to 10
8 hours 8 hours V, S.
minutes
This spell allows you to change the appearance of any number against you while appearing to be in mid-air. A creature You gain the ability to move and manipulate objects or
of creatures you can see within range. You give each target you can use its action to inspect a target and make an creatures with thought. When you cast this spell, and as an
choose a new illusory appearance. A non-willing target can Intelligence (Investigation) check against the DC of your action each round for the duration, you can exert your will
make a Charisma saving throw and is unaffected by the spell if spell. If he succeeds he realizes that the target is on a creature or object you can see within range, causing
it succeeds. The spell disguises physical appearance as well as the effect described below. You can affect the same target
clothing, armor, weapons, and equipment. You can make each disguised.
each round, or choose a new one each time. If you change
creature appear 1 foot taller or shorter, as well as appear thin, targets, the first one is no longer affected. Creature: You
fat, or somewhere in between. You cannot change the target's can move a huge or smaller creature. Make a spellcasting
body type, so you must choose a shape that has the same limb ability check against the target creature's Strength check. If
arrangement. However, the extent of the illusion is up to you. you win the confrontation, you can move the creature up to
The spell will remain active for its entire duration unless you 30 feet in any direction, including upward, but never beyond
use your action to cancel it first. The changes caused by this the range of this spell. Until the end of your next turn, the
spell will not be able to pass a physical inspection. For creature is neutralized in your telekinetic grip. A creature
example, if you use this spell to add a hat to a creature's outfit, raised upward is suspended in mid-air. On subsequent
objects pass through the hat, and anyone who touches it will turns, you can use your action to try to maintain your
either notice nothing or notice the creature's head or hair. If you telekinetic grip on the creature by repeating the
use this spell to appear thinner than you are, someone's hand engagement. Object: You can attempt to move an object
reaching out to touch you will crash. that weighs up to 1,000 pounds. If the object is not held or
carried by anyone, you automatically move it
Magici 5th level of Transmutation Sorcerer 6th level of Magici 6th level of
an Necromancy an Evocation
DISINTEGRATE [1/2] DISINTEGRATE [2/2] GLOBE OF INVULNERABILITY
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action
60 feet 60 feet
RANGE
COMPONENTS V, S, M DURATION Instant COMPONENTS V, S, M DURATION Instant Staff (10 foot radius)
COMPONENTS V, S, M DURATION
Concentration, up to 1 minute
magnetite and a pinch of dust magnetite and a pinch of dust
A thin green beam emerges from your finger pointing at a target superiors. When you cast this spell using a spell slot of
you can see within range. The target can be a creature, an 7th level or higher, the damage increases by 3d6 for
object, or a creation of magical force, such as the wall created each spell slot level above 6th level. a mirror or glass bead that will break when the spell ends
by the Wall of Force spell. A creature selected by this spell An immovable, dimly glowing barrier appears in a 10-foot
must make a Dexterity saving throw. On a failed save, the radius around you and remains for the duration of the spell.
target takes 10d6 + 40 force damage. If this damage reduces
the target's Hit Points to 0, it is disintegrated. A disintegrated Any spell of 5th level or lower that is cast outside the barrier
creature and everything it carries and carries, except magical cannot affect creatures or objects within it, even if the spell
items, are reduced to a pile of gray dust. The creature can only is cast using a higher-level spell slot. Such a spell can
be brought back to life by a True Resurrection or Wish spell. target creatures or objects within the barrier, but the spell
This spell automatically disintegrates a nonmagical object of will have no effect on them. Likewise, the area within the
large or smaller size, or a creation of magical force. If the target barrier is excluded from the areas affected by such spells.
is huge or larger or created by force, this spell disintegrates a At higher levels. When you cast this spell using a spell slot
10-foot cube portion of it. A magic item is not affected by this of 7th level or higher, the barrier blocks spells of a higher
spell. At levels level for each spell slot level above 6th level.
Magician 6th level of Transmutation Magician 6th level of Transmutation Magician 6th level of Abjuration
Until the spell ends, a layer of frost covers your body and Flames cover your body, radiating bright light in a 30- Until the spell ends, pieces of rock cover your body, and
you gain the following benefits: • You are immune to cold foot radius and dim light in an additional 30 feet for the you gain the following benefits: • You have resistance to
damage and gain resistance to fire damage. • You can entire duration of the spell. The flames don't hurt you. bludgeoning, slashing, and piercing damage from
move through difficult terrain created by ice or snow Until the spell ends, you gain the following benefits: • nonmagical weapons. • You can use your action to create a
without spending extra movement. • The ground within 10 You are immune to fire damage and have resistance to small earthquake on the ground in a 15-foot radius around
feet of you freezes and becomes difficult terrain for all cold damage. • Any creature that moves within 5 feet of you. Other creatures in that area must succeed on a
creatures except you. The radio moves with you. • You can you for the first time on a turn or ends its turn there Dexterity saving throw or be knocked prone. • You can
use your action to create a 15-foot-long cone of chilling takes 1d10 points of fire damage. • You can use your move through difficult terrain created by dirt or rocks without
wind that extends in a direction of your choosing. Each action to create a line of fire 15 feet long and 5 feet wide spending extra movement. You can move through solid
creature in the cone must make a Dexterity saving throw. that extends in a direction of your choosing. Each rock or earth as if it were air and without destabilizing it, but
A creature takes 4d6 points of cold damage on a failed roll, creature in the line must make a Dexterity saving throw. you cannot end your movement there. If you do, you are
or half damage on a successful roll. A creature that fails if A creature takes 4d8 points of fire damage on a failed banished to the nearest unoccupied spot, ending this spell,
rolled against this effect has its speed halved until the start check, or half damage on a successful one. and being stunned until the end of your next turn.
of your next turn.
Sorcerer (TE) 6th level of Transmutation Sorcerer (TE) 6th level of Transmutation Sorcerer (TE) 6th level of Transmutation
Until this spell ends, the wind swirls around you, and you While the spell lasts, your eyes become darkly void, imbued You create linked teleportation portals that remain open for the
gain the following benefits: • All ranged attacks made with the power of terror. One creature of your choice within duration of the spell. Choose two places on the ground that you
against you suffer disadvantage on the attack roll. • You 60 feet of you that you can see must succeed on a Wisdom can see, one point should be within 10 feet of you and the other
gain a flight speed of 60 feet. If you are still flying when the saving throw or be affected by one of the following effects of within 500 feet. At each chosen point a circular portal 10 feet in
your choice, for the duration of the spell. On each of your diameter opens. If when the portal is opened the place is
spell ends, you fall, unless you have another means of turns until the spell ends, you can use your action to target occupied by a creature, the spell fails and the casting is lost. The
preventing the fall in some way. • You can use your action another creature, but you cannot target a creature that has portals are two glowing, mist-filled dimensional rings
to create a 15-foot cube of swirling air centered on a point already made a save against this piercing gaze cast. Asleep. perpendicular to the points you have chosen for their creation,
you can see 60 feet from your position. Each creature in The target falls unconscious. He wakes up if he takes any floating a few centimeters above the ground. The rings are only
the area must make a Constitution saving throw. A damage or if another creature uses its action to wake him visible on one side (your choice), which is the side that functions
creature takes 2d10 bludgeoning damage on a failed roll up. Overcome by panic. The target is scared of you. On each as a portal. Any creature or object that enters a portal ring
or half damage on a successful roll. If a Large or smaller of its turns, the frightened creature must use the dash action through the valid side of the portal will exit through the other ring
creature fails the roll, that creature is also pushed up to 10 and move away from you by the safest and shortest route as if they were both together. Passing through the portal on the
feet from the center of the cube. possible, unless there is nowhere to move. If the creature invalid side of the portal has no effect. The fog that fills the
moves to a place within 60 feet of you where it can't see you, portals is opaque and blocks vision. On your turn, as an
the effect ends. Hindered. The target has disadvantage on additional action you can rotate the rings so that the active side
attack rolls and ability checks. At the end of each of your of them faces a different direction.
turns, you can make a Wisdom saving throw. If successful,
the effect ends.
Sorcerer (TE) 6th level of Transmutation Magician 6th level of Necromancy Magician 6th level of Conjuration
6 6 6
6 6 6
6 6 6
SOLAR RAY
REMOVING EARTH [1/2] REMOVING EARTH [2/2]
CASTING TIME 1 action CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
120 feet 120 feet
RANGE
Staff (60 foot line) COMPONENTS V, S, M DURATION COMPONENTS DURATION
COMPONENTS DURATION Concentration, up to 2 hours V, S, M Concentration, up to 2
V, S, M Concentration, up to 1 hours
minute an iron sheet and a small bag with a mixture of clay, loam an iron sheet and a small bag with a mixture of clay, loam
a glass ampli^cator or magnifying glass and sand soils and sand soils
A beam of resplendent light is projected from your hand time, the spell ends when the subject finishes what he was days. When you use a 9th level spell slot the duration is 1
in a line 60 feet long and 5 feet wide. Each creature in asked to do. You can also specify conditions that will trigger year and 1 day.
the line must make a Constitution saving throw. On a a special activity over the duration of the spell. For example, stone constructions. Rocks and structures shift to
failed save, the creature takes 6d8 radiant damage and Choose an area of land no larger than 40 feet on one side accommodate the new terrain. If the way you shape the
within range. You can reshape clay, loam, and sand in the
is blinded until its next turn. If she succeeds, she takes area any way you want for the duration of the spell. You can terrain causes a structure to become unstable, it can
half the damage and is not blinded by this spell. Undead increase or decrease the elevation of the area, create or fill collapse. Similarly, this spell does not directly affect the
and oozes have disadvantage on this saving throw. You a trench, erect or flatten a wall, or create a pillar. The extent growth of plants. The moved earth carries the plants with it.
can create a new radiant line as your action on any of any of these changes cannot exceed half the span of the
subsequent turn, until the spell ends. For the duration, a longest dimension of the area. So if you affect a 40-foot
speck of brilliant radiation illuminates from your hand. square, you can create a pillar up to 20 feet high, raise or
The speck emanates bright light for a 30-foot radius and lower the square's elevation up to 20 feet, dig a trench up to
dim light for the next 30 feet. This light is sunlight. 20 feet deep, and so on. It takes 10 minutes to complete the
changes. After every 10 minutes of concentration on the
spell, you can choose a new area of terrain to affect.
Because terrain transformation occurs slowly, creatures in
the area cannot normally become trapped or injured by the
movement of the ground. This spell cannot manipulate
a snake's tongue or a piece of honeycomb or a drop of natural stone or
sweet oil
You suggest a course of action (limited to one or two This spell gives the willing creature you touch the ability to
sentences) and magically influence up to twelve creatures of You could suggest that a group of soldiers give all their
Magician 6th level of Evocation Magician 6th level of Transmutation Magician 6th level of Transmutation
1
MASS SUGGESTION [1/2] MASS SUGGESTION [2/2] TRUE VISION
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
60 feet 60 feet Contact
Magician 6th level of Enchantment Magician 6th level of Enchantment Magician 6th level of Divination
1
DELAYED EXPLOSION FIREBALL [1/2] DELAYED EXPLOSION FIREBALL [2/2] FINGER OF DEATH
RANGE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME 1 action 60 feet
1 share 150 feet 1 share 150 feet COMPONENTS V, S DURATION Instant
Magician 7th level of Evocation Magician 7th level of Evocation Magician 7th level of Necromancy
PLANE DISPLACEMENT [1/2] PLANE DISPLACEMENT [2/2] ETEREITY [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 share Contact 1 share Contact 1 share Staff
6 6 6
Cleric 7th level of Conjuration Cleric 7th level of Conjuration Magician 7th level of Transmutation
6 6 6
7 7 7
ETEREITY [2/2]1 action
CASTING TIME RANGE Staff INVEST GRAVITY PRISMATIC SPRAY [1/2]
feet)
COMPONENTS V, S DURATION up to 8 hours foot-tall RANGE CASTING TIME 1
cylinder 100 feet DURATION
action
centered Snapshot
on a point DURATION
and takes force damage equal to twice the number of Concentration, up to 1 Eight rays of multicolored light flash from your hand.
within COMPONENTS V, Each ray is a different color and has a different
feet you moved. This spell has no effect if it is cast while range. minute
you are on the Ethereal Plane or a plane that has no S power and purpose. Each creature in a 60-foot cone
When you must make a Dexterity saving throw. For each target
border with it, such as one of the Outer Planes. At higher cast this roll a d8 to determine which color of lightning affects them. 1.
levels. When you cast this spell using a spell slot of 8th spell, all creatures and objects that are not somehow Red. The target takes 10d6 points of fire damage on a failed
level or higher, you can target up to three willing anchored to the ground within will fall upward and reach the save, or half as much damage on a successful save. 2.
creatures (including yourself) for each spell slot level top of the area of effect. A creature can make a Dexterity Orange. The target takes 10d6 points of acid damage on a
above 7th level. The creatures must be within 10 feet of saving throw to cling to an object fixed to the ground and failed save, or half as much damage on a successful save. 3.
within reach, preventing it from falling. Yellow. The target takes 10d6 points of electricity damage on
you when you cast the spell.
CASTING TIME If any solid object (such as a roof) is in the path of the fall, the a failed save, or half as much damage on a successful save.
affected objects and creatures would collide with it just as 4. Green. The target takes 10d6 points of poison damage on
1 share they would during a downward fall. If an object or creature a failed save, or half as much damage on a successful save.
reaches the top of the area without hitting anything, it will 5. Blue. The target takes 10d6 points of cold damage on a
COMPONENTS remain there, oscillating slightly for the duration. failed save, or half as much damage on a successful save. 6.
V, S, M Indigo. On a failed save, the target is neutralized. He must
When the spell ends, the affected objects and creatures will then make a Constitution saving throw at the end of each of
fall downward again. his turns. If he passes the save three times, then the
a magnet and iron filings RANGE
Staff (60 cone
This spell reverses gravity within a 50-foot radius, in a 100-
Magician 7th level of Transmutation Magician 7th level of Transmutation Magician 7th level of Evocation
7 7 7
7 7 7
Magician 8th level of Conjuration Magician 8th level of Enchantment Magician 8th level of Evocation
TELEPORT [3/3] FIRE STORM MASTER MONSTER [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 share 10 foot 1 share 150 feet 1 share 60 feet
Bard 7th level of Conjuration Magician 7th level of Evocation Magician 8th level of Enchantment
Magician 8th level of Enchantment Magician 8th level of Evocation Sorcerer (TE) 8th level of Necromancy
1
INCENDIARY CLOUD WORD OF POWER STUN
EARTHQUAKE [1/3]
CASTING TIME RANGE
CASTING TIME 1 action RANGE
RANGE 1 share 60 feet
500 feet
CASTING TIME 1 action 150 feet
DURATION COMPONENTS DURATION
COMPONENTS V, S COMPONENTS DURATION
Concentration, up to 1 minute V Snapshot
V, S, M Concentration, up to 1
You speak a word of power that can overwhelm the minute
A cloud of churning smoke shoots out with white-hot mind of a creature you can see within range. If the a pinch of dust, a piece of stone and a piece of clay
embers appearing in a 20-foot-radius sphere centered target has 150 Hit Points or less, it will be stunned.
on a within range. The cloud extends around the Otherwise, the spell has no effect.
corners and its interior is heavily obscured. It remains You create a seismic disturbance at a point on the earth that
for the entire duration of the spell or until a wind of you can see within range. For the duration of the spell, an
intense tremor runs through the land in a 100-foot-radius
moderate speed or greater (at least 10 miles per hour) The stunned target must make a Constitution saving circle centered on that point, causing creatures and
disperses it. When the cloud appears, each creature throw at the end of each of its turns. On a successful buildings in contact with the ground in that area to stagger.
inside it must make a Dexterity saving throw. A creature save, the stun effect ends. The land in the area becomes difficult terrain. Each creature
takes 10d8 points of fire damage on a failed save, or on the ground that is massing must make a Constitution
half on a successful save. A creature must also make saving throw. On a failed save, the creature's concentration
this save when it enters the spell's area for the first time is broken. When you cast this spell and at the end of each
on its turn or when it ends its turn here. The cloud turn you spend concentrating on it, each ground creature in
moves 10 feet away from you in any direction you the area must make a Dexterity saving throw. On a failed
choose at the start of each of your turns. save, the creature is knocked prone. This spell may have
additional effects depending on the terrain in the area, as
determined by the DM. Cracks. Cracks open throughout the
spell area at the beginning of your next turn after you cast
the spell. A total of 1d6 cracks open in
EARTHQUAKE [2/3] EARTHQUAKE [3/3] WISH [1/3]
CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME RANGE
1 share 500 feet action 500 feet 1 share Staff
8 7 7
Magician 8th level of Evocation Magician 8th level of Evocation Magician 9th level of Conjuration
TO STOP TIME
WISH [2/3] WISH [3/3]
CASTING TIME RANGE
CASTING TIME 1 action RANGE Staff CASTING TIME 1 action RANGE Staff
1 share Staff
COMPONENTS DURATION
COMPONENTS V DURATION Instant COMPONENTS V DURATION Instant
V Snapshot
roll made within the last round (including your last turn). Reality You slow down the passage of time for a short period of
transport you to the presence of the object's current
remodels itself to fit the new outcome. For example, the wish time for everyone but yourself. Time does not pass for
owner. The effort of casting this spell to produce any
spell can undo successful saving throws, an opponent's critical the other creatures, while you take 1d4+1 turns in a
effect other than duplicating another spell weakens you.
hit, or a friend's failed save. You can force a reroll to be made round, during which you can perform actions and
After making this effort, until you take a long rest, each
with advantage or disadvantage, and you can choose whether movement as usual. The spell ends if one of your
to use the reroll or the original roll. You might be able to time you cast a spell, you take 1d10 points of necrotic
actions taken during this period, or any effect you
achieve something beyond the scope of the examples above. damage per spell level cast. This damage cannot be
create during this period, affects a creature other than
State your wish to the DM as precisely as possible. The DM reduced or prevented in any way.
you or an object held or carried by someone other than
has great freedom in resolving what happens in that case. The Additionally, your Strength drops to 3, if not already 3 or
you. Additionally, the spell ends if you move more than
greater the desire, the greater the likelihood that something will lower, for 2d4 days. For each of those days you spend
go wrong. This spell could simply fail, the desired effect could 1,000 feet from the point where you cast it.
resting and doing nothing more than light activity, your
only be partially achieved, or an unforeseen consequence could remaining recovery time decreases by 2 days. Finally,
occur as a result of the way you formulated the wish. For there is a 33% chance that you will be unable to cast a
example, wishing a villain was dead could propel you forward in wish ever again if you suffer this effort.
time to a time when the villain was no longer alive, effectively
removing you from the game. Similarly, wishing for a legendary
magical item or artifact could instantly
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Magician 9th level of Conjuration Magician 9th level of Conjuration Magician 9th level of Transmutation
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Magician 8th level of Conjuration Magician 8th level of Enchantment Magician 8th level of Evocation
RANGE CASTING TIME 1 action RANGE RANGE
CASTING TIME 1 action 1 mile CASTING TIME 1 action
60 feet 60 feet
COMPONENTS V DURATION Instant COMPONENTS DURATION COMPONENTS V, S, M
V, S. Snapshot DURATION
You speak a word of power that can force a creature Burning orbs of fire plummet to the earth at Concentration, up to 1 minute
you can see within range to die instantly. If the creature four different points that you can see within
you choose has 100 Hit Points or less, it dies. range. Each creature within a 40-foot-radius a diamond worth at least 5,000 gp
Otherwise, the spell has no effect. sphere centered on each of the points you
choose must make a Dexterity saving throw.
The sphere extends around the corners. A
creature takes 20d6 points of fire damage and 20d6 points of bludgeoning damage on a
failed save, or half as much damage on a successful save. A creature in the area of more
than one of the explosions is only affected by one. The spell damages objects in the area
and ignites flammable objects that are not being held or carried.
You conjure a portal that links an unoccupied space you can see within range to a precise
location on a different plane of existence. The portal is a circular opening, which you can make
from 5 feet to 20 feet in diameter. You can orient the portal in any direction you choose. The
portal remains for the entire duration of the spell. The portal has a front part and a back part for
each plane where it appears. Traveling through the portal is only possible by moving through the
front. Anything that does so is instantly transported to the other plane, appearing in the nearest
unoccupied space in the portal. Deities and other planar rulers can prevent portals created by
this spell from opening in their presence or anywhere in their domains. When this spell is cast,
you can say the name of a specific creature (a pseudonym, title, or nickname does not work). If
the creature is on another plane than the one you are on, the portal opens in the
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THRESHOLD [2/2]
CASTING TIME RANGE
1 share 60 feet
COMPONENTS DURATION
V, S, M Concentration, up to 1
minute
a diamond worth at least 5,000 gp
surroundings of the named creature and bring the
creature to the nearest unoccupied space on your side of
the portal. You gain no special power over the creature
and it is free to act as the DM sees fit. He could leave,
attack you, or help you.