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Sorcerer Cards

This document presents several spells of different levels for a D&D wizard. Spells include Friends, which gives advantage on Charisma checks; Ward of Leaves, which grants damage resistance; and Freeze, which deals cold damage and attack disadvantage.
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0% found this document useful (0 votes)
66 views49 pages

Sorcerer Cards

This document presents several spells of different levels for a D&D wizard. Spells include Friends, which gives advantage on Charisma checks; Ward of Leaves, which grants damage resistance; and Freeze, which deals cold damage and attack disadvantage.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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FRIENDS SHELTER OF FREEZING

CASTING TIME RANGE CASTING TIME 1LEAVES RANGE CASTING TIME RANGE
1 share Staff action Staff 1 share 60 feet

COMPONENTS DURATION COMPONENTS V, DURATION COMPONENTS DURATION


YE Concentration, up to 1 S 1 round V, S. Snapshot
minute
You extend your hand and trace a rune of protection in You cause a numbing freeze to form on a creature you
some makeup applied to the face when this spell is cast the air with it. Until the end of the next turn you have can see within range. The target must succeed on a
resistance against bludgeoning, piercing, and slashing Constitution saving throw. If the roll fails, the target
damage dealt by weapon attacks. takes 1d6 points of cold damage and suffers
For the duration of this spell, you have advantage on all disadvantage on its next attack roll made before the
Charisma checks directed at a creature of your choice end of its next turn.
that is not hostile to you. When the spell ends, the
creature realizes that magic has been used to influence
its mood and becomes hostile toward you. A creature The spell's damage increases by 1d6 when you reach
prone to violence could attack you. Another creature 5th level (2d6), 11th level (3d6), and 17th level (4d6).
might seek some other form of retribution (at the DM's
discretion), depending on the nature of your interaction
with it.

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.

Magici Evocation Trick Sorcerer Transmutation Trick Sorcerer Conjuration Trick


an (TE) (TE)

BURST OF SWORDS ACCURATE BLOW BLADE OF GREEN FLAMES


CASTING TIME RANGE CASTING TIME 1 RANGE
RANGE 1 share 30 feet action 5 feet
CASTING TIME 1 action 5 feet
COMPONENTS DURATION COMPONENTS V, DURATION
COMPONENTS V DURATION Instant Concentration, up to 1
Yes M 1 round
round
You momentarily create a circle of spectral swords a weapon
that revolve around you. Each creature within range You extend your hand and point a finger at a target
except you must succeed on a Dexterity saving throw within reach. Your magic grants you a brief insight into As part of the action used to cast this spell, you make a
or take 1d6 points of force damage. your target's defenses. On your next turn, you gain melee attack with a weapon against a creature within
advantage on your first attack roll against the target, as the spell's range; otherwise, the spell fails.
long as this spell hasn't ended. If you hit, the target will suffer the normal effects of the
The damage of this spell increases by 1d6 upon attack and green fire will jump from the target to a
reaching 5th level (2d6), 11th level (3d6), and 17th different creature of your choice that you can see and
level (4d6). that is within 5 feet of it.
The second creature takes fire damage equal to your
spell ability modifier.
The damage of this spell increases as you reach
higher levels. At 5th level, the melee attack deals an
additional 1d8 points of fire damage to the target and
the fire damage to the second creature increases to
1d8+ your spell ability modifier.
Both damage rolls increase by 1d8 at 11th level and
17th level.

Sorcerer (GACE) Conjuration Trick Magician Divination Trick Sorcerer (GACE) Evocation Trick
e e e
it it it

e e e
it it it

e e e
it it it
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

COMPONENTS V, M DURATION COMPONENTS DURATION COMPONENTS S, M DURATION


1 round YE 1 minute 1 minute

a weapon a piece of fleece a piece of fleece


As part of the action used to cast this spell, you make a You create a sound or image of an object within range that against the DC of your spell save. If a creature perceives
melee attack with a weapon against a creature within the remains for the duration of the spell. The illusion also ends if the illusion for what it is, the illusion becomes irrelevant to
spell's range; otherwise, the spell fails. you dispel it as an action or cast this spell again. the creature.
If you create a sound, its volume can range from a whisper to a
If you hit, the target suffers the normal effects of the attack scream. It can be your voice, the voice of anyone else, the roar
and is enveloped in rumbling energy until the beginning of of a lion, the beating of drums, or any other sound you choose.
The sound continues unabated throughout the duration of the
your next turn. If the target moves voluntarily before that, it spell, or you can create discrete sounds at different times
immediately takes 1d8 points of thunder damage and the before the spell ends. If you create the image of an object, such
spell ends. as a chair, footprints in the mud, or a small chest, it should be
no larger than a cube 5 feet on a side. The image cannot create
The damage of this spell increases as you reach higher sound, light, smell or any other sensory effect. Physical
levels. At 5th level, the melee attack deals 1d8 points of interaction with the image reveals that it is an illusion, because
thunder damage to the target and the damage the target things can pass through it.
takes increases to 2d8. Both damage rolls increase by If a creature uses its action to examine the sound or image, the
1d8 at 11th level and 17th level. creature determines that it is an illusion with an Intelligence
(Investigation) check.

Sorcerer (GACE) Evocation Trick Magician Illusion Trick Magician Illusion Trick

< 1

LIGHTNING BOND DANCING LIGHTS LIGHT


CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
15 feet 120 feet Contact

COMPONENTS V DURATION Instant COMPONENTS V, S, M DURATION COMPONENTS V, M DURATION


Concentration, up to 1 1 hour

You create a loop of lightning energy that minute


11 a firefly or fluorescent moss
hit a creature to see and let ecc n that you can reach. The You touch an object that is no larger than 10 feet in
a little match or witch wood, or a firefly dimension 1—not even at the end of the
it be inside white must
dragged up to 10 feet in a straight line toward you, and You can create up to four torch-sized lights within the spell, the object gives off bright light for a radius of 20 feet
then takes 1d8 points of lightning damage if it comes spell's range, making them appear as torches, lanterns, or and dim light for an additional 20 feet. The light can be any
within 5 feet of you. glowing orbs that float in the air for the duration of the color you want. Completely covering the object with
spell. You can also combine the four lights into a medium- something opaque blocks the light. The spell ends if you
The damage of this spell increases by 1d8 upon reaching sized vaguely humanoid glowing shape. Whichever way cast it again or dispel it as an action.
5th level (2d8), 11th level (3d8), and 17th level (4d8). you choose, each lighting casts soft light within a 10-foot
radius. If you target an object that is being held or carried by a
hostile creature, that creature must succeed on a Dexterity
As a bonus action on your turn, you can move the lights up saving throw to avoid the spell.
to 60 feet to a new position that is still within the spell's
range. Each light created by this spell must be within 20
feet of the others, and the lights are extinguished if they
exceed the range of the spell.

Sorcerer (GACE) Evocation Trick Magician Evocation Trick Magician Evocation Trick

HAND MAGICIAN MESSAGE MOLDING WATER


CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
30 feet 120 feet 30 feet

COMPONENTS V, S DURATION COMPONENTS V, S, M DURATION COMPO S NENTS


1 minute 1 round
DURATION
Instant or 1 hour (see below)
point of your choice within it a small piece of copper wire that you can see inside a cube
remains for as long as you e the spell or until ion. Hand You point a finger at a creature within range and whisper a of reach and that fits d feet. of 5
cancel it as an action I'm more than 30 feet away message. The target (and only the target) hears the You manipulate it in one of the following
disappears if it reaches this from you message and can respond with a whisper that only you ways:
or if you cast this spell and new. can hear.
• You move or change the formerly the
You can use your action to to control the hand. You can cast this spell through solid objects if the target is direction of the water flow ua at your will, up to 5 n. This
open a locked door, place to handle an unclosed familiar to you and you know it is behind the barrier. in any direction. It has move is not mine to cause
or retrieve an open container Silence magic, 1 foot of stone, 1 inch of base metal, a thin enough force to damage. ua form simple
container, or view a vial. be an object of a ter out the layer of lead, or 3 feet of wood block the spell. The spell • You can make the arrow figures tad. This change lasts
You can move every time contents the hand up to 30 does not have to follow a straight line and can travel freely and animate at your 1
you use it. feet around corners or through openings. leisure.
• You change the color or city of water. The water forms
The hand cannot attack opaque of the area. This the same throughout the day.
magic, or transport m , activate objects change lasts 1 pre there isn't
more than 10 pounds. • You freeze the water, defrosts in a river several
create creatures in it. The times, not the same time, and
water hour. If you cast this as
spell you can have more You are effects.
than two active instants at
the same time you can
finish and

Magician Conjuration Trick Magician Transmutation Trick Sorcerer (TE) Transmutation Trick
e e e
it it it

e e e
it it it

e e e
it it it
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

PATCH UP POISON SPRAY FIREBOLT


CASTING TIME 1 minute RANGE CASTING TIME 1 action RANGE
Contact 10 foot RANGE
CASTING TIME 1 action 120 feet
COMPONENTS V, S, M DURATION Instant COMPONENTS V, S DURATION Instant COMPONENTS V, S DURATION Instant

You cast a mote of fire at a creature or object within


two little calamites You extend your hand toward a creature you can range. Make a ranged spell attack against the target.
This spell repairs a single break or tear in an object you see within range and project a puff of noxious gas from On a hit, the target takes 1d10 points of fire damage. A
touch, such as a broken link in a chain, two halves of a your palm. The creature must succeed on a Constitution flammable object hit by this spell catches fire if it is not
broken key, a torn cloak, or a leaky waterskin. As long as saving throw or take 1d12 poison damage. being held or carried.
the rip or tear is no larger than 1 foot in any dimension, you
fix it, and no trace of the previous damage remains. The damage of this spell increases by 1d12 when you
reach 5th level (2d12), 11th level (3d12), and 17th level
(4d12). The damage of this spell increases by 1d10 when you
reach 5th level (2d10), 11th level (3d10), and 17th level
(4d10).
This spell can physically repair a magic item or construct,
but the spell cannot restore magic to items of that type.

Magici Transmutation Trick Magici Conjuration Trick Magici Evocation Trick


an an an

ACID SPLASH WIND BLOW ICE TOUCH

CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE


60 feet 30 feet RANGE
CASTING TIME 1 action 120 feet
COMPONENTS V, S DURATION Instant COMPONENTS V, S DURATION Instant COMPONENTS V, S DURATION
1 round
You create a ghostly skeletal hand at the location of a
You spew a bubble of acid. You choose one creature or You control the air itself and manipulate it to create one
creature within the spell's range. The hand is a ranged
two creatures within range as long as they are within 5 of the following effects at a point you see within range:
attack that overwhelms the victim with the cold of a
feet of each other. The target must succeed on a
• A Medium or smaller creature you choose must thousand graves. On a hit, the target takes 1d8 points
Dexterity saving throw or take 1d6 points of acid damage. of necrotic damage, and cannot regain Hit Points until
succeed on a Strength saving throw or be moved up to 5
The damage of this spell increases by 1d6 when you feet away from you. the start of your next turn. Until then, the hand sticks to
reach 5th level (2d6), 11th level (3d6), and 17th level its target.
(4d6). • You create a blast of air capable of moving an object
that is not being held or carried and weighs no more than
5 pounds. The object is pushed up to 10 feet from your
position. It is not pushed with enough force to cause If you hit an undead, it also has disadvantage on any
damage. attack rolls it makes against you until the end of your
next turn.
• You create a harmless sensory effect using air, such
as making leaves move, making windows slam shut, or
making your clothes flutter in the wind. The damage of this spell increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th level
(4d8).

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

COMPONENTS DURATION COMPONENTS V, DURATION COMPONENTS V, DURATION


Yes Snapshot S, M 8 hours M 1 minute

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.

e e e
it it it
Sorcerer (TE) Evocation Trick Magician 1st level of Abjuration Magician 1st level of Transmutation

CATAPULT LANGUAGE UNDERSTANDING (RITUAL) ICE KNIFE


CASTING TIME RANGE CASTING TIME 1 RANGE
RANGE 1 share Staff action 60 feet
CASTING TIME 1 action 150 feet
COMPONENTS
COMPONENTS DURATION COMPONENTS S, DURATION
DURATION Instant
V, S, M 1 hour M Snapshot
Choose an object that weighs between 1 and 5 pounds a pinch of soot a drop of water or a piece
within reach and that is not being worn or carried. The
object flies in a straight line up to 90 feet in a direction For theand salt of the spell, you understand the literal
duration of icea sliver of ice and hurl it at a creature within
You create
of your choosing before hitting the ground, stopping meaning of any spoken language you hear. You also range. Make a ranged spell attack against the target. If
sooner if it hits a solid surface. If the object hits a understand any written language you see, but you must the attack is successful, the target takes 1d10 piercing
creature, that creature must make a Dexterity saving be touching the surface on which the words are written. damage. Whether it hits or misses, the ice sliver
throw. If the roll fails, the object hits the target and It takes about 1 minute to read a page of text. explodes. The target and all creatures within 5 feet of
stops moving. In any case, both the object and the the point where the splinter explodes must succeed on
creature or surface it hits suffer 3d8 points of a Dexterity saving throw or take 2d6 cold damage.
bludgeoning damage.
This spell does not decipher secret messages in a text
or glyph, such as in an arcane seal, which is not part of
a written language. At higher levels. When you cast this spell using a spell
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases
slot of 1st level or higher, the maximum weight of the by 1d6 for each spell slot level above 1st level.
item increases by 5 pounds and the extra damage
increases by 1d8 for each spell slot level above 1st
level.

e e e
it it it
Sorcerer (TE) 1st level of Transmutation Magician 1st level of Divination Sorcerer (TE) 1st level of Conjuration

DETECT MAGIC (RITUAL) WEAR SLEEP [1/2]


CASTING COSTUMES
TIME RANGE CASTING TIME 1 RANGE
CASTING TIME 1 action RANGE Staff 1 share Staff action 90 feet

DURATION COMPONENTS DURATION COMPONENTS V, DURATION


COMPONENTS V, S
Concentration, up to 10 V, S. 1 hour S, M 1 minute
minutes You make your appearance, including clothing, armor, a pinch of salt, rose petals or a cricket
For the duration of the spell, you feel the presence of weapons, and other possessions on your person, different
magic within 30 feet of you. If you sense magic in this until the spell ends or until you use your action to cancel it. This spell sends creatures into a state of magical sleep. Roll
way, you can use your action to see a faint aura You may look 1 foot shorter or taller, and you may look 5d8: The total represents the Hit Points of the creatures this
thinner, fatter, or somewhere in between. spell can affect. Creatures within 20 feet of a point you
around any visible creature or object in the area that choose to be within range are affected in ascending order of
has magic, and find out its school of magic, if it exists. current Hit Points (ignoring unconscious creatures).
You can't change the type of creature, so you must adopt a Starting with the creature with the fewest current Hit Points,
form that has the same basic limb arrangement. Otherwise, each creature affected by this spell is unconscious until the
The spell can penetrate most barriers, but is blocked the extent of the illusion is up to you. spell ends, until the creature takes damage, or until
by 1 foot of stone, 1 inch of base metal, a thin layer of someone uses an action to shake or slap it awake. Subtract
The changes created by this spell do not hold up to a each creature's Hit Points from the total before moving on to
lead, or 3 feet of wood or dirt. physical examination. For example, if you use this spell to the next creature with the fewest Hit Points. A creature's Hit
add a hat to your appearance, objects pass through the hat, Points must be equal to or less than the remaining total for
and anyone trying to touch it would not touch anything or that creature to be affected. Undead and creatures immune
would touch your head and hair. If you use this spell to to being charmed cannot be affected by this spell. At higher
appear thinner than you are, the hand of someone reaching levels. when you throw
out to touch you would collide with you while it appears to be
still in the air.

e e e
To perceive that you are disguised, a creature can use its
action to examine your appearance and must pass an
Intelligence check.

it it it
1 1 e
it

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

COMPONENTS DURATION COMPONENTS V, DURATION COMPONENTS DURATION


V, S, M 1 minute S 1 round V, S. 1 hour

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

SILENT IMAGE BURNING HANDS MISTY CLOUD


CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME RANGE
1 share 60 feet action Staff (cone of 15 1 share 120 feet
feet)
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 COMPONENTS V, DURATION V, S. Concentration, up to 1
minutes S Snapshot hour

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.

At higher levels. When you cast this spell using a spell


You can use your action to move the image anywhere slot of 2nd level or higher, the radius of the mist
within range. As the image moves you can alter its The fire ignites any flammable object in the area that is increases by 20 feet for each spell slot level above 1st
appearance so that its movement appears natural. For not being held or transported.
example, if you create an image of a creature and move it,
level.
you can alter its image so that it appears to be walking.
At higher levels. When you cast this spell using a spell
slot of 2nd level or higher, the damage increases by
1d6 for each spell slot level above 1st level.
Physical interaction with the image reveals that it is an
illusion, because objects can pass through. A creature that
uses its action to examine the image can determine that it is
an illusion with a successful Intelligence (Investigation)
check against the DC of your spell. If a creature realizes it is
an illusion, the creature can see through the image.

Magician 1st level of Illusion Magician 1st level of Evocation Magician 1st level of Conjuration

THUNDERING WAVE CHROMATIC ORB MAGIC PROJECTILE

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.

At higher levels. When you cast this spell using a spell


slot of 2nd level or higher, the damage increases by
1d8 for each spell slot level above 1st level.
1 1 1

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

COLOR SPRAY [2/2] LEAP EARTHQUAKE


CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME 1 RANGE
1 share Staff (15 foot cone) action Contact action Staff (10 feet of
DURATION radio)
1 round COMPONENTS V, DURATION DURATION
COMPONENTS S, M 1 minute COMPONENTS Snapshot
V, S, M V, S.
a grasshopper's leg
a pinch of powder or sand that is red, yellow and You cause a tremor in the ground within a 10-foot
blue powder You touch a creature. The jump distance that creature radius of your position. All creatures in that area
can cover is tripled until the spell ends. except you must succeed on a Dexterity saving
spell slot above 1st level. throw. If the roll fails, a creature takes 1d6 points of
bludgeoning damage and is knocked prone. If the
terrain in that area is loose dirt or rock, it becomes
difficult terrain until it is cleared.

At higher levels. When you cast this spell using a spell


slot of 2nd level or higher, the extra damage increases
by 1d6 for each spell slot level above 1st.

Magician 1st level of Illusion Magician 1st level of Transmutation Sorcerer (TE) 1st level of Evocation

FAKE LIFE WITCH'S BLAST ENLARGE/REDUCE [1/2]


CASTING TIME 1 action RANGE Staff CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
30 feet 30 feet

COMPONENTS V, S, M DURATION COMPONENTS V, S, M COMPONENTS V, S, M


1 hour
DURATION DURATION
Concentration, up to 1 minute Concentration, up to 1 minute
a small amount of alcohol or distilled spirits
a twig from a tree that has been hit by a a pinch of iron powder
necromantic life, you gain 1d4 + 4 temporary Hit Points for ray You cause a creature or object you can see within range to
the duration of the spell. become larger or smaller for the duration of the spell. Choose a
A beam of sizzling blue energy is launched toward a creature or object that is not being carried or transported. If the
At higher levels. When you cast this spell using a spell slot creature within range, forming a constant arc of lightning target is not willing, it can make a Constitution saving throw. On
of 2nd level or higher, you gain 5 additional temporary Hit between you and the target. Make a ranged spell attack a successful save the spell has no effect. If the target is a
Points for each spell slot level above 1st level. against that creature. On a hit, the target takes 1d12 creature, everything it wears and carries changes size with it.
points of electricity damage, and on each of your turns for Any object dropped by an affected creature returns to normal
size instantly. Enlarge: The objective doubles its size in all
the duration, you can use your action to deal 1d12 points dimensions and its weight is multiplied by eight. This growth
of electricity damage to the target automatically. This spell increases your size by one category, for example, from medium
ends if you use your action to do something else. This to large. If there is not enough space for the target to double its
spell also ends if the target is ever outside the spell's size, the creature or object grows to the maximum size possible
range or has full cover from you. in the available space. Until the spell ends, the target also has
advantage on Strength checks and Strength saving throws. The
At higher levels. When you cast this spell using a spell slot target's weapons are also enlarged
of 2nd level or higher, the initial damage increases by
1d12 for each spell slot level above 1st level.

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

COMPONENTS DURATION COMPONENTS V, DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1 S Concentration, up to 1 V, S. Concentration, up to 1
minute hour hour

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

OPENING BIND TO THE BLINDNESS/


CASTING TIME RANGE
EARTH DEAFNESS
CASTING TIME RANGE
1 share 60 feet RANGE 1 share 30 feet
CASTING TIME 1 action 300 feet
COMPONENTS DURATION DURATION COMPONENTS DURATION
COMPONENTS V
V Snapshot Concentration, up to 1 minute V 1 minute

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

BLURRED CONTOUR CROWN OF MADNESS DETECT THOUGHTS [1/3]


CASTING TIME RANGE CASTING TIME 1 RANGE
CASTING TIME 1 action RANGE Staff 1 share 120 feet action Staff

COMPONENTS DURATION COMPONENTS V, DURATION


COMPONENTS DURATION V, S. Concentration, up to 1 S, M Concentration, up to 1
V Concentration, up to 1 minute minute minute

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

a copper piece or coin a copper piece or coin a handful of


mind, and unless you shift your attention to another has been described above even if you can't see it, dust an unoccupied 5-foot square that you can see within
Choose
creature's thoughts, the creature can use its action on its but it should be kept within reach. range. An elemental force that resembles a dust devil
turn to make an Intelligence check against your Intelligence appears within the cube and remains there for the entire
check: if it passes, the spell ends. duration of the spell. Any creature that ends its turn within 5
Questions verbally directed at the target creature naturally feet of the dust devil must make a Strength saving throw. If
shape the course of its thoughts, making this spell the check fails, the creature takes 1d8 bludgeoning damage
especially effective as part of an interrogation. and is pushed 10 feet. If the roll is successful, the creature
You can also use this spell to detect the presence of takes half damage and is not pushed. As a bonus action,
thinking creatures that you cannot see. When you cast the you can move the dust devil up to 30 feet in any direction. If
spell or as an action for the duration of the spell, you can the dust devil moves through an area where there is sand,
search for thoughts up to 30 feet from you. The spell can loose dirt, or gravel, it will absorb the material and form a 10-
penetrate most barriers, but is blocked by 2 feet of stone, 2 foot-radius cloud around it that will last until the end of your
inches of base metal, or a thin layer of lead. You cannot next turn. The cloud creates heavy coverage within the area.
detect a creature with Intelligence 3 or lower or one that
does not speak a language.
Once you detect a creature's presence in this way, you can
read its thoughts for the remainder of the duration as
At higher levels. When you cast this spell using a spell slot
of 3rd level or higher, the extra damage increases by 1d8

2 2 2
per slot level.

Magici 2nd level of Magici 2nd level of Sorcerer 2nd level of


an Divination an Divination (TE) Conjuration

DUST DEVIL [2/2]


SWARM OF SNOWBALLS BURST
CASTING TIME 1 action RANGE
SNILLOC CASTING TIME 1 RANGE
60 feet action 60 feet
CASTING TIME RANGE
90 feet COMPONENTS V, DURATION
COMPONENTS DURATION 1 share
S, M Snapshot
V, S, M Concentration, up to 1 COMPONENTS DURATION
minute a piece of mica
a handful of dust V, S, M Snapshot A sudden, loud, painfully intense echoing sound erupts
■ ... . ... at a point of your choice within range. Each creature
of spells above 2nd level. a piece of ice or a small chip of white rock within a 10-foot-radius sphere centered on that point
A swarm of magical snowballs is fired from a point must make a Constitution saving throw. A creature
within range of your choice. Each creature in a 5-foot- takes 3d8 points of electricity damage on a failed save,
radius sphere centered on that point must succeed on a or half as much damage on a successful save. A
Dexterity saving throw. A creature takes 3d6 points of creature made of an inorganic material such as stone,
cold damage on a failed roll and half damage on a glass, or metal has disadvantage on this saving throw.
successful one.

At higher levels. When you cast this spell using a spell


slot of 3rd level or higher, the extra damage increases A nonmagical object that is not held or carried also
by 1d6 for each spell slot level above 2nd level. takes damage if it is in the spell's area.

At higher levels. When you cast this spell using a spell


slot of 3rd level or higher, the damage increases by 1d8

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

PHANTOM FORCE [1/2]


MULTIPLE IMAGE
PHANTOM FORCE [2/2]

CASTING TIME RANGE CASTING TIME 1 action RANGE


60 feet CASTING TIME 1 action RANGE Staff
1 share 60 feet

COMPONENTS DURATION DURATION COMPONENTS V, S DURATION


V, S, M Concentration, up to 1 minute 1 minute
Concentration, up to 1 COMPONENTS V, S, M
minute Three illusory duplicates of yourself appear in your space.
a piece of fleece Until the spell ends, the copies move with you and mimic
your actions, swapping positions so that it is impossible to
Youa piece of an
concoct fleece
illusion that takes root in the mind of a target trying to walk across a ghostly bridge that covers a tell which image is real. You can use your action to dispel
creature you can see within range. The target must make an chasm he falls once he has set foot on the bridge. If the the illusory copies. Whenever a creature targets you for an
Intelligence saving throw. On a failed save, you create a target survives the fall, he still thinks the bridge exists and attack for the duration of the spell, roll a d20 to determine if
visible ghostly object, creature, or other phenomenon of your finds some other explanation for having fallen; he was the attack targets one of your doubles instead of you. If you
choice no larger than a 10-foot cube that is only noticeable pushed, slipped, or a strong wind may have knocked him off. have three copies, you must roll a 6 or higher to change the
to the target for the duration of the spell. This spell has no An affected target is so convinced of the reality of the target of the attack to a double. With two copies, you must
effect on undead or constructs. phantasmagoria that it may even take damage from the get an 8 or higher. With a copy, you must get an 11 or
Phantasmagoria includes sound, temperature, and other illusion. A phantasmagoria created to look like a creature higher. The AC of the copies is 10 + your Dexterity modifier.
stimuli, evident only to the creature as well. The target can can attack the target. Similarly, a phantasmagoria created to If an attack hits a double, the double is destroyed. A double
use its action to examine the phantasmagoria with an appear as fire, a pool of acid, or lava can burn the target. can only be destroyed by an attack that hits it. Ignores all
Intelligence (Investigation) check against your spell save Each round on your turn, the phantasmagoria can deal 1d6 other damage and effects. The spell ends when all three
DC. If the check is passed, the target realizes that the psychic damage to the target if it is in the phantasmagoria's copies are destroyed. A creature is not affected by the spell
phantasmagoria is an illusion and the spell ends. area or within 5 feet of it, as long as the illusion is of a if it cannot see, relies on a sense other than sight, such as
While the target is affected by the spell, the target treats the creature or hazard that can deal damage. logically, as if blindsight, or can perceive illusions as false, such as
phantasmagoria as if it were real. The objective rationalizes attacking. The target perceives damage of the appropriate truesight.
any illogical response derived from dealing with type based on the illusion.
phantasmagoria. For example, a

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

COMPONENTS V, S, M DURATION COMPONENTS V, S, M DURATION COMPONENTS V, S, M DURATION


Concentration, up to 1 minute Concentration, up to 1 hour Concentration, up to 10
minutes

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

AGANAZZAR'S FLARE IMPROVE FEATURE CLOUD OF DAGGERS


CASTING TIME RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
1 share 30 feet Contact 60 feet

COMPONENTS DURATION COMPONENTS V, S, M DURATION COMPONENTS DURATION


Snapshot Concentration, up to 1 hour V, S, M
V, S, M Concentration, up to 1
minute
a red dragon scale
fur or feather of a beast a sliver of glass
A line of roaring flames 30 feet long and 5 feet wide
erupts from you in a direction of your choosing. Each You touch a creature and grant it a magical buff. Choose You fill the air with spinning daggers from a 5-foot
creature in the line must succeed on a Dexterity saving one of the following effects: The target gains the effect until cube. The cube is created at a point of your choice
throw. A creature takes 3d8 points of fire damage on a the spell ends. within the spell's range. When a creature enters the
Bear Resistance: The target has advantage on Constitution
failed roll, or half damage on a successful roll. checks. It also gains 2d6 temporary Hit Points, which are spell's area for the first time on a turn or begins its turn
lost when the spell ends. within the area, it takes 4d4 points of slashing damage.
Bull Strength: The target has advantage on Strength checks
At higher levels. When you cast this spell using a spell and its carrying capacity is doubled. Feline Grace: The
slot of 3rd level or higher, the extra damage increases target has advantage on Dexterity checks. Additionally, you
by 1d8 for each spell slot level above 2nd level. take no damage from falls of 20 feet or less if you are not At higher levels. When you cast this spell using a spell
incapacitated. slot of 3rd level or higher, the damage increases by 2d4
Eagle Splendor: The target has advantage on Charisma for each spell slot level above 2nd level.
checks.
Fox's Cunning: The target has advantage on Intelligence
checks.
Owl Wisdom: The target has advantage on Wisdom checks.
At higher levels. When you cast this spell using a spell slot
of 3rd level or higher, you can target one additional creature
for each spell slot level above 2nd level.

Sorcerer (TE) 2nd level of Evocation Magician 2nd level of Transmutation Magician 2nd level of Conjuration

DARKNESS MISTY PASS PYROTECHNI


CASTING TIME RANGE CASTING TIME 1 RANGE CS
60 feet RANGE
1 share additional action Staff CASTING TIME 1 action 60 feet
COMPONENTS DURATION COMPONENTS V DURATION COMPONENTS V, S DURATION Instant
V, M. Concentration, up to 10 Snapshot
minutes
Briefly surrounded by a silver haze, you teleport up You choose an area of flames within range that you can
bat hair and a drop of tar or a piece of coal to 30 feet to an unoccupied space within your view. see and that fits within a 5-foot square. You can
extinguish the fire in that area, and you can either
create fireworks or smoke.
A magical darkness spreads from a point of your
choice within the spell's range to fill a 15-foot-radius Fireworks. The target explodes in a blinding glare of
sphere for the duration of the spell. Darkness spreads light and color. Each creature within 10 feet of the
around the corners. A creature with darkvision cannot target must succeed on a Constitution saving throw or
see in this darkness, and nonmagical lights cannot be blinded until the end of your next turn.
illuminate it.

Smoke. Thick black smoke spreads from the target in a


If the point you choose is an object you are carrying or 20-foot-radius cloud, moving around corners. The area
one that is not being held or carried, darkness covered by smoke is considered to provide heavy
emanates from the object and moves with it. cover. The smoke persists for 1 minute or until a strong
Completely covering the source of darkness with an wind disperses it.
opaque object, such as a bowl or helmet, blocks the
darkness.
If parts of this spell's area overlap with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

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

BURNING RAY SUGGESTION [1/2] SUGGESTION [2/2]


CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
120 feet 30 feet 30 feet

COMPONENTS V, S DURATION Instant COMPONENTS COMPONENTS V, M


V, M.
DURATION DURATION
Concentration, up to 8 hours Concentration, up to 8 hours
You create three beams of fire and hurl them at targets
within range. You can throw them at a single or multiple a snake's tongue and a drop of sweet oil or a piece of a snake's tongue and a drop of sweet oil or a piece of
targets. honeycomb honeycomb
Make a ranged spell attack for each lightning bolt. On You suggest the course of an activity (limited to a couple of find. If the condition is not met before the spell ends, the
impact, the target takes 2d6 points of fire damage. sentences) and magically influence a creature you can see activity is not performed. If you or any of your companions
within range to hear and understand you. Creatures immune to damage the target, the spell ends.
At higher levels. When you cast this spell using a spell the enchantment are immune to this effect. The suggestion
slot of 3rd level or higher, you can create an additional should be made in a way that makes the action sound
lightning bolt for each slot level above 2nd level. reasonable. Asking a creature to stab itself, throw itself at a
spear, immolate itself, or do something obviously harmful ends
the spell instantly. The target must make a Charisma saving
throw. If it fails the save, it will try to perform the action you
suggested as best it can. The course of the action you have
suggested continues for the entire duration of the spell. If the
suggested activity can be completed in less time, the spell ends
when the subject finishes what has been suggested. You can
also specify conditions that will trigger a special activity during
the duration. For example, you might suggest that a knight give
his warhorse to the first beggar he meets.

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

COMPONENTS V, S, M COMPONENTS V, S, M COMPONENTS V, S, M


DURATION DURATION DURATION
Concentration, up to 1 hour Concentration, up to 1 hour Concentration, up to 1 hour
a little spider web a little spider web a drop of bitumen and a spider
You conjure a thick mass of sticky webs at a point of your cobwebs are flammable. Any 5-foot cube of cobwebs Until the spell ends, a willing creature you touch gains the
choice within range. The cobwebs fill a 20-foot cube at that exposed to the fire catches fire in 1 round, dealing 2d4 ability to move up, down, and sideways on vertical and
point for the entire duration. Cobwebs are difficult terrain and points of fire damage to any creature that begins its turn in prone surfaces across the ceiling, while its hands are free.
slightly obscure your area. If the webs are not held between the fire. The target also gains a climbing speed equal to its walking
two solid masses (such as walls or trees) or spread in layers
on the floor, wall, or ceiling, the cast web falls on itself, and speed.
the spell ends at the end of your next turn. The webs are
spread in layers on a flat surface that is 5 feet deep. Each
creature that begins its turn in the webs or enters them during
its turn must make a Dexterity saving throw. On a failed save,
the creature is neutralized as long as it remains in the webs or
until it frees itself. A creature neutralized by the webs can use
its action to make a Strength check against the DC of your
spell save. If successful, it no longer remains neutralized. The

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

COMPONENTS DURATION COMPONENTS V DURATION COMPONENTS V, DURATION


V, S, M 1 hour Concentration, up to 10 S, M 8 hours
minutes
a pinch of talcum powder or a little powdered silver a pinch of dehydrated carrot or agate
A strong wind (20 miles per hour) blows around you in
You can see creatures and objects as if they were a 0-foot radius and moves with you, remaining You touch a willing creature to grant it the ability to
visible, and you can see into the Ethereal Plane. centered on you. The wind remains for the entire see in the dark. For the duration of the spell, the
Ethereal creatures and objects appear in spectral duration of the spell. chosen creature can see in the dark up to a range of
form and are translucent. 60 feet.
The wind has the following effects:
• Deafens you and all creatures in the area.
• Extinguishes all unprotected flames of torch size or smaller.
• The area becomes difficult terrain for all creatures except you.
• Ranged weapon attack rolls suffer disadvantage if they pass through the area covered by the wind.
• Keeps out vapors, gases and mists that can be dispersed by strong winds.

Magician 2nd level of Divination Sorcerer (TE) 2nd level of Evocation Magician 2nd level of Transmutation

SPEED UP BALL OF FIRE WALKING ON THE WATERS (RITUAL)


CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME 1 RANGE
1 share 30 feet action 150 feet action 30 feet

COMPONENTS DURATION COMPONENTS V, DURATION COMPONENTS V, DURATION


V, S, M Concentration, up to 1 S, M Snapshot S, M 1 hour
minute
a ball of bat guano and sulfur a piece of cork
a licorice root bark
A bright beam shines from your finger pointing at a This spell grants the ability to move over any liquid
Choose a willing creature you can see within range. location you choose within range and then explodes surface, such as water, acid, mud, snow, quicksand, or
Until the spell ends, the target's speed is doubled, it with a low roar in an explosion of flames. Each lava, as if it were harmless solid ground (creatures
gains a +2 bonus to its AC, it has advantage on creature within a 20-foot radius of the sphere centered crossing molten lava can, however, take damage. by
Dexterity saving throws, and it gains an extra action on on that point must make a Dexterity saving throw. The heat). Up to ten willing creatures you can see within
each of its turns. This action can only be used to make target takes 8d6 points of fire damage on a failed save, range gain this ability for the entire duration.
an attack (only a weapon attack), dash, retreat, hide, or or half the total damage on a successful save.
the action of using an object.
When the spell ends, the target cannot move or take
actions until its next turn, as if a wave of torpor washed If you target a creature submerged in a liquid, the spell
over it. The fire spreads around the corner. The fire ignites brings the target to the surface of the liquid at a speed
flammable objects in the area that are not restrained of 60 feet per round.
or transported.

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 level above 3rd level.

Magician 3rd level of Transmutation Magician 3rd level of Evocation Magician 3rd level of Transmutation

CLAIRVOYANCE COUNTERSPELL DISSIPATE


CASTING TIME RANGE CASTING TIME RANGE MAGIC
1 mile 1 reaction 60 feet RANGE
10 minutes CASTING TIME 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS V, S DURATION Instant
V, S, M Concentration, up to 10 Snapshot
minutes
You attempt to interrupt a creature's casting of a spell. Choose a creature, item, or magical effect within range.
a focus worth 100 gp, either a jeweled horn for If the creature casts a spell of 3rd level or lower, it fails Any spell of 3rd level or lower on the target ends. For
hearing or a crystal eye for seeing and has no effect. If you are casting a spell of 4th level each spell of 4th level or higher on the target, make an
or higher, make an ability check using your spellcasting ability check using your spellcasting ability. The DC is
You create an invisible sensor within the spell's range in ability. The DC is equal to 10 + the spell level. If it equal to 10 + the spell level. On a successful check, the
a location that is familiar to you (a place you have succeeds, the spell cast by the creature fails and has spell ends.
already visited or seen before) or in an obvious but no effect.
unfamiliar location (for example, behind a door, behind
a corner, or in a grove). The sensor remains there until
the spell's effect ends and cannot be attacked or At higher levels. When you cast this spell using a spell
interacted with. slot of 4th level or higher, you automatically cast spell
At higher levels. When you cast this spell using a spell effects on the target if the level of the spell to be
slot of 4th level or higher, the interrupted spell has no dispelled is equal to or lower than the level of the spell
effect if its level is less than or equal to the level of the slot you used.
When you cast this spell you choose whether you want spell slot you are using.
to see or hear. You can use the chosen direction just as
if you were at the sensor location. In your action, you
can choose to change the sense used between seeing
and hearing.
A creature that detects the sensor (for example, those
creatures that have See Invisibility or True Sight) will
see a luminous, intangible orb about the size of a fist.

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

COMPONENTS DURATION COMPONENTS V, DURATION COMPONENTS V, DURATION


V, M. 1 hour S, M Snapshot S Concentration, up to 1
hour
a small clay model of a ziggurat a piece of obsidian
You touch a quiver containing arrows or bolts. When a
This spell grants the creature you touch the ability to Pick a spot on the ground within range that you can target is hit by a ranged weapon that uses an
understand any language it hears. Beyond that, when see. A fountain of dirt and rock erupts into a 20-foot ammunition drawn from the quiver, the target takes an
the target speaks, any creature that knows at least cube centered on that point. Any creature within the additional 1d6 points of fire damage. The spell's magic
one language and can hear the target understands area must make a Dexterity saving throw. A creature dissipates into the ammunition when it hits or misses,
what the target is saying. takes 3d12 bludgeoning damage on a failed roll and and the spell ends when twelve projectiles have been
half damage on a successful one. Furthermore, the removed from the quiver.
terrain in that area becomes difficult terrain until it is
cleared.
At higher levels. When you cast this spell using a spell
slot of 4th level or higher, the number of projectiles you
can affect with this spell increases by two for each spell
Each 5 square foot portion of the area requires at slot level above 3rd.
least one minute of work to clean by hand.

At higher levels. When you cast this spell using a spell


slot of 4th level or higher, the extra damage increases
by 1d12 for each spell slot level above 3rd level.

Magician 3rd level of Divination Sorcerer (TE) 3rd level of Transmutation Sorcerer (TE) 3rd level of Transmutation

GAS FORM [1/2] GAS FORM [2/2] LARGER IMAGE [1/2]


CASTING TIME RANGE CASTING TIME 1 RANGE CASTING TIME 1 RANGE
1 share Contact action Contact action 120 feet

COMPONENTS DURATION COMPONENTS V, DURATION COMPONENTS V, DURATION


V, S, M Concentration, up to 1 S, M Concentration, up to 1 S, M Concentration, up to 10
hour hour minutes

a piece of gauze a piece of fleece and a wisp of smoke


a piece of gauze and a wisp of smoke
You transform a willing creature, along with anything it is thrown away, used, or even interact with it. The You create the visual illusion of an object, creature, or some
carrying or transporting, into a misty cloud for the entire duration other visible phenomenon that is no larger than a cube 20 feet
of the spell. The spell ends if the creature drops to 0 Hit Points. target cannot attack or cast spells. on a side. The illusion appears in a location you can see within
An incorporeal creature is unaffected. While in this form, the range. It appears completely real, including the sounds, smells
target only has one method of movement which is 10 feet of and appropriate temperature of the thing shown. You cannot
flight speed. The target can enter and occupy another creature's create enough heat or cold to cause damage, nor a noise loud
space. The target has resistance to nonmagical damage, and enough to deal sonic damage or deafen a creature, nor a smell
advantage on Strength, Dexterity, and Constitution saving that could incapacitate a creature (such as the stench of a
throws. The target can pass through small holes, narrow troglodyte).
openings, and even mere cracks, but liquids are treated as solid While within range of the spell, you can use your action to make
surfaces for the gaseous form. The target cannot fall and the illusion move anywhere within range. As the illusion moves
remains floating in the air even if it is neutralized or around, you can alter its appearance so that its movements
incapacitated. While in misty cloud form, the target cannot appear natural to the image. For example, if you create an
speak or manipulate objects, and any objects they are carrying image of a creature and move it, you can alter the image to
or carrying cannot be make it appear to be walking. Likewise, you can make the
illusion make different sounds at different times,
Magician 3rd level of Transmutation Magician 3rd level of Transmutation Magician 3rd level of Illusion

LARGER IMAGE [2/2] INTERMITTENCE DAY LIGHT


CASTING TIME RANGE CASTING TIME 1 RANGE
120 feet CASTING TIME 1 action 60 feet
1 share action
COMPONENTS V, S DURATION
COMPONENTS DURATION COMPONENTS V, 1 hour
RANGE
V, S, M Concentration, up to 10 S Staff
minutes A 60-foot-radius sphere of light extends from a point of
DURATION your choice within the spell's range. The sphere glows
a piece of fleece 1 minute with bright light and casts soft light an additional 60 feet. If
even having a conversation. You roll a d20 at the end of each of your turns for the duration the point you choose is an object you are carrying or one
Physical interaction with the image reveals that it is an of the spell. If you roll an 11 or more, you vanish from your that is not being held or carried, the light shines from the
illusion, because you pass through it. The creature that current plane of existence and appear on the Ethereal Plane object and moves with it. Completely covering the light
uses an action to examine the image can determine that it (the spell fails and the casting is lost if you are already on that source with an opaque object, such as a bowl or helmet,
is an illusion with an Intelligence (Investigation) check plane). At the beginning of your next turn and when the spell blocks the light. If parts of this spell's area overlap with an
ends if you are on the Ethereal Plane, you return to a free area of darkness created by a spell of 3rd level or lower,
against your spell DC. If a creature perceives it to be an space of your choice no more than 10 feet from where you
illusion, the creature can see through the image, and its the spell that created the darkness is nullified.
vanished. If there is no free space within range, you will spawn
other sensory abilities become irrelevant to the creature. at the closest free space (chosen at random if there is more
At higher levels. When you cast this spell using a spell slot than one free space within the same distance). You can cancel
of 6th level or higher, the duration of the spell persists until this spell with an action.
dispelled, without requiring concentration. While you are on the Ethereal Plane you can see and hear
what is happening on the plane from which you come, although
the images are covered in gray darkness and you cannot see
further than 60 feet away. You can only affect and be affected
by creatures that are on the Ethereal Plane. Creatures that are
not there cannot perceive you or interact with you unless they
have the speci^c ability to do so.
3 3 3

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

COMPONENTS DURATION COMPONENTS V, DURATION


Concentration, up to 10 COMPONENTS V, DURATION S, M Concentration, up to 10
V, S, M
minutes S, M Concentration, up to 1 minutes
minute
Nitrate, sulfur and resin made into a ball a drop of water
a white feather or the heart of a chicken
You create six tiny meteors in your space which orbit You conjure a wall of swirling water that erupts from the
around you for the duration of the spell. When you cast You project a ghostly image of a creature's worst fears. ground at a point within range that you can see. You can
the spell, and as a bonus action on each of your Each creature in a 30-foot cone must succeed on a make the wall up to 30 feet long, 10 feet high, and 1 foot
subsequent turns, you can expend one or two of the Wisdom saving throw or drop whatever it is holding and thick, or you can create a ring-shaped wall up to 20 feet in
become frightened for the duration of the spell. diameter, 20 feet in diameter, and 1 foot thick. The wall
meteors, causing them to shoot toward a point or points vanishes when the spell ends. The space occupied by the
of your choice within 120 feet. Once the meteor reaches wall is considered difficult terrain. Any ranged weapon attack
its destination or hits an obstacle, the meteor will that passes through the wall suffers disadvantage on its
explode. Each creature within 5 feet of the point where attack roll, and the fire damage is halved if the fire effect
the meteor explodes must make a Dexterity saving While frightened by this spell, the creature must use passes through the wall to reach its target. Spells that deal
throw. A creature takes 2d6 points of fire damage on a the dash action to get away from you by the safest and cold damage and pass through the wall will cause the area
failed check and half damage on a successful one. shortest route possible, unless there is nowhere to of the wall you pass through to freeze (at least a 5-foot
move. If the creature ends its turn in a location where it square section). Each 5-foot section has AC 5 and 15 HP.
has no line of sight to you, it can make a Wisdom Reducing a frozen section to 0 hit points destroys it. When a
saving throw. On a successful save, the spell ends for section is destroyed, the water in the wall does not occupy
the space that has been left free.
that creature.
At higher levels. When you cast this spell using a spell
slot of 4th level or higher, the number of meteors
created increases by 2 for each spell slot level above
3rd.

Sorcerer (TE) 3rd level of Evocation Magician 3rd level of Illusion Sorcerer (TE) 3rd level of Evocation

STINKING CLOUD HYPNOTIC GUIDELINE PROTECTION AGAINST ENERGY

CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME RANGE
90 feet 120 feet 1 share Contact

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1 minute YE Concentration, up to 1 minute V, S. Concentration, up to 1
hour

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.

The spell ends for an affected creature if it takes any


Creatures that do not need to breathe or are damage or if someone else uses an action to shake
immune to poisons automatically pass such a the creature out of its stupor.
saving throw.
A moderate wind (at least 10 miles per hour) automatically disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it in 1 round.
Magician 3rd level of Conjuration Magician 3rd level of Illusion Magician 3rd level of Abjuration

SLOW DOWN [1/2] SLOW DOWN [2/2] LIGHTNING LIGHTNING


CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME RANGE
120 feet 120 feet 1 share Staff (line of 100
feet)
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 minute V, S, M Concentration, up to 1 minute COMPONENTS DURATION
V, S, M Snapshot

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.

At higher levels. When you cast this spell using a spell


The ground in the area becomes covered in slippery slot of 4th level or higher, you can target one additional
ice, making it difficult terrain. When a creature enters creature for each spell slot level above 3rd level.
the spell's area, it must make a Dexterity saving throw.
With a failed roll he falls prone.

If a creature is concentrating within the spell's area, it


must make a successful Constitution saving throw
against your spell's DC or lose concentration.

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

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1 minute V, S, M Concentration, up to 1 minute V, S, M Concentration, up to 1
minute

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

BANISHMENT MASTER BEAST [2/2]


[2/2] MASTER BEAST [1/2]
CASTING TIME RANGE
CASTING TIME 1 action RANGE
1 share 60 feet RANGE
60 feet
CASTING TIME 1 action 60 feet
COMPONENTS DURATION
COMPONENTS V, S DURATION COMPONENTS V, S DURATION
V, S, M Concentration, up to 1
Concentration, up to 1 minute Concentration, up to 1 minute
minute

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

COMPONENTS V, S, M DURATION COMPONENTS V, S, M DURATION COMPONENTS V, S DURATION


Concentration, up to 1 minute Concentration, up to 1 minute Concentration, up to 1 minute

A 20-foot-wide sphere io of swirling air is tion within


a drop of water a drop of water created at a point at your ele range. The ode the duration of
You conjure a sphere of water with a radius of 10 feet at a point lying in a space 5 feet from her. As an action, you can sphere remains during your the sphere when it is rno inside it
within range that you can see. The sphere can float in the air, move the sphere up to 30 feet in a straight line. If it moves spell. Each creature in the must ion of Strength or suffer 2d6
but no more than 10 feet above the ground. The sphere over a well, it will descend gently until it floats 10 feet sphere is considered terrain. e. The space within the difficult.
remains for the entire duration of the spell. Any creature within above the ground. Any creature immobilized by the sphere
the space of the sphere must make a Strength saving throw. On Until the spell ended, the e, you can use an action against
a successful save, the creature is expelled from that space to will move with it. You can overwhelm creatures with the center of the sphere was each of your lightning bolts to
the nearest unoccupied space. A creature of Huge size or larger sphere, forcing them to make the saving throw, but no located up to 60 feet away jump from the creature you
automatically passes the saving throw. If the roll fails, the more than once per turn. When the spell ends, the sphere from the object. If you hit, it choose into the sphere. Perform
creature is immobilized by the sphere and engulfed by the falls to the ground, scattering all the water and deals lightning damage. The swearing remotely. You have 4d6
water. At the end of each of its turns, the immobilized target can extinguishing all normal flames within 30 feet of it. Any creatures of the sphere suffer points of damage within 30 feet
repeat the saving throw. The sphere can immobilize a maximum creature that was immobilized by the sphere falls prone to from real Wisdom on all hearing checks.
of four creatures of Medium size or smaller or one creature of (Perception) disadvantage.
the ground in the space where the sphere falls. or you cast this spell at 5th level
Large size. If the sphere immobilizes a creature in excess of At higher levels. When using or higher, by 1d6 for each 4th
these numbers, a random creature already immobilized by the a spell slot the extra damage level ima level.
sphere is freed by falling out of its space and landing. is increased by the spell slot.

Sorcerer (TE) 4th level of Conjuration Sorcerer (TE) 4th level of Conjuration Sorcerer (TE) 4th level of Evocation

VITRIOLIC SPHERE GREATER INVISIBILITY WITHER


CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
150 feet Contact 30 feet

COMPONENTS V, S, M DURATION Instant COMPONENTS V, S DURATION COMPONENTS V, S DURATION Instant


Concentration, up to 1 minute

Necromantic energy invades a creature of your choice that you


a drop of giant slug bile es you become invisible ice. can see within the spell's range, draining its moisture and
You aim at a location within range and a glowing sphere of until the final spell the Anything that or transporting is vitality. The target must make a Constitution saving throw. If the
emerald acid shoots toward it and explodes in a 20-foot- target is also carrying ey when you keep it saving throw is failed, the target suffers 8d8 points of necrotic
radius burst. Each creature in the area must make a invisible on their person. damage. If, on the other hand, it passes the roll, it suffers only
Dexterity saving throw. If the check fails, a creature takes half the damage. This spell does not affect undead or
constructs.
10d4 points of acid damage and 5d4 points of acid
damage at the end of its next turn. If the roll is successful, If your target is a plant creature or magical plant, it makes the
a creature takes half the initial damage and no damage at saving throw with disadvantage, and the spell deals maximum
the end of its next turn. damage to it.
If your target is a nonmagical plant that is not a creature, such
At higher levels. When you cast this spell using a spell slot as a tree or bush, it does not make a saving throw, it simply
of 5th level or higher, the extra damage increases by 2d4 withers and dies.
for each spell slot level above 4th level.
At higher levels. When you cast this spell using a 5th-level spell
slot, the damage increases by 1d8 for each spell slot level
above 4th level.

Sorcerer (TE) 4th level of Evocation Magician 4th level of Illusion Magician 4th level of Necromancy

WALL OF FIRE [1/2] WALL OF FIRE [2/2] STONE SKIN


CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
120 feet 120 feet Contact

COMPONENTS V, S, M COMPONENTS V, S, M COMPONENTS V, S, M


DURATION DURATION DURATION
Concentration, up to 1 minute Concentration, up to 1 minute Concentration, up to 1 hour
100 gp, which the njuro
a small piece of match a small piece of match diamond dust by va converts the flesh you have
You create a wall of fire on a solid surface within range. You spell slot above 4th level. spell consumes)This is a touched into non-magical
can make a wall up to 60 feet long, 20 feet high, and 1 foot voluntary creature as hard damage resistance, and
wide, or a ring wall up to 20 feet in diameter, 20 feet high, and 1 as stone. ^nalize, the cutting.
foot wide. This wall is opaque and persists until the spell's objective has forceful,
duration ends. When the wall appears, each creature within the
area must make a Dexterity saving throw. On a failed save, the piercing
creature takes 5d8 points of fire damage, or half as much
damage on a successful save.
One face of the wall, selected by you when you cast the spell,
deals 5d8 points of fire damage to each creature that ends its
turn within 10 feet of that side or inside the wall. A creature
takes the same damage when it enters the wall the first time on
its turn or ends its turn there. The other side of the wall doesn't
hurt.
At higher levels. When you cast this spell using a spell slot of
5th level or higher, the damage increases by 1d8 for each spell
slot level.

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

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1 hour V, S, M Concentration, up to 1 hour V Snapshot

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

ICE STORM ANIMATE OBJECTS [1/3] ANIMATE OBJECTS [2/3]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 share 300 feet 1 share 120 feet 1 share 120 feet

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION


V, S, M Snapshot V, S. Concentration, up to 1 minute V, S. Concentration, up to 1 minute
_____ __________t___.. 1_____
a pinch of powder and a few drops of water is a construct with AC, Hit Points, attacks, strength, and
A storm of rock-hard ice chunks hits the ground in a 20- nonmagical objects within your reach that are not being used or dexterity determined by its size. His Constitution is 10, his
foot-by-40-foot-high radius cylinder centered on a point held. Medium size targets count as two objects, large size Intelligence and Wisdom is 3, and his Charisma is 1. Its speed
within range. Each creature in the cylinder must make a targets count as four objects, and huge size targets count as is 30 feet. If the object lacks legs or any other type of
Dexterity saving throw. A creature takes 2d8 points of eight objects. You cannot animate any object larger than Huge. appendage that can be used as a means of locomotion, it
Each chosen target comes to life and becomes a creature instead has a flight speed of 30 feet and can hover. If the object
bludgeoning damage and 4d6 points of cold damage on a under your control until the spell ends or its Hit Points are is firmly anchored to a surface or another larger object, such as
failed save, or half as much damage on a successful save. reduced to 0. As a bonus action, you can mentally control any a chain bolted to a wall, its speed will be 0. She has blindsight
creature animated by this spell that is within 500 feet of you (if within 30 feet and is blinded beyond that distance. When the
The ice rock chunks turn the storm area into difficult terrain you control multiple creatures, you can issue commands to any animated object drops to 0 Hit Points, it returns to its original
until the end of the next turn. or all of them at the same time, issuing the same command to state, and any additional damage it has received is applied to
each. a). You decide what action the creature will take and its original form. If you command an object to attack, it can
At higher levels. When you cast this spell using a spell slot where it will move during its next turn. You can also issue a make a single melee attack against a creature within 5 feet of it.
of 5th level or higher, the bludgeoning damage increases general order, such as guarding a specific room or a corridor. If Makes a slam attack with a bonus determined by its size (see
by 1d8 for each spell slot level above 4th level. you do not issue any commands, the creature will only act in table) and deals bludgeoning damage. The DM may determine
self-defense against hostile creatures. Once you give the that a specific object depending on its shape deals slashing or
creature an order, it doesn't stop until it's completed. An piercing damage. At higher levels. If you cast this spell using a
animated object space of

Magician 4th level of Evocation Magician 5th level of Transmutation Magician 5th level of Transmutation

ANIMATE OBJECTS [3/3] TELETRANSPORT CIRCLE [1/2] TELETRANSPORT CIRCLE [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 share 120 feet 1 minute 10 foot 1 minute 10 foot

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION


V, S. Concentration, up to 1 V, M. 1 round V, M. 1 round
minute
spells of 6th level or higher, you can animate two 1 .:1
rare chalks and ink prepared with precious gems worth 50
. . . ..________
rare chalks and ink prepared with precious gems worth 50
additional objects for each slot level gp, which the spell consumes gp, which the spell consumes
of spells above level 5. As you cast the spell, you draw a 10-foot-diameter circle on the permanent teleportation circle by performing this spell at
ground inscribed with seals that link your location to a the same location every day for one year. You need to not
permanent teleportation circle of your choice on the same plane use the circle to teleport when casting the spell this way.
of existence as you. A glowing portal opens in the circle you
drew and remains open until the end of your next turn. Any
creature that enters the portal instantly appears within 5 feet of
the target circle or in the nearest free space, if the space is
occupied. Most major temples, guilds, and other important sites
have permanent teleportation circles inscribed somewhere in
their domains. Each circle includes a sequence of stamps.
When you gain the ability to cast this spell, you learn the
sequence of sigils for two Material Plane destinies, determined
by the DM. You can learn additional seal sequences during your
adventures. You can consider a new stamp sequence
memorized if you study it for 1 minute. You can create a

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

COMPONENTS V, DURATION COMPONENTS DURATION


COMPONENTS DURATION S Concentration, up to 1 V, S. Concentration, up to 1
V, S, M Snapshot hour hour

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

DURATION COMPONENTS select them.


Concentration, up to 1 minute DURATION
COMPONENTS V, S, M DURATION Special COMPONENTS V, S V, S. Concentration, up to 1
. .____________________1 :T______:_______________r minute
a small piece of matter of the same type as the item you You attempt to control a humanoid that you can see within New Wisdom saving throw against the spell. If the saving
want to create range. You must pass a roll of throw is successful, the spell ends. At higher levels. When
You throw pieces of shadow material collected in the Shadowfell Wisdom save or become enchanted for the duration of the you cast this spell using a 6th-level spell slot, the duration
to create inert objects of plant matter such as: cloth, rope, wood, spell. If you or creatures allied with you are fighting it, it has is concentration, up to 10 minutes. When you cast this
or something similar. You can also use this spell to create advantage on the saving throw. While the creature is spell using a 7th-level spell slot, the duration is
minerals such as stones, glass or metal. The created object enchanted, you have a telepathic link with it as long as you concentration, up to 1 hour. When you cast this spell
cannot be larger than a 5-foot cube, and must be of a shape are both on the same plane of existence. You can use this using an 8th-level spell slot, the duration is concentration,
and material that you have already seen before. The duration of telepathic link to give orders to the humanoid creature while
the spell depends on the material from which the object is you are conscious (no action required) as it does its best to up to 8 hours.
made. If the object is composed of multiple materials, use the obey. You can specify a simple, general course of action,
shortest duration. such as Attack that creature, Run here, or Dodge that object.
If the creature complies with the order and receives no
Material and Duration: Vegetable matter 1 day. Stone or crystal further instructions from you, it defends itself and takes care
12 hours. Precious metals 1 hour. Gems 10 minutes. of itself as best it can. You can use your action to take
Adamantite or Mithril 1 minute. complete and precise control of the target. Until the end of
If you use the material created by this spell as the material your next turn, the creature only takes actions you choose,
required to cast another spell, the latter fails. At higher levels. and does nothing you don't allow it to do. During this time,
When you cast this spell using a spell slot of 6th level or higher, you can also have the creature use a reaction, but this
the material cube increases in size by 5 feet for each spell slot requires you to also use your own reaction. Whenever the
level above 5th level. target takes damage, perform a

5th level of Enchantment


A nonmagical wall of solid stone appears within an existing
point you choose within range. The wall is 6
Magician 5th level of Illusion Magician 5 ° level of Enchantment Magician inches wide and is made up of ten 10-foot x 10-

IMMOLATION IMMOBILIZE MONSTER


STONE WALL [1/2]
CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE CASTING TIME 1 action RANGE
90 feet 90 feet 120 feet

COMPONENTS V DURATION COMPONENTS V, S, M DURATION COMPONENTS DURATION


Concentration, up to 1 minute Concentration, up to 1 minute V, S, M Concentration, up to 10
minutes

a small straight piece of iron a small block of granite


Flames devour a creature you can see that is within foot panels. Each panel must be contiguous with at least one
range. The target must make a Dexterity saving throw. It is reduced to ashes. other panel.
Choose a creature you can see within range. The target Alternatively, you can create 10' x 20' panels that would be
takes 7d6 points of fire damage on a failed saving throw, only 3 inches wide. If the wall passes through a creature's
or half damage on a successful one. If the roll fails, the must succeed on a Wisdom saving throw or be paralyzed space when it appears, the creature is pushed to one side of
target will continue to burn for the entire duration of the for the duration of the spell. This spell has no effect on the wall (your choice). If the creature is surrounded on all sides
spell. The burning target radiates bright light in a 30-foot undead. At the end of each of its turns, the target can by the wall (or the wall or other solid surface), this creature
radius and dim light in an additional 30 feet. At the end of attempt another Wisdom saving throw. If successful, the must make a Dexterity saving throw. On a successful save,
each turn, the target must repeat the saving throw. He spell ends on the target. she can use her reaction to move up to her speed and then not
takes 3d6 points of fire damage on a failed roll, and the be trapped by the wall. The wall can be any shape you want,
spell ends on a successful roll. These magical flames At higher levels. When you cast this spell using a spell although it cannot occupy the same space as a creature or
cannot be extinguished by non-magical means. If this slot of 6th level or higher, you can target one additional object. The wall does not need to be vertical or rest on a firm
creature for each spell slot level above 5th level. foundation. It must, however, blend in with an existing stone
spell's damage reduces a target to 0 hit points, the target and be solidly supported by
Creatures must be within 30 feet of each other when you
Sorcerer (TE) 5th level of Evocation Magician 5th level of Enchantment Magician 5th level of Evocation
STONE WALL [2/2] ANNIHILATING CLOUD PLAGUE OF INSECTS
CASTING TIME RANGE CASTING TIME RANGE
1 share 120 feet RANGE 1 share 300 feet
CASTING TIME 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION
Concentration, up to 10 COMPONENTS V, S DURATION Concentration, up to 10
V, S, M Concentration, up to 10 minutes V, S, M
minutes minutes
within the spell's range. The sphere will last for the
a small block of granite duration of the spell or until a strong wind disperses a pinch of sugar, cereal grains and a grease stain
she. Therefore, you can use this spell to bridge a the gaseous sphere. The area through which the A swarm of snapping locusts fills a 20-foot-radius
chasm with a bridge or to create a ramp. If you sphere runs is considered strongly darkened. When a sphere centered on a point of your choice within
are creating an archway larger than 20 feet long, creature enters the spell's area for the first time on a range. The sphere expands around the corners.
turn, or begins its turn within the area, it must make a The sphere remains for the duration of the spell
you must halve the size of each panel to create Constitution saving throw. If the saving throw fails, the
supports. You can roughly form the wall to create and the area is considered slightly obscured. The
creature takes 5d8 points of poison damage, or half sphere area is difficult terrain.
battlements, ramparts, etc. The wall is an object as much if it succeeds. Creatures are affected by the
made of stone that can be damaged and poison even if they hold their breath or do not need to When the area appears, each creature in it must
therefore broken. Each panel has an AC of 15 breathe to live. make a Constitution saving throw. A creature
and 30 Hit Points per inch of thickness. Reducing takes 4d10 piercing damage on a failed save, or
The toxic cloud moves 10 feet away at the beginning half as much damage on a successful save. A
the panel to 0 Hit Points destroys it and may of each of your turns by rolling along the ground
cause the panels to collapse at the DM's creature must also make this saving throw when
surface. The vapors, being heavier than air, sink to it enters the spell's area for the first time or when
discretion. If you maintain your concentration on the lowest level of the earth, even sneaking through it ends its turn there.
this spell for its entire duration, the wall becomes openings.
permanent and cannot be dispelled. Otherwise, At higher levels. When you cast this spell using a
At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage
the wall disappears when the spell ends. spell slot of 6th level or higher, the damage increases
You create a 20-foot-radius sphere of yellowish-green increases by 1d10 for each level slot above 5th
by 1d8 for each spell slot level above 5th level. level.
poisonous gases centered on a point of your choice
Magici 5th level of Magici 5th level of Magici 5th level of
an Evocation an Conjuration an Conjuration

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 Magici 5th level of Magici 5th level of


an Illusion an Illusion an Transmutation

TELEKINESIS [2/2] CIRCLE OF DEATH


CHAIN LIGHTNING
CASTING TIME RANGE
150 feet CASTING TIME RANGE
RANGE 1 share
CASTING TIME 1 action 1 share 150 feet
60 feet
DURATION COMPONENTS DURATION
COMPONENTS V, S COMPONENTS DURATION
Concentration, up to 10 V, S, M Snapshot
V, S, M Snapshot
minutes
the powder of a crushed black pearl worth at least
up to 30 feet in any direction, but never beyond the 500gp a little animal hair, a fragment of amber, glass or a crystal
range of this spell. If the object is held or carried, you
must make a check with your spellcasting A sphere of negative energy spreads in a 60 foot radius scepter,
You createand three silver
a lightning boltpins
that arcs toward a target of
characteristic matched by a Strength check from the sphere from a point within range. Each creature in that your choice that you can see within range. Then, three
target creature. If you succeed, you snatch and push area must make a Constitution saving throw. If the roll more lightning bolts emerge from that target to a
the object away from that creature and can move the fails, it takes 8d6 points of necrotic damage, or half as maximum of three other targets, each of which must be
object up to 30 feet in any direction, but never beyond much if it succeeds. within 30 feet of the first target. A target can be a
the range of this spell. You can exert more precise creature or an object, and can only be targeted by one
control over objects with your telekinetic grip, such as of the bolts. The target must make a Dexterity saving
manipulating a simple tool, opening a door or throw. On a failed saving throw, the target takes 10d8
container, putting away or removing an object from an At higher levels. When you cast this spell using a spell points of electrical damage, or half as much damage on
open container, or pouring the contents of a vial. slot of 7th level or higher, the damage increases by 2d6 a successful save.
for each spell slot level above 6th level.

At higher levels. When you cast this spell using a spell


slot of 7th level or higher, an additional bolt jumps from
the first target to another target for each spell slot level
above 6th level.

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

ICE INVESTMENT INVESTITURE OF FLAMES STONE INVESTMENT


CASTING TIME 1 action RANGE Staff CASTING TIME 1 action RANGE Staff CASTING TIME 1 action RANGE Staff

COMPONENTS V, S DURATION COMPONENTS V, S DURATION COMPONENTS V, S DURATION


Concentration, up to 10 minutes Concentration, up to 10 Concentration, up to 10 minutes
minutes

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

INVESTMENT OF WIND GLARE ARCANE PORTAL


CASTING TIME 1 action RANGE Staff CASTING TIME 1 action RANGE Staff CASTING TIME 1 action RANGE
500 feet

COMPONENTS V, S DURATION COMPONENTS V, S DURATION COMPONENTS V, S DURATION


Concentration, up to 10 minutes Concentration, up to 1 minute Concentration, up to 10 minutes

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

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION


V, M. 24 hours V, M. 24 hours V, S, M 1 hour
your choice that you can see within range and that can hear and
understand you. Creatures that cannot be enchanted are immune a snake's tongue or a piece of honeycomb or a drop of an eye ointment worth 25 gp, made from
to this effect. The suggestion should be expressed in a way that sweet oil mushroom powder, saffron, and fat that the spell
makes carrying out the course of action sound reasonable. money to the first beggar they meet. If the condition is not consumes
Asking a creature to stab itself, stand in front of a spear, met before the spell ends, the activity is not carried out.
immolate itself, or cause itself any obvious damage see things as they really are. For the duration of the spell,
automatically negates the spell's effect. Each target must If you or any of your companions damage a creature the creature has truesight, is aware of secret doors hidden
make a Wisdom saving throw. With a failed save, follow the affected by this spell, the spell ends for that creature. by magic, and can see into the Ethereal Plane, all within a
course of action you described to the best of your ability. The At higher levels. When you cast this spell using a spell range of 120 feet.
suggested course of action can be executed for the duration slot of 7th level or higher, the duration is 10 days.
of the spell. If the suggested activity can be completed in less When you use an 8th level spell slot, the duration is 30

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

COMPONENTS V, S, M COMPONENTS V, S, M DURATION


Concentration, up to 1 minute You send negative energy that courses through the
DURATION interior of a creature you can see within range,
Concentration, up to 1 minute causing acute pain.
a ball of bat guano and sulfur a ball of bat guano and sulfur The target must make a Constitution saving throw. It takes
7d8 + 30 points of necrotic damage on a failed save, or
A beam of yellow light shines from the tip of your finger, then damage is increased by 1d6. If the glowing pearl is touched half as much on a successful save.
remains condensing at a chosen point within range like a before the interval has expired, the creature who touched it
glowing pearl for the duration of the spell. When the spell must make a Dexterity saving throw. On a failed save, the spell A humanoid killed by this spell rises at the start of its next
ends, either because your concentration has been broken or ends immediately, causing the pearl to burst into flames. On turn as a zombie that is permanently under your
because you decide to end it, the pearl explodes with a low a successful save, the creature can throw the pearl up to command, following your verbal commands to the best of
roar in an explosion of flame that spreads around the 40 feet. When it hits a creature or solid object, the spell its ability.
corners. Each creature within the radius of a 20-foot sphere ends, and the pearl explodes. The fire damages objects in
centered on the chosen point must make a Dexterity saving the area and ignites flammable objects that are not
throw. A creature takes fire damage equal to the total restrained or carried. At higher levels. When you cast this
damage accumulated on a failed save, or half the damage on
a successful save. The spell's base damage is 12d6. If at the spell using a spell slot of 8th level or higher, the base
end of your turn the fire pearl has not yet detonated, the damage increases by 1d6 for each spell slot level above
7th level.

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

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION


V, S, M Snapshot V, S, M Snapshot V, S. up to 8 hours
You enter the border regions of the Ethereal Plane, in an
a fork-shaped metal bar worth at least 250 gp, a fork-shaped metal bar worth at least 250 gp, area which overlaps with your current plane. You remain in
attuned to a particular plane of existence attuned to a particular plane of existence the Ethereal Border for the duration of the spell or until you
use your action to cancel the spell. During this time, you can
You and up to 8 willing creatures who join hands in a circle move in any direction. If you move up or down, each foot of
melee spells against her. On a hit, the creature must movement costs you one additional foot. You can hear and
are transported to a different plane of existence. You can make a Charisma saving throw. If the creature fails this
specify a destination objective in general terms, such as the see the plane you're coming from, but everything appears
save, it will be transported to a random location on the gray, and you can't see further than 60 feet. While you
City of Bronze on the Elemental Plane of Fire, or Dispater's plane of existence you specified. A creature thus
palace on the second level of The Nine Hells, and appear at remain in the Ethereal Plane, you can only affect and be
or near the destination. If you are trying to reach the City of transported must find its own way back to your current affected by other creatures on that plane. Creatures not on
Brass, for example, you could reach the Street of Steel, plane of existence. the Ethereal Plane cannot sense you and cannot interact
before the Gate of Ashes, or by looking towards the city from with you unless a special ability or magic gives them the
across the Sea of Fire, at the DM's discretion. Or, if you ability to do so. You ignore all objects and effects that are
know the seal sequence of a teleportation circle on another not on the Ethereal Plane, allowing you to move through
plane of existence, this spell can take you to that circle. If the objects that you perceive on the plane you come from. When
teleportation circle is too small to hold all the creatures you the spell ends, you immediately return to the plane you
transported, they appear in the nearest unoccupied space came from in the place you currently occupy. If you occupy
next to the circle. You can use this spell to banish an the same space as a solid object or creature when it occurs,
unwilling creature to another plane. Choose a creature within you are immediately moved to the closest unoccupied space
range and make a knock attack. you can occupy.

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

PRISMATIC SPRAY [2/2] TELEPORT [1/3] TELEPORT [2/3]


CASTING TIME
CASTING TIME 1 action RANGE
1 share CASTING TIME 1 action
RANGE 10 foot
Staff (60 foot cone) COMPONENTS COMPONENTS V DURATION Instant
COMPONENTS V, S DURATION Instant V
the points of a compass. If you're teleporting to a coastal town
spell ends. If you fail your save three times, you will be and end up 18 miles out to sea, you could be in trouble.
permanently turned to stone and subject to the petriccation Similar area. You and you
conditions. Successes and failures do not need to be
consecutive. Keep track of both until the creature completes
three of a kind. 7. Violet. On a failed save, the target is
blinded. He must then make a Wisdom saving throw at the
beginning of his next turn. A successful salvation ends the
blindness. If it fails its save, the creature is transported to
another plane of existence of the DM's choice and will not
stop being blinded (typically a creature that is on a plane that
is not its home plane is banished home, while other creatures
by They are generally invoked on the Astral or Ethereal
plane). 8. Special. The target is hit by two lightning bolts. Roll
the die two more times, rolling any 8 again.
RANGE
10 foot
DURATION
Snapshot
The spell instantly transports you and up to 8 willing creatures
of your choice that you can see within range, or a single
object that you can see within range, to a destination of your
choice. If you target an object, it must be able to fit entirely
within a 10-foot cube and cannot be held or carried by a
creature that does not allow the object to be carried. You
must know the destination you choose, and it must be on the
same plane of existence as you. How familiar you are with
the destination determines whether you get there correctly.
The DM rolls a d100 and consults the table. Familiarity.
Permanent circle refers to a teleportation circle for which you
know the sigil sequence. Associated item means that you
possess an item taken within the last six months from the
desired destination, such as a book from a magician's
bookstore, linen from the bed in a royal room, or a piece of
marble from the secret tomb of a lich Very familiar is a place
you have been to regularly, a place you have studied
meticulously, or a place you can see when you cast the spell.
Seen from time to time is any place that you have seen more
than once but do not like.
It looks very familiar. Once Seen is a place you've only seen
once, possibly using magic. Description is a place of which
you know the location and appearance through a description,
perhaps a map. False destiny is a place that does not exist.
Perhaps you have attempted to peer into the enemy
sanctuary, but instead have seen an illusion, or are
attempting to teleport to a destination that no longer exists.
On target. You and your party (or the target item) appear
wherever you want. Off target. You and your party (or the
target object) appear a random distance away from the
target, in a random direction. The distance is 1d10x1d10 of
the percentage of the distance you have traveled. For
example, if you attempted to travel 120 miles, landed outside
the target, and rolled a 5 and a 3 on both d10s, you will be off
the target a total of 15 percent, or 18 miles. The DM
determines the direction randomly by rolling a d8, with 1
being north, 3 being northeast, 3 being east, and so on with
7 7 7

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

COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION


V Snapshot V, S. Snapshot V, S. Concentration, up to 1
hour
group (or the target object) you end up in a different A storm composed of curtains of roaring flames
area that is visually or thematically similar to the target appears at a location of your choice within range. The You attempt to charm a creature you can see within range.
area. If you wanted to get to your lab, for example, you storm area consists of up to ten 10-foot cubes, which It must succeed on a Wisdom saving throw or remain
might end up in another mage's lab or in an alchemy enchanted for the duration of the spell. If you or creatures
you can place as you wish. Each cube must have at allied with you are fighting it, it has advantage on the saving
supply store that has many of the tools and utensils you least one face adjacent to the face of another cube. throw. As long as the creature is enchanted, you have a
had. Generally, you appear in a place as similar as Each creature in the area must make a Dexterity saving telepathic link with it as long as you are both on the same
possible, but since the spell has no distance limit, you throw. It takes 7d10 points of fire damage on a failed plane of existence. You can use this telepathic link to give
could have ended up anywhere on the same plane. save, and half as much on a successful save. commands to the creature while you are conscious (no
Mishap. The unpredictable magic of the spell turns into action required) doing its best to obey. You can specify a
a difficult day. Each teleported creature (or the target simple, general course of action, such as 'Attack that
object) takes 3d10 points of force damage, and the DM creature', 'Run here', or 'Dodge that object'. If the creature
rerolls to see where you teleport (multiple mishaps can follows the command and receives no further direction from
you, it defends itself and takes care of itself as best it can.
occur, taking damage each time). The fire damages objects in the area and ignites You can use your action to take complete and precise
flammable objects that are not being restrained or control of the target. Until the end of your next turn, the
transported. If you choose, plant life in the area may creature only takes actions you choose, and does nothing
not be affected by this spell. you don't 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. Whenever the target takes damage,

Bard 7th level of Conjuration Magician 7th level of Evocation Magician 8th level of Enchantment

MASTER MONSTER [2/2] SOLAR EXPLOSION


HORRIBLE WITHERING OF ABI
CASTING TIME RANGE
150 feet DALZIM
RANGE 1 share
CASTING TIME 1 action 60 feet
COMPONENTS DURATION CASTING TIME 1 action RANGE
COMPONENTS V, S DURATION 150 feet
Concentration, up to 1 hour V, S, M Snapshot
fire and a piece of sunstone COMPONENTS V, S, M DURATION Instant
Make a new Wisdom saving throw against the spell. If
the saving throw is successful, the spell ends. At Bright flashes of sunlight are projected in a 60-foot
higher levels. When you cast this spell using a 9th- radius centered on a point of your choice within range. a piece of sponge
level spell slot, the duration is concentration, up to 8 Each creature in that light must make a Constitution You absorb moisture from each creature into a 30-foot
hours. saving throw. If the saving throw fails, the creature cube centered on a point you choose within range.
takes 12d6 radiant damage and is blinded for 1 minute. Each creature in the area must make a Constitution
If the roll is successful, she takes half the damage and saving throw. Constructs and undead are unaffected,
is not blinded by this spell. Undead and oozes have and grass-type creatures and water elementals suffer
disadvantage on this saving throw. A creature blinded disadvantage on this saving throw. A creature takes
by this spell makes another Constitution saving throw at 10d8 points of necrotic damage on a failed roll, or half
the end of each of its turns. If she succeeds on the damage on a successful roll.
saving throw, she is no longer considered blinded.

This spell nullifies any darkness in the area created by


a spell.

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

COMPONENTS DURATION COMPONENTS V, DURATION COMPONENTS DURATION


V, S, M Concentration, up to 1 S, M Concentration, up to 1 V Snapshot
minute minute
Wish is the most powerful spell a creature can cast. By
simply speaking a few words, you can alter the very
a pinch of dust, a piece of stone and a piece a pinch of dust, a piece of stone and a piece foundations of reality according to your desires. The basic
use of this spell is to duplicate any other spell of 8th level or
clay clay lower. You do not need to fulfill any requirements of that
locations chosen by the DM. Each is 1d10 x 10 feet deep, among the rubble, requiring a DC 20 Strength
10 feet wide, and extends from the edge of the spell area to (Athletics) check as an action to escape. The DM can spell, including cost components. The spell simply takes
the opposite side. A creature standing over a breach must effect. Alternatively, you can create one of the following
adjust the DC up or down, depending on the nature of effects of your choice: • You create an item of a value not
succeed on a Dexterity saving throw or fall into it. A
creature that is successfully saved moves with the edge of the debris. On a successful save, the creature takes exceeding 25,000 gp that is not a magic item. The object
the rift as it opens. A crack opening under a building half damage and is not knocked prone or buried. cannot be more than 300 feet away in any dimension, and
automatically causes it to collapse (see below). Buildings. must appear in an unoccupied space that you can see on
The tremor deals 50 points of bludgeoning damage to any the ground. • Provide up to twenty creatures that you can
building in contact with the ground in the area when the see to regain all of their Hit Points, and remove from them all
spell is cast and at the beginning of each of your turns until the effects described in the Greater Restoration spell. • Give
the spell ends. If a building's Hit Points drop to 0, it up to ten creatures you can see immunity to a single spell or
collapses, potentially damaging nearby creatures. A other magical effect for 8 hours. For example, you could
creature half the height of a building must make a Dexterity make yourself and all your companions immune to a lich's
saving throw. On a failed save, the creature takes 5d6 life drain attacks. • Undo a single recent event to force a new
bludgeoning damage, is prone, and is buried. launch of any

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

WORD OF POWER TO KILL METEORITE SPOUT THRESHOLD


[1/2]

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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.

Magician 9th level of Conjuration

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