Spellbook
CANTRIPS I K
level 1 - conjuration
C T Casting Time: 1 action
level 0 - necromancy Range: 60 feet
Components: S, M (a drop of water or a piece of ice)
Casting Time: 1 action
Duration: Instantaneous
Range: 120 feet
Components: V, S You create a shard of ice and fling it at one creature within range.
Duration: 1 round Make a ranged spell attack against the target. On a hit, the target
takes 1d10 piercing damage. Hit or miss, the shard then explodes.
You create a ghostly, skeletal hand in the space of a creature within
The target and each creature within 5 feet of it must succeed on a
range. Make a ranged spell attack against the creature to assail it
Dexterity saving throw or take 2d6 cold damage.
with the chill of the grave. On a hit, the target takes 1d8 necrotic
At Higher Levels. When you cast this spell using a spell slot of
damage, and it can't regain hit points until the start of your next
2nd level or higher, the cold damage increases by 1d6 for each slot
turn. Until then, the hand clings to the target. If you hit an undead
level above 1st.
target, it also has disadvantage on attack rolls against you until the
end of your next turn.
M M
This spell's damage increases by 1d8 when you reach 5th level
level 1 - evocation
(2d8), 11th level (3d8), and 17th level (4d8).
Casting Time: 1 action
D L Range: 120 feet
level 0 - evocation Components: V, S
Duration: Instantaneous
Casting Time: 1 action
Range: 120 feet You create three glowing darts of magical force. Each dart hits a
Components: V, S, M (a bit of phosphorus or wychwood, or a creature of your choice that you can see within range. A dart deals
glowworm) 1d4 + 1 force damage to its target. The darts all strike
Duration: Concentration, up to 1 minute simultaneously, and you can direct them to hit one creature or
several.
You create up to four torch-sized lights within range, making them
At Higher Levels. When you cast this spell using a spell slot of
appear as torches, lanterns, or glowing orbs that hover in the air for
2nd level or higher, the spell creates one more dart for each slot
the duration. You can also combine the four lights into one glowing
level above 1st.
vaguely humanoid form of Medium size. Whichever form you
choose, each light sheds dim light in a 10-foot radius.
P E G
As a bonus action on your turn, you can move the lights up to 60
level 1 - abjuration
feet to a new spot within range. A light must be within 20 feet of
Casting Time: 1 action
another light created by this spell, and a light winks out if it exceeds
Range: Touch
the spell's range.
Components: V, S, M (holy water or powdered silver and iron,
F B which the spell consumes)
level 0 - evocation Duration: Concentration, up to 10 minutes
Casting Time: 1 action Until the spell ends, one willing creature you touch is protected
Range: 120 feet against certain types of creatures: aberrations, celestials,
Components: V, S elementals, fey, fiends, and undead.
Duration: Instantaneous The protection grants several benefits. Creatures of those types
have disadvantage on attack rolls against the target. The target also
You hurl a mote of fire at a creature or object within range. Make a
can't be charmed, frightened, or possessed by them. If the target is
ranged spell attack against the target. On a hit, the target takes 1d10
already charmed, frightened, or possessed by such a creature, the
fire damage. A flammable object hit by this spell ignites if it isn't
target has advantage on any new saving throw against the relevant
being worn or carried.
effect.
This spell's damage increases by 1d10 when you reach 5th level
(2d10), 11th level (3d10), and 17th level (4d10).
R S
level 1 - necromancy
F
level 0 - enchantment Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action
Components: V, S
Range: Self
Duration: Instantaneous
Components: S, M (a small amount of makeup applied to the face
as this spell is cast) A ray of sickening greenish energy lashes out toward a creature
Duration: Concentration, up to 1 minute within range. Make a ranged spell attack against the target. On a
hit, the target takes 2d8 poison damage and must make a
For the duration, you have advantage on all Charisma checks
Constitution saving throw. On a failed save, it is also poisoned until
directed at one creature of your choice that isn't hostile toward you.
the end of your next turn.
When the spell ends, the creature realizes that you used magic to
At Higher Levels. When you cast this spell using a spell slot of
influence its mood and becomes hostile toward you. A creature
2nd level or higher, the damage increases by 1d8 for each slot level
prone to violence might attack you. Another creature might seek
above 1st.
retribution in other ways (at the DM's discretion), depending on the
nature of your interaction with it.
S
level 1 - abjuration
LEVEL 1 Casting Time: 1 reaction, which you take when you are hit by an
attack or targeted by the magic missile spell
B H Range: Self
level 1 - evocation
Components: V, S
Casting Time: 1 action Duration: 1 round
Range: Self (15-foot cone)
An invisible barrier of magical force appears and protects you. Until
Components: V, S
the start of your next turn, you have a +5 bonus to AC, including
Duration: Instantaneous
against the triggering attack, and you take no damage from magic
As you hold your hands with thumbs touching and fingers spread, a missile.
thin sheet of flames shoots forth from your outstretched fingertips.
Each creature in a 15-foot cone must make a Dexterity saving W B
throw. A creature takes 3d6 fire damage on a failed save, or half as level 1 - evocation
much damage on a successful one. Casting Time: 1 action
The fire ignites any flammable objects in the area that aren't being Range: 30 feet
worn or carried. Components: V, S, M (a twig from a tree that has been struck by
At Higher Levels. When you cast this spell using a spell slot of lightning)
2nd level or higher, the damage increases by 1d6 for each slot level Duration: Concentration, up to 1 minute
above 1st. A beam of crackling, blue energy lances out toward a creature
within range, forming a sustained arc of lightning between you and
C F the target. Make a ranged spell attack against that creature. On a
level 1 - necromancy
hit, the target takes 1d12 lightning damage, and on each of your
Casting Time: 1 action
turns for the duration, you can use your action to deal 1d12
Range: 60 feet lightning damage to the target automatically. The spell ends if you
Components: V
use your action to do anything else. The spell also ends if the target
Duration: Concentration, up to 1 minute
is ever outside the spell's range or if it has total cover from you.
Description not available (not OGL). At Higher Levels. When you cast this spell using a spell slot of
But here is a summary: 2nd level or higher, the initial damage increases by 1d12 for each
slot level above 1st.
The target must succeed on a Wis. save or becomes frightened (nbr
of targets/lvl).
LEVEL 2
F F
level 1 - evocation C D
level 2 - conjuration
Casting Time: 1 action
Range: 60 feet Casting Time: 1 action
Components: V Range: 60 feet
Duration: Concentration, up to 1 minute Components: V, S, M (a sliver of glass)
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue,
green, or violet light (your choice). Any creature in the area when You fill the air with spinning daggers in a cube 5 feet on each side,
the spell is cast is also outlined in light if it fails a Dexterity saving centered on a point you choose within range. A creature takes 4d4
throw. For the duration, objects and affected creatures shed dim slashing damage when it enters the spell's area for the first time on
light in a 10-foot radius. a turn or starts its turn there.
Any attack roll against an affected creature or object has advantage At Higher Levels. When you cast this spell using a spell slot of
if the attacker can see it, and the affected creature or object can't 3rd level or higher, the damage increases by 2d4 for each slot level
benefit from being invisible. above 2nd.
I
level 2 - illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends.
Anything the target is wearing or carrying is invisible as long as it is
on the target's person. The spell ends for a target that attacks or
casts a spell.
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
slot level above 2nd.