Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Chill Touch
|
+8 |
1 Action |
Touch |
Instantaneous |
1d10 |
V, S |
|
| Notes: | Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. |
Mending
|
+8 |
1 Minute |
Touch |
Instantaneous |
|
V, S, M (two lodestones) |
|
| Notes: | This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item, but it can’t restore magic to such an object. |
Spare the Dying
|
+8 |
1 Action |
Touch |
Instantaneous |
|
V, S |
|
| Notes: | You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. |
Ray of Frost
|
+8 |
1 Action |
60 feet |
Instantaneous |
1d8 |
V, S |
|
| Notes: | A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. |
Flare
|
+8 |
1 action |
60 feet |
Instantaneous |
1d8 |
V, S, M (a strip of magnesium) |
|
| Notes: | You launch a pulse of radiant energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. On a critical hit, the target is covered in glittering mystical light, granting advantage on attack rolls against the target until the end of your next turn. Alternatively, you can launch the pulse at a point in the air within range where it slowly falls towards the ground. Until the end of your next turn, the flare sheds bright light in a 20-foot radius and dim light for an additional 20 feet. |
Frostbite
|
+8 |
1 action |
60 feet |
Instantaneous |
1d6 |
V, S |
|
| Notes: | You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. |
Water Whip
|
+8 |
Action |
60 feet |
Instantaneous |
2d6 |
V, S |
|
| Notes: | Choose a source of water that you can see within range that has a volume of at least 4 pints. Make a melee spell attack against a creature within 30 feet of the source of water. On a hit, the target takes 1d6 slashing damage and, if the creature is Large or smaller, you can force it to make a Strength saving throw, pulling it up to 15 feet towards the source of water on a failure. |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Chromatic Bullet
|
+8 |
1 Bonus action |
Self |
Concentration, up to 1 minute |
2d4 |
V, S, M (a firearm) |
|
| Notes: | The next time you hit a creature with a ranged weapon attack using a firearm during the spell's duration, your bullet sparks with elemental energy. The attack deals an extra 2d4 damage to the target. You coose whether this additional damage is acid, cold, fire, lightning, poison, or thunder damage, and you can choose to change the firearm's damage to one of these types. You do not need to pick the same damage type for both. |
Cure Wounds
|
+8 |
1 Action |
Touch |
Instantaneous |
1d8+5 |
V, S |
|
| Notes: | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Action
|
+8 |
1 Action |
30 feet |
1 round |
|
V, S, M (a shaving of licorice root) |
|
| Notes: | Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (melee attack only), Dash, Disengage, Hide, or Use an Object action. |
Frost Fingers
|
+8 |
1 action |
Self (15-foot cone) |
Instantaneous |
|
V, S |
|
| Notes: | Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren't being worn or carried. |
Flash
|
+8 |
1 reaction, which you take when a creature within 10 feet of you targets you with an attack |
10 feet |
Instantaneous |
|
S, M (a bead of magnesium) |
|
| Notes: | You exploit a creature’s focus on you to detonate a blinding flash of light. The attacking creature must succeed on a Constitution saving throw or be blinded until the end of its next turn. |
Hell’s Lash
|
+8 |
1 action |
30 feet |
Concentration, up to 1 minute |
|
V, S, M (the forked tongue of a serpent) |
|
| Notes: | You lash a whip of crimson energy at a creature you can see within range, creating a conduit between you and the target. The target must succeed on a Constitution saving throw or take 4d4 fire damage and be tethered. A tethered creature takes 2d4 fire damage at the beginning of each of their turns. A tethered creature can repeat the saving throw at the end of each of their turns, ending the effect on a success |
Sanctuary
|
+8 |
1 bonus action |
30 feet |
1 minute |
|
V, S, M (a small silver mirror) |
|
| Notes: | You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. |
False Life
|
+8 |
1 action |
Self |
1 hour |
1d4 + 4 |
V, S, M (a small amount of alcohol or distilled spirits) |
|
| Notes: | Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. |
Armor of Agathys
|
+8 |
Bonus Action |
Self |
1 hour |
5 |
V, S, M (a shard of blue glass) |
|
| Notes: | Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points. |
Ice Knife
|
+8 |
Action |
60 feet |
Instantaneous |
1d10/2d6 |
S, M (a drop of water or a piece of ice) |
|
| Notes: | You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. |
Level 2 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Homunculus Servant
|
+8 |
1 hour or Ritual |
10 feet |
|
|
V, S, M (a gem or crystal worth 100+ GP, which the spell consumes) |
|
Earthbind
|
+8 |
1 action |
300 feet |
Concentration, up to 1 minute |
|
V |
|
| Notes: | Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends. |
Ray of Enfeeblement
|
+8 |
Action |
60 feet |
Concentration, up to 1 minute |
|
V, S |
|
| Notes: | A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success. |
Armor of Agathys
|
+8 |
Bonus Action |
Self |
1 hour |
5 + |
V, S, M (a shard of blue glass) |
|
| Notes: | Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points. |
Ice Knife
|
+8 |
Action |
60 feet |
Instantaneous |
1d10/2d6 + |
S, M (a drop of water or a piece of ice) |
|
| Notes: | You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage. |