Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Vicious mockery
|
+8 |
Action |
60 feet |
Instantaneous |
2d6 |
V |
|
| Notes: | You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. |
Minor illusion
|
+8 |
Action |
30 feet |
1 minute |
|
|
|
| Notes: | You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it. |
Prestidigitation
|
+8 |
Action |
10 feet |
Up to 1 hour |
|
S |
|
| Notes: | You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth. |
Friends
|
+8 |
Action |
10 feet |
Concentration, up to 1 minute |
|
S, M (some makeup) |
|
| Notes: | You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you. |
Message
|
+8 |
Action |
120 feet |
1 round |
|
S, M (a copper wire) |
|
| Notes: | You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence; 1 foot of stone, metal, or wood; or a thin sheet of lead blocks the spell. |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Detect Magic
|
+8 |
Action or Ritual |
Self |
Concentration, up to 10 minutes |
|
V, S |
|
| Notes: | For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. |
Heroism
|
+8 |
Action |
Touch |
Concentration, up to 1 minute |
|
V, S |
|
| Notes: | A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. |
Silvery Barbs
|
+8 |
Instantaneous |
60 feet |
Reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw |
|
|
|
| Notes: | You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time. |
Level 2 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Heroism
|
+8 |
Action |
Touch |
Concentration, up to 1 minute |
|
V, S |
|
| Notes: | A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. |
Enhance Ability
|
+8 |
Action |
Touch |
Concentration, up to 1 hour |
|
V, S, M (fur or a feather) |
|
| Notes: | You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. |
Suggestion
|
+8 |
Action |
30 feet |
Concentration, up to 8 hours |
|
V, M (a drop of honey) |
|
| Notes: | You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.” The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it. |
Zone of Truth
|
+8 |
Action |
60 feet |
10 minutes |
|
V, S |
|
| Notes: | You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save. An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful. |
Level 3 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Heroism
|
+8 |
Action |
Touch |
Concentration, up to 1 minute |
|
V, S |
|
| Notes: | A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. |
Enhance Ability
|
+8 |
Action |
Touch |
Concentration, up to 1 hour |
|
V, S, M (fur or a feather) |
|
| Notes: | You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. |
Dispel Magic
|
+8 |
Action |
120 feet |
Instantaneous |
|
V, S |
|
| Notes: | Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends. |
Tongues
|
+8 |
Action |
Touch |
1 hour |
|
V, M (a miniature ziggurat) |
|
| Notes: | This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing. |
Mass Healing Word
|
+8 |
Bonus Action |
60 feet |
Instantaneous |
|
V |
|
| Notes: | Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier. |
Level 4 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Heroism
|
+8 |
Action |
Touch |
Concentration, up to 1 minute |
|
V, S |
|
| Notes: | A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. |
Enhance Ability
|
+8 |
Action |
Touch |
Concentration, up to 1 hour |
|
V, S, M (fur or a feather) |
|
| Notes: | You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. |
Phantasmal Killer
|
+8 |
Action |
120 feet |
Concentration, up to 1 minute |
|
V, S |
|
| Notes: | You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends. |
Greater Invisibility
|
+8 |
Action |
Touch |
Concentration, up to 1 minute |
|
V, S |
|
| Notes: | A creature you touch has the Invisible condition until the spell ends. |
Charm Monster
|
+8 |
Action |
30 feet |
1 hour |
|
V, S |
|
| Notes: | One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. |
Level 5 Spells 1 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Heroism
|
+8 |
Action |
Touch |
Concentration, up to 1 minute |
|
V, S |
|
| Notes: | A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. |
Enhance Ability
|
+8 |
Action |
Touch |
Concentration, up to 1 hour |
|
V, S, M (fur or a feather) |
|
| Notes: | You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability. |
Magatsuchi’s Lantern
|
+8 |
Action |
Self |
Concentration, up to 10 minutes |
|
S, M (a piece of spirit lantern amber) |
|
| Notes: | A 10ft radius of dim light shines from you. Any creature in this aura must make a wisdom saving throw or be charmed by you. A charmed creature is incapacitated and follows you, you can gesture for it to move further by using its reaction. |