Magus Spell List & Sub-Classes

Cantrips   ALT Acid Splash: You hurl an orb of caustic acid at a point you can see within range. Creatures within 5 feet of that point must succeed on a Dexterity saving throw or take 1d6 acid damage. At Higher Levels. The damage of this spell increases by 1d6 at 5th (2d6), 11th (3d6), and 17th level (4d6).   Chill Touch: You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).   Dancing Lights: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.   Prestidigitation: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.  
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
  If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.   Tempestuous Blade: As a bonus action, you infuse the melee weapon used in the casting of this spell with electrified magic. Until the start of your next turn, your attacks with that weapon deal lightning damage in place of the weapon's normal damage type. Once per casting when you deal lightning damage with this spell, you can infuse your target with an electrical charge until the start of your next turn. If the target uses a reaction of any kind before then, this tempestuous charge is unleashed and it takes 1d6 lightning damage. At Higher Levels. The lightning damage dealt by this spell when the target uses its reaction increases at 5th level (1d8), 11th level (1d10), and 17th level (1d12).   1st Tier Spells   Chromatic Orb (1st level): You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.   Deep Breath (1st level): For the duration, your lungs continue to fill with air. Once the spell ends, you are treated as if you had just taken in a lung full of air. You can cast this spell with a simple word, allowing you to cast it in response to being pulled underwater or caught in a poisonous cloud.   Energy Alteration (1st level): You can change the damage type of the next spell you cast. Nothing else about the spell changes, just the damage type. You must cast the damaging spell the round after you cast this one.   Feather Fall (1st level): When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.   Thunderwave (1st level): A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.   Torrent (1st level): A burst of elemental water erupts from you in a line 30 feet long and 5 feet wide in a direction you choose, forcing any creature in that area to make a Strength saving throw. On a failure, it takes 1d12 cold damage and is knocked back 10 feet in a straight line and falls prone. On a success, it takes half as much damage and is not moved or knocked prone. A Huge or larger creature has advantage on its saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the damage increases by 1d12 and it knocks back 10 additional feet for each slot level above 1st.   ALT Jump (1st level): You touch a willing creature and greatly alter its buoyancy. Once on each of its turns until the spell ends, the target can spend 10 feet of its movement to jump up to 30 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the distance of this magical jump increases by 10 feet for each slot level above 1st.   Critical Strike (1st level): When you cast this spell, it takes effect after you hit with the triggering attack but before you roll damage. Whenever you hit with a melee attack before the end of your next turn (including on the triggering attack), your weapon inflicts an extra die of its normal damage, and you score a critical hit on a roll of 19 or 20. For example, if you rolled a 19 to hit an enemy with a longsword, you could cast critical strike as a reaction, and make the attack a critical hit. You would then roll an amount of slashing damage equal to 4d8 + your Strength modifier (the spell increases longsword damage from 1d8 to 2d8, and that is doubled again due to the critical hit). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon damage increases by 1 die for every two slot levels above 1st.   Sleep (1st level): This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

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