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Atskadan

Annetrips

Oct 22nd, 2014
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  1. A c id Sp l a s h
  2. Conjuration cantrip
  3. Casting Time: 1 action
  4. Range: 60 feet
  5. Components: V, S
  6. Duration: Instantaneous
  7. You hurl a bubble of acid. Choose one creature within
  8. range, or choose two creatures within range that are
  9. within 5 feet o f each other. A target must succeed on a
  10. Dexterity saving throw or take 1d6 acid damage.
  11. This spell’s damage increases by 1d6 when you reach
  12. 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  13.  
  14. B l a d e Wa r d
  15. Abjuration cantrip
  16. Casting Time: 1 action
  17. Range: Self
  18. Components: V, S
  19. Duration: 1 round
  20. You extend your hand and trace a sigil of warding in the
  21. air. Until the end o f your next turn, you have resistance
  22. against bludgeoning, piercing, and slashing damage
  23. dealt by weapon attacks.
  24.  
  25. C h i l l T o u c h
  26. Necromancy cantrip
  27. Casting Time: 1 action
  28. Range: 120 feet
  29. Components: V, S
  30. Duration: 1 round
  31. You create a ghostly, skeletal hand in the space o f a
  32. creature within range. Make a ranged spell attack
  33. against the creature to assail it with the chill o f the
  34. grave. On a hit, the target takes 1d8 necrotic damage,
  35. and it can’t regain hit points until the start o f your next
  36. turn. Until then, the hand clings to the target.
  37. If you hit an undead target, it also has disadvantage on
  38. attack rolls against you until the end o f your next turn.
  39. This spell’s damage increases by 1d8 when you reach
  40. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  41.  
  42. D a n c i n g L ig h t s
  43. Evocation cantrip
  44. Casting Time: 1 action
  45. Range: 120 feet
  46. Components: V, S, M (a bit o f phosphorus or w ychwood,
  47. or a glowworm)
  48. Duration: Concentration, up to 1 minute
  49. You create up to four torch-sized lights within range,
  50. making them appear as torches, lanterns, or glowing
  51. orbs that hover in the air for the duration. You can
  52. also combine the four lights into one glowing vaguely
  53. humanoid form of Medium size. Whichever form you
  54. choose, each light sheds dim light in a 10-foot radius.
  55. As a bonus action on your turn, you can move the
  56. lights up to 60 feet to a new spot within range. A light
  57. must be within 20 feet o f another light created by this
  58. spell, and a light winks out if it exceeds the spell’s range.
  59.  
  60. F ir e B o l t
  61. Evocation cantrip
  62. Casting Time: 1 action
  63. Range: 120 feet
  64. Components: V, S
  65. Duration: Instantaneous
  66. You hurl a mote o f fire at a creature or object within
  67. range. Make a ranged spell attack against the
  68. target. On a hit, the target takes 1d10 fire damage. A
  69. flammable object hit by this spell ignites if it isn't being
  70. worn or carried.
  71. This spell’s damage increases by 1d10 when you reach
  72. 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  73.  
  74. F r ie n d s
  75. Enchantment cantrip
  76. Casting Time: 1 action
  77. Range: Self
  78. Components: S, M (a small amount o f makeup applied
  79. to the face as this spell is cast)
  80. Duration: Concentration, up to 1 minute
  81. For the duration, you have advantage on all Charisma
  82. checks directed at one creature o f your choice that isn’t
  83. hostile toward you. When the spell ends, the creature
  84. realizes that you used magic to influence its mood
  85. and becomes hostile toward you. A creature prone
  86. to violence might attack you. Another creature might
  87. seek retribution in other ways (at the DM’s discretion),
  88. depending on the nature o f your interaction with it.
  89.  
  90. L i g h t
  91. Evocation cantrip
  92. Casting Time: 1 action
  93. Range: Touch
  94. Components: V, M (a firefly or phosphorescent moss)
  95. Duration: 1 hour
  96. You touch one object that is no larger than 10 feet in any
  97. dimension. Until the spell ends, the object sheds bright
  98. light in a 20-foot radius and dim light for an additional
  99. 20 feet. The light can be colored as you like. Completely
  100. covering the object with something opaque blocks the
  101. light. The spell ends if you cast it again or dismiss it
  102. as an action.
  103. If you target an object held or worn by a hostile
  104. creature, that creature must succeed on a Dexterity
  105. saving throw to avoid the spell.
  106.  
  107. M a g e H a n d
  108. Conjuration cantrip
  109. Casting Time: 1 action
  110. Range: 30 feet
  111. Components: V, S
  112. Duration: 1 minute
  113. A spectral, floating hand appears at a point you choose
  114. within range. The hand lasts for the duration or until
  115. you dismiss it as an action. The hand vanishes if it is
  116. ever more than 30 feet away from you or if you cast
  117. this spell again.
  118. You can use your action to control the hand. You can
  119. use the hand to manipulate an object, open an unlocked
  120. door or container, stow or retrieve an item from an open
  121. container, or pour the contents out o f a vial. You can
  122. move the hand up to 30 feet each time you use it.
  123. The hand can’t attack, activate magic items, or carry
  124. more than 10 pounds.
  125.  
  126. M e n d in g
  127. Transmutation cantrip
  128. Casting Time: 1 minute
  129. Range: Touch
  130. Components: V, S, M (two lodestones)
  131. Duration: Instantaneous
  132. This spell repairs a single break or tear in an object
  133. you touch, such as a broken chain link, two halves of
  134. a broken key, a torn cloak, or a leaking wineskin. As
  135. long as the break or tear is no larger than 1 foot in
  136. any dimension, you mend it. leaving no trace o f the
  137. former damage.
  138. This spell can physically repair a magic item
  139. or construct, but the spell can’t restore magic to
  140. such an object.
  141.  
  142. M e s s a g e
  143. Transmutation cantrip
  144. Casting Time: 1 action
  145. Range: 120 feet
  146. Components: V, S, M (a short piece o f copper wire)
  147. Duration: 1 round
  148. You point your finger toward a creature within range
  149. and whisper a message. The target (and only the target)
  150. hears the message and can reply in a whisper that only
  151. you can hear.
  152. You can cast this spell through solid objects if you
  153. are familiar with the target and know it is beyond
  154. the barrier. Magical silence. 1 foot o f stone, 1 inch of
  155. common metal, a thin sheet of lead, or 3 feet o f wood
  156. blocks the spell. The spell doesn’t have to follow a
  157. straight line and can travel freely around corners or
  158. through openings.
  159.  
  160. M in o r I l l u s io n
  161. Illusion cantrip
  162. Casting Time: 1 action
  163. Range: 30 feet
  164. Components: S, M (a bit o f fleece)
  165. Duration: 1 minute
  166. You create a sound or an image o f an object within
  167. range that lasts for the duration. The illusion also ends if
  168. you dismiss it as an action or cast this spell again.
  169. If you create a sound, its volume can range from a
  170. whisper to a scream. It can be your voice, someone
  171. else’s voice, a lion’s roar, a beating o f drums, or any
  172. other sound you choose. The sound continues unabated
  173. throughout the duration, or you can make discrete
  174. sounds at different times before the spell ends.
  175. If you create an image o f an object—such as a chair,
  176. muddy footprints, or a small chest—it must be no larger
  177. than a 5-foot cube. The image can’t create sound, light,
  178. smell, or any other sensory effect. Physical interaction
  179. with the image reveals it to be an illusion, because
  180. things can pass through it.
  181. If a creature uses its action to examine the sound or
  182. image, the creature can determine that it is an illusion
  183. with a successful Intelligence (Investigation) check
  184. against your spell save DC. If a creature discerns the
  185. illusion for what it is, the illusion becomes faint to
  186. the creature.
  187.  
  188. P o i s o n S p r a y
  189. Conjuration cantrip
  190. Casting Time: 1 action
  191. Range: 10 feet
  192. Components: V, S
  193. Duration: Instantaneous
  194. You extend your hand toward a creature you can see
  195. within range and project a puff o f noxious gas from your
  196. palm. The creature must succeed on a Constitution
  197. saving throw or take 1d12 poison damage.
  198. This spell’s damage increases by 1d12 when you reach
  199. 5th level (2d12), 11th level (3d12), and 17th level (4d12).
  200.  
  201. P r e s t id ig i t a t io n
  202. Transmutation cantrip
  203. Casting Time: 1 action
  204. Range: 10 feet
  205. Components: V, S
  206. Duration: Up to 1 hour
  207. This spell is a minor m agical trick that novice
  208. spellcasters use for practice. You create one of the
  209. following magical effects within range:
  210. • You create an instantaneous, harmless sensory effect,
  211. such as a shower of sparks, a puff o f wind, faint musical
  212. notes, or an odd odor.
  213. • You instantaneously light or snuff out a candle, a
  214. torch, or a small campfire.
  215. • You instantaneously clean or soil an object no larger
  216. than 1 cubic foot.
  217. • You chill, warm, or flavor up to 1 cubic foot o f nonliving
  218. material for 1 hour.
  219. • You make a color, a small mark, or a symbol appear
  220. on an object or a surface for 1 hour.
  221. • You create a nonmagical trinket or an illusory image
  222. that can fit in your hand and that lasts until the end o f
  223. your next turn.
  224. If you cast this spell multiple times, you can have up to
  225. three o f its non-instantaneous effects active at a time,
  226. and you can dismiss such an effect as an action.
  227.  
  228. R a y o f F r o s t
  229. Evocation cantrip
  230. Casting Time: 1 action
  231. Range: 60 feet
  232. Components: V, S
  233. Duration: Instantaneous
  234. A frigid beam o f blue-white light streaks toward a
  235. creature within range. Make a ranged spell attack
  236. against the target. On a hit, it takes 1d8 cold damage,
  237. and its speed is reduced by 10 feet until the start of
  238. your next turn.
  239. The spell’s damage increases by 1d8 when you reach
  240. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  241.  
  242. S h o c k in g G r a s p
  243. Evocation cantrip
  244. Casting Time: 1 action
  245. Range: Touch
  246. Components: V, S
  247. Duration: Instantaneous
  248. Lightning springs from your hand to deliver a shock to
  249. a creature you try to touch. Make a melee spell attack
  250. against the target. You have advantage on the attack roll
  251. if the target is wearing armor made o f metal. On a hit,
  252. the target takes 1d8 lightning damage, and it can’t take
  253. reactions until the start o f its next turn.
  254. The spell’s damage increases by 1d8 when you reach
  255. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  256.  
  257. Thaumaturgy
  258. Transmutation cantrip
  259. Casting Time: 1 action
  260. Range: 30 feet
  261. Components: V
  262. Duration: Up to 1 minute
  263.  
  264. You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  265.  
  266. • Your voice booms up to three times as loud as normal for 1 minute.
  267. • You cause water to boil, freeze, or stay still for 1 minute.
  268. • You cause harmless tremors in the ground for 1 minute.
  269. • You create an instantaneous sound that originates from a point of your choice within range,
  270. such as a rumble of thunder, the cry of a raven, or ominous whispers.
  271. • You instantaneously cause an unlocked door or window to fly open or slam shut.
  272. • You alter the appearance of your eyes for 1 minute.
  273.  
  274.  
  275. T r u e St r ik e
  276. Divination cantrip
  277. Casting Time: 1 action
  278. Range: 30 feet
  279. Components: S
  280. Duration: Concentration, up to 1 round
  281. You extend your hand and point a finger at a target in
  282. range. Your magic grants you a brief insight into the
  283. target’s defenses. On your next turn, you gain advantage
  284. on your first attack roll against the target, provided that
  285. this spell hasn’t ended.
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