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- Cantrips:
- Dancing Lights
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bit o f phosphorus or w ychwood,
- or a glowworm)
- Duration: Concentration, up to 1 minute
- 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.
- Eldritch Blast
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- A beam of crackling energy streaks toward a creature
- within range. Make a ranged spell attack against the
- target. On a hit, the target takes 1dlO force damage.
- The spell creates more than one beam when you reach
- higher levels: two beams at 5th level, three beams at
- 11th level, and four beams at 17th level. You can direct
- the beams at the same target or at different ones. Make
- a separate attack roll for each beam.
- Firebolt
- Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- You hurl a mote of fire at a creature or object within
- range. Make a ranged spell attack against the
- target. On a hit, the target takes 1d10 fire damage. A
- flammable object hit by this spell ignites if it isn't being
- worn or carried.
- This spell’s damage increases by 1d10 when you reach
- 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- Mage Hand
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
- A spectral, floating hand appears at a point you choose
- within range. The hand lasts for the duration or until
- you dismiss it as an action. The hand vanishes if it is
- ever more than 30 feet away from you or if you cast
- this spell again.
- You can use your action to control the hand. You can
- use the hand to manipulate an object, open an unlocked
- door or container, stow or retrieve an item from an open
- container, or pour the contents out of a vial. You can
- move the hand up to 30 feet each time you use it.
- The hand can’t attack, activate magic items, or carry
- more than 10 pounds.
- Mending
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (two lodestones)
- Duration: Instantaneous
- 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 o f the
- former damage.
- This spell can physically repair a magic item
- or construct, but the spell can’t restore magic to
- such an object.
- Poison Spray
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Instantaneous
- You extend your hand toward a creature you can see
- within range and project a puff of noxious gas from your
- palm. The creature must succeed on a Constitution
- saving throw or take 1d12 poison damage.
- This spell’s damage increases by 1d12 when you reach
- 5th level (2d12), 11th level (3d12), and 17th level (4d12).
- 1st level spells
- Arms of Hadar
- Casting Time: 1 action
- Range: Sel f (10-foot radius)
- Components: V, S
- Duration: Instantaneous
- You invoke the power of Hadar, the Dark Hunger.
- Tendrils o f dark energy erupt from you and batter all
- creatures within 10 feet of you. Each creature in that
- area must m ake a Strength saving throw. On a failed
- save, a target takes 2d6 necrotic damage and can’t take
- reactions until its next turn. On a successful save, the
- creature takes half damage, but suffers no other effect.
- At Higher Levels. When you cast this spell using a
- spell slot of 2nd level or higher, the damage increases by
- 1d6 for each slot level above 1st.
- Magic Missile
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- You create three glowing darts of magical force. Each
- dart hits a creature o f your choice that you can see
- within range. A dart deals 1d4 + 1 force damage to its
- target. The darts all strike simultaneously, and you can
- direct them to hit one creature or several.
- At Higher Levels. When you cast this spell using a
- spell slot of 2nd level or higher, the spell creates one
- more dart for each slot level above 1st.
- Silent Image
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit o f fleece)
- Duration: Concentration, up to 10 minutes
- You create the image of an object, a creature, or some
- other visible phenomenon that is no larger than a 15-foot
- cube. The image appears at a spot within range and
- lasts for the duration. The image is purely visual; it isn't
- accompanied by sound, smell, or other sensory effects.
- You can use your action to cause the image to move to
- any spot within range. As the image changes location,
- you can alter its appearance so that its movements
- appear natural for the image. For example, if you create
- an image of a creature and move it, you can alter the
- image so that it appears to be walking.
- Physical interaction with the image reveals it to be an
- illusion, because things can pass through it. A creature
- that uses its action to examine the image 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 creature
- can see through the image.
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