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Icarus88

Philly's Spells

Aug 7th, 2017
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  1. Cantrips:
  2.  
  3. Dancing Lights
  4.  
  5. Casting Time: 1 action
  6. Range: 120 feet
  7. Components: V, S, M (a bit o f phosphorus or w ychwood,
  8. or a glowworm)
  9. Duration: Concentration, up to 1 minute
  10.  
  11. You create up to four torch-sized lights within range,
  12. making them appear as torches, lanterns, or glowing
  13. orbs that hover in the air for the duration. You can
  14. also combine the four lights into one glowing vaguely
  15. humanoid form of Medium size. Whichever form you
  16. choose, each light sheds dim light in a 10-foot radius.
  17. As a bonus action on your turn, you can move the
  18. lights up to 60 feet to a new spot within range. A light
  19. must be within 20 feet of another light created by this
  20. spell, and a light winks out if it exceeds the spell’s range.
  21.  
  22. Eldritch Blast
  23. Casting Time: 1 action
  24. Range: 120 feet
  25. Components: V, S
  26. Duration: Instantaneous
  27.  
  28. A beam of crackling energy streaks toward a creature
  29. within range. Make a ranged spell attack against the
  30. target. On a hit, the target takes 1dlO force damage.
  31. The spell creates more than one beam when you reach
  32. higher levels: two beams at 5th level, three beams at
  33. 11th level, and four beams at 17th level. You can direct
  34. the beams at the same target or at different ones. Make
  35. a separate attack roll for each beam.
  36.  
  37. Firebolt
  38.  
  39. Evocation cantrip
  40. Casting Time: 1 action
  41. Range: 120 feet
  42. Components: V, S
  43. Duration: Instantaneous
  44.  
  45. You hurl a mote of fire at a creature or object within
  46. range. Make a ranged spell attack against the
  47. target. On a hit, the target takes 1d10 fire damage. A
  48. flammable object hit by this spell ignites if it isn't being
  49. worn or carried.
  50.  
  51. This spell’s damage increases by 1d10 when you reach
  52. 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  53.  
  54. Mage Hand
  55.  
  56. Casting Time: 1 action
  57. Range: 30 feet
  58. Components: V, S
  59. Duration: 1 minute
  60.  
  61. A spectral, floating hand appears at a point you choose
  62. within range. The hand lasts for the duration or until
  63. you dismiss it as an action. The hand vanishes if it is
  64. ever more than 30 feet away from you or if you cast
  65. this spell again.
  66.  
  67. You can use your action to control the hand. You can
  68. use the hand to manipulate an object, open an unlocked
  69. door or container, stow or retrieve an item from an open
  70. container, or pour the contents out of a vial. You can
  71. move the hand up to 30 feet each time you use it.
  72. The hand can’t attack, activate magic items, or carry
  73. more than 10 pounds.
  74.  
  75. Mending
  76.  
  77. Casting Time: 1 minute
  78. Range: Touch
  79. Components: V, S, M (two lodestones)
  80. Duration: Instantaneous
  81.  
  82. This spell repairs a single break or tear in an object
  83. you touch, such as a broken chain link, two halves of
  84. a broken key, a torn cloak, or a leaking wineskin. As
  85. long as the break or tear is no larger than 1 foot in
  86. any dimension, you mend it. leaving no trace o f the
  87. former damage.
  88. This spell can physically repair a magic item
  89. or construct, but the spell can’t restore magic to
  90. such an object.
  91.  
  92. Poison Spray
  93.  
  94. Casting Time: 1 action
  95. Range: 10 feet
  96. Components: V, S
  97. Duration: Instantaneous
  98.  
  99. You extend your hand toward a creature you can see
  100. within range and project a puff of noxious gas from your
  101. palm. The creature must succeed on a Constitution
  102. saving throw or take 1d12 poison damage.
  103. This spell’s damage increases by 1d12 when you reach
  104. 5th level (2d12), 11th level (3d12), and 17th level (4d12).
  105.  
  106. 1st level spells
  107.  
  108. Arms of Hadar
  109. Casting Time: 1 action
  110. Range: Sel f (10-foot radius)
  111. Components: V, S
  112. Duration: Instantaneous
  113.  
  114. You invoke the power of Hadar, the Dark Hunger.
  115. Tendrils o f dark energy erupt from you and batter all
  116. creatures within 10 feet of you. Each creature in that
  117. area must m ake a Strength saving throw. On a failed
  118. save, a target takes 2d6 necrotic damage and can’t take
  119. reactions until its next turn. On a successful save, the
  120. creature takes half damage, but suffers no other effect.
  121.  
  122. At Higher Levels. When you cast this spell using a
  123. spell slot of 2nd level or higher, the damage increases by
  124. 1d6 for each slot level above 1st.
  125.  
  126. Magic Missile
  127.  
  128. Casting Time: 1 action
  129. Range: 120 feet
  130. Components: V, S
  131. Duration: Instantaneous
  132.  
  133. You create three glowing darts of magical force. Each
  134. dart hits a creature o f your choice that you can see
  135. within range. A dart deals 1d4 + 1 force damage to its
  136. target. The darts all strike simultaneously, and you can
  137. direct them to hit one creature or several.
  138.  
  139. At Higher Levels. When you cast this spell using a
  140. spell slot of 2nd level or higher, the spell creates one
  141. more dart for each slot level above 1st.
  142.  
  143. Silent Image
  144.  
  145. Casting Time: 1 action
  146. Range: 60 feet
  147. Components: V, S, M (a bit o f fleece)
  148. Duration: Concentration, up to 10 minutes
  149.  
  150. You create the image of an object, a creature, or some
  151. other visible phenomenon that is no larger than a 15-foot
  152. cube. The image appears at a spot within range and
  153. lasts for the duration. The image is purely visual; it isn't
  154. accompanied by sound, smell, or other sensory effects.
  155. You can use your action to cause the image to move to
  156. any spot within range. As the image changes location,
  157. you can alter its appearance so that its movements
  158. appear natural for the image. For example, if you create
  159. an image of a creature and move it, you can alter the
  160. image so that it appears to be walking.
  161. Physical interaction with the image reveals it to be an
  162. illusion, because things can pass through it. A creature
  163. that uses its action to examine the image can determine
  164. that it is an illusion with a successful Intelligence
  165. (Investigation) check against your spell save DC. If a
  166. creature discerns the illusion for what it is, the creature
  167. can see through the image.
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