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  1. Mage Hand
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  3. 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 10 meters away from you or if you cast this spell again.
  4. 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 10 meters each time you use it.
  5. The hand can't attack, activate magical items, or carry more than 5 kg.
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  8.  
  9. Message
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  11. You point your finger 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.
  12. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 30 centimeters of stone, 3 centimeters of common metal, a thin sheet of lead, or 1 meter of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
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  16. Minor Illusion
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  19. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
  20. 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.
  21. 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, because things can pass through it.
  22. If a creature uses its 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.
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  26. Friends
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  28. For the duration, you have advantage on all Charisma checks directed at 1 creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (At the DM's discretion), depending on the nature of your interaction with it.
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  32. Prestidigitation
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  34. This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
  35. • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  36. • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  37. • You instantaneously clean or soil an object no larger than 30 cubic centimeters.
  38. • You chill, warm, or flavor up to 30 cubic centimeters of nonliving material for 1 hour.
  39. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  40. • 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.
  41. If you cast this spell multiple times, you can have up to 3 of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
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  45. Guidance
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  47. You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
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  51. Control Flames
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  53. You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
  54. • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  55. • You instantaneously extinguish the flames within the cube.
  56. • You double or halve the area of bright light and dim light cast by the flame, change its color or both . The change lasts for 1 hour.
  57. • You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
  58. If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
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  62. Fire Bolt
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  64. 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.
  65. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
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