step 1 - download the example.csv
step 2 - fill your own .csv file with spells based on example.csv
step 3 - select the file, choose a class
step 4 -
Back is ready for two-sided print!
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range stow or retrieve an item from an open container
components 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
duration activate magical items
or carry more than 10 pounds.;Wizard
Wizard 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
S;Up to 1 hour;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
casting time such as a shower of sparks
range a puff of wind
components faint musical notes
duration or an odd odor. • You instantaneously light or snuff out a candle
a torch
Wizard harmless sensory effect
S;Instantaneous;A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit
casting time and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8)
range 11th level (3d8)
components and 17th level (4d8).;Wizard
duration
Wizard it takes 1d8 cold damage
S;Instantaneous;Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit
casting time and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8)
range 11th level (3d8)
components and 17th level (4d8).;Wizard
duration
Wizard the target takes 1d8 lightning damage
S;Instantaneous;As you hold your hands with thumbs touching and fingers spread
casting time or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
range the damage increases by 1d6 for each slot level above 1st.;Wizard
Wizard a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save
S;Concentration
casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
range you can use your action to see a faint aura around any visible creature or object in the area that bears magic
components and you learn its school of magic
duration if any. The spell can penetrate most barriers
but is blocked by 1 foot of stone
1 inch of common metal up to 10 minutes;For the duration
S
casting time and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.;Wizard
range
1 inch of common metal M;8 hours;(a piece of cured leather)You touch a willing creature who isn't wearing armor
S;Instantaneous;You create three glowing darts of magical force. Each dart hits a creature of 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
1 inch of common metal the spell creates one more dart for each slot above 1st.;Wizard
S;1 round;An invisible barrier of magical force appears and protects you. Until the start of your next turn
casting time including against the triggering attack
range and you take no damage from magic missile.;Wizard
range or a cricket)This spell sends creatures into a magical slumber. Roll 5d8
components 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
duration each creature affected by this spell falls unconscious until the spell ends
the sleeper takes damage
1 inch of common metal M;1 minute;(a pinch of find sand