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Minor Illusion

  • casting time Action
  • range 30 feet

  • components S, M
  • duration 1 minute

a bit of fleece

- You create a sound or an image of an object within range that lasts for the duration. The illusion ends if you cast this spell again.
- If a creature takes a Study 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. On a success, the creature learns that it is an illusion and the illusion becomes faint to it.
- You may create a sound, ranging from a whisper to a scream. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
- You may 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, since things can pass through it.

Illusion C

Catapult

  • casting time Action
  • range 60 feet

  • components S
  • duration Instantaneous

- Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Transmutation I

Misty Step

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

- Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Conjuration II

Disguise Self

  • casting time Action
  • range Self

  • components V, S
  • duration 1 hour

- You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
- The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
- To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Illusion I

Blade Ward

  • casting time Action
  • range Self

  • components V, S
  • duration 1 minute (C)

- Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Abjuration C

Prestidigitation

  • casting time Action
  • range 10 feet

  • components V, S
  • duration 1 hour

- You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
- Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
- Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
- Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Transmutation C

Absorb Elements

  • casting time Reaction
  • range Self

  • components S
  • duration 1 round

- Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage

- The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Abjuration I

Shield

  • casting time Reaction
  • range Self

  • components V, S
  • duration 1 round

- Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell

- An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Abjuration I

Invisibility

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour (C)

an eyelash in gum arabic

- A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

- Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Illusion II

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Phantasmal Force

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration 1 minute (C)

a bit of fleece

- You craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phenomenon of any stimuli that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration.
- The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. On a success, the target realizes the phantasm is an illusion, and the spell ends.
- The target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
- The target can take damage if the phantasm is dangerous. On each of your turns, the phantasm can deal 2d8 Psychic damage to the target if it is inside or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

Illusion II

Guidance

  • casting time Action
  • range Touch

  • components V, S
  • duration 1 minute (C)

- You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Divination C

Thaumaturgy

  • casting time Action
  • range 30 feet

  • components V
  • duration 1 minute

- You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
- Altered Eyes. You alter the appearance of your eyes for 1 minute.
- Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
- Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
- Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
- Phantom Sound. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- Tremors. You cause harmless tremors in the ground for 1 minute.

Transmutation C

Cure Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

- A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

- Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Abjuration I

Spare the Dying

  • casting time Action
  • range 15/30/60/120 feet

  • components V, S
  • duration Instantaneous

- Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.

- Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Necromancy C

Hex

  • casting time Bonus Action
  • range 90 feet

  • components V, S, M
  • duration 1 hour (C)

the petrified eye of a newt

- You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
- If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.

- Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours).

Enchantment I

Eldritch Blast

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

- You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

- Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Evocation C

Toll the Dead

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

- You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

- Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Necromancy C

Mind Sliver

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

- You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

- Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Enchantment C

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Armor of Agathys

  • casting time Bonus Action
  • range Self

  • components V, S, M
  • duration 1 hour

a shard of blue glass

- Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.

- Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.

Abjuration I

Hellish Rebuke

  • casting time Reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

- Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself

- The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.

- Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

Evocation I

Expeditious Retreat

  • casting time Bonus Action
  • range Self

  • components V, S
  • duration 10 minutes (C)

- You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.

Transmutation I

Invisibility

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour (C)

an eyelash in gum arabic

- A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

- Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Illusion II

Mirror Image

  • casting time Action
  • range Self

  • components V, S
  • duration 1 minute (C)

- Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
- Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
- A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Illusion II

Fly

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 10 minutes (C)

a feather

- You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.

- Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Transmutation III

Intellect Fortress

  • casting time Action
  • range 30 feet

  • components V
  • duration 1 hour (C)

- For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

- At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Abjuration III

Major Image

  • casting time Action
  • range 120 feet

  • components V, S, M
  • duration 10 minutes (C)

- You create the image of an object, creature, or other visible phenomenon that is no larger than a 20-foot Cube at a spot you can see within range. It seems real (sounds, smells, and temperature appropriate to the illusion), but it can't deal damage or cause conditions.
- If you are within range, you can take a Magic action to move the image to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
- Physical interaction with the image reveals it to be an illusion. A creature that takes a Study 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 identifies the illusion, it can see through the image, and its other sensory qualities become faint to the creature.

- Using a Higher-Level Spell Slot. The spell lasts until dispelled, without requiring Concentration, if cast with a level 4+ spell slot.

Illusion III

Summon Undead

  • casting time Action
  • range 90 feet

  • components V, S, M
  • duration 1 hour (C)

a gilded skull worth 300+ GP

- You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
- The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.

- Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Necromancy III

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Banishment

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration 1 minute (C)

a pentacle

- One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
- If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.

- Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Abjuration IV

Dimension Door

  • casting time Action
  • range 500 feet

  • components V
  • duration Instantaneous

- You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or 300 feet upward to the northwest at a 45-degree angle.
- You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
- If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

Conjuration IV

Psychic Lance

  • casting time Action
  • range 120 feet

  • components V
  • duration Instantaneous

- You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.
- The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

- At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Enchantment IV

Spirit of Death

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration 1 hour (C)

a gilded card worth at least 400 gp depicting an avatar of death

- You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.
- The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.

- At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block.

Necromancy IV

Danse Macabre

  • casting time Action
  • range 60 feet

  • components V, S
  • duration 1 hour (C)

- Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately rises as an undead. You decide whether it is a zombie or a skeleton, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
- While within 60 feet, you may mentally command these creatures with a bonus action, issuing the same command to all of them. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
- The creatures are under your control until the spell ends, after which they become inanimate once more.

- At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

Necromancy V

Contact Other Plane

  • casting time 1 minute or Ritual
  • range Self

  • components V
  • duration 1 minute

- You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, or unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
- On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.

Divination V

Dream [1/2]

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration 8 hours

a handful of sand

- You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.
- If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.
- If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.
- You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no

Illusion V

Dream [2/2]

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration 8 hours

a handful of sand

benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.

Illusion V

Scrying

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration 10 minutes (C)

a focus worth 1,000+ GP, such as a crystal ball or mirror

- You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (consult the table in the full spell description) by how well you know the target and the sort of physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy.
- On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.
- On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.
- Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.

Divination V

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Synaptic Static

  • casting time Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

- You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.
- On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Enchantment V

Teleportation Circle

  • casting time 1 minute
  • range 10 feet

  • components V, M
  • duration 1 round

rare inks worth 50+ GP, which the spell consumes

- As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
- You can commit a new sigil sequence to memory after studying it for 1 minute.
- You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.

Conjuration V

Soul Cage [1/2]

  • casting time Reaction
  • range 60 feet

  • components V, S, M
  • duration 8 hours

a tiny silver cage worth 100 gp

- Reaction, which you take when a humanoid you can see within 60 feet of you dies

- You trap a humanoid's soul inside the cage until the spell ends of the cage is destroyed. While a soul is caged, you can exploit it up to six times (consult detailed table for more information), after which the spell ends and the soul is released. While a soul is trapped, its body can't be revived.
- Steal Life. Bonus Action: regain 2d8 hit points.
- Query Soul. Free Action: ask the soul a question and receive a brief telepathic answer.
- Borrow Experience. Bonus Action: make your next attack roll, ability check, or saving throw with advantage. Effect ends on next turn start.
- Eyes of the Dead. Action: name a place the soul saw in life. Create an invisible sensor in that area if it is on your current plane of existence. The sensor remains for as long as you concentrate (up to 10 minutes). You use your senses through the sensor.
- A creature that can see the sensor (such as one using see invisibility or truesight) sees a

Necromancy VI

Soul Cage [2/2]

  • casting time Reaction
  • range 60 feet

  • components V, S, M
  • duration 8 hours

a tiny silver cage worth 100 gp

ghostly form of the tormented humanoid

Necromancy VI

Finger of Death

  • casting time Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

- You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.
- A Humanoid killed by this spell rises at the start of your next turn as a Zombie that permanently follows your verbal orders.

Necromancy VII

Feeblemind

  • casting time Action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a key ring with no keys

- You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
- On a failed save, the target takes 10d12 Psychic damage and can't cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
- On a successful save, the target takes half as much damage only.

Enchantment VIII

Maddening Darkness

  • casting time Action
  • range 150 feet

  • components V, M
  • duration 10 minutes (C)

a drop of pitch mixed with a drop of mercury

- Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.
- Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

Evocation VIII

Foresight

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 8 hours

a hummingbird feather

- You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.

Divination IX

Greater Invisibility

  • casting time Action
  • range Touch

  • components V, S
  • duration 1 minute (C)

- A creature you touch has the Invisible condition until the spell ends.

Illusion IV

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Misty Step

  • casting time Bonus Action
  • range Self

  • components V
  • duration Instantaneous

- Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

Conjuration II

Blade Ward

  • casting time Action
  • range Self

  • components V, S
  • duration 1 minute (C)

- Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.

Abjuration C

Prestidigitation

  • casting time Action
  • range 10 feet

  • components V, S
  • duration 1 hour

- You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
- Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
- Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.
- Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.

Transmutation C

Mage Hand

  • casting time 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. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
- When you cast the spell, 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.
- As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
- The hand can't attack, activate magic items, or carry more than 10 pounds.

Conjuration C

Dancing Lights

  • casting time Action
  • range 120 feet

  • components V, S, M
  • duration 1 minute (C)

a bit of phosphorus

- You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
- As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.

Illusion C

Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

two lodestones

- 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 of the former damage.
- This spell can physically repair a magic item, but it can't restore magic to such an object.

Transmutation C

Booming Blade

  • casting time Action
  • range Self (5-foot radius)

  • components S, M
  • duration 1 round

a melee weapon worth at least 1 sp

- You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
- This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Evocation C

Faerie Fire

  • casting time Action
  • range 60 feet

  • components V
  • duration 1 minute (C)

- Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition.
- Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Evocation I

Command

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

- You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn.
- Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
- Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop. The target drops whatever it is holding and then ends its turn.
- Flee. The target spends its turn moving away from you by the fastest available means.
- Grovel. The target has the Prone condition and then ends its turn.
- Halt. On its turn, the target doesn't move and takes no action or Bonus Action.

- Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Enchantment I

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Detect Magic

  • casting time Action or Ritual
  • range Self (30-foot radius)

  • components V, S
  • duration 10 minutes (C)

- For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
- The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Divination I

Identify

  • casting time 1 minute or Ritual
  • range Touch

  • components V, S, M
  • duration Instantaneous

a pearl worth 100+ GP

- You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.
- If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Divination I

Unseen Servant

  • casting time Action or Ritual
  • range 60 feet

  • components V, S, M
  • duration 1 hour

a bit of string and of wood

- This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.
- Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
- If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Conjuration I

Absorb Elements

  • casting time Reaction
  • range Self

  • components S
  • duration 1 round

- Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage

- The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

- At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Abjuration I

Shield

  • casting time Reaction
  • range Self

  • components V, S
  • duration 1 round

- Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell

- An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Abjuration I

Disguise Self

  • casting time Action
  • range Self

  • components V, S
  • duration 1 hour

- You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
- The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
- To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Illusion I

Darkness

  • casting time Action
  • range 60 feet

  • components V, M
  • duration 10 minutes (C)

bat fur and a piece of coal

- For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
- Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
- If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Evocation II

Invisibility

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour (C)

an eyelash in gum arabic

- A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

- Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Illusion II

Knock

  • casting time Action
  • range 60 feet

  • components V
  • duration Instantaneous

- Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
- A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
- If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.
- When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.

Transmutation II

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Locate Object

  • casting time Action
  • range Self

  • components V, S, M
  • duration 10 minutes (C)

a forked twig

- Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
- The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
- This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.

Divination II

See Invisibility

  • casting time Action
  • range Self

  • components V, S, M
  • duration 1 hour

a pinch of talc

- For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Divination II

Haste

  • casting time Action
  • range 30 feet

  • components V, S, M
  • duration 1 minute (C)

a shaving of licorice root

- Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
- When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

Transmutation III

Phantasmal Force

  • casting time Action
  • range 60 feet

  • components V, S, M
  • duration 1 minute (C)

a bit of fleece

- You craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phenomenon of any stimuli that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration.
- The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. On a success, the target realizes the phantasm is an illusion, and the spell ends.
- The target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
- The target can take damage if the phantasm is dangerous. On each of your turns, the phantasm can deal 2d8 Psychic damage to the target if it is inside or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

Illusion II

Blur

  • casting time Action
  • range Self

  • components V
  • duration 1 minute (C)

- Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Illusion II

Spider Climb

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour (C)

a drop of bitumen and a spider

- Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.

- Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.

Transmutation II

Mirror Image

  • casting time Action
  • range Self

  • components V, S
  • duration 1 minute

- Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
- Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
- A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Illusion II

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