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!
(you can see it only in the print preview)
S;Instantaneous;A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw
casting time Light(2024)
range
Cleric taking 3d6 Fire damage on a failed save or half as much damage on a successful one. Flammable objects in the Cone that aren’t being worn or carried start burning. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.;Cleric
up to 1 minute;Objects in a 20-foot Cube within range are outlined in blue
casting time or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
range 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.;Cleric
components Light(2024)
duration
Cleric green
S;Instantaneous;You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit
casting time Light(2024)
range
Cleric the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.;Cleric
S
casting time you see creatures and objects that have the Invisible condition as if they were visible
range and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.;Cleric
components Light(2024)
duration
Cleric M;1 hour;(a pinch of talc)For the duration
Gust of Wind;Level 2 Evocation;Action;Self;V
casting time M;Concentration
range up to 1 minute;(a legume seed)A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor
components and it extinguishes candles and similar unprotected flames in the area. It causes protected flames
duration such as those of lanterns
to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns