Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Absorb Elements

  • casting timeReaction
  • rangeSelf

  • componentsS
  • duration1 round

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.

Abjuration 1

Alarm

  • casting time1 Min.
  • range30 feet

  • componentsV, S, M (a tiny bell and a piece of fine silver wire)
  • duration8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Abjuration (Ritual) 1

Burning Hands

  • casting timeAction
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationInstantaneous

As you hold your hands with thumbs touching and fingers spread, 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, 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.

Evocation 1

Catapult

  • casting timeAction
  • range60 feet

  • componentsS
  • durationInstantaneous

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.

Transmutation 1

Cause Fear

  • casting timeAction
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Necromancy 1

Charm Person

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Enchantment 1

Chromatic Orb

  • casting timeAction
  • range90 feet

  • componentsV, S, M (a diamond worth at least 50 gp)
  • durationInstantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

Evocation 1

Cloak of Shadow

  • casting timeBonus
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.

Illusion 1

Color Spray

  • casting timeAction
  • rangeSelf (15-foot cone)

  • componentsV, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
  • duration1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10

Illusion 1

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Comprehend Languages

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a pinch of soot and salt)
  • duration1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Divination (ritual) 1

Creeping Touch

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You detach your hand at the wrist, transforming it into a spider. While the spider is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you have the deafened and blinded condition with regard to your own senses.If the spider is killed or prevented from returning to you, your hand is restored, but you take 1d6 points of psychic damage. If you command the spider to return, it crawls back to your wrist, and the spell ends.

Transmutation 1

Detect Magic

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Divination (ritual) 1

Disguise Self

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. 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 or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Illusion 1

Distort Value

  • casting time1 Min.
  • rangeTouch

  • componentsV
  • duration8 hours

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.

Illusion 1

Doom of Poor Fortune

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a dead clover)
  • durationConcentration, up to 1 minute

You turn luck against a creature of your choice within range. When the target makes an ability check, they must first make a Charisma saving throw or the check fails. This spell persists once cast, even if the target moves out of range. If cast with a higher-level slot, each subsequent effect is added to the effect noted above.If the target ultimately succeeds on the check (or saving throw or attack at higher levels), then you take 1 psychic damage. If you ever lose concentration on the spell, you take 1d4 psychic damage.

Necromancy 1

Earth Tremor

  • casting timeAction
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

Evocation 1

Elf Shot

  • casting timeAction
  • range60 feet

  • componentsV, M (a pixie arrow)
  • durationConcentration, up to 1 minute

You pretend to shoot an arrow with a tiny bow. Make a ranged spell attack against a creature within range. On a hit, the target creature stumbles (is pushed) 5 feet in a random direction (roll a d8 and assign a direction to each die face), and its speed is 0 until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.

Enchantment 1

Emerald Goblet

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (a powdered acorn, which the spell consumes, and a drinking vessel)
  • duration24 hours

You touch a drinking vessel and sprinkle acorn dust into it, which creates a shining green vessel filled with a green potion. Any creature that drinks from the goblet is protected against shadow corruption for 1 day.The protection grants several additional benefits: you gain advantage to checks used to gather food within the Shadow Realm, and you gain darkvision to 30 feet (or extend your existing darkvision by 30 feet).

Abjuration 1

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Expeditious Retreat

  • casting timeBonus
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Transmutation 1

False Life

  • casting timeAction
  • rangeSelf

  • componentsV, S, M (a small amount of alcohol or distilled spirits)
  • duration1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

Necromancy 1

Feather Fall

  • casting timeReaction
  • range60 feet

  • componentsV, M (a small feather or a piece of down)
  • duration1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Transmutation 1

Find Familiar [1/2]

  • casting time1 Hr.
  • range10 feet

  • componentsV, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • durationInstantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.Additional animal form choices may be available at the DM's discretion.Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.While your familiar is within 100 feet

Conjuration (ritual) 1

Find Familiar [2/2]

  • casting time1 Hr.
  • range10 feet

  • componentsV, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • durationInstantaneous

of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Conjuration (ritual) 1

Fog Cloud

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Conjuration 1

Frost Fingers

  • casting timeAction
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationInstantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.The cold freezes nonmagical liquids in the area that aren't being worn or carried.

Evocation 1

Gloaming

  • casting timeAction
  • range60 feet

  • componentsV, M (a piece of smoked glass)
  • durationConcentration, up to 1 minute

Magical gloom spreads from a point you choose within range to fill a 50-foot-radius sphere for the duration. The fading twilight spreads around corners. A creature with darkvision can see through this darkness, and any normal light can illuminate it. Ranged attacks made through the gloaming have disadvantage. If the point you choose is an object being worn or carried, the effect emanates from the object and moves with it. Completely covering the source of the gloaming with an opaque object, such as a bowl or a helm, blocks the darkness.If any of this spell's area overlaps with an area of light created by a spell of 2nd level or higher, the effect is dispelled.

Evocation 1

Grease

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a bit of pork rind or butter)
  • duration1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Conjuration 1

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Ice Knife

  • casting timeAction
  • range60 feet

  • componentsS, M (a drop of water or piece of ice)
  • durationInstantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

Conjuration 1

Identify

  • casting time1 Min.
  • rangeTouch

  • componentsV, S, M (a pearl worth at least 100 gp and an owl feather)
  • durationInstantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Divination (ritual) 1

Illusory Script

  • casting time1 Min.
  • rangeTouch

  • componentsS, M (a lead-based ink worth at least 10 gp, which the spell consumes)
  • duration10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.Should the spell be dispelled, the original script and the illusion both disappear.A creature with truesight can read the hidden message.

Illusion (Ritual) 1

Jim's Magic Missile

  • casting timeAction
  • range120 feet

  • componentsV, S, R (1 gp)
  • durationInstantaneous

“Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.”— Jim DarkmagicAny apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.

Evocation 1

Jump

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (a grasshopper's hind leg)
  • duration1 minute

You touch a creature. The creature's jump distance is tripled until the spell ends.

Transmutation 1

Longstrider

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (a pinch of dirt)
  • duration1 hour

You touch a creature. The target's speed increases by 10 feet until the spell ends.

Transmutation 1

Mage Armor

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (a piece of cured leather)
  • duration8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Abjuration 1

Magic Missile

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

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.

Evocation 1

Pratfall [1/2]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects:A small, oily puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a Dexterity saving throw or be unable to use bonus actions on its next turn as it regains its footing.Tiny particles blow in your target's face, causing it to sneeze. The target must succeed on a Constitution saving throw or have disadvantage on its first attack roll on its next turn.Strobing lights flash briefly before your target's eyes, causing difficulties with its vision. The target must succeed on a Constitution saving throw, or its passive Perception is halved until the end of its next turn.The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a Constitution saving throw to maintain its concentration.An invisible force sharply tugs on the target's trousers, causing their clothing to slip. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on its next attack roll with a two-handed weapon or loses its shield bonus to its AC until the end of its next turn as

Conjuration 1

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Pratfall [2/2]

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

it uses one hand to gather itself.Only one of these effects can be used on a single creature at a time.

Conjuration 1

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

  • componentsV, S, M (holy water or powdered silver and iron, which the spell consumes)
  • durationConcentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Abjuration 1

Ray of Sickness

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

Necromancy 1

Shield

  • casting timeReaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An invisible barrier of magical force appears and 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 1

Silent Image

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a bit of fleece)
  • durationConcentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual

Abjuration 1

Silvery Barbs

  • casting timeReaction
  • range60 feet

  • componentsV
  • durationInstantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Enchantment 1

Sleep

  • casting timeAction
  • range90 feet

  • componentsV, S, M (a pinch of fine sand, rose petals, or a cricket)
  • duration1 minute

This spell sends creatures into a magical slumber. Roll 5d8

Enchantment 1

Snare

  • casting time1 Min.
  • rangeTouch

  • componentsS, M (25 feet of rope, which the spell consumes)
  • duration8 hours

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.After the trap is triggered, the spell ends when no creature is restrained by it.

Abjuration 1

Tasha's Caustic Brew

  • casting timeAction
  • rangeSelf (30-foot line)

  • componentsV, S, M (a bit of rotten food)
  • durationConcentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

Evocation 1

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Tasha's Hideous Laughter

  • casting timeAction
  • range30 feet

  • componentsV, S, M (tiny tarts and a feather that is waved in the air)
  • durationConcentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Enchantment 1

Tenser's Floating Disk

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a drop of mercury)
  • duration1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Conjuration (ritual) 1

Thunderwave

  • casting timeAction
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

Evocation 1

Unseen Servant

  • casting timeAction
  • range60 feet

  • componentsV, S, M (a piece of string and a bit of wood)
  • duration1 hour

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 servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. 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 (ritual) 1

Witch Bolt

  • casting timeAction
  • range30 feet

  • componentsV, S, M (a twig from a tree that has been struck by lightning)
  • durationConcentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

Evocation 1

1 1
1 1
1 1
1 1
1 1