Cantrips |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Firebolt
|
+6 |
Action |
120ft |
Instantaneous |
1d10 Fire+4 |
V, S |
|
| | Notes: | Evocation: You hurl a mote of fire at a creature or an 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 starts burning if it isn’t being worn or carried. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10). |
|
Minor Illusion
|
+6 |
Action |
30ft |
1 minute |
|
S, M |
|
| | Notes: | Illusion: You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. 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. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Sound. 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. Image. 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, since things can pass through it. |
|
Sorcerous Burst
|
+6 |
Action |
120ft |
Instantaneous |
1d8 Fire+4 |
V, S |
|
| | Notes: | Evocation: You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8). |
|
Light
|
+6 |
Action |
Touch |
1 hour |
|
V, M |
|
| | Notes: | Evocation: You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again. |
|
Resistance
|
+6 |
Action |
Touch |
Concentration, Up to 1 minute |
|
V, S |
|
| | Notes: | Abjuration: You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn. |
|
Guidance
|
+6 |
Action |
Touch |
Concentration, up to 1 minute |
|
V, S |
|
| | Notes: | Divination: 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. |
|
Mind Sliver
|
+6 |
Action |
60ft |
1 Round |
1d6 Psychic |
V |
|
| | Notes: | Divination: 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. |
Level 1 Spells 4 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Cure Wounds
|
+6 |
Action |
Touch |
Instantaneous |
2d8 Healing+4 |
V, S |
|
| | Notes: | Abjuration: 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. Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6). |
|
Guiding Bolt
|
+6 |
Action |
120ft |
1 Round |
4d6 Radiant+4 |
V, S, |
|
| | Notes: | Evocation: You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1. |
|
Wardaway
|
+6 |
Action |
60ft |
Instantaneous |
2d4 Force |
V, S, M |
|
| | Notes: | Abjuration: You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save. On a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 2d4 for every spell slot level above 1. |
|
Burning Hands
|
+6 |
Action |
Self (15ft Cone) |
Instantaneous |
2d6 Fire |
V, S |
|
| | Notes: | Evocation: A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, 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. |
|
Detect Magic
|
+6 |
Action or Ritual |
Self |
Concentration, up to 10 minutes |
|
V, S |
|
| | Notes: | Divination: 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. |
|
Shield
|
+6 |
Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell |
Self |
1 Round |
|
V, S |
|
| | Notes: | Abjuration: 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. |
|
Chromatic Orb
|
+6 |
Action |
90ft |
Instantaneous |
3d8 Fire+4 |
V, S, M |
|
| | Notes: | Evocation: You hurl an orb of energy at a target within range. 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. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell. |
Level 2 Spells 2 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Guiding Bolt
|
+6 |
Action |
120ft |
1 Round |
4d6 Radiant+4 + |
V, S, |
|
| | Notes: | Evocation: You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1. |
|
Wardaway
|
+6 |
Action |
60ft |
Instantaneous |
2d4 Force + |
V, S, M |
|
| | Notes: | Abjuration: You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw; Constructs and Undead automatically succeed on this save. On a failed save, the target takes 2d4 Force damage, its Speed is halved until the start of your next turn, and on its next turn, it can take only an action or a Bonus Action (but not both). On a successful save, the target takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 2d4 for every spell slot level above 1. |
|
Burning Hands
|
+6 |
Action |
Self (15ft Cone) |
Instantaneous |
2d6 Fire + |
V, S |
|
| | Notes: | Evocation: A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, 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. |
|
Chromatic Orb
|
+6 |
Action |
90ft |
Instantaneous |
3d8 Fire+4 + |
V, S, M |
|
| | Notes: | Evocation: You hurl an orb of energy at a target within range. 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. On a hit, the target takes 3d8 damage of the chosen type. If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot. Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell. |
|
Lesser Restoration
|
+6 |
Bonus Action |
Touch |
Instantaneous |
|
V, S |
|
| | Notes: | Abjuration: You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned. |
|
Scorching Ray
|
+6 |
Action |
120ft |
Instantaneous |
2d6 Fire+4 |
V, S |
|
| | Notes: | Evocation: 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, the target takes 2d6 Fire damage. Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2. |
|
Alter Self
|
+6 |
Action |
Self |
Concentration, up to 1 hour |
|
V, S |
|
| | Notes: | Transmutation: You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength. |
|
Blindness/Deafness
|
+6 |
Action |
120ft |
1 minute |
|
V |
|
| | Notes: | Transmutation: One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. |