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Penelope Calypte Costae Serbright in Dungeons & Dragons 5e

Penelope Calypte Costae Serbright

6 Level (0/23000 XP for level-up) Clan Crafter Background Fairy Race / Species / Heritage Chaotic Good Alignment
Wizard
Level 6
Hit Dice: 6/6
1d6+2 Class 1

STR 10

+0

DEX 14

+2

CON 15

+2

INT 19

+4

WIS 10

+0

CHA 12

+1

38
Hit Points
+2
Initiative (DEX)
10
Armor Class (AC)
+3
Prof. Bonus
30/30
Speed (walk/run/fly)
10
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+2 Constitution
+7 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+1 Deception CHA
+7 History INT
+3 Insight WIS
+1 Intimidation CHA
+7 Investigation INT
skills
+0 Medicine WIS
+4 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarter Staff +0 STR 1d6 Bludgeoning
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Prestidigitation 1 action 10ft 1hr VS
Mending 1min touch Instant VSM
Mind Sliver +7 1 Action 60ft 1 round 1d6 V
 Notes:S Damage: Psychic
Mage Hand 1 Action 30ft 1min VS
Druidcraft 1 Action 30ft Instant VS

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Detect Magic I Action Self Concentration 10 VS
 Notes:R
Thunderwave +7 1 Action Self Instant 2d8 VS
 Notes:S Damage: Thunder
Magic Missile 1 Action 120ft Instant VS
 Notes:Damage Force
Mage Armor I Action Touch 8hr 1d4+1 VS

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Vortex Warp 1 Action 90ft Instant VS
 Notes:S
Scorching Ray +7 1 Action 120ft Instant VS
 Notes:Damage: Fire
Web 1Action 60ft Concentration 1hr VSM

Level 3 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Galder's Tower 10min 30ft 24hrs VSM
Lightning Bolt +7 1 Action Self (100ft line) Instant 8d6 VSM
 Notes:S Damage: Lightning
Slow 1 action 120ft Concentration 1min VSM
Background Feature: Respect of the Stout Folk
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

Fairy Feature:
Fairy Magic. You know the Druidcraft cantrip.
Starting at 3rd level, you can cast the Faerie Fire spell with this trait. Starting at 5th level, you can also cast the Enlarge/Reduce spell with this trait. Once you cast Faerie Fire or Enlarge/Reduce with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence is your spellcasting ability for these spells when you cast them with this trait.

Feat. Keen mind
Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.

Features & Traits
- Calligrapher's Supplies
  • A maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from.
  • A set of traveler's clothes,
  • A gem worth 10gp
  • Arcane focus (chalk)
  • A scholar's pack (
  • A quarterstaff
  • A spellbook

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
    Languages
    Common
    Sylvan
    Dwarven

    Proficiencies
    Calligrapher's Supplies

    Languages & Proficiencies
    Guild Artisan Table:
    -I always want to know how things work and what makes people tick.

    Personality Traits
    Guild Artisan Table:
    -Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
    -Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)

    Ideals
    Guild Artisan Table:
    -The workshop where I learned my trade is the most important place in the world to me.

    Bonds
    Guild Artisan Table:
    -I'm never satisfied with what I have – I always want more.

    Flaws
    acquired a weird book that's shaking and snapping (necrotic, conjuration).

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    SRD, TCoE

    Wizard (Order of Scribes)

    Magic of the book-that's what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.   Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
    hit dice: D6 per wizard level
    hit points at 1st level: 6 + your Constitution Modifier
    hit points at higher levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
    armor proficiencies: None
    weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
    tools: None
    saving throws: Intelligence, Wisdom
    skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a quarterstaff or (b) a dagger

    • (a) a component pouch or (b) an arcane focus

    • (a) a scholar's pack or (b) an explorer's pack

    • A spellbook


    spellcasting:
    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.  

    Cantrips

    At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.  

    Spellbook

    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.   The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.   Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.   Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.   For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.   Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.   If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.   The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.  

    Preparing and Casting Spells

    The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.  

    Spellcasting Ability

    Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier  

    Ritual Casting

    You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.  

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your wizard spells.  

    Learning Spells of 1st Level and Higher

    Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
    class features:

    Arcane Recovery

    You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.   For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.  

    Arcane Tradition - Order of Scribes

    When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

    Wizardly Quill

    At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:  
    • The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
    • The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription.
    • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
    This quill disappears if you create another one or if you die.  

    Awakened Spellbook

    Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.   At 2nd level, while you are holding the book, it grants you the following benefits:  
    • You can use the book as a spellcasting focus for your wizard spells.
    • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
    • When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest.
    If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.  

    Cantrip Formulas (Optional)

    At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

    Manifest Mind

    At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).   While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).   Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.   The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.   Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.  

    Master Scriviner

    At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.   The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.   You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.  

    One with the Word

    At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.   Moreover, if you take damage while your spellbook's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.   Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spell book.   Once you use this reaction, you can't do so again until you finish a long rest.  

    Spell Mastery

    At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.   By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.  

    Signature Spells

    When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.   If you want to cast either spell at a higher level, you must expend a spell slot as normal.
    subclass options:
    LevelProficiencyFeaturesCantrips--- Spell Slots Per Spell Level ---
    ^Bonus ^^Known ^1st2nd3rd4th5th6th7th8th9th
    :-----::-----------::-------------:--------::--::--::--::--::--::--::--::--::--:
    1st+2Spellcasting, Arcane Recovery32————————
    2nd+2Arcane Tradition33————————
    3rd+2Cantrip Formulas (Optional)342———————
    4th+2Ability Score Improvement443———————
    5th+3—4432——————
    6th+3Arcane Tradition feature4433——————
    7th+3—44331—————
    8th+3Ability Score Improvement44332—————
    9th+4—443321————
    10th+4Arcane Tradition feature543322————
    11th+4—5433221———
    12th+4Ability Score Improvement5433221———
    13th+5—54332211——
    14th+5Arcane Tradition feature54332211——
    15th+5—543322111—
    16th+5Ability Score Improvement543322111—
    17th+6—5433231111
    18th+6Spell Mastery5433331111
    19th+6Ability Score Improvement5433332111
    20th+6Signature Spells5433332211

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 10 feet
    Components: Verbal, Somatic
    Duration: Up to 1 hour
    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

    PHB

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 Minute
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: Two lodestones
    Duration: Instantaneous
    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 or construct, but the spell can’t restore magic to such an object.

    TCE

    Mind Sliver

    0-level (Cantrip) Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: Verbal
    Duration: 1 round
    You drive a disorienting spike of psychic energy into 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.
    At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
    Available for: Sorcerer (Optional), Warlock (Optional), Wizard (Optional)

    PHB

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: Verbal, Somatic
    Duration: 1 minute
    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can’t attack, activate magical items, or carry more than 10 pounds.
    Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

    Player's Handbook

    Druidcraft

    0-level (Cantrip) Transmutation

    Casting Time: Action
    Range/Area: 30 Feet
    Components: Verbal, Somatic
    Duration: Instantaneous

    Whispering to the spirits of nature, you create one of the following effects within range:

    -You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

    -You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

    -You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odour of skunk. The effect must fit in a 5-foot cube.

    -You instantly light or snuff out a candle, a torch, or a small campfire.

    Available for: Druid

    Level 1 Spells

    PHB

    Find Familiar

    1-level Conjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 hour
    Range/Area: 10 feet
    Components: Verbal, Somatic, Material
    Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
    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.   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 your 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 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.
    Available for: Wizard

    PHB

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: Concentration, 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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    PHB

    Fog Cloud

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: Verbal, Somatic
    Duration: Concentration, 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.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
    Available for: Druid, Ranger, Sorcerer, Wizard

    DnD5e

    Feather Fall

    1-level Transmutation

    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range/Area: 60 feet
    Duration: 1 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.
    Available for: Mage

    Player's Handbook

    Thunderwave

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: Instantaneous
    Damage/Effect: Thunder

    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 are 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.

    At higher levels:

    When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Available for: Bard, Druid, Sorcerer, Wizard

    PHB

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: 1 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.
    Available for: Sorcerer, Wizard

    PHB

    Magic Missile

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    Damage/Effect: Force
    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
    Available for: Sorcerer, Wizard

    DND5e

    Mage Armor

    1-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic
    Duration: 8 hours
    You touch a willing creature who isn’t wearing armor, and a protective arcane ward surrounds them. Until the spell ends, the target’s AC becomes 13 + its Dexterity modifier. The effect ends early if the target dons armor or if you dismiss the spell as an action.
    Available for: Mage

    PHB

    Faerie Fire

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: Verbal
    Duration: Concentration, up to 1 minute
    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).   Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
    Available for: Artificer, Bard, Druid

    Level 2 Spells

    S:CC

    Vortex Warp

    2-level Conjuration

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    Attack/Save: Saving Throw
    You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
    Available for: Artificer, Sorcerer, Wizard

    PHB

    Scorching Ray

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    Attack/Save: Ranged
    Damage/Effect: Fire
    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
    Available for: Sorcerer, Wizard

    PHB

    Suggestion

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: Verbal, Material
    Materials: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil
    Duration: Concentration, up to 8 hours
    You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.   The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.   If you or any of your companions damage the target, the spell ends.
    Available for: Bard, Sorcerer, Warlock, Wizard

    PHB

    Web

    2-level Conjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: Verbal, Somatic, Material
    Materials: A bit of spiderweb
    Duration: Concentration, up to 1 hour
    Attack/Save: Saving Throw
    You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.   If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.   Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.   A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.   The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
    Available for: Artificer, Sorcerer, Wizard

    PHB

    Enlarge/Reduce

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: Verbal, Somatic, Material
    Materials: A pinch of powdered iron
    Duration: Concentration, up to 1 minute
    You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.   If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.   Enlarge: The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.   Reduce: The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
    Available for: Artificer, Bard, Druid, Sorcerer, Wizard

    Level 3 Spells

    LLK

    Galder's Tower

    3-level Conjuration

    Casting Time: 10 minutes
    Range/Area: 30 feet
    Components: Verbal, Somatic, Material
    Materials: A fragment of stone, wood, or other building material
    Duration: 24 hours
    You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
    • A bedroom with a bed, chairs, chest, and magical fireplace
    • A study with desks, books, bookshelves, parchments, ink, and ink pens
    • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
    • A lounge with couches, armchairs, side tables and footstools
    • A washroom with toilets, washtubs, a magical brazier, and sauna benches
    • An observatory with a telescope and maps of the night sky
    • An unfurnished, empty room
    The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.   You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
    Available for: Wizard

    PHB

    Lightning Bolt

    3-level Evocation

    Casting Time: 1 action
    Range/Area: Self (100-foot line)
    Components: Verbal, Somatic, Material
    Materials: A bit of fur and a rod of amber, crystal, or glass
    Duration: Instantaneous
    A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.   The lightning ignites flammable objects in the area that aren’t being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
    Available for: Sorcerer, Wizard

    PHB

    Slow

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: Verbal, Somatic, Material
    Materials: A drop of molasses
    Duration: Concentration, up to 1 minute
    Attack/Save: Saving Throw
    You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.   An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.   If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.   A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
    Available for: Bard, Sorcerer, Wizard

    PHB

    Sending

    3-level Abjuration

    Casting Time: 1 action
    Range/Area: Unlimited
    Components: Verbal, Somatic, Material
    Materials: A short piece of fine copper wire
    Duration: 1 round
    You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.   You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
    Available for: Bard, Cleric, Wizard

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