Cantrips |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Thunderclap
|
|
act |
self |
instant |
2d6 |
|
|
| | Notes: | Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell's thunderous sound can be heard up to 100 feet away. |
|
Sorcerous Burst
|
|
act |
120ft |
instant |
2d8 |
|
|
| | Notes: | You cast sorcerous energy at one creature or object within range. Make a ranged attack roll 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. |
|
Frightful Start
|
|
act |
30ft |
1 round |
|
|
|
| | Notes: | You twist your visage to scare a creature that you can see within range. The creature must succeed on a Wisdom saving throw or have the Frightened condition until the start of your next turn. |
|
Ray of Frost
|
|
act |
60ft |
instant |
2d8 |
|
|
| | Notes: | A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. |
|
Lightning Lure
|
|
Act |
Self (15-foot radius) |
Instant |
2d8 |
|
|
| | Notes: | You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. |
Level 1 Spells 4 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Earth Tremor
|
|
Act |
10ft |
Instant |
1d6 |
|
|
| | Notes: | 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. |
|
Chromatic Orb
|
|
Act |
90ft |
Instant |
3d8 |
|
|
| | Notes: | 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. |
|
Chaos Bolt
|
|
Act |
120ft |
Instant |
2d8+1d6 |
|
|
| | Notes: | You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. Chaos Bolt d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. |
|
Sleep
|
|
Act |
60ft |
concentration,1 min |
|
|
|
| | Notes: | Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell. |
|
Spider Climb
|
|
Act |
touch |
Concentration 1 hr |
2d8 |
|
|
| | Notes: | 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. |
Level 2 Spells 3 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Earth Tremor
|
|
Act |
10ft |
Instant |
1d6 + |
|
|
| | Notes: | 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. |
|
Chromatic Orb
|
|
Act |
90ft |
Instant |
3d8 + |
|
|
| | Notes: | 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. |
|
Chaos Bolt
|
|
Act |
120ft |
Instant |
2d8+1d6 + |
|
|
| | Notes: | You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. Chaos Bolt d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. |
|
Spider Climb
|
|
Act |
touch |
Concentration 1 hr |
2d8 + |
|
|
| | Notes: | 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. |
|
Vortex Warp
|
|
Act |
90ft |
Instant |
|
|
|
| | Notes: | 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. |
|
Binding Ice
|
|
Act |
self (30ft cone) |
Instant |
3d8 |
|
|
| | Notes: | A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice. |
|
Shatter
|
|
Act |
60ft |
Instant |
3d8 |
|
|
| | Notes: | A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. |
Level 3 Spells 3 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Earth Tremor
|
|
Act |
10ft |
Instant |
1d6 + |
|
|
| | Notes: | 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. |
|
Chromatic Orb
|
|
Act |
90ft |
Instant |
3d8 + |
|
|
| | Notes: | 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. |
|
Chaos Bolt
|
|
Act |
120ft |
Instant |
2d8+1d6 + |
|
|
| | Notes: | You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. Chaos Bolt d8 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning 6 Poison 7 Psychic 8 Thunder If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. |
|
Spider Climb
|
|
Act |
touch |
Concentration 1 hr |
2d8 + |
|
|
| | Notes: | 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. |
|
Binding Ice
|
|
Act |
self (30ft cone) |
Instant |
3d8 + |
|
|
| | Notes: | A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice. |
|
Shatter
|
|
Act |
60ft |
Instant |
3d8 + |
|
|
| | Notes: | A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. |
|
Lightning Bolt
|
|
Act |
self |
Instant |
8d6 |
|
|
| | Notes: | A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one. |
|
Sleet Storm
|
|
Act |
150ft |
concentrarion 1 min |
|
|
|
| | Notes: | Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused. Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration. |