Level 1 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Sleep
|
|
|
|
|
|
|
|
| Notes: | Fey Touched (once per long rest)
Sleep
1-level
Enchantment
Casting Time 1 action
Range 90 feet
Duration 1 minute
Components V, S, M
Materials A pinch of fine sand, rose petals, or a cricket
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many Hit Points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current Hit Points (ignoring Unconscious creatures).
Starting with the creature that has the lowest current Hit Points, each creature affected by this spell falls Unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's Hit Points from the total before Moving On to the creature with the next lowest Hit Points. A creature's Hit Points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being Charmed aren't affected by this spell.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Class(es): Bard, Sorcerer, Wizard
|
Comprehend Languages
|
+5 |
|
|
Ritual |
|
|
|
| Notes: |
PHB, page 224
Comprehend Languages
1-level
Divination
(ritual)
Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials (a pinch of soot and salt)
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.
Class(es): Wizard
|
Illusory Script
|
|
|
|
Ritual |
|
|
|
| Notes: |
PHB, page 252
Illusory Script
1-level
Illusion
(ritual)
Casting Time 1 minute
Range Touch
Duration 10 days
Components S, M
Materials A lead-based ink worth at least 10 gp, which the spell consumes
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.
Class(es): Bard, Warlock, Wizard
|
Unseen Servant
|
|
|
|
Ritual |
|
|
|
| Notes: |
PHB
Unseen Servant
1-level
Conjuration
Casting Time 1 Action
Range 60ft
Duration 1 Hour
Components V, S, M
Materials a piece of string and a bit of wood
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.
Class(es): Bard, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)
|
Identify
|
|
|
|
Ritual |
|
|
|
| Notes: |
PHB
Identify
1-level
Divination
Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials a pearl worth at least 100 gp and an owl feathe
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.
Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)
|
Conjure Cover
|
|
|
|
Ritual |
|
|
|
| Notes: |
Valda's Spire of Secrets
CONJURE COVER
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 bonus action
Range/Area: 10ft
Components: V, S, M
Materials: (a duck figurine)
Duration: Concentration, up to 1 hour
You conjure a low cobblestone wall along the
ground, a perfect source of cover, at a point you
can see within range. The wall is 18 inches thick
and is composed of three 5-foot long by 3-foot high
segments. Each segment must be contiguous with at
least one other segment.
A Medium creature that hunkers behind the
wall has half cover from ranged attacks, and a Small
creature that hunkers behind it has three-quarters
cover from ranged attacks. A prone creature has full
cover behind the wall. The wall can be leapt over
without using any additional movement.
Each segment has AC 10 and 60 hit points.
Reducing a segment of the wall to 0 hit points
causes it to crumble, destroying it. The wall
disappears when all the segments are destroyed or
the spell ends.
Available for: Investigator
|
Blood Print
|
|
|
|
|
|
|
|
| Notes: |
Valda's Spire of Secrets
BLOOD PRINT
1-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: (an ounce or more of blood)
Duration: Instantaneous
At your touch, wet blood on a surface shifts and
reforms into a pattern of crimson blotches. This
blood print is unique to the particular creature to
whom the blood belongs, but you can determine the
creature’s kind (such as human, gnoll, deer, or fire
giant) by examining the general shape. A print can
be preserved by pressing a sheet of paper against it. If
this spell is cast twice, it is possible to match samples
of blood originating from the same creature by
comparing the prints.
|
Level 2 Spells 1 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Misty Step
|
|
|
|
|
|
|
|
| Notes: | Fey Touched (once per long rest)
PHB
Misty Step
2-level
Conjuration
Casting Time 1 Bonus Action
Range Self
Duration Instantaneous
Components V
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)
|
Protect Threshold
|
|
|
|
Ritual |
|
|
|
| Notes: |
Valda's Spire of Secrets
PROTECT THRESHOLD
2-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: (an ounce of salt for each foot of the warded portal’s perimeter)
Duration: 10 minutes
Tracing arcane sigils along its boundary, you can
ward a doorway, window, or other portal from
entry.
For the duration, an invisible eldritch creature stalks
the warded portal. Any creature that attempts to
pass through the portal must make a Wisdom saving
throw or take 4d6 psychic damage, or half as much
on a successful save.
At higher levels: When you cast this spell
using a spell slot of 3rd level or higher, the damage
increases by 1d6 for each slot level above 2nd. Available for: Investigator
|
Zone of Truth
|
|
|
|
Ritual |
|
|
|
| Notes: |
PHB
Zone of Truth
2-level
Enchantment
Casting Time 1 Action
Range 60ft
Duration 10 Minutes
Components V, S
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Class(es): Bard, Cleric, Paladin, Sorcerer (Divine Soul), Ranger (Monster Slayer)
|
Curse Ward
|
|
|
|
|
|
|
|
| Notes: |
Valda's Spire of Secrets
CURSE WARD
2-level Abjuration
Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 hour
You reach out your hand and touch a willing creature
within your reach, raising a smoke-like barrier
around it. For the duration, the target has resistance
to necrotic damage and can’t be cursed, possessed, or
targeted by a hex. Also, its maximum hit points can’t
be lowered. If the target is already affected by one of
these effects, the effect is suspended until the spell
ends.
Available for: Investigator
|