Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Mage Hand
|
+6 |
1 action |
30 ft |
1 minute |
|
VS |
|
| Notes: | 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 magic items, or carry more than 10 pounds. |
Message
|
+6 |
1 Action |
120 ft |
1 round |
|
VSM |
|
| Notes: | You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. |
Prestidigitation
|
+6 |
1 action |
10 ft |
1 hour |
|
VS |
|
| Notes: | 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. |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Boysenberry's Viscous Mockery
|
+6 |
1 action |
60 ft |
Instantaneous |
2d4 |
V |
|
| Notes: | You unleash a string of insults laced with all kinds of digusting goo and mucus at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. It also is now covered in a slimy viscous mucus and must make a Dexterity saving throw or drop anything they are holding |
Cure Wounds
|
+6 |
1 action |
Touch |
Instantaneous |
1d8+3 |
VS |
|
| Notes: | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Healing Word
|
+6 |
1 bonus action |
60 ft |
Instantaneous |
1d4+3 |
V |
|
| Notes: | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Silvery Barbs
|
+6 |
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw |
60 ft |
Instantaneous |
|
V |
|
| Notes: | 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. |
Level 2 Spells 3 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Cure Wounds
|
+6 |
1 action |
Touch |
Instantaneous |
1d8+3 + |
VS |
|
| Notes: | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Healing Word
|
+6 |
1 bonus action |
60 ft |
Instantaneous |
1d4+3 + |
V |
|
| Notes: | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Knock
|
+6 |
1 action |
60 ft |
Instantaneous |
|
V |
|
| Notes: | Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. |
Lesser Restoration
|
+6 |
1 action |
Touch |
Instantaneous |
|
VS |
|
| Notes: | You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. |
Shatter
|
+6 |
1 action |
60 ft/ 10ft sphere |
Instantaneous |
3d8 |
VSM |
|
| Notes: | A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. 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 |
# |
Cure Wounds
|
+6 |
1 action |
Touch |
Instantaneous |
1d8+3 + |
VS |
|
| Notes: | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Healing Word
|
+6 |
1 bonus action |
60 ft |
Instantaneous |
1d4+3 + |
V |
|
| Notes: | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Shatter
|
+6 |
1 action |
60 ft/ 10ft sphere |
Instantaneous |
3d8 + |
VSM |
|
| Notes: | A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. |
Plant Growth
|
+6 |
Special |
150 ft |
Instantaneous |
|
VS |
|
| Notes: | This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. |
Catnap
|
+6 |
1 action |
30ft |
10 minutes |
5d6 |
SM |
|
| Notes: | You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. |
Level 4 Spells 1 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Cure Wounds
|
+6 |
1 action |
Touch |
Instantaneous |
1d8+3 + |
VS |
|
| Notes: | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Healing Word
|
+6 |
1 bonus action |
60 ft |
Instantaneous |
1d4+3 + |
V |
|
| Notes: | A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Shatter
|
+6 |
1 action |
60 ft/ 10ft sphere |
Instantaneous |
3d8 + |
VSM |
|
| Notes: | A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. |
Masenko
|
+6 |
1 action |
Self |
Instantaneous |
|
VS |
|
| Notes: | You fire a ray of light out of your hands. All creatures in a line that is 60 feet long and 5 feet wide must make a Dexterity saving throw. They take 5d6 radiant damage on a failed save, or half as much damage on a successful one. If damage from Masenko reduces a creature to less than 10 hit points, it is fatally vaporized. |