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Nenarasto "Rese"

High Elf Race
Magital/Arcane Student Origin
Divination Sage 12 Class & Level
Lawful neutral Alignment
Runetharis Deity
Mage's Guild Faction
Council Member Rank/Position
17 Loyalty
The Cerulean Vanguard Company

Strength 10
+0
Dexterity 13
+1
constitution 12
+1
intelligence 22
+6
wisdom 12
+1
charisma 10
+0
Total Hit Dice 12d6
Hit Die
1d6+1
+4 proficiency bonus
+0 Strength
+1 Dexterity
+5 Constitution
+10 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+18 Arcana
+0 Athletics
+0 Deception
+14 History
+1 Insight
+0 Intimidation
+10 Investigation
+5 Martial
+1 Medicine
+10 Nature
+5 Perception
+0 Performance
+0 Persuasion
+10 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
65
MV
4
Prestige
3
Attunement Slots
19
Armor Class
71
Hit Points
+4
Initiative
30 ft
Speed
WeaponAttackDamage
Dagger 1d20+4 1d4
Light Crossbow 1d20+4 1d8
shortsword 1d20+4 1d6
Attacks
Skills
Proficiency: Arcana, Martial, Religion, Investigation, History, Perception
Expertise: Arcana (Sage)
+4 to Arcana/History/Religion (Dumora)

Weapons
daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, shortbow, and longbow

Calligrapher's tools
Cooking Utensils

Saves: Int, Wis, Con
Proficiences
----------

Spell Save DC: 18 (19 for Conjuration/Abjuration with Dumora @ 3 attunement slots)
Spell Attack Mod: 10

Prepare 18 spells: Identify, Remove Curse, Shield, Magic Missle, Mirror Image, Misty Step, Blink, Catnap, Counterspell, Dispel Magic, Phantasmal Force, Slow, Banishment, Dimension Door, Wall of Force, Hypnotic Pattern
5 first level, 3 second level, 3 third level, 3 fourth level, 2 fifth level

Spells from NPC: Spiritual Weapon, Healing Word (use Int instead of Wis)
Healing Word
Healing Word
1 evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Cleric, Druid
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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.


Spiritual Weapon
Spiritual Weapon
2 evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V S
Duration: 1 minute
Classes: Cleric
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd.


Sage:
Arcane Bolt (3). Starting at 4th level, you can use a bonus action to unleash a powerful bolt of astral energy. Make a ranged spell attack against a creature within 120 feet of you, dealing 2d4 + 2 astral damage for every four Wizard levels you possess. You can use this ability five times and regain expended uses when you finish a short or long rest.

This ability is considered a spell for the purposes of counterspell. You can find the associated spell level in the table below.

Arcane Bolt Table
Wizard Level Damage Spell Level
Level 4 2d4+2 Level 3
Level 8 4d4+4 Level 4
Lvl 12 6d4+6 Level 5

***Cantrips & At Will***

Chill Touch
Chill Touch
cantrip necromancy
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round
Classes: Sorcerer, Warlock, Wizard
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Detect Magic
Detect Magic
School: Divination (Ritual) Level: 1 Casting time: 1 Action Range: Self Components: V, S 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’ of stone, 1” of common metal, a thin sheet of lead, or 3’ of wood or dirt.


Fire Bolt
Fire Bolt
School: Evocation Level: Cantrip Casting Time: 1 action Range: 120 feet Components: V, S Target: creature or object Duration: Instantaneous
You hurl a mote of fire at a creature or 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 ignites if it isn't being worn or carried.
At Higher LevelsThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)


Frostbite
Frostbite
School: Evocation Level: cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At higher Levels The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Mage Hand

SCHOOL: Conjuration LEVEL: Cantrip CASTING TIME: 1 Action RANGE/AREA: 30 ft
COMPONENTS: V, S 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.


Message

School: Transmutation Level: Cantrip Casting time: 1 Action Range: 120’
Components: V, S, M (a short piece of copper wire) Duration: 1 round
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.


Minor Illusion

School: Illusion Level: Cantrip Casting time: 1 Action Range: 30 feet
Components: S, M (a bit of fleece) Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. 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. 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, because things can pass through it. If a creature uses its 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.


Shape Water
Shape Water
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft (5 ft )
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Toll the Dead
Toll the Dead
School: Necromancy Level: cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

***First Level Spells***
Absorb Elements
Absorb Elements
LEVEL 1st
CASTING TIME 1 Reaction *
RANGE/AREA Self
COMPONENTS S
DURATION 1 Round
SCHOOL Abjuration
ATTACK/SAVE None
DAMAGE/EFFECT Acid (...)
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

* - which you take when you take acid, cold, fire, lightning, or thunder damage


Cause Fear (C)

School: Necromancy Level: 1 Casting Time: 1 bonus action Range: Self
Components: V, S Duration: Concentration, up to 1 minute
Living creatures must save or become frightened.


Charm Person (C)

School: Enchantment Level: 1 Casting Time: 1 action Range: 30ft
Target: single Components: V, S Duration: 1 hour
Saving Throw: Wisdom Negates (ADV if you or companions are fighting it)

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.They must be within 30ft of each other when you target them.


Chromatic Orb

Evocation
Level: 1
Casting time: 1 Action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You 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. If the attack hits, the creature takes 3d8 damage of the type you chose.

At higher level
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.


Color Spray
Color Spray
School: illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V S M (A pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round Classes: Sorcerer, Wizard
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. 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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.


Comprehend Language
Comprehend Languages
School: Divination (Ritual) Level: 1 Casting time: 1 Action Range: Self
Components: V, S, M (a pinch of soot and salt) Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of 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 glyph, such as an arcane sigil, that isn’t part of a written language.


Disguise Self
Disguise Self
1 illusion
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 hour
Classes: Bard, Sorcerer, Wizard
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.


Expeditious Retreat (C)

School: Transmutation
Level: 1st
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.


False Life

Level: 1st
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.


Feather Fall

School: Transmutation Level: 1 Casting Time: 1 reaction Range: 60 feet
Components: V, M (a small feather or piece of down) Duration: 1 minute
Trigger: when you or a creature within 60 feet of you falls
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.


Find Familiar

School: Conjuration Level: 1st (ritual) Casting Time: 1 hour Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs burned in brass brazier)
Duration: Instantaneous
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.
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.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. 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.
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.


Fog Cloud (C)

School: Conjuration Level: 1 Casting time: 1 Action Range: 120 feet
Components: V, S 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.


Grease

School: Conjuration Level: 1st Casting Time: 1 action Range: 60 feet
Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.


Ice Knife

1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.


Identify
Identify
1 divination
Casting Time: 1 minute
Range: Touch
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Bard, Wizard
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.


Longstrider

School: Transmutation Level: 1 Casting time: 1 Action Range: Touch
Components: V, S, M (a pinch of dirt) Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Mage Armor

School: Abjuration
Level: 1st
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.


Magic Missile
Magic Missle
School: Evocation Level: 1 Casting Time: 1 action Range: 120'
Components: V S Duration: Instantaneous
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 above 1st.


Jump
Jump
School: transmutation Casting Time: 1 action Range: Touch Components: V S M (A grasshopper's hind leg) Duration: 1 minute Classes: Druid, Ranger, Sorcerer, Wizard
You touch a creature. Its jump distance is tripled until the spell ends.


Protection From Evil and Good (C)
Protection From Evil and Good
School: abjuration Casting Time: 1 action Range: Touch Components: V S M (Holy water or powdered silver and iron, which the spell consumes) Duration: Up to 10 minutes Classes: Cleric, Paladin, Warlock, Wizard
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


Ray of Sickness
Ray of Sickness
School: Necromancy Level: 1 Casting time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous Classes: Sorcerer, Wizard
A ray of sickening greenish energy lashes out toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher level: 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.


Shield

School: Abjuration Level: 1st Casting Time: 1 reaction Range: Self
Components: V, S Duration: 1 round
Trigger: when you are hit by an attack or targeted by magic missile
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.


Sleep

School: Enchantment Level: 1 Casting time: 1 Action Range: 90 feet
Components: V, S, M (a pinch of find sand, rose petals, or a cricket) Duration: 1 minute
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: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.


Silent Image (C)

School: Illusion Level: 1 Casting time: 1 Action Range: 60 feet
Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.


Snare

School: abjuration Level: 1 Casting Time: 1 minute Range: Touch
Components: V, S, M (30 feet of cord or rope, which is consumed by the spell)
Duration: Until dispelled or triggered
While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.
The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.
The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.


Tasha’s hideous laughter (C)

School: enchantment Level: 1 Casting Time: 1 action Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target had advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.


Tenser’s Floating Disc
Tenser's Floating Disc
School: conjuration (ritual) Level: 1 Casting Time: 1 action Range: 30 feet
Components: V, S, M (a drop of mercury) Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.


Thunderwave

School: Evocation Level: 1 Casting time: 1 Action Range: Self (15' cube)
Components: V, S Duration: Instantaneous
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 area 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.


Unseen Servant
Conjuration (Ritual)
Level: 1
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour

This spell creates an invisible, mindless, shapeless 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


***Second Level Spells***
Arcane Lock

Arcane Lock
2 abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (Gold dust worth at least 25 gp, which the spell consumes)
Duration: Until dispelled
Classes: Wizard
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.


Blindness/ deafness
Blindness/Deafness
Necromancy
Level: 2nd
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Blur (C)
Blur
2 illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration Up to 1 minute
Classes: Sorcerer, Wizard
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

 


Crown Of Madness (C)
Crown of Madness
level 2 - Enchantment
Casting Time: 1 action
Range: 120 ft.
Target: 1 target
Components: V, S
Duration: Up to 1 minute
Saving Throw: Wisdom Negates
Concentration: Yes
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.


Darkness (C)
Darkness
2 evocation
Casting Time: 1 action
Range: 60 feet
Components: V M (Bat fur and a drop of pitch or piece of coal)
Duration: Conc Up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.


Detect thoughts (C)
Detect Thoughts
Divination
Level: 2nd
Casting Time: 1 action
Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it w orries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.


Enlarge/Reduce (C)
Enlarge Reduce
2 transmutation
Casting Time: 1 action
Range: 30 ft
Components: V S M (A pinch iron powder)
Duration: Concentration Up to 1 minute
Classes: Sorcerer, Wizard
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).

 


Gentle Repose
Gentle Repose
2 necromancy
Casting Time: 1 action
Range: Touch
Components: V S M (A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days
Classes: Cleric, Wizard
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

 


Gust of Wind (C)
Gust Of Wind
2 evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V S M (A legume seed)
Duration: Concentration Up to 1 minute
Classes: Druid, Sorcerer, Wizard
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.


Hold Person (C)

2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.


Invisibility (C)

2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


Knock

Knock
2 transmutation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Wizard
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.

 


Levitate (C)
Levitate
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes.

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.


Magic weapon (C)
Magic Weapon (C)
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.


Melf's Acid Arrow
Acid Arrow
2 evocation
Casting Time: 1 action
Range: 90 feet
Components: V S M (Powdered rhubarb leaf and an adder's stomach)
Duration: Instantaneous
Classes: Wizard
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.


Mirror image
Mirror Image
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 Minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.


Misty Step

2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


Phantasmal Force (C)
Phantasmal Force
Illusion
Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range.
The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.


Pyrotechnics
Pyrotechnics
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

 


Ray of Enfeeblement
Ray Of Enfeeblement
2 necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Up to 1 minute
Classes: Warlock, Wizard
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

 


Rope Trick
Rope Trick
2 transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (Powdered corn extract and a twisted loop of parchment)
Duration: 1 hour
Classes: Wizard
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.


See invisibility
See Invisibility
2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of tale and a small sprinkling of powdered silver)
Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

 


Shatter
Shatter
2 evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (A chip of mica)
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
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.
At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.


Snilloc's Snowball Swarm
Snilloc’s Snowball Swarm
Evocation Level: 2
Casting time: 1 Action
Range: 90 feet
Components: V, S, M
Duration: Instantaneous
(a piece of ice or a small white rock chip)
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
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.


Spider Climb (C)
Spider Climb
2 transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A drop of bitumen and a spider)
Duration: Up to 1 hour
Classes: Sorcerer, Warlock, Wizard
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

 


Suggestion (C)
Suggestion
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (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 pursues 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.

 


Warding wind

School: evocation
Attack/Save: N/A
Casting Time: 1 action
Range: Self (10 ft)
Components: V
Duration: Concentration up to 10 Minutes
Damage/Conditions: Deafened
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

 


***Third Level Spells***
Animate Dead
Animate Dead
3 necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V S M (A drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
Classes: Cleric, Wizard
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional Undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.


Bestow Curse (C)
Bestow Curse
3 necromancy
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Up to 1 minute
Classes: Bard, Cleric, Wizard
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. While cursed, the target has disadvantage on attack rolls against you. While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse’s effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher, the Duration is Concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn't require Concentration.

 


Blink

Blink
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

 


Clairvoyance (C)

Clairvoyance
LEVEL
3rd
CASTING TIME
10 Minutes
RANGE/AREA
1 mile
COMPONENTS
V, S, M *
DURATION
Concentration 10 Minutes
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection (...)
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
* - (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)


 


Catnap
Catnap
Level: 3
Casting time: 1 Action
Range: 30 feet
Components: S, M (a pinch of sand)
Duration: 10 minutes
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 level
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.


Counterspell
Counterspell
3rd-level abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.


Dispel Magic

Dispel Magic
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

 


Enemies Abound(C)
Enemies abound
Enchantment Level: 3
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.


Fear (C)
Fear
LEVEL 3rd
CASTING TIME 1 Action
RANGE/AREA Self (30 ft )
COMPONENTS V, S, M *
DURATION Concentration 1 Minute
SCHOOL Illusion
ATTACK/SAVE WIS Save
DAMAGE/EFFECT Frightened
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.


FIreball
Fireball
3rd-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It 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.

 


Flame Arrows
Flame Arrows
A Elemental Evil spell
Transmutation

Level: 3
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At higher level
When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.


Fly (C)
Fly
3 transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A wing feather from any bird)
Duration: Conc Up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

 


Gaseous Form (C)
Gaseous Form
Gaseous Form
3 transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A bit of gauze and a wisp of smoke)
Duration: Concentration Up to 1 hour
Classes: Sorcerer, Warlock, Wizard
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

 


Glyph of Warding
Glyph of Warding
LEVEL
3rd
CASTING TIME
1 Hour
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Until Dispelled or Triggered
SCHOOL
Abjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Acid (...)
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
* - (incense and powdered diamond worth at least 200 gp, which the spell consumes)

 


Haste (C)
Haste
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

 


Hypnotic Pattern (C)
Hypnotic Pattern
LEVEL: 3rd CASTING TIME: 1 Action RANGE/AREA: 120 ft (30 ft ) COMPONENTS: S, M * DURATION: Concentration 1 Minute SCHOOL: Illusion ATTACK/SAVE: WIS Save DAMAGE/EFFECT: Charmed
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.


Leomund's Tiny Hut
Leomund’s Tiny Hut
SchoolEvocation Level: 3 Casting time: 1 Minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.


Life Transference
Life Transference
Necromancy Level: 3
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

At higher level
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.


Magic Circle
Magic Circle
LEVEL
3rd
CASTING TIME
1 Minute
RANGE/AREA
10 ft (10 ft *)
COMPONENTS
V, S, M *
DURATION
1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
CHA Save
DAMAGE/EFFECT
Control (...)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
The creature has disadvantage on attack rolls against targets within the cylinder.
Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

* - (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)


Nondetection
Nondetection
3 abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
Duration: 8 hours
Classes: Bard, Ranger, Wizard
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.


Phantom Steed
Phantom Steed
LEVEL: 3rd CASTING TIME: 1 Minute Ritual RANGE/AREA: 30 ft COMPONENTS: V, S DURATION: 1 Hour SCHOOL: Illusion ATTACK/SAVE: None DAMAGE/EFFECT: Movement
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

 


Protection From Energy
Protection From Energy
3 abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Up to 1 hour
Classes: Cleric, Druid, Ranger, Sorcerer, Wizard
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.


Remove Curse
Remove Curse
LEVEL: 3rd CASTING TIME: 1 Action RANGE/AREA: Touch COMPONENTS: V, S DURATION: Instantaneous SCHOOL: Abjuration ATTACK/SAVE: None DAMAGE/EFFECT: Buff
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but breaks its owner's attunement to the object so it can be removed or discarded.

 


Sending
Sending
LEVEL: 3rd CASTING TIME: 1 Action RANGE/AREA: Unlimited COMPONENTS: V, S, M * DURATION: 1 Round SCHOOL: Evocation ATTACK/SAVE: None DAMAGE/EFFECT: Communication
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.

 


Sleet Storm (C)
Sleet Storm
3 conjuration
Casting Time: 1 action
Range: 150 feet
Components: V S M (A pinch of dust and a few drops of water)
Duration: Up to 1 minute
Classes: Druid, Sorcerer, Wizard
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.


Slow (C)
Slow
3 transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S M (A drop of molasses)
Duration: Concentration, Up to 1 minute
Classes: Sorcerer, Wizard
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 its turn. On a successful save, the effect ends for it.

 


Thunder Step
Thunder Step
Conjuration Level: 3 Casting time: 1 Action Range: 90 feet Components: V Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher level: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.



Tidal Wave
Tidal Wave
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Bludgeoning
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.


Tongues
Tongues
3 divination
Casting Time: 1 action
Range: Touch
Components: V M (A small clay model of a ziggurat)
Duration: 1 hour
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.


Vampiric Touch (C)
Vampiric Touch (C)
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
Concentration 1 Minute
SCHOOL
Necromancy
ATTACK/SAVE
Melee
DAMAGE/EFFECT
Necrotic
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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.


Wall of Water (C)
Wall of Water
level 3 - evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

 


Water Breathing
Water Breathing
3 transmutation
Casting Time: 1 action
Range: 30 feet
Components: V S M (A short reed or piece of straw)
Duration: 24 hours
Classes: Druid, Ranger, Sorcerer, Wizard
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

 


***4th Level***
Arcane Eye
Arcane Eye
4 divination
Casting Time: 1 action
Range: 30 feet
Components: V S M (A bit of bat fur)
Duration: Up to 1 hour
Classes: Wizard
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.


Banishment (C)
Banishment
4 abjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (An item distasteful to the target)
Duration: Conc Up to 1 minute
Classes: Paladin, Cleric, Sorcerer, Warlock, Wizard
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.


Confusion (C)
Confusion
4 enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (Three nut shells)
Duration: Up to 1 minute
Classes: Bard, Druid, Sorcerer, Wizard
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions this turn. 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9–10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the Sphere increases by 5 feet for each slot above 4th.


Control Water(C)
Control Water
4 transmutation
Casting Time: 1 action
Range: 300 feet
Components: V S M (A drop of water and a pinch of dust)
Duration: Up to 10 minutes
Classes: Cleric, Druid, Wizard
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.


Dimension Door
Dimension Door
4 conjuration
Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
Classes: Bard, Sorcerer, Warlock, Wizard
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.


Evard's Black Tentacles (C)
Black Tentacles
4 conjuration
Casting Time: 1 action
Range: 90 feet
Components: V S M (A piece of tentacle from a giant octopus or a giant squid)
Duration: Up to 1 minute
Classes: Wizard
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

 



Fabricate
Fabricate
LEVEL4th
CASTING TIME
10 Minutes
RANGE/AREA
120 ft ()
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Creation
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

 


Fire Shield
Fire Shield
4 evocation
Casting Time: 1 action
Range: Self
Components: V S M (A bit of phosphorus or a firefly)
Duration: 10 minutes
Classes: Wizard
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

 


Greater Invisibility (C)
Greater Invisibility
4 illusion
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration - Up to 1 minute
Classes: Bard, Sorcerer, Wizard
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.


Hallucinatory Terrain
Hallucinatory Terrain
4 illusion
Casting Time: 10 minutes
Range: 300 feet
Components: V S M (A stone, a twig, and a bit of green plant)
Duration: 24 hours
Classes: Bard, Druid, Warlock, Wizard
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.


Ice Storm
Ice Storm
4 evocation
Casting Time: 1 action
Range: 300 feet
Components: V S M (A pinch of dust and a few drops of water)
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.



Leomund's Secret Chest
Secret Chest
4 conjuration
Casting Time: 1 action
Range: Touch
Components: V S M (An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
Duration: Instantaneous
Classes: Wizard
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.


Otiluke's Resilient Sphere (C)
Resilient Sphere
4 evocation
Casting Time: 1 action
Range: 30 feet
Components: V S M (A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
Duration: Up to 1 minute
Classes: Wizard
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.

 


Phantasmal Killer
Phantasmal Killer
4 illusion
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Up to 1 minute
Classes: Wizard
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


Private Sanctum
Private Sanctum
4 abjuration
Casting Time: 10 minutes
Range: 120 feet
Components: V S M (A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
Duration: 24 hours
Classes: Wizard
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
Creatures in the area can’t be targeted by divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.


Polymorph (C)
Polymorph
Transmutation

Level: 4
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.


Sickening Radiance
Sickening Radiance
Evocation

Level: 4
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

 


Stone Shape
Stone Shape
4 transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (Soft clay, which must be worked into roughly the desired shape of the stone object)
Duration: Instantaneous
Classes: Cleric, Druid, Wizard
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.


Stone Skin
Stoneskin
4 abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (Diamond dust worth 100 gp, which the spell consumes)
Duration: Up to 1 hour
Classes: Druid, Paladin, Ranger, Sorcerer, Wizard
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

 


Watery Sphere
Watery Sphere (C)
LEVEL
4th
CASTING TIME
1 Action
RANGE/AREA
90 ft (5 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Conjuration
ATTACK/SAVE
STR Save
DAMAGE/EFFECT
Restrained (...)
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

* - (a droplet of water)

 


---------5th Level--------

Animate Objects (C)

Animate Objects (C)
5 transmutation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Up to 1 minute
Classes: Bard, Sorcerer, Wizard
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Animated Object Statistics Size HP AC Attack Str Dex Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional Objects for each slot level above 5th.


Bigby’s hand(C)

Bigby’s Hand (C)
Evocation

Level: 5
Casting time: 1 Action
Range: 120 feet
Components: V, S, M (An eggshell and a snakeskin glove)
Duration: Concentration, up to 1 minute
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.

When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist
The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand
The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand
The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand
The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

At higher level
When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.


Cone of Cold
Cone Of Cold
5 evocation
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V S M (A small crystal or glass cone)
Duration: Instantaneous
Classes: Sorcerer, Wizard
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

 


Conjure Elemental(C)
Conjure Elemental (C)
5 conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V S M (Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
Duration: Conc. Up to 1 hour
Classes: Druid, Wizard
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the elemental’s statistics.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the Challenge rating increases by 1 for each slot level above 5th.

 


Contact Other Plane (R)
Contact Other Plane
5 divination
Casting Time: 1 minute
Range: Self
Components: V
Duration: 1 minute
Classes: Warlock, Wizard
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.


Control Winds


 


Creation
Creation
5 illusion
Casting Time: 1 minute
Range: 30 feet
Components: V S M (A tiny piece of matter of the same type of the item you plan to create)
Duration: Special
Classes: Sorcerer, Wizard
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. Material Duration Vegetable matter 1 day Stone or crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine or mithral 1 minute Using any material created by this spell as another spell’s material component causes that spell to fail.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.


Danse Macabre


 


Dawn


 


Dominate Person


 


Dream
Dream
5 illusion
Casting Time: 1 minute
Range: Special
Components: V S M (A handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
Duration: 8 hours
Classes: Bard, Druid, Warlock, Wizard
This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage.

 


Far Step (C)
Far Step
Conjuration Level: 5
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

 


Geas
Geas
5 enchantment
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
Classes: Bard, Cleric, Druid, Paladin, Wizard
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the Duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the Spells mentioned above.

 


Hold Monster(C)
Hold Monster
5 enchantment
Casting Time: 1 action
Range: 90 feet
Components: V S M (A small, straight piece of iron)
Duration: Up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.


Legend Lore
Legend Lore
5 divination
Casting Time: 10 minutes
Range: Self
Components: V S M (Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Duration: Instantaneous
Classes: Bard, Cleric, Wizard
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.”



Modify Memory (C)
Modify Memory
5 enchantment
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Up to 1 minute
Classes: Bard, Wizard
You attempt to reshape another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified. While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory.
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).


Negative Energy Flood

[spoiler]


 


Seeming
Seeming
5 illusion
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 8 hours
Classes: Bard, Sorcerer, Wizard
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

 



Skill Empowerment(C)
Skill Empowerment
Level: 5
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.


Synaptic Static
Synaptic Static
Enchantment
Level: 5
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

 


Telekinesis(C)
Telekinesis
5 transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Conc. Up to 10 minutes
Classes: Sorcerer, Wizard
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

 


Rary’s Telepathic Bond
Telepathic Bond
5 divination
Casting Time: 1 action
Range: 30 feet
Components: V S M (Pieces of eggshell from two different kinds of creatures)
Duration: 1 hour
Classes: Wizard
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.


Wall of Force(C)
Wall Of Force (C)
5 evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (A pinch of powder made by crushing a clear gemstone)
Duration: Up to 10 minutes
Classes: Wizard
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.


Wall of Light


 



---------6th Level--------

Chain Lightning
Chain Lightning
6 evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
Classes: Sorcerer, Wizard
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

 


Circle of Death
Circle Of Death
6 necromancy
Casting Time: 1 action
Range: 150 feet
Components: V S M (The powder of a crushed black pearl worth at least 500 gp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

 


Contingency
Contingency
6 evocation
Casting Time: 10 minutes
Range: Self
Components: V S M (A statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
Duration: 10 days
Classes: Wizard
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

 



Create Homumculus
Create Homunculus
Transmutation Level: 6
Casting time: 1 Hour
Range: Touch
Components: V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)
Duration: Instantaneous
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are
both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus‘s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

 


Disintegrate
Disintegrate
6 transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (A lodestone and a pinch of dust)
Duration: Instantaneous
Classes: Sorcerer, Wizard
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.

 


Eyebite (C)
Eyebite
6 necromancy
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration Up to 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

 


Globe of Invulnerability (C)
Globe Of Invulnerability
6 abjuration
Casting Time: 1 action
Range: Self (10-foot radius)
Components: V S M (A glass or crystal bead that shatters when the spell ends)
Duration: Concentration Up to 1 minute
Classes: Sorcerer, Wizard
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks Spells of one level higher for each slot level above 6th.

 


Mass Suggestion
Mass Suggestion
6 enchantment
Casting Time: 1 action
Range: 60 feet
Components: V M (A snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: 24 hours
Classes: Bard, Sorcerer, Warlock, Wizard
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and 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 automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues 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 group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At Higher Levels: When you cast this spell using a 7th-level spell slot, the Duration is 10 days. When you use an 8th-level spell slot, the Duration is 30 days. When you use a 9th-level spell slot, the Duration is a year and a day.

 


Mental Prison (C)
Mental Prison
Illusion Level: 6
Casting time: 1 Action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 minute
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

 


Scatter
Scatter
Level: 6
Casting time: 1 Action
Range: 30 feet
Components: V
Duration: Instantaneous
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

 


Sunbeam (C)
Sunbeam
6 evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V S M (A magnifying glass)
Duration: Concentration Up to 1 minute
Classes: Druid, Sorcerer, Wizard
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.

 


Tenser's Transformation (C)
Tenser’s Transformation
Transmutation Level: 6
Casting time: 1 Action
Range: Self
Components: V, S, M (a few hairs from a bull)
Duration: Concentration, up to 10 minutes
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:
  • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force
  • damage.
  • You have proficiency with all armor, shields, simple weapons, and martial weapons.
  • You have proficiency in Strength and Constitution saving throws.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

  • Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

     



    True Seeing
    True Seeing
    6 divination
    Casting Time: 1 action
    Range: Touch
    Components: V S M (An ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
    Duration: 1 hour
    Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
    This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

     


    Move Earth

    Otiluke's Freezing Sphere
    Spellcasting
    Carried/Encumbrance: 116/150 lb.

    Crafting Token, Materials, and base items for current project 0 lb
    44 Crafting Tokens
    Zeigfried's Charge blueprint
    Sharon’s Shawl of Shadows blueprint
    Mercy for Others blueprint
    vJewellery blueprint

    ------Current project-----


     


    Wealth(6532gp) 11.1 lbs
    Wealth (in belt pouch)653 PP2 GP0 SP0CP


    For deposit

    Diamond Dust x300

    Riding Horse (trained) x1
    Riding Horse equipment x1
    Consumables:
    Scroll of Lesser Restoration x1
    Potion of Healing (Greater) x1
    Scroll of Gentle Repose x2
    Scroll of Counterspell x1
    Potion of Healing (Supreme) x5
    Potion of Healing (Superior) x6
    Potion of Growth x2
    Potion of Climbing x1
    Potion of Heroism x2
    Potion of Fire Resistance x4
    Scroll of False Life x1
    Scroll of Locate Object x1
    Scroll of Lesser Restoration x1
    Scroll of Remove Curse x1
    Scroll of Zone of Truth x1
    Scroll of Charm Person x1
    Scroll of Shield of Faith x2
    Scroll of Chaos Bolt x2
    Scroll of Magic Missile x4
    Potion of Healing (Supreme) x1
    Scroll of Dispel Magic x1
    Scroll of Counterspell x1
    Scroll of Mirror Image x1
    Scroll of Gentle Repose x1
    Elixir of Health x1
    Scroll of Banishment x1
    Scroll of Magic Missile x1

    Mundane items:
    masterwork bandolier x2
    bandolier x1
    Gold Medal inscribed with "Kalkatesh Games Champions - A Murder of Crows: Nenarasto, Mordred L. Pendragon, Sixx" x1
    Climber's Kit x1
    Silk Rope x2
    Bedroll x1
    Rations x14
    Shovel x1
    empty flask x3
    empty vial x2
    Magnifying Glass x1
    Sunburst Pendant x1
    Black Pearl Powder x500 gp
    Eye ointment x75 gp
    Silver mirror worth 1000 gp x1
    Sack x1
    pouch x1
    Spellbook x1
    Component Pouch x1
    Find Familiar Components x130gp
    honeycomb x10gp
    Pearl x1
    Solid gem worth 50 gp x1
    Jeweled Horn (focus for Clairvoyance) x1
    Glass Eye (focus for Clairvoyance) x1
    Ivory statue decorated with gems, carved to look like the caster (focus for Contingency) x1
    Masterwork Dagger x1
    Ball Bearings (in bag) x100
    Shield (mundane masterwork) x1
    Traveller’s clothes x1
    Toe socks (knitted by Auntie Ellen) x1
    Backpack x1
    Chalk x1
    Small knife x1
    Healer’s Kit x1
    Waterskin x1


     


    Magic Items: 40 lbs.

    Magic Items (Created, Looted, and Guild)
    Runic Bagpipes of Holding
    Being crafted by Nenarasto
    Wondrous (Bagpipes) - Very Rare (4,000gp, 40 days) - Attunement


      Description: The cover of the bagpipe bag has been carefully painted with protective runes. Celtic style knotwork is drawn on the chanter and drones.


      These bagpipes have an extradimensional compartment that can hold up to 750 additional pounds, not exceeding 96 cubic feet. Retrieving an item from the compartment requires an action.

      Your Charisma score increases by 3, up to a maximum equal to your ability score cap.

    • Courageous Heart: Your enemies may take your lives, but they will never take something dear to you. You can spend 10 minutes delivering a motivational speech to those around you. Choose up to seven friendly creatures you can see within 60 feet of you. Each target gains advantage on Charisma saving throws and their first melee attack for 1 minute.


    Dumora (Attuned with 2 attunement slots)
    Being crafted by Nenarasto
    Masterwork Arcane Focus (Wondrous) - Minor Legendary (15,300gp, 79 days) - Pact Attunement: Divination School

    This item has the following mundane properties:
    • When calculating the hit points of this item, they are increased by 20%


      Description: A wooden wand coated in metal, masterfully crafted and restored from its once inert state. A cipher is etched on its length, wrapping around the wand's base. Intricate silver houses and protects a hollow crystal sphere, filled with swirling, but stabilized venom which now acts as a catalyst for spellcasting. It also comes with a light chain and a loop to go around a belt or a pack to lake it a little harder for the would be thief.


    • As a Pact item, this item can take up multiple attunement slots, and certain abilities can vary based upon the number of attunement slots occupied. These variances will be denoted conditionally as 1 attunement slot/2 attunement slots/3 attunement slots (i.e. +2/+3/+4), etc.

      Your Intelligence score is increased by +4/+5/+6, to a maximum equal to your ability score cap.


    • Weave Watcher. You can get additional benefits when you use portents, on top of their original effect from the following:

      • If you use a 1 to 5, you can regain a spell slot up to 2nd/3rd/4th level.
      • If you use a 6 to 10, you gain advantage on the next/the next two/the next three saving throws you make for the next minute.
      • If you use a 11 to 15, your AC is increased by +2/+3/+4 for the next minute.
      • If you use a 16 to 20, you gain 2/3/4 damage reduction against acid, cold, fire, thunder and lightning damage for the next minute.
      You can use this ability once/twice/thrice per long rest.

    • Schools of Thought: - The DC of your wizard spells is increased by 1 depending on the number of attunement slots occupied by this item as follows: Divination & Enchantment at 1, Evocation & Illusion at 2, Conjuration & Abjuration at 3.


    • Master: - Choose one/two/three of the following skills: Arcana, History, Nature, or Religion. You gain proficiency in that (those) skill(s). If you already are proficient, you gain a +2/+3/+4 bonus to checks made using that (those) skill(s). Additionally, you can add a +1/+2/+3 bonus to dispel magic & counterspell checks you make.



    • Weave Watcher: - You can get additional benefits when you use portents, on top of their original effect from the following:

      • If you use a 1 to 5, you can regain a spell slot up to 2nd/3rd/4th level.
      • If you use a 6 to 10, you gain advantage on the next/the next two/the next three saving throws you make for the next minute.
      • If you use a 11 to 15, your AC is increased by +2/+3/+4 for the next minute.
      • If you use a 16 to 20, you gain 2/3/4 damage reduction against acid, cold, fire, thunder and lightning damage for the next minute.
      You can use this ability once/twice/thrice per long rest



    • Shadow Dive As a bonus action while in dim light or darkness, you can dive into the shadows, dealing 2d4 necrotic damage in a 10 ft cube centered on you. You can then teleport 20 ft and re-emerge from the shadows.


    • Empowered Moon As a free action, you can gain an aura that adds +2 radiant damage to your allies' attacks while they are within 15 feet of you for 1 minute. This ability has two uses that refresh at dusk.


    • Sealing Grace: - As a bonus action, you can target one/two/three creatures that you can see within 60 feet of you, forcing them to make a DC 17 Charisma saving throw or have their casting be sealed for 1 minute. The seal prevents them from casting spells of 3rd level or lower. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature is unsuccessful three/two/one time(s) in its saving throw after the seal is in place, it takes 2d6 + your intelligence modifier in psychic damage, which bypasses resistance, and you regain a spell slot of up to 3rd level. You can use this ability twice per long rest.


    • [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x2, Special Crafter]


    Affections of Chaos (worn)

      Description: +1 Half-plate (18 AC) with a constantly shifting shard on the chest. A sketch of Runetharis curls around the shard, drawn in a pearlescent grey pigment. Runes of protection, fortune, and knowledge are also visible, in the same shade.

      You can roll a d8 and add the number to one ability check, attack roll, or saving throw you make. You can decide after rolling the d20, but before results are revealed. This ability refreshes at dawn each day.

    • Alternative Chaos: - As a reaction when targeted by a spell or effect that requires an Intelligence or Charisma saving throw, you can grant yourself advantage on the roll. You must choose to do so before you roll. This ability has two uses, with both refreshing at dawn.

    • Conflicted Resolve: - As a reaction when targeted by an attack from a creature you can see, you can impose disadvantage on the attack roll. This ability has three uses, with all uses refreshing at dawn.



    Guild Ring (worn)

      Description: An opal, etched with a rune, is set in a platinum band

    • Contains Mage Hand cantrip


    Taltaken Vambrace (worn)

    • While wearing this item, whenever you would hard cast shield, your AC from the spell is increase by 6 instead of by 5 for the duration.


    Taltaken guantlets (attached to pack)

    • While wearing this item, whenever you would hard cast Thunderwave, you deal an additional 1d8 of damage and the knockback is 15 feet instead of 10.




    Inner pouch, under armor

    Copy of treaties with Bards' College, The Wall, Ona

     


    Riding Horse (has equipment and training, currently in Mages' Guild stable)
    Riding Horse
    Large beast, unaligned
    Carry 480 lbs., Drag 2400 lbs.
    Armor Class 10
    Hit Points 13 (2d10+2)
    Speed 60 ft.
    STR
    16 (+3) DEX
    10 (+0) CON
    12 (+1) INT
    2 (-4) WIS
    11 (+0) CHA
    7 (-2)
    Senses passive Perception 10
    Challenge 1/4 (50 XP)
    Actions
    Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 3) bludgeoning damage.


    Office decor



     

    Equipment
    Mage's Guild
    Faction
    The Specialist
    Stat Array
    Darkvision (60 ft.)
    Keen Senses
    Fey Ancestry
    Trance
    Elf Weapon Training
    Half-plate armor proficiency (academy)
    Disadvantage on Stealth (Half-plate)
    Spellcasting
    Arcane Recovery
    Arcane Tradition (Divination)
    Portent

    Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn
    Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.


    Expert Diviner
    Expert Divination
    Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

     


    The Third Eye
    The Third Eye
    Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

    Darkvision. You gain darkvision out to a range of 60 feet.

    Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

    Greater Comprehension. You can read any language.

    See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

    Currently See Invisibility

    Sage:
    4th Level
    Veil of the Sage. A shimmering mystic veil of magic coats your body, granting you a permanent Mage Armor effect that provides a base AC of 13 + either your dexterity modifier or intelligence modifier. (your choice) Should this effect be dispelled it will automatically reapply at the end of your next turn.

    8th Level
    Aether Manipulation. As a bonus action, you can manipulate the Aether on the battlefield, causing specific effects depending on your Arcane Tradition feature. The number of uses will be determined below with all uses refreshing on a short or long rest.


    Divining Aether. You can choose to add up to a +3 or -3 to one result of your portent die (a die cannot be increased past 17 or reduced below 3 as a result of using this ability). Also, when you use this ability you can grant all allies within 30 feet of you advantage on their next attack roll or ability check. This ability has 3 uses.

    12th Level
    Tradition Mastery. Your arcane tradition grants additional benefits:
    Sealed Fate.Whenever you use a portent die to affect a roll, no additional effects or abilities from other creatures can be used to affect the same roll. This can be overcome by certain powerful bosses. Additionally, when you roll your portent die at the end of a long rest, you can choose one of them, the chosen die gains an additional use.

    Languages: Common,Elven, Draconic
    Ambassador to the Mage's Guild: +5 HP
    Loyalty: +5 HP

    Notes: currently familiar is Tressym form
    https://tinyurl.com/Nenarasto-Tressym-Familiar
    Verum Tressym
    Tressym
    Armor Class 12
    Hit Points 5 (2d4)
    Speed 40ft., climb 30ft., fly 40ft.
    Str 3 (-4) Dex 15 (+2) Con 10 Int 4 (-3) Wis 12 (+1) Cha 10
    Skills Perception +3
    Damage Immunities poison
    Condition Immunities poisoned
    Senses passive Perception 13
    Languages --
    Challenge 0 (0 or 10 XP)
    Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.
    Poison Sense. The tressym can detect whether a substance is poisonous by taste, touch, or smell.
    Actions
    Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


    Owl familiar
    Owl
    Tiny beast, unaligned
    Armor Class 11
    Hit Points 1 (1d4-1)
    Speed 5 ft., fly 60 ft.
    STR
    3 (-4) DEX
    13 (+1) CON
    8 (-1) INT
    2 (-4) WIS
    12 (+1) CHA
    7 (-2)
    Skills Perception +3, Stealth +3
    Senses Darkvision 120 Ft., passive Perception 13
    Challenge 0 (10 XP)
    Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

     



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    Change Log: https://docs.google.com/spreadsheets/d/1WhyPX2tvpLDrZ75vOtjFMZ8oAfzGKXx89aBqxeKfFfE/edit?usp=sharing
    Class/Racial Features & Traits

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

    Statblocks for your familiars, mounts etc.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    ResePieces.

    Statblock Type

    Verum Character Sheet

    Link/Embed