Spell DC: 13 | Spell Attack: 5
Bless - Casting Time 1 Action Range/Area 30 ft Components V, S, M * Duration(Concentration 1 Minute) School Enchantment Attack/Save None Damage/Effect Buff ----- You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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.
Shield Of Faith - Casting Time 1 Bonus Action Range/Area 60 ft Components V, S, M * Duration Concentration 10 Minutes School Abjuration Attack/Save None Damage/Effect Buff (...) ----- A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Find Steed Conjuration • V, S Casting Time: 10 Minutes Instantaneous 30 ft Summoning Level 2nd Range/Area 30 ft Components V, S Duration Instantaneous School Conjuration Attack/Save None Damage/Effect Summoning You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your GM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Protection From Evil and Good - 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. 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.
Sanctuary - Casting Time: 1 bonus action Range: 30 feet Components: V S M (A small silver mirror) Duration: 1 minute. You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Detect Magic - Casting Time: 1 Action Range/Area: Self (30 ft ) Components: V, S Duration: Concentration 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Zone of Truth Enchantment • V, S 1 Action 10 Minutes 60 ft (15 ft ) CHA Save Control Level 2nd Casting Time 1 Action Range/Area 60 ft (15 ft ) Components V, S Duration 10 Minutes School Enchantment Attack/Save CHA Save Damage/Effect Control You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Lesser Restoration Abjuration • V, S 1 Action Instantaneous Touch Healing Level 2nd Casting Time 1 Action Range/Area Touch Components V, S Duration Instantaneous School Abjuration Attack/Save None Damage/Effect Healing You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
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Enlarge/Reduce - Casting Time: 1 action Range: 30 ft Components: V S M (A pinch iron powder) Duration: Up to 1 minute You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Spellcasting
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