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Charm Person
Abjuration
Enchantment
Level: 1
Casting time: 1 Action
Range: Self
Components: V, S, M
Duration: 1 hour
Level: 1
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 hour
Hex
Enchantment
Abjuration
Level: 1
Casting time: 1 Bonus Action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 hour
Level: 1
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 10 minutes
Witch Bolt
Darkness
Evocation
Evocation
Level: 1
Casting time: 1 Action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, M
Duration: Concentration, up to 10 minutes
Hold Person
Invisibility
Enchantment
Illusion
Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
Mirror Image
Misty Step
Illusion
C onjuration
Level: 2
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute
Level: 2
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
Suggestion
Counterspell
Enchantment
Abjuration
Level: 2
Casting time: 1 Action
Range: 30 feet
Components: V, M
Duration: Concentration, up to 8 hours
Level: 3
Casting time: Special
Range: 60 feet
Components: S
Duration: Instantaneous
Reac tion: When you see a c reature within 60 feet of you c asting
a spell You attempt to interrupt a c reature in the proc ess of
c asting a spell. If the c reature is c asting a spell of 3rd level or
lower, its spell fails and has no effec t. If it is c asting a spell of
4th level or higher, make an ability c hec k using your
spellc asting ability. The DC equals 10+ the spells level. On a
suc c ess, the c reatures spell fails and has no effec t. At Higher
Level. When you c ast this spell using a spell slot of 4th leve lor
higher, the interrupted spell has no effec t if its level is less
than or equal to the leve lof the spell slot you used.
Dispel Magic
Gaseous Form
Abjuration
Transmutation
Level: 3
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Level: 3
Casting time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
Hunger of Hadar
Hypnotic Pattern
C onjuration
Illusion
Level: 3
Casting time: 1 Action
Range: 150 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Level: 3
Casting time: 1 Action
Range: 120 feet
Components: S, M
Duration: Concentration, up to 1 minute
(a pic kled oc topus tentac le) You open a gateway to the dark
between the stars, a region infested with unknown horrors. A
20-foot-radius sphere of blac kness and bitter c old appears,
c entered on a point with range and lasting for the duration.
This void is filled with a c ac ophony of soft whispers and slurping
noises that c an be heard up to 30 feet away. No light, magic al
or otherwise, c an illuminate the area, and c reatures uflly within
the area are blinded. The void c reates a warp in the fabric of
spac e, and the area is diffic ult terrain. Any c reature that starts
its turn in the area takes 2d6 c old damage. Any c reature that
ends its turn in the area must suc c eed on a Dexterity saving
throw or take 2d6 ac id damage as milky, otherwordly tentac les
rub against it.
Magic Circle
Major Image
Abjuration
Illusion
Level: 3
Casting time: 1 Minute
Range: 10 feet
Components: V, S, M
Duration: 1 hour
Level: 3
Casting time: 1 Action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
(holy water or powdered silver and iron worth at least 100 gp,
whic h the spell c onsumes) You c reate a 10-foot-radius, 20-foottall c ylinder of magic al energy c entered on a point on the
ground that you c an see within range. Glowing runes appear
wherever the c ylinder intersec ts with the floor or other surfac e.
Choose one or more of the following types of c reatures:
c elestials, elementals, fey, fiends, or undead. The c irc le affec ts
a c reature of the c hosen type in the following ways: * The
c reature c ant willingly enter the c ylinder by nonmagic al
means. If the c reature tries to use teleportation or interplanar
travel to do so, it must first suc c eed on a Charisma saving
throw. * The c reature has disadvantage on attac k rolls against
targets within the c ylinder. * Targets within the c ylinder c ant
be c harmed, frightened, or possessed by the c reature. When
you c ast this spell, you c an elec t to c ause its magic to operate
in the reverse direc tion, preventing a c reature of the spec ified
type from leaving the c ylinder and protec ting targets outside it.
At Higher Levels. When you c ast this spell using a spell slot of
4th level or higher, the duration inc reases by 1 hour for eac h
slot level above 3rd.
Remove Curse
Vampiric Touch
Abjuration
Necromancy
Level: 3
Casting time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
Level: 3
Casting time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
At your touc h, all c urses affec ting one c reature or objec t end. If
the objec t is a c ursed magic item, its c urse remains, but the
spell breaks its owners attunement to the objec t so it c an be
removed or disc arded.
Blight
Dimension Door
Necromancy
C onjuration
Level: 4
Casting time: 1 Action
Range:
Components:
Duration:
Level: 4
Casting time: 1 Action
Range: 500 feet
Components: V
Duration: Instantaneous
You teleport yourself from your c urrent loc ation to any other
spot within range. You arrive at exac tly the spot desired. It c an
be a plac e you c an see, one you c an visualiz e, or one you c an
desc ribe by stating distanc e and direc tion, suc h as 200 feet
straight downward or upward to the northwest at a 45degree angle, 300 feet. You c an bring along objec ts as long
as their weight doesnt exc eed what you c an c arry. You c an
also bring one willing c reature of your siz e or smaller who is
c arrying gear up to its c arrying c apac ity. The c reature must be
within 5 feet of you when you c ast this spell. If you would arrive
in a plac e already oc c upied by an objec t or a c reature, you and
any c reature traveling with you eac h take 4d6 forc e damage,
and the spell fails to teleport you.
Hallucinatory Terrain
Illusion
Level: 4
Casting time: 10 Minutes
Range: 300 feet
Components: V, S, M
Duration: 24 hours
(a stone, a twig, and a bit of green plant) You make natural
terrain in a 150-foot c ube in range look, sound, and smell like
some other sort of natural terrain. Thus, open fields or a road
c an be made to resemble a swamp, hill, c revasse, or some
other diffic ult or impassable terrain. A pond c an be made to
seem like a grassy meadow, a prec ipic e like a gentle slope, or a
roc k-strewn gully like a wide and smooth road. Manufac tured
struc tures, equipment, and c reatures within the area arent
c hanged in appearanc e. The tac tile c harac teristic s of the
terrain are unc hanged, so c reatures entering the area are
likely to see through the illusion. If the differenc e isnt obvious
by touc h, a c reature c arefully examining the illusion c an
attempt an Intelligenc e (Investigation) c hec k against your spell
save DC to disbelieve it. A c reature who disc erns the illusion for
what it is, sees it as a vague image superimposed on the
terrain.
Dream
Illusion
Level: 5
Casting time: 1 Minute
Range: Special
Components: V, S, M
Duration: 8 hours
(a handful of sand, a dab of ink, and a writing quill pluc ked from
a sleeping bird) This spell shapes a c reatures dreams. Choose
a c reature known to you as the target of this spell. The target
must be on the same plane of existenc e as you. Creatures that
dont sleep, suc h as elves, c ant be c ontac ted by this spell.
You, or a willing c reature you touc h, enters a tranc e state,
ac ting as a messenger. While in the tranc e, the messenger is
aware of his or her surroundings, but c ant take ac tions or
move. If the target is asleep, the messenger appears in the
targets dreams and c an c onverse with the target as long as it
remains asleep, through the duration of the spell. The
messenger c an also shape the environment of the dream,
c reating landsc apes, objec ts, and other images. The
messenger c an emerge from the tranc e at any time, ending the
effec t of the spell early. The target rec alls the dream perfec tly
upon waking. If the target is awake when you c ast the spell, the
messenger knows it, and c an either end the tranc e (and the
spell) or wait for the target to fall asleep, at whic h point the
messenger appears in the targets dreams. You c an make the
messenger appear monstrous and terrifying to the target. If you
do, the messenger c an deliver a message of no more than ten
words and then the target must make a Wisdom saving throw.
On a failed save, ec hoes of the phantasmal monstrosity spawn
a nightmare that lasts the duration of the targets sleep and
prevents the target from gaining any benefit from that rest. In
addition, when the target wakes up, it takes 3d6 psyc hic
damage. If you have a body part, loc k of hair, c lipping from a
nail, or similar portion of the targets body, the target makes its
saving throw with disadvantage.
Hold Monster
Eyebite
Enchantment
Necromancy
Level: 5
Casting time: 1 Action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Level: 6
Casting time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
For the spells duration, your eyes bec ome an inky void imbued
with dread power. One c reature of your c hoic e within 60 feet of
you that you c an see must suc c eed on a Wisdom saving throw
or be affec ted by one of the following effec ts of your c hoic e for
the duration. On eac h of your turns until the spell ends, you c an
use your ac tion to target another c reature but c ant target a
c reature again if it has suc c eeded on a saving throw against
this c asting of eyebite. Asleep. The target galls unc onsc ious. It
wakes up if it takes any damage or if another c reature uses its
ac tion to shake the sleeper awake. Panic ked. The target is
frightened of you. On eac h of its turns, the frightened c reature
must take the Dash ac tion and move away from you by the
safest and shortest available route, unless there is nowhere to
move. If the target moves to a plac e at least 60 feet away from
you where it c an no longer see you, this effec t ends. S ic kened.
The target has disadvantage on attac k rolls and ability c hec ks.
At the end of eac h of its turns, it c an make another Wisdom
saving throw. If it suc c eeds, the effec t ends.
Chill Touch
Friends
Necromancy
Enchantment
Level: 0
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: 1 round
Level: 0
Casting time: 1 Action
Range: Self
Components: S, M
Duration: Concentration, up to 1 minute
Mage Hand
Minor Illusion
C onjuration
Illusion
Level: 0
Casting time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 minute
Level: 0
Casting time: 1 Action
Range: 30 feet
Components: S, M
Duration: 1 minute
Poison Spray
True Strike
C onjuration
Divination
Level: 0
Casting time: 1 Action
Range: 10 feet
Components: V, S
Duration: Instantaneous
Level: 0
Casting time: 1 Action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round