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Armor of Agathys

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

(a c up of water) A protec tive magic al forc e surrounds you,


manifesting as a spec tral frost that c overs you and your gear.
You gain 5 temporary hit points for the duration. If a c reature
hits you with a melee attac k while you have these hit points,
the c reature takes 5 c old damage. At Higher Levels. When you
c ast this spell using a spell slot of 2nd level or higher, both the
temporary hit points and the c old damage inc rease by 5 for
eac h slot level above 1st.

You attempt to c harm a humanoid you c an see within range. It


must make a Wisdom saving throw, and does so with advantage
if you or your c ompanions are fighting it. If it fails the saving
throw, it is c harmed by you until the spell ends or until you or
your c ompanions do anything harmful to it.The c harmed
c reature regards you as a friendly ac quaintanc e. When the spell
ends, the c reature knows it was c harmed by you. At Higher
Levels. When you c ast this spell using a spell slot of 2nd level or
higher, you c an target one additional c reature for eac h slot
level above 1st. The c reatures must be within 30 feet of eac h
other when you target them.

Hex

Protection from Evil and Good

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

(the petrified eye of a newt) You plac e a c urse on a c reature


that you c an see within range. Until the spell ends, you deal an
extra 1d6 nec rotic damage to the target whenever you hit it
with an attac k. Also, c hoose one ability when yo uc ast the spell.
The target has disadvantage on ability c hec ks made with the
c hosen ability. If the target drops to 0 hit points before this
spel ends, you c an use a bonus ac tion on a subsequent turn of
yours to c urse a new c reature. A remove c urse c ast on the
target ends this spell early. At Higher Levels. When you c ast this
spell using a spell slot of 3rd or 4th level, you c an maintain
your c onc entration on the spell for up to 8 hours. When you use
a spell slot of 5th level or higher, you c an maintain your
c onc entration on the spell for up to 24 hours.

(holy water or powdered silver and iron, whic h the spell


c onsumes) Until the spell ends, one willing c reature you touc h
is protec ted against c ertain types of c reatures: aberrations,
c elestials, elementals, fey, fiends, and undead. The protec tion
grants several benefits. Creatures of those types have
disadvantage on attac k rolls against the target. The target also
c ant be c harmed, frightened, or possessed by them. If the
target is already c harmed, frightened, or possessed by suc h a
c reature, the target has advantage on any new saving throw
against the relevant effec t.

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

(a twig from a tree that has been struc k by lightning) A beam of


c rac kling, blue energy lanc es out toward a c reature within
range, forming a sustained arc of lightning between you and
the target. Make a ranged spell attac k against that c reature.
On a hit, the target takes 1d12 lightning damage, and on eac h
of your turns for the duration, you c an use your ac tion to deal
1d12 lightning damage to the target automatic ally. The spell
ends if you use your ac tion to do anything else. The spell also
ends if the target is ever outside the spells range or if it has
total c over from you. At Higher Levels. When you c ast this spell
using a spell slot of 2nd level or higher, the initial damage
inc reases by 1d12 for eac h slot level above 1st.

(bat fur and a drop of pitc h or piec e of c oal) Magic al darkness


spreads from a point you c hoose within range to fill a 15-foot
radius sphere for the duration. The darkness spreads around
c orners. A c reature with darkvision c ant see through this
darkness, and nonmagic al light c ant illuminate it. If the point
you c hoose is on an objec t you are holding or one that isnt
being worn or c arried, the darkness emanates from the objec t
and moves with it. Completely c overing the sourc e of the
darkness with an opaque objec t, suc h as a bowl or a helm,
bloc ks the darkness. If any of this spells area overlaps with an
area of light c reated by a spell of 2nd level or lower, the spell
that c reated the light is dispelled.

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

(a small, straight piec e of iron) Choose a humanoid that you


c an see within range. The target must suc c eed on a Wisdom
saving throw or be paralyz ed for the duration. At the end of
eac h of its turns, the target c an make another Wisdom saving
throw. On a suc c ess, the spell ends on the target. At Higher
Levels. When you c ast this spell using a spell slot of 3rd level or
higher, you c an target on additional humanoid for eac h slot
level above 2nd. The humanoids must be within 30 feet of eac h
other when you target them.

(an eyelash enc ased in gum arabic ) A c reature you touc h


bec omes invisible until the spell ends. Anything the target is
wearing or c arrying is invisible as long as it is on the targets
person. The spell ends for a target that attac ks or c asts a spell.
At Higher Levels. When you c ast this spell using a spell slot of
3rd level or higher, you c an target one additional c reature for
eac h slot level above 2nd.

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

Three illusory duplic ates of yourself appear in your spac e. Until


the spell ends, the duplic ates move with you and mimic your
ac tions, shifting position so its impossible to trac k whic h
image is real. You c an use your ac tion to dismiss the illusory
duplic ates. Eac h time a c reature targets you with an attac k
during the spells duration, roll a d20 to determine whether the
attac k instead targets one of your duplic ates. If you have three
duplic ates, you must roll a 6 or higher to c hange the attac ks
target to a duplic ate. With two duplic ates, you must roll an 8 or
higher. With one duplic ate, you must roll an 11 or higher. A
duplic ates AC equals 10 + your Dexterity modifier. If an attac k
hits a duplic ate, the duplic ate is destroyed. A duplic ate c an be
destroyed only by an attac k that hits it. It ignores all other
damage and effec ts. The spell ends when all three duplic ates
are destroyed. A c reature is unaffec ted by this spell if it c ant
see, if it relies on senses other than sight, suc h as blindsight,
or if it c an perc eive illusions as false, as with truesight.

Briefly surrounded by silvery mist, you teleport up to 30 feet to


an unoc c upied spac e that you c an see.

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

(a snakes tougne and either a bit of honeyc omb or a drop of


sweet oil) You suggest a c ourse of ac tivity (limited to a
sentenc e or two) and magic ally influenc e a c reature you c an
see within range that c an hear and understand you. Creatures
that c ant be c harmed are immune to this effec t. The
suggestion must be worded in suc h a manner as to make the
c ourse of ac tion sound reasonable. Asking the c reature to stab
itself, throw itself onto a spear, immolate itself, or do some
other obviously harmful ac t ends the spell. The target must
make a Wisdom saving throw. On a failed save, it purses the
c ourse of ac tion you desc ribed to the best of its ability. The
suggested c ourse of ac tion c an c ontinue for the entire
duration. If the suggested ac tivity c an be c ompleted in a
shorter time, the spell ends when the subjec t finishes what it
was asked to do. You c an also spec ify c onditions that will
trigger a spec ial ac tivity during the duration. For example, you
might suggest that a knight five her warhorse to the first
beggar she meets. If the c ondition isnt met before the spell
expires, the ac tivity isnt preformed. If you or any of your
c ompanions damage the target, the spell ends.

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

Choose any c reature, objec t, or magic al effec t within range.


Any spell of 3rd level or lower on the target ends. For eac h spell
of 4th level or higher on the target, make an ability c hec k using
your spellc asting ability. The DC equals 10 + the spells level.
On a suc c essful c hec k, the spell ends. At Higher Levels. When
you c ast this spell using a spell slot of 4th level or higher, you
automatic ally end the effec ts of a spell on the target if the
spells level is equal to or less than the level of the spell slot
you used.

(a bit of gauz e and a wisp of smoke) You transform a willing


c reature you touc h, along with everything its wearing and
c arrying, into a misty c loud for the duration. The spell ends if
the c reature drops to 0 hit points. An inc orporeal c reature isnt
affec ted. While in this form, the targets only method of
movement is a flying speed of 10 feet. The target c an enter and
oc c upy the spac e of another c reature. The target has
resistanc e to nonmagic al damage, and it has advantage on
S trength, Dexterity, and Constitution saving throws. The target
c an pass through small holes, narrow openeings, and even
mere c rac ks, though it treats liquids as though they were solid
surfac es. The target c ant fall and remains hovering in the air
even when stunned or otherwise inc apac itated. While in the
form of a misty c loud, the target c ant talk or manipulate
objec ts, and any objec ts it was c arrying or holding c ant be
dropped, used, or otherwise interac ted with. The target c ant
attac k or c ast spells.

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.

(a glowing stic k o f inc ense or a c rystal vial filled with


phosphoresc ent material) You c reate a twisting pattern of
c olors that weaves through the air inside a 30-foot c ube within
range. The pattern appears for a moment and vanishes. Eac h
c reature in the area who sees the pattern must make a Wisdom
saving throw. On a failed save, the c reature bec omes c harmed
for the duration. While c harmed by this spell, the c reature is
inc apac itated and has a speed of 0. The spell ends for an
affec ted c reature if it takes any damage or if someone else
uses an ac tion to shake the c reature out of its stupor.

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.

(a bit of fleec e) You c reate the image of an objec t, a c reature,


or some other visible phenomenon that is no larger than a 20foot c ube. The image appears at a spot that you c an see within
range and lasts for the duration. It seems c ompletely real,
inc luding sounds, smells, and temperature appropriate to the
thing depic ted. You c ant c reate suffic ient heat or c old to
c ause damage, a sound loud enough to deal thunder damage
or deafen a c reature, or a smell that might sic ken a c reature
(like a troglodytes stenc h). As long as you are within range of
the illusion, you c an use your ac tion to c ause the image to
move to any other spot within range. As the image c hanges
loc ation, you c an alter its appearanc e so that its movements
appear natural for the image. For example, if you c reate an
image of a c reature and move it, you c an alter the image so
that it appears to be walking. S imilarly, you c an c ause the
illusion to make different sounds at different times, even
making it c arry on a c onversation, for example. Physic al
interac tion with the image reveals it to be an illusion, bec ause
things c an pass through it. A c reature that uses its ac tion to
examine the image c an determine that it is an illusion with a
suc c essful Intelligenc e (Investigation) c hec k against your spell
save DC. If a c reature disc erns the illusion for what it is, the
c reature c an see through the image, and its other sensory
qualities bec ome faint to the c reature. At Higher Levels. When
you c ast this spell using a spell slot of 6th level or higher, the
spell lasts until dispelled, without requiring your c onc entration.

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.

The touc h of your shadow-wreathed hand c an siphon forc e from


others to heal your wounds. Make a melee spell attac k against
a c reature within your reac h. On a hit, the target takes 3d6
nec rotic damage, and you regain hit points equal to half the
amount of nec rotic damage dealt. Until the spell ends, you c an
make the attac k again on eac h of your turns as an ac tion. At
Higher Levels. When you c ast this spell using a spell slot of 4th
level or higher, the damage inc reases by 1d6 for eac h slot level
above 3rd.

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

Nec romantic energy washes over a c reature of your c hoic e that


you c an see within range, draining moisture and vitality from it.
The target must make a Constitution saving throw. The target
takes 8d8 nec rotic damage on a failed save, or half as muc h
damagfe on a suc c essful one. This spell has no effec t on
undead or c onstruc ts. If you target a plant c reature or a
magic al plant, it makes the saving throw with disadvantage,
and the spell deals maximum damage to it. If you target a
nonmagic al plant that isnt a c reature, suc h as a tree or shrub,
it doesnt make a saving throw; it simply withers and dies. At
Higer Levels. When you c ast this spell using a spell slot of 5th
level or higher, the damage inc reases by 1d8 for eac h slot level
above 4th.

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

(a small, straight piec e of iron) Choose a c reature that you c an


see within range. The target must suc c eed on a Wisdom saving
throw or be paralyz ed for the duration. This spell has no effec t
on undead. At the end of eac h of its turns, the target c an make
another Wisdom saving throw. On a suc c ess, the spell ends on
the target. At Higher Levels. When you c ast this spell using a
spell slot of 6th level or higher, you c an target on additional
c reature for eac h slot level above 5th. The c reatures must be
within 30 feet of eac h other when you target them.

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

You c reate a ghostly, skeletal hand in the spac e of a c reature


within range. Make a ranged spell attac k against the c reature
to assail it with the c hill of the grave. On a hit, the target takes
1d8 nec rotic damage, and it c ant regain hit points until the
start of your next turn. Until then, the hand c lings to the target.
If you hit an undead target, it also has disadvantage on attac k
rolls against you until the end of your next turn. This spells
damage inc reases by 1d8 when you reac h 5th level (2d8), 11th
level (3d8), and 17th level (4d8).

(a small amount of makeup applied to the fac e as this spell is


c ast) For the duration, you have advantage on all Charisma
c hec ks direc ted at one c reature of your c hoic e that isnt
hostile toward you. When the spell ends, the c reature realiz es
that you used magic to influenc e its mood and bec omes hostile
toward you. A c reature prone to violenc e might attac k you.
Another c reature might seek retribution in other ways (at the
DMs disc retion), depending on the nature of your interac tion
with it.

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

A spec tral, floatin hand appears at a point you c hoose within


range. The hand lasts for the duration or until you dismiss it as
an ac tion. The hand vanishes if it is ever more than 30 feet
away from you or if you c ast this spell again. You c an use your
ac tion to c ontrol the hand. You c an use the hand to manipulate
an objec t, open an unloc ked foor or c ontainer, stow or retrieve
an item from an open c ontainer, or pour the c ontents out of a
vial. You c an move the hand up to 30 feet eac h time you use it.
The hand c ant attac k, ac tivate magic al items, or c arry more
than 10 pounds.

(a bit of fleec e) You c reate a sound or an image of an objec t


within range that lasts for the duration. The illusion also ends if
you dismiss it as an ac tion or c ast this spell again. If you c reate
a sound, its volume c an range from a whisper to a sc ream. It
c an be your voic e, someone elses voic e, a lions roar, a
beating of drums, or any other sound you c hoose. The sound
c ontinues unabated throughout the duration, or you c an make
disc rete sounds at different times before the spell ends. If you
c reate an image of an objec tsuc h as a c hair, muddy
footprints, or a small c hestit must be no larger than a 5-foot
c ube. The image c ant c reate sound, light, smell, or any other
sensory effec t. Physic al interac tion with the image reveals it to
be an illusion, bec ause things c an pass through it. If a c reature
uses its ac tion to examine the sound or image, the c reature
c an determine that it is an illusion with a suc c essful
Intelligenc e (Investigation) c hec k against your spell save DC. If
a c reature disc erns the illusion for what it is, the illusion
bec omes faint to the c reature.

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

You extend your hand toward a c reature you c an see within


range and projec t a puff of noxious gas from your palm. The
c reature must suc c eed on a Constitution saving throw or take
1d12 poison damage. This spells damage inc reases by 1d12
when you reac h 5th level (2d12), 11th level (3d12), and 17th
level (4d12).

You extend your hand and point a finger at a target in range.


Your magic grants you a brief insight into the targets defenses.
On your next turn, you gain advantage on your first attac k roll
against the target, provided that this spell hasnt ended.

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