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SPELLCA STING A BILITY: ________________ SPELL SA V E DC: ________________ SPELL A TTA CK BONUS: ________________

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Spell slots
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Bestow Curse Catnap


Necromancy Enchantment

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 30 feet
Components: V, S Components: S, M (a pinch of sand)
Duration: Concentration, up to 1 minute Duration: 10 minutes

You touc h a c reature, and that c reature must suc c eed on a Wisdom You make a c alming gesture, and up to three willing c reatures of
saving throw or bec ome c ursed for the duration of the spell. When your c hoic e that you c an see within range fall unc onsc ious for the
you c ast this spell, c hoose the nature of the c urse from the spell’s duration. The spell ends on a target early if it takes damage
following options: or someone uses an ac tion to shake or slap it awake. If a target
remains unc onsc ious for the full duration, that target gains the
* C hoose one ability score. While cursed, the target has benefit of a short rest, and it c an’t be affec ted by this spell again
disadvantage on ability checks and saving throws made with that until it finishes a long rest.
ability score.
At higher level
* While cursed, the target has disadvantage on attack rolls against
you. When you c ast this spell using a spell slot of 4th level or higher, you
* While cursed, the target must make a Wisdom saving throw at the c an target one additional willing c reature for eac h slot level above
start of each of its turns. If it fails, it wastes its action that turn 3rd.
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 DM’s option, you may
choose an alternative curse effect, but it should be no more
powerful than those described above.
The DM has final say on such a curse’s effect.

At higher level

If you c ast this spell using a spell slot of 4th level or higher, the
duration is c onc entration, 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 c onc entration.

Clairvoyance Dispel Magic


Divination Abjuration

Level: 3 Level: 3
Casting time: 10 Minutes Casting time: 1 Action
Range: 1 mile Range: 120 feet
Components: V, S, M (a focus worth at least 100 gp, either a Components: V, S
jeweled horn for hearing or a glass eye for seeing Duration: Instantaneous
Duration: Concentration, up to 10 minutes
Choose any c reature, objec t, or magic al effec t within range. Any
You c reate an invisible sensor within range in a loc ation familiar to spell of 3rd level or lower on the target ends. For eac h spell of 4th
you (a plac e you have visited or seen before) or in an obvious level or higher on the target, make an ability c hec k using your
loc ation that is unfamiliar to you (suc h as behind a door, around a spellc asting ability. The DC equals 10 + the spell’s level. On a
c orner, or in a grove of trees). The sensor remains in plac e for the suc c essful c hec k, the spell ends.
duration, and it c an’t be attac ked or otherwise interac ted with.
At higher level
When you c ast the spell, you c hoose seeing or hearing. You c an use
the c hosen sense through the sensor as if you were in its spac e. As When you c ast this spell using a spell slot of 4th level or higher, you
your ac tion, you c an switc h between seeing and hearing. A automatic ally end the effec ts of a spell on the target if the spell’s
c reature that c an see the sensor (suc h as a c reature benefitting level is equal to or less than the level of the spell slot you used.
from see invisibility or truesight) sees a luminous, intangible orb
about the siz e of your fist.
Enemies abound Fear
Enchantment Illusion

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Self (30-foot cone)
Components: V, S Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute

You reac h into the mind of one c reature you c an see and forc e it to You projec t a phantasmal image of a c reature’s worst fears. Eac h
make an Intelligenc e saving throw. A c reature automatic ally c reature in a 30-foot c one must suc c eed on a Wisdom saving throw
suc c eeds if it is immune to being frightened. On a failed save, the or drop whatever it is holding and bec ome frightened for the
target loses the ability to distinguish friend from foe, regarding all duration.
c reatures it c an see as enemies until the spell ends. Eac h time the
target takes damage, it c an repeat the saving throw, ending the While frightened by this spell, a c reature must take the Dash ac tion
effec t on itself on a suc c ess. Whenever the affec ted c reature and move away from you by the safest available route on eac h of
c hooses another c reature as a target, it must c hoose the target at its turns, unless there is nowhere to move. If the c reature ends its
random from among the c reatures it c an see within range of the turn in a loc ation where it doesn’t have line of sight to you, the
attac k, spell, or other ability it’s using. If an enemy provokes an c reature c an make a Wisdom saving throw. On a suc c essful save,
opportunity attac k from the affec ted c reature, the c reature must the spell ends for that c reature.
make that attac k if it is able to.

Feign Death (Ritual)


Necromancy

Level: 3
Casting time: 1 Action
Range: Touch
Components: V, S, M (a pinch of graveyard dirt)
Duration: 1 hour

You touc h a willing c reature and put it into a c ataleptic state that
is indistinguishable from death.

For the spell’s duration, or until you use an ac tion to touc h the
target and dismiss the spell, the target appears dead to all
outward inspec tion and to spells used to determine the target’s
status. The target is blinded and inc apac itated, and its speed
drops to 0.
The target has resistanc e to all damage exc ept psyc hic damage. If
the target is diseased or poisoned when you c ast the spell, or
bec omes diseased or poisoned while under the spell’s effec t, the
disease and poison have no effec t until the spell ends.
Glyph of Warding
Abjuration

Level: 3
Casting time: 1 Hour
Range: Touch
Components: V, S, M (incense and powdered diamond worth at
least 200 gp, which the spell consumes)
Duration: Until dispelled or triggered

When you c ast this spell, you insc ribe a glyph that harms other
c reatures, either upon a surfac e (suc h as a table or a sec tion of
floor or wall) or within an objec t that c an be c losed (suc h as a
book, a sc roll, or a treasure c hest) to c onc eal the glyph.
If you c hoose a surfac e, the glyph c an c over an area of the surfac e
no larger than 10 feet in diameter. If you c hoose an objec t, that
objec t must remain in its plac e; if the objec t is moved more than
10 feet from where you c ast this spell, the glyph is broken, and the
spell ends without being triggered.

The glyph is nearly invisible and requires a suc c essful Intelligenc e


(Investigation) c hec k against your spell save DC to be found.

You dec ide what triggers the glyph when you c ast the spell. For
glyphs insc ribed on a surfac e, the most typic al triggers inc lude
touc hing or standing on the glyph, removing another objec t
c overing the glyph, approac hing within a c ertain distanc e of the
glyph, or manipulating the objec t on whic h the glyph is insc ribed.
For glyphs insc ribed within an objec t, the most c ommon triggers
inc lude opening that objec t, approac hing within a c ertain distanc e
of the objec t, or seeing or reading the glyph. Onc e a glyph is
triggered, this spell ends.

You c an further refine the trigger so the spell ac tivates only under
c ertain c irc umstanc es or ac c ording to physic al c harac teristic s
(suc h as height or weight), c reature kind (for example, the ward
c ould be set to affec t aberrations or drow), or alignment. You c an
also set c onditions for c reatures that don’t trigger the glyph, suc h
as those who say a c ertain password.

When you insc ribe the glyph, c hoose explosive runes or a spell
glyph.

Explosive Runes
When triggered, the glyph erupts with magic al energy in a 20-foot-
radius sphere c entered on the glyph. The sphere spreads around
c orners. Eac h c reature in the area must make a Dexterity saving
throw. A c reature takes 5d8 ac id, c old, fire, lightning, or thunder
damage on a failed saving throw (your c hoic e when you c reate the
glyph), or half as muc h damage on a suc c essful one.

Spell Glyph
You c an store a prepared spell of 3rd level or lower in the glyph by
c asting it as part of c reating the glyph. The spell must target a
single c reature or an area. The spell being stored has no
immediate effec t when c ast in this way. When the glyph is
triggered, the stored spell is c ast. If the spell has a target, it
targets the c reature that triggered the glyph. If the spell affec ts an
area, the area is c entered on that c reature. If the spell summons
hostile c reatures or c reates harmful objec ts or traps, they appear
as c lose as possible to the intruder and attac k it. If the spell
requires c onc entration, it lasts until the end of its full duration.

At higher level

When you c ast this spell using a spell slot of 4th level or higher, the
damage of an explosive runes glyph inc reases by 1d8 for eac h slot
level above 3rd. If you c reate a spell glyph, you c an store any spell
of up to the same level as the slot you use for the glyph of warding.
Hypnotic Pattern Leomund’s Tiny Hut (Ritual)
Illusion Evocation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Minute
Range: 120 feet Range: Self (10-foot-radius hemisphere)
Components: S, M (a glowing stick of incense or a crystal vial filled Components: V, S, M (a small crystal bead)
with phosphorescent material) Duration: 8 hours
Duration: Concentration, up to 1 minute
A 10-foot-radius immobile dome of forc e springs into existenc e
You c reate a twisting pattern of c olors that weaves through the air around and above you and remains stationary for the duration. The
inside a 30-foot c ube within range. spell ends if you leave its area.
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. Nine c reatures of Medium siz e or smaller c an fit inside the dome
On a failed save, the c reature bec omes c harmed for the duration. with you. The spell fails if its area inc ludes a larger c reature or
While c harmed by this spell, the c reature is inc apac itated and has more than nine c reatures. Creatures and objec ts within the dome
a speed of 0. when you c ast this spell c an move through it freely. All other
c reatures and objec ts are barred from passing through it. S pells
The spell ends for an affec ted c reature if it takes any damage or if and other magic al effec ts c an’t extend through the dome or be
someone else uses an ac tion to shake the c reature out of its c ast through it. The atmosphere inside the spac e is c omfortable
stupor. and dry, regardless of the weather outside.

Until the spell ends, you c an c ommand the interior to bec ome
dimly lit or dark. The dome is opaque from the outside, of any c olor
you c hoose, but it is transparent from the inside.

Major Image Nondetection


Illusion Abjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: Touch
Components: V, S, M (a bit of fleece) Components: V, S, M (a pinch of diamond dust worth 25 gp
Duration: Concentration, up to 10 minutes sprinkled over the target, which the spell consumes)
Duration: 8 hours
You c reate the image of an objec t, a c reature, or some other
visible phenomenon that is no larger than a 20-foot c ube. For the duration, you hide a target that you touc h from divination
The image appears at a spot that you c an see within range and magic .
lasts for the duration. It seems c ompletely real, inc luding sounds, The target c an be a willing c reature or a plac e or an objec t no
smells, and temperature appropriate to the thing depic ted. You larger than 10 feet in any dimension. The target c an’t be targeted
c an’t c reate suffic ient heat or c old to c ause damage, a sound loud by any divination magic or perc eived through magic al sc rying
enough to deal thunder damage or deafen a c reature, or a smell sensors.
that might sic ken a c reature (like a troglodyte’s 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 level

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.
Plant Growth Sending
Transmutation Evocation

Level: 3 Level: 3
Casting time: Special Casting time: 1 Action
Range: 150 feet Range: Unlimited
Components: V, S Components: V, S, M (a short piece of fine copper wire)
Duration: Instantaneous Duration: 1 round

This spell c hannels vitality into plants within a spec ific area. There You send a short message of twenty-five words or less to a c reature
are two possible uses for the spell, granting either immediate or with you are familiar. The c reature hears the message in its mind,
long-term benefits. regoniz es you as the sender if it knows you, and c an answer in a
like manner immediately. The spell enables c reatures with
If you c ast this spell using 1 ac tion, c hoose a point within range. All Intelligenc e sc ores of at least 1 to understand the meaning of your
normal plants in a 100-foot radius c entered on that point bec ome message.
thic k and overgrown. A c reature moving through the area must
spend 4 feet of movement for every 1 foot it moves. You c an send the message ac ross any distanc e and even to other
planes of existenc e, but if the target is on a different plane than
You c an exc lude one or more areas of any siz e within the spell’s you, there is a 5 perc ent c hanc e that the message doesn’t arrive.
area from being affec ted.

If you c ast this spell over 8 hours, you enric h the land. All plants in
a half-mile radius c entered on a point within range bec ome
enric hed for 1 year. The plants yield twic e the normal amount of
food when harvested.

Speak with Dead Speak with Plants


Necromancy Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 10 feet Range: Self (30-foot radius)
Components: V, S, M (burning incense) Components: V, S
Duration: 10 minutes Duration: 10 minutes

You grant the semblanc e of life and intelligenc e to a c orpse of your You imbue plants within 30 feet of you with limited sentienc e and
c hoic e within range, allowing it to answer the questions you pose. animation, giving them the ability to c ommunic ate with you and
The c orpse must still have a mouth and c an’t be undead. The spell follow your simple c ommands. You c an question plants about
fails if the c orpse was the target of this spell within the last 10 events in the spell’s area within the past day, gaining information
days. about c reatures that have passed, weather, and other
c irc umstanc es.
Until the spell ends, you c an ask the c orpse up to five questions.
The c orpse knows only what it knew in life, inc luding the languages You c an also turn diffic ult terrain c aused by plant growth (suc h as
it knew. Answers are usually brief, c ryptic , or repetitive, and the thic kets and undergrowth) into ordinary terrain that lasts for the
c orpse is under no c ompulsion to offer a truthful answer if you are duration. Or you c an turn ordinary terrain where plants are present
hostile to it or it rec ogniz es you as an enemy. This spell doesn’t into diffic ult terrain that lasts for the duration, c ausing vines and
return the c reature’s soul to its body, only its animating spirit. branc hes to hinder pursuers, for example.
Thus, the c orpse c an’t learn new information, doesn’t c omprehend
anything that has happened sinc e it died, and c an’t spec ulate Plants might be able to perform other tasks on your behalf, at the
about future events. DM’s disc retion. The spell doesn’t enable plants to uproot
themselves and move about, but they c an freely move branc hes,
tendrils, and stalks.

If a plant c reature is in the area, you c an c ommunic ate with it as if


you shared a c ommon language, but you gain no magic al ability to
influenc e it.

This spell c an c ause the plants c reated by the entangle spell to


release a restrained c reature.
Stinking Cloud Tongues
C onjuration Divination

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 90 feet Range: Touch
Components: V, S, M (a rotten egg or several skunk cabbage Components: V, M (a small clay model of a ziggurat)
leaves) Duration: 1 hour
Duration: Concentration, up to 1 minute
This spell grants the c reature you touc h the ability to understand
You c reate a 20-foot-radius sphere of yellow, nauseating gas any spoken language it hears. Moreover, when the target speaks,
c entered on a point within range. The c loud spreads around any c reature that knows at least one language and c an hear the
c orners, and its area is heavily obsc ured. The c loud lingers in the target understands what it says.
air for the duration.

Eac h c reature that is c ompletely within the c loud at the start of its
turn must make a Constitution saving throw against poison. On a
failed save, the c reature spends its ac tion that turn retc hing and
reeling. Creatures that don’t need to breathe or are immune to
poison automatic ally suc c eed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the c loud
after 4 rounds. A strong wind (at least 20 miles per hour) disperses
it after 1 round.

- Generated and printed at Dnd-Spells.com

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