You are on page 1of 2

TASHA'S CAUSTIC BREW

1st-level evocation
Casting Time: 1 action
Range: Self (30-foot line)
Components: V, S, M (a bit of rotten food)
Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet
long and 5 feet wide in a direction you choose. Each
creature in the line must succeed on a Dexterity
saving throw or be covered in acid for the spell's
duration or until a creature uses its action to scrape
or wash the acid off itself or another creature. A
creature covered in the acid takes 2d4 acid damage
at start of each of its turns.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

CATAPULT
1st-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range
that is n't being worn or carried. The object flies in a
straight line up to 90 feet io a direction you choose
before falling to the ground, stopping early if it impacts
against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving
throw.
On a failed save, the object strikes the target and stops
moving. When the object strikes something, the object
and what it s trikes each take 3d8 bludgeoning damage.
AtHigher Levels. When you cast this s pell using a
spell slot of 2nd level or higher, the maximum weight of
objects that you can target with this spell increases by 5
pounds, and the damage increases by ld8, for each slot
level a bove 1st.

CAUSE FEAR
1st-level necrom ancy
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
You awaken the sense of mortality io one creature you
can see within ra nge. A construct or an undead is immune to this effect. The target must succeed on a
Wisdom saving throw or become frightened of you until the
spell ends. The frightened target can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.
AtHigher Levels. When you cast this spell using
a spell s lot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when you
target them.
EARTH 'TREMOR
1st-level evocation
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instanta neous
You cause a tre mor in the ground within range. Each
creature other tha n you in that area must make a Dexterity saving throw. On a failed save, a creature
takes
ld6 bludgeoning damage and is knocked prone. If the
ground in that area is loose earth or stone, it becomes
difficult terrain until cleared, with each 5-foot-diameter
portion requiring at least 1 minute to clear by ha nd.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
ld6 for each slot level above 1s t.

ICE KNIFE
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or a 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 it 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.

SNARE
1st-level abjuration
Casting Time: 1 minute
Range: Touch
Components: S, M (25 feet of rope, which the
spell consumes)
Duration: 8 hours
As you cast this spell, you use the rope to create a circle
with a 5-foot radius on the ground or the floor. When
you finish casting, the rope disappears and the circle
becomes a magic trap.
This trap is nearly invisible, requiring a successful
Intelligence (Investigation) check against your spell save
DC to be discerned.
The trap triggers when a Small, Medium, or Large
creature moves onto the ground or the floor in the
spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air,
leaving it hanging upside down 3 feet above the ground
or the floor. The creature is restrained there until the
spell ends.

You might also like