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Blade Ward Eldritch Blast

Abjuration Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 120 feet
Components: V, S Components: V, S
Duration: 1 round Duration: Instantaneous

You extend your hand and trac e a sigil of warding in the air. Until A beam of c rac kling energy streaks toward a c reature within
the end of your next turn, you have resistanc e against range. Make a ranged spell attac k against the target. On a hit,
bludgeoning, pierc ing, and slashing damage dealt by weapon the target takes 1d10 forc e damage.
attac ks.
At higher level

The spell c reates more than one beam when you reac h higher
levels:
Two beams at 5th level
Three beams at 11th level
Four beams at 17th level.
You c an direc t the beams at the same target or at different ones.
Make a separate attac k roll for eac h beam.

Prestidigitation Sword Burst


Transmutation C onjuration

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 10 feet Range: 5 feet
Components: V, S Components: V
Duration: Up to 1 hour Duration: Instantaneous

This spell is a minor magic al tric k that novic e spellc asters use for You c reate a momentary c irc le of spec tral blades that sweep
prac tic e. You c reate one of the following magic al effec ts within around you.
range: Eac h c reature within range, other than you, must suc c eed on a
-You c reate an instantaneous, harmless sensory effec t, suc h as a Dexterity saving throw or take 1d6 forc e damage.
shower of sparks, a puff of wind, faint music al notes, or an odd
odor. At higher level
-You instantaneously light or snuff out a c andle, a torc h, or a
small c ampfire. This spell's damage inc reases by 1d6 when you reac h 5th level
-You instantaneously c lean or soil an objec t no larger than 1 (2d6), 11th level (3d6), and 17th level (4d6).
c ubic foot.
-You c hill, warm, or flavor up to 1 c ubic foot of nonliving material
for 1 hour.
-You make a c olor, a small mark, or a symbol appear on an objec t
or a surfac e for 1 hour.
-You c reate a nonmagic al trinket or an illusory image that c an fit
in your hand and that lasts until the end of your next turn.
If you c ast this spell multiple times, you c an have up to three of
its non-instantaneous effec ts ac tive at a time, and you c an
dismiss suc h an effec t as an ac tion.
Arms of Hadar Hellish Rebuke
C onjuration Evocation

Level: 1 Level: 1
Casting time: 1 Action Casting time: Special
Range: Self (10-foot radius) Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous

You invoke the power of Hadar, the Dark Hunger. Reac tion: you are being damaged by a c reature within 60 feet of
Tendrils of dark energy erupt from you and batter all c reatures you that you c an see.
within 10 feet of you. Eac h c reature in that area must make a
S trength saving throw. On a failed save, a target takes 2d6 You point your finger, and the c reature that damaged you is
nec rotic damage and c an’t take reac tions until its next turn. On a momentarily surrounded by hellish flames. The c reature must
suc c essful save, the c reature takes half damage, but suffers no make a Dexterity saving throw. It takes 2d10 fire damage on a
other effec t. failed save, or half as muc h damage on a suc c essful one.

At higher level At higher level

When you c ast this spell using a spell slot of 2nd level or higher, When you c ast this spell using a spell slot of 2nd level or higher,
the damage inc reases by 1d6 for eac h slot level above 1st. the damage inc reases by 1d10 for eac h slot level above 1st.

Witch Bolt Crown of Madness


Evocation Enchantment

Level: 1 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: 120 feet
Components: V, S, M (a twig from a tree that has been struck by Components: V, S
lightning) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
One humanoid of your c hoic e that you c an see within range must
A beam of c rac kling, blue energy lanc es out toward a c reature suc c eed on a Wisdom saving throw or bec ome c harmed by you for
within range, forming a sustained arc of lightning between you the duration.
and the target. While the target is c harmed in this way, a twisted c rown of jagged
Make a ranged spell attac k against that c reature. On a hit, the iron appears on its head, and a madness glows in its eyes.
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 The c harmed target must use its ac tion before moving on eac h of
damage to the target automatic ally. The spell ends if you use its turns to make a melee attac k against a c reature other than
your ac tion to do anything else. The spell also ends if the target is itself that you mentally c hoose. The target c an ac t normally on its
ever outside the spell’s range or if it has total c over from you. turn if you c hoose no c reature or if none are within its reac h.

At higher level On your subsequent turns, you must use your ac tion to maintain
c ontrol over the target, or the spell ends. Also, the target c an
When you c ast this spell using a spell slot of 2nd level or higher, make a Wisdom saving throw at the end of eac h of its turns. On a
the initial damage inc reases by 1d12 for eac h slot level above suc c ess, the spell ends.
1st.
Darkness Spider Climb
Evocation Transmutation

Level: 2 Level: 2
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V, M (bat fur and a drop of pitch or piece of coal) Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 hour

Magic al darkness spreads from a point you c hoose within range to Until the spell ends, one willing c reature you touc h gains the
fill a 15-foot radius sphere for the duration. ability to move up, down, and ac ross vertic al surfac es and upside
The darkness spreads around c orners. A c reature with darkvision down along c eilings, while leaving its hands free. The target also
c an’t see through this darkness, and nonmagic al light c an’t gains a c limbing speed equal to its walking speed.
illuminate it.

If the point you c hoose is on an objec t you are holding or one that
isn’t 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 spell’s 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.

Counterspell Magic Circle


Abjuration Abjuration

Level: 3 Level: 3
Casting time: Special Casting time: 1 Minute
Range: 60 feet Range: 10 feet
Components: S Components: V, S, M (holy water or powdered silver and iron
Duration: Instantaneous worth at least 100 gp, which the spell consumes)
Duration: 1 hour
1 reac tion, whic h you take when you see a c reature within 60 feet
of you c asting a spell You c reate a 10-foot-radius, 20-foot-tall c ylinder of magic al
energy c entered on a point on the ground that you c an see within
You attempt to interrupt a c reature in the proc ess of c asting a range. Glowing runes appear wherever the c ylinder intersec ts
spell. If the c reature is c asting a spell of 3rd level or lower, its with the floor or other surfac e.
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 Choose one or more of the following types of c reatures:
DC equals 10+ the spell’s level. On a suc c ess, the c reature’s c elestials, elementals, fey, fiends, or undead. The c irc le affec ts a
spell fails and has no effec t. c reature of the c hosen type in the following ways:

At higher level * The c reature c an’t willingly enter the c ylinder by nonmagic al
means. If the c reature tries to use teleportation or interplanar
When you c ast this spell using a spell slot of 4th level or higher, travel to do so, it must first suc c eed on a Charisma saving throw.
the interrupted spell has no effec t if its level is less than or equal * The c reature has disadvantage on attac k rolls against targets
to the level of the spell slot you used. within the c ylinder.
* Targets within the c ylinder c an’t 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 level

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 Shadow of Moil
Abjuration Necromancy

Level: 3 Level: 4
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: Self
Components: V, S Components: V, S, M (an undead eyeball encased in a gem worth
Duration: Instantaneous at least 150 gp)
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 Flame-like shadows wreathe your body until the spell ends,
breaks its owner’s attunement to the objec t so it c an be removed c ausing you to bec ome heavily obsc ured to others. The shadows
or disc arded. turn dim light within 10 feet of you into darkness, and bright light
in the same area to dim light.
Until the spell ends, you have resistanc e to radiant damage. In
addition, whenever a c reature within 10 feet of you hits you with
an attac k, the shadows lash out at that c reature, dealing it 2d8
nec rotic damage.

- Generated and printed at Dnd-Spells.com

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