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Advanced Dungeons & Dragons

5th edition

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(AD&D5E)

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The Grimoire of Cantrips & Spells

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A massive collection of new cantrips and spells for your 5th edition campaign, also
including revisions of current 5th edition cantrips and spells, and tons of old spells
from 2nd edition updated to 5th edition's game mechanics.
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The Rules of Magic & Spellcasting
Magic permeates the worlds of D&D and most often appears
in the form of a spell.
This section provides the rules for casting spells. Different The Schools of Magic
character classes have distinctive ways of learning and Academies of magic group spells into eight
preparing their spells, and monsters use spells in unique categories called schools of magic. Scholars,
ways. Regardless of its source, a spell follows the rules here. particularly wizards, apply these categories to all
spells, believing that all magic functions in
essentially the same way, whether it derives from
Spellcasting Ability rigorous study or is bestowed by a deity.

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Each spellcasting class and subclass has a spellcasting ability The schools of magic help describe spells; they
which they use to cast their spells with. It is used to have no rules of their own, although some rules
refer to the schools.
determine their spell attack roll modifiers and DC's of any Abjuration spells are protective in nature, though
saving throws to resist the effects of their spells. some of them have aggressive uses. They create
To become a spellcasting class or subclass, you must have

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magical barriers, negate harmful effects, harm
a minimum ability score of 13 in your spellcasting ability. trespassers, or banish creatures to other planes of
existence.
Spellcaster Conjuration spells involve the transportation of
Class (Subclass) Spellcasting Ability objects and creatures from one location to
Artificer Intelligence another. Some spells summon creatures or objects
to the caster's side, whereas others allow the caster
Bard Charisma to teleport to another location. Some conjurations
Blood Hunter (Profane Soul) Intelligence create objects or effects out of nothing.
Divination spells reveal information, whether in
Cleric Wisdom
the form of secrets long forgotten, glimpses of the
Druid
Fighter (Eldritch Knight)
Fighter (Shadow Knight)
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Intelligence
Intelligence
future, the locations of hidden things, the truth
behind illusions, or visions of distant people or
places.
Enchantment spells affect the minds of others,
influencing or controlling their behavior. Such
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Ranger Wisdom
spells can make enemies see the caster as a friend,
Rogue (Arcane Trickster) Intelligence force creatures to take a course of action, or even
Shaman Wisdom control another creature like a puppet.
Evocation spells manipulate magical energy to
Sorcerer Charisma produce a desired effect. Some call up blasts of fire
Warlock Charisma or lightning. Others channel positive energy to heal
wounds.
Wizard Intelligence Illusion spells deceive the senses or minds of
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others. They cause people to see things that are


While a spellcasting ability score of 12 still grants you a +1 not there, to miss things that are there, to hear
modifier, the requirement of 13 reflects the concept that in phantom noises, or to remember things that never
order to be capable of learning how to wield magic, you need happened. Some illusions create phantom images
to have some natural ability and actual potential to indicate that any creature can see, but the most insidious
that it is a worthy pursuit and not a waste of your character's illusions plant an image directly in the mind of a
skills and talents, and of those who you are learning from or creature.
adventuring with. Necromancy spells manipulate the energies of
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This restriction also serves to limit the ability of players life and death. Such spells can grant an extra
who would abuse the system, such as a character with an reserve of life force, drain the life energy from
Intelligence of 6 or 8 relying on a headband of intellect to be another creature, create the undead, or even bring
an effective Intelligence-based spellcaster. the dead back to life.
Creating the undead through
Your DM can lift this restriction to better suit the the use of necromancy spells such as animate dead
campaign, as it might not apply to your DM's setting or is not a good act, and only evil casters use such
spells frequently.
version of the game, but it is not recommended. This Transmutation spells change the properties of a
restriction can not be lifted if your character is being used for creature, object, or environment. They might turn
organized play in the AD&D5E Shared Campaign. an enemy into a harmless creature, bolster the
All content created for AD&D5E is written with the strength of an ally, make an object move at the
assumption that prime requisite ability score minimums of caster's command, or enhance a creature's innate
13 are enforced, and any lifting of these restrictions will need healing abilities to rapidly recover from injury.
to be adjusted accordingly where appropriate.
What is a Spell?
A spell is a discrete magical effect, a single shaping of the You can think of a spell slot as a groove of a certain size—
magical energies that suffuse the multiverse into a specific, small for a 1st-level slot, larger for a spell of higher level. A
limited expression. In casting a spell, a character carefully 1st-level spell fits into a slot of any size, but a 9th-level spell
plucks at the invisible strands of raw magic suffusing the fits only in a 9th-level slot. So when a 3rd-level wizard casts
world, pins them in place in a particular pattern, sets them magic missile, a 1st-level spell, they spend one of their four
vibrating in a specific way, and then releases them to unleash 1st-level slots and have three remaining. Finishing a long rest
the desired effect—in most cases, all in the span of seconds. restores any expended spell slots.
Spells can be versatile tools, weapons, or protective wards. Some characters and monsters have special abilities that
They can deal damage or undo it, impose or remove let them cast spells without using spell slots. For example, a

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conditions, drain life energy away, and restore life to the dead. monk who follows the Way of the Four Elements, a warlock
Uncounted thousands of spells have been created over the who chooses certain eldritch invocations, and a pit fiend from
course of the multiverse's history, and many of them are long the Nine Hells can all cast spells in such a way.
forgotten. Some might yet lie recorded in crumbling
spellbooks hidden in ancient ruins or trapped in the minds of Casting a Spell at a Higher Level

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dead gods. Or they might someday be reinvented by a When a spellcaster casts a spell using a slot that is of a
character who has amassed enough power and wisdom to do higher level than the spell, the spell assumes the higher level
so. for that casting. For instance, if a 3rd-level wizard casts magic
missile using one of their 2nd-level slots, that magic missile is
Spell Level 2nd-level. Effectively, the spell expands to fill the slot it is put
into.
Every spell has a level from 0 to 9. A spell's level is a general Some spells, such as magic missile and cure wounds, have
indicator of how powerful it is, with the lowly (but still more powerful effects when cast at a higher level, as detailed
impressive) magic missile at 1st-level and the incredible time in a spell's description.
stop at 9th. Cantrips—simple but powerful spells that

spell. e
characters can cast almost by rote—are level 0. The higher a
spell's level, the higher level a spellcaster must be to use that
Spell level and character level don't correspond directly.
Typically, a character has to be at least 17th-level, not 9th-
Bonus Spell Slot
Each spellcasting class has an additional spell slot of a level
equivalent to their spellcasting modifier. This spell slot
restores upon finishing a long rest.
Some characters might have a spellcasting modifier of +2
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level, to cast a 9th-level spell. or +3 at 1st-level, granting them an additional 2nd- or 3rd-
level spell slot. This spell slot can only be used to upcast a
Known and Prepared Spells spell of lower level until they are capable of learning and
Before a spellcaster can use a spell, they must have the spell casting 2nd- or 3rd-level spells through their abilities gained
firmly fixed in mind, or must have access to the spell in a through class, race, feat, or other source.
magic item. Members of a few classes have a limited list of
spells they know that are always fixed in mind. The same Cantrips
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thing is true of many magic using monsters. Other A cantrip is a spell that can be cast at will, without using a
spellcasters, such as clerics and wizards, undergo a process spell slot and without being prepared in advance. Repeated
of preparing spells. This process varies for different classes, practice has fixed the spell in the caster's mind and infused
as detailed in their descriptions. the caster with the magic needed to produce the effect over
In every case, the number of spells a caster can have fixed and over. A cantrip's spell level is 0.
in mind at any given time depends on the character's level.
Rituals
Spell Slots
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Certain spells have a special tag: ritual. Such a spell can be


Regardless of how many spells a caster knows or prepares, cast following the normal rules for spellcasting, or the spell
they can cast only a limited number of spells before resting. can be cast as a ritual. The ritual version of a spell takes 10
Manipulating the fabric of magic and channeling its energy minutes longer to cast than normal.
into even a simple spell is physically and mentally taxing, and It also doesn't expend a spell slot, which means the ritual
higher level spells are even more so. Thus, each spellcasting version of a spell can't be cast at a higher level.
class's description includes a table showing how many spell To cast a spell as a ritual, a spellcaster must have a feature
slots of each spell level a character can use at each character that grants the ability to do so. The cleric and the druid, for
level. For example, a 3rd-level wizard has four 1st-level spell example, have such a feature. The caster must also have the
slots and two 2nd-level slots. spell prepared or on their list of spells known, unless the
When a character casts a spell, they expend a slot of that character's ritual feature specifies otherwise, as the wizard's
spell's level or higher, effectively "filling" a slot with the spell. does.
Casting a Spell
When a character casts any spell, the same basic rules are Spells that create cones or lines of effect that originate
followed, regardless of the character's class or the spell's from you also have a range of self, indicating that the origin
effects. point of the spell's effect must be you (see "Areas of Effect"
Each spell description begins with a block of information, later in this chapter).
including the spell's name, level, school of magic, casting Once a spell is cast, its effects aren't limited by its range,
time, range, components, and duration. The rest of a spell unless the spell's description says otherwise.
entry describes the spell's effect.
Components
A spell's components are the physical requirements you must

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Casting in Armor meet in order to cast it. Each spell's description indicates
Because of the mental focus and precise gestures whether it requires verbal (V), somatic (S), or material (M)
required for spellcasting, you must be proficient components. If you can't provide one or more of a spell's
with the armor you are wearing to cast a spell. You components, you are unable to cast the spell.

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are otherwise too distracted and physically
hampered by your armor for spellcasting. Verbal (V)
Most spells require the chanting of mystic words. The words
themselves aren't the source of the spell's power; rather, the
particular combination of sounds, with specific pitch and
Casting Time resonance, sets the threads of magic in motion. Thus, a
character who is gagged or in an area of silence, such as one
Most spells require a single action to cast, but some spells created by the silence spell, can't cast a spell with a verbal
require a bonus action, a reaction, or much more time to cast. component.
Bonus Action

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A spell cast with a bonus action is especially swift. You must
use a bonus action on your turn to cast the spell, provided
that you haven't already taken a bonus action this turn. You
can't cast another spell during the same turn, except for a
cantrip with a casting time of 1 action.
Somatic (S)
Spellcasting gestures might include a forceful gesticulation
or an intricate set of gestures. If a spell requires a somatic
component, the caster must have free use of at least one
hand to perform these gestures.
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Material (M)
Reactions Casting some spells requires particular objects, specified in
Some spells can be cast as reactions. These spells take a parentheses in the component entry. A character can use a
fraction of a second to bring about and are cast in response component pouch or a spellcasting focus in place of the
to some event. If a spell can be cast as a reaction, the spell components specified for a spell. But if a cost is indicated for
description tells you exactly when you can do so. a component, a character must have that specific component
before they can cast the spell.
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Longer Casting Times If a spell states that a material component is consumed by


Certain spells (including spells cast as rituals) require more the spell, the caster must provide this component for each
time to cast: minutes or even hours. When you cast a spell casting of the spell.
with a casting time longer than a single action or reaction, A spellcaster must have a hand free to access a spell's
you must spend your action each turn casting the spell, and material components—or to hold a spellcasting focus—but it
you must maintain your concentration while you do so (see can be the same hand that they use to perform somatic
"Concentration" below). If your concentration is broken, the components.
spell fails, but you don't expend a spell slot. If you want to try
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casting the spell again, you must start over. Duration


Range A spell's duration is the length of time the spell persists. A
duration can be expressed in rounds, minutes, hours, or even
The target of a spell must be within the spell's range. For a years. Some spells specify that their effects last until the
spell like magic missile, the target is a creature. For a spell spells are dispelled or destroyed.
like fireball, the target is the point in space where the ball of
fire erupts. Instantaneous
Most spells have ranges expressed in feet. Some spells can Many spells are instantaneous. The spell harms, heals,
target only a creature (including you) that you touch. Other creates, or alters a creature or an object in a way that can't be
spells, such as the shield spell, affect only you. These spells dispelled, because it's magic exists only for an instant.
have a range of self.
Concentration
Some spells require you to maintain concentration in order
to keep their magic active. If you lose concentration, such a The Weave of Magic
spell ends. The words within the D&D multiverse are magical
If a spell must be maintained with concentration, that fact places. All existence is suffused with magical
appears in its Duration entry, and the spell specifies how long power, and potential energy lies untapped in every
you can concentrate on it. You can end concentration at any rock, stream, and living creature, the mute and
time (no action required). mindless will of existence, permeating every bit of
matter and present in every manifestation of
The number of spells you can concentrate on energy throughout the multiverse.
simultaneously is equal to your spellcasting modifier divided Mortals can't directly shape this raw magic.
by 2 (rounded up). See the Concentration Table below. Instead, they make use of a fabric of magic, a kind
Normal activity, such as moving and attacking, doesn't

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of interface between the will of a spellcaster and
interfere with concentration. The following factors can break the stuff of raw magic. The spellcasters of the
concentration: Forgotten Realms call it the Weave and recognize
Casting another spell that requires concentration. You its essence as the goddess Mystra, but casters have
lose concentration on a spell if you cast another spell that varied ways of naming and visualizing this
requires concentration, unless you can concentrate on more interface.

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than one spell simultaneously. By any name, without the Weave, raw magic is
If you are capable of concentrating on more than one spell, locked away and inaccessible; the most powerful
and you cast another spell that requires concentration while archmage can't light a candle with magic in an area
you are at your concentration limit, you choose which spell where the Weave has been torn. But surrounded by
you drop concentration from when you cast another spell that the Weave, a spellcaster can shape lightning to
requires concentration. blast foes, transport hundreds of miles in the blink
Taking damage. Whenever you take damage while you are of an eye, or even reverse death itself.
concentrating on a spell, you must make a Constitution All magic depends on the Weave, though
saving throw to maintain your concentration. The DC equals different kinds of magic access it in a variety of
ways. The spells of wizards, warlocks, sorcerers,
10 or half the damage you take, whichever number is higher.

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If you take damage from multiple sources, such as an arrow
and a dragon's breath, you make a separate saving throw for
each source of damage. If your concentration is broken, you
lose concentration on all spells you were concentrating on.
Being incapacitated or killed. You lose concentration on
bards, and artificers are commonly called arcane
magic. These spells rely on an understanding—
learned or intuitive—of the workings of the Weave.
The caster plucks directly at the strands of the
Weave to create the desired effect. Eldritch
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knights, shadow knights, and arcane tricksters also
all spells if you are incapacitated or if you die. use arcane magic. The spells of clerics, druids,
Miscellaneous Phenomena. The DM might also decide paladins, rangers, and shamans are called divine
that certain situations or environmental phenomena, such as magic. These spellcasters' access to the Weave is
being knocked prone or a wave crashing over you while mediated by divine power—gods, the divine forces
you're on a storm-tossed ship, require you to succeed on a DC of nature, or the sacred weight of a paladin's oath.
10 Constitution saving throw to maintain concentration on a Whenever a magic effect is created, the threads
spell. of the Weave intertwine, twist, and fold to make
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the effect possible.


Concentration Table When characters use divination spells such as
Ability Score Modifier # of Concentration Spells detect magic or identify, they glimpse the Weave.
A spell such as dispel magic smooths the Weave.
13 +1 1 Spells such as antimagic field rearrange the Weave
14-15 +2 1 so that magic flows around, rather than through
the area affected by the spell. And in places where
16-17 +3 2
the Weave is damaged or torn, magic works in
18-19 +4 2
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unpredictable ways—or not at all.


20-21 +5 3
22-23 +6 3
24-25 +7 4
26-27 +8 4
28-29 +9 5
30 +10 5
Targets Areas of Effect
A typical spell requires you to pick one or more targets to be Spells such as burning hands and cone of cold cover an area,
affected by the spell's magic. A spell's description tells you allowing them to affect multiple creatures at once. A spell's
whether the spell targets creatures, objects, or a point of description specifies its area of effect, which typically has one
origin for an area of effect (described below). of five different shapes: cone, cube, cylinder, line, or sphere.
Unless a spell has a perceptible effect, a creature might not Every area of effect has a point of origin, a location from
know it was targeted by a spell at all. An effect like crackling which the spell's energy erupts. The rules for each shape
lightning is obvious, but a more subtle effect, such as an specify how you position its point of origin. Typically, a point
attempt to read a creature's thoughts, typically goes of origin is a point in space, but some spells have an area
unnoticed, unless a spell says otherwise. whose origin is a creature or an object.
A spell's effect expands in straight lines from the point of
origin. If no unblocked straight line extends from the point of

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A Clear Path to the Target
To target something, you must have a clear path to it, so it origin to a location within the area of effect, that location isn't
can't be behind total cover. included in the spell's area. To block one of these imaginary
If you place an area of effect at a point that you can't see lines, an obstruction must provide total cover.
and an obstruction, such as a wall, is between you and that

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point, the point of origin comes into being on the near side of Cone
that obstruction. A cone extends in a direction you choose from its point of
origin. A cone's width at a given point along its length is equal
Targeting Yourself to that point's distance from the point of origin. A cone's area
If a spell targets a creature of your choice, you can choose of effect specifies its maximum length.
yourself, unless the creature must be hostile or specifically a A cone's point of origin is not included in the cone's area of
creature other than you. If you are in the area of effect of a effect, unless you decide otherwise.
spell you cast, you can target yourself.
Cube
Attack Rolls You select a cube's point of origin, which lies anywhere on a

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Some spells require the caster to make an attack roll to
determine whether the spell effect hits the intended target.
Your attack bonus with a spell attack equals your spellcasting
ability modifier + your proficiency bonus + any special
modifiers.
face of the cubic effect. The cube's size is expressed as the
length of each side.
A cube's point of origin is not included in the cube's area of
effect, unless you decide otherwise.
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Cylinder
While some spells require melee attack rolls, most spells A cylinder's point of origin is the center of a circle of a
that require attack rolls involve ranged attacks. Remember particular radius, as given in the spell description. The circle
that you have disadvantage on a ranged attack roll if you are must either be on the ground or at the height of the spell
within 5 feet of a hostile creature that can see you and that effect. The energy in a cylinder expands in straight lines from
isn't incapacitated. the point of origin to the perimeter of the circle, forming the
base of the cylinder. The spell's effect then shoots up from the
Saving Throws base or down from the top, to a distance equal to the height
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Many spells specify that a target can make a saving throw to of the cylinder.
avoid some or all of a spell's effects. The spell specifies the A cylinder's point of origin is included in the cylinder's area
ability that the target uses for the save and what happens on of effect.
a success or failure.
The DC to resist one of your spells equals 8 + your Line
spellcasting ability modifier + your proficiency bonus + any A line extends from its point of origin in a straight path up to
special modifiers. its length and covers an area defined by its width.
A line's point of origin is not included in the line's area of
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Combining Magical Effects effect, unless you decide otherwise.


The effects of different spells add together while the Sphere
durations of those spells overlap. The effects of the same You select a sphere's point of origin, and the sphere extends
spell cast multiple times don't combine, however. Instead, the outward from that point. The sphere's size is expressed as a
most potent effect—such as the highest bonus—from those radius in feet that extends from the point.
castings applies while their durations overlap, or the most A sphere's point of origin is included in the sphere's area of
recent effect applies if the castings are equally potent and effect.
their durations overlap.
For example, if two clerics cast bless on the same target,
that character gains the spell's benefit only once; they don't
get to roll two bonus dice.
Variant Spellcasting Option
Spell Point Cost
Spell Points Spell Level Point Cost
One way to modify how a class feels is to change how it uses 1st 2
its spells. With this variant system, a character who has the 2nd 3
Spellcasting feature uses spell points instead of spell slots to
fuel spells. Spell points give a caster more flexibility, at the 3rd 5
cost of greater complexity. 4th 6
In this variant, each spell has a point cost based on its level. 5th 7
The Spell Point Cost table summarizes the cost in spell

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points of slots from 1st- to 9th-level. Cantrips don't require 6th 9
slots and therefore don't require spell points. 7th 10
Instead of gaining a number of spell slots to cast your
spells from the Spellcasting feature, you gain a pool of spell 8th 11

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points instead. You expend a number of spell points to create 9th 13
a spell slot of a given level, and then use that slot to cast a
spell. You can't reduce your spell points total to less than 0, Spell Points by Level
and you regain all spent spell points when you finish a long Class Level Spell Points Max Spell Level
rest.
Spells of 6th-level and higher are particularly taxing to cast. 1st 4 1st
You can use spell points to create one slot of each level of 6th- 2nd 6 1st
level or higher. You can't create another slot of the same level 3rd 14 2nd
until you finish a long rest.
The number of spell points you have to spend is based on 4th 17 2nd

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your level as a spellcaster, as shown in the Spell Points by
Level table. Your level also determines the maximum level
spell slot you can create. Even though you might have enough
points to create a slot above this maximum, you can't do so.
The Spell Points by Level table applies to bards, clerics,
5th
6th
7th
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32
38
3rd
3rd
4th
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8th 44 4th
druids, shamans, sorcerers, and wizards. For an artificer,
paladin, or ranger, halve the character's level in that class and 9th 57 5th
then consult the table. For a fighter (Eldritch Knight, Shadow 10th 64 5th
Knight) or rogue (Arcane Trickster), divide the character's 11th 73 6th
level in that class by three.
12th 73 6th
Bonus Spell Points 13th 83 7th
Each spellcasting class has additional spell points equivalent
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to the Point Cost value of the Spell Level indicated by their 14th 83 7th
spellcasting modifier on the Spell Point Cost table. These 15th 94 8th
spell points restore upon finishing a long rest. 16th 94 8th
Some characters might have a spellcasting modifier of +2
or +3 at 1st-level, granting them 3 or 5 additional spell points. 17th 107 9th
These spell points can be used to upcast a spell to a level no 18th 114 9th
higher than their spellcasting ability modifier, but can not be 19th 123 9th
used to cast a spell beyond their access until they are capable
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of learning and casting 2nd- or 3rd-level spells through their 20th 133 9th
abilities gained through class, race, feat, or other source.

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