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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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Dancing Lights Message


Evocation Transmutation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 120 feet Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a Components: V, S, M (a short piece of copper wire)
glowworm) Duration: 1 round
Duration: Concentration, up to 1 minute
You point your finger toward a c reature within range and whisper a
You c reate up to four torc h-siz ed lights within range, making them message.
appear as torc hes, lanterns, or glowing orbs that hover in the air The target (and only the target) hears the message and c an reply
for the duration. in a whisper that only you c an hear.
You c an also c ombine the four lights into one glowing vaguely
humanoid form of Medium siz e. Whic hever form you c hoose, eac h You c an c ast this spell through solid objec ts if you are familiar with
light sheds dim light in a 10-foot radius. the target and know it is beyond the barrier. Magic al silenc e, 1 foot
of stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of
As a bonus ac tion on your turn, you c an move the lights up to 60 wood bloc ks the spell. The spell doesn’t have to follow a straight
feet to a new spot within range. A light must be within 20 feet of line and c an travel freely around c orners or through openings.
another light c reated by this spell, and a light winks out if it
exc eeds the spell’s range.

Bane Detect Magic (Ritual)


Enchantment Divination

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Self
Components: V, S, M (A drop of blood) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes

Up to three c reatures of your c hoic e that you c an see within range For the duration, you sense the presenc e of magic within 30 feet of
must make Charisma saving throws. Whenever a target that fails you. If you sense magic in this way, you c an use your ac tion to see
this saving throw makes an attac k roll or a saving throw before the a faint aura around any visible c reature or objec t in the area that
spell ends, the target must roll a d4 and subtrac t the number bears magic , and you learn its sc hool of magic , if any.
rolled from the attac k roll or saving throw.
The spell c an penetrate most barriers, but is bloc ked by 1 foot of
At higher level stone, 1 inc h of c ommon metal, a thin sheet of lead, or 3 feet of
wood or dirt.
When you c ast this spell using a spelslot of 2nd level or higher, you
c an target one aditional c reature for eac h slot level above 1st.
Disguise Self Feather Fall
Illusion Transmutation

Level: 1 Level: 1
Casting time: 1 Action Casting time: Special
Range: Self Range: 60 feet
Components: V, S Components: V, M (a small feather or piece of down)
Duration: 1 hour Duration: 1 minute

You make yourself – ​i nc luding your c lothing, armor, weapons, and Reac tion: When you or a c reature within 60 feet of you falls
other belongings on your person – ​l ook different until the spell ends
or until you use your ac tion to dismiss it. Choose up to five falling c reatures within range. A falling c reature’s
You c an seem 1 foot shorter or taller and c an appear thin, fat, or in rate of desc ent slows to 60 feet per round until the spell ends. If
between. You c an’t c hange your body type, so you must adopt a the c reature lands before the spell ends, it takes no falling damage
form that has the same basic arrangement of limbs. Otherwise, the and c an land on its feet, and the spell ends for that c reature.
extent of the illusion is up to you.

The c hanges wrought by this spell fail to hold up to physic al


inspec tion. For example, if you use this spell to add a hat to your
outfit, objec ts pass through the hat, and anyone who touc hes it
would feel nothing or would feel your head and hair. If you use this
spell to appear thinner than you are, the hand of som eone who
reac hes out to touc h you would bump into you while it was
seemingly still in midair. To disc ern that you are disguised, a
c reature c an use its ac tion to inspec t your appearanc e and must
suc c eed on an Intelligenc e (Investigation) c hec k against your spell
save DC.

Healing Word Invisibility


Evocation Illusion

Level: 1 Level: 2
Casting time: 1 Bonus Action Casting time: 1 Action
Range: 60 feet Range: Touch
Components: V Components: V, S, M (an eyelash encased in gum arabic)
Duration: Instantaneous Duration: Concentration, up to 1 hour

A c reature of your c hoic e that you c an see within range regains hit A c reature you touc h bec omes invisible until the spell ends.
points equal to 1d4 + your spellc asting ability modifier. Anything the target is wearing or c arrying is invisible as long as it
This spell has no effec t on undead or c onstruc ts. is on the target’s person. The spell ends for a target that attac ks or
c asts a spell.
At higher level
At higher level
When you c ast this spell using a spell slot of 2nd level or higher,
the healing inc reases by 1d4 for eac h slot level above 1st. 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.

- Generated and printed at Dnd-Spells.com

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