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Luzie’s

Spellbook
Cantrips

Chill Touch Prestidigitation


1 action Casting Time: 1 action
Casting Time:
120 feet Range: 10 feet
Range:
V, M (a small doll or discarded gum Components: V, S
Components:
wrapper or a crushed button worth at least 1cp) Duration: 1 hour
Duration: 1 round School: Transmutation
School: Necromancy This spell is a minor magical trick that novice
You create a ghostly, skeletal hand in the space of a spellcasters use for practice. You create one of the
creature within range. Make a ranged spell attack following magical effects within range:
against the creature to assail it with the chill of the You create an instantaneous, harmless sensory
grave. On a hit, the target takes 1d8 necrotic damage, effect, such as a shower of sparks, a puff of wind,
and it can’t regain hit points until the start of your next faint musical notes, or an odd odor.
turn. Until then, the hand clings to the target. You instantaneously light or snuff out a candle, a
If you hit an undead target, it also has disadvantage torch, or a small campfire.
on attack rolls against you until the end of your next You instantaneously clean or soil an object no larger
turn. than 1 cubic foot.
Firebolt You chill, warm, or flavor up to 1 cubic foot of
nonliving material for 1 hour.
Casting Time: 1 action You make a color, a small mark, or a symbol appear
Range: 120 feet on an object or a surface for 1 hour.
Components: V, S You create a nonmagical trinket or an illusory image
Duration: Istantaneous that can fit in your hand and that lasts until the end
School: Evocation of your next turn.
You hurl a mote of fire at a creature or object within If you cast this spell multiple times, you can have up
range. Make a ranged spell attack against the target. On to three of its non-instantaneous effects active at a time,
a hit, the target takes 1d10 fire damage. A flammable and you can dismiss such an effect as an action.
object hit by this spell ignites if it isn’t being worn or
carried.
Mending
Casting Time: 1 minute
Range: Touch
Components: V, S, M (one loadstone)
Duration: Istantaneous
School: Transmutation
This spell repairs a single break or tear in an object you
touch, such as a broken chain link, two halves of a
broken key, a torn cloak, or a leaking wineskin. As long
as the break or tear is no larger than 1 foot in any
dimension, you mend it, leaving no trace of the former
damage.

2
1st Level

Detect Magic Find Familiar


1 action (Ritual) Casting Time: 1 hour (Ritual)
Casting Time:
Self (30 feet) Range: 10 feet
Range:
V, S Components: V, S, M (10 gp worth of charcoal, incense,
Components:
10 minutes (Concentration) and herbs that must be consumed by fire in a brass
Duration:
Divination brazier)
Duration: Instantaneous
School:
For the duration, you sense the presence of magic School: Conjuration
within 30 feet of you. If you sense magic in this way, you You gain the service of a familiar, a spirit that takes an
can use your action to see a faint aura around any animal of your choice. Appearing in an unoccupied
visible creature or object in the area that bears magic, space within range, the familiar has the statistics of the
and you learn its school of magic, if any. chosen form, though it is a celestial, fey, or fiend (your
The spell can penetrate most barriers, but it is choice) instead of a beast.
blocked by 1 foot of stone, 1 inch of common metal, a Your familiar acts independently of you, but it always
thin sheet of lead, or 3 feet of wood or dirt. obeys your commands. In combat, it rolls its own
Aura Colors initiative and acts on its own turn. A familiar can’t
Often when a spell-caster uses magic the color of the attack, but it can take other actions as normal.
school of magic is visible temporarily by those unable to When the familiar drops to 0 hit points, it disappears,
see magic auras. This is because the potential energy of leaving behind no physical form. It reappears after you
the spell is gathering and the density and concentration cast this spell again.
of magical energy becomes visible. While your familiar is within 100 feet of you, you can
communicate with it telepathically. Additionally, as an
Abjuration: Gold action, you can see through your familiar’s eyes and
Conjuration: Verdant hear what it hears until the start of your next turn,
Divination: Ivory gaining the benefits of any special senses that the
Enchantment: Silverpearl familiar has. During this time, you are deaf and blind
Evocation: Scarlet with regard to your own senses.
Illusion: Iridian As an action, you can temporarily dismiss your
Necromancy: Obsidian familiar. It disappears into a pocket dimension where it
Transmutation: Teal awaits your summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed,
Other more rare colors: you can cause it to reappear in any unoccupied space
Grae: this color is almost pale and appears on more within 30 feet of you.
ancient magic that denotes something to do with If you cast this spell while you already have a familiar,
Transmutation, Enchantment and Divination. you instead cause it to adopt a new form. Choose one of
Violaceous: This color represents a more dangerous the forms from the above list. Your familiar transforms
magical object relating to Necromancy, Evocation, into the chosen creature.
Transmutation or Abjuration. Finally, when you cast a spell with a range of touch,
Amber: This color varies in strength depending on your familiar can deliver the spell as if it had cast the
how much power is within the magical object. I spell.
indicates ancient magic that cannot be descerned by
the spell.

3
Fog Cloud Tasha’s Hideous Laughter
Casting Time: 1 action Casting Time: 1 Action
Range: 120 feet (20 feet) Range: 30 feet
Components: V, S, M (one long breath) Components: V, S, M (tiny tarts and a feather that is
Duration: 1 hour (Concentration) waved in the air)
School: Conjuration Duration: Instantaneous
School: Enchantment
You create a 20-foot-radius sphere of fog centered on a
point within range. The sphere spreads around corners, A creature of your choice that you can see within range
and its area is heavily obscured. It lasts for the duration perceives everything as hilariously funny and falls into
or until a wind of moderate or greater speed (at least 10 fits of laughter if this spell affects it. The target must
miles per hour) disperses it. succeed on a Wisdom saving throw or fall prone,
At Higher Levels: When you cast this spell using a becoming incapacitated and unable to stand up for the
spell slot of 2nd level or higher, the radius of the fog duration.
increases by 20 feet for each slot level above 1st. At the end of each of its turns, and each time it takes
Inflict Wounds
damage, the target can make another Wisdom saving
throw. The target has advantage on the saving throw if
Casting Time: 1 action it’s triggered by damage. On a success, the spell ends.
Range: Touch Thunderwave
Components: V, S
Duration: Instantaneous Casting Time: 1 Action
School: Necromancy Range: Self (15 feet cube)
You concentrate negative energy in your palm by Components: V, S (a clap of your hands)
chanting forbidden runes. Make a melee spell attack Duration: Instantaneous
against a creature you can reach. On a hit, the target School: Evocation
takes 3d10 necrotic damage. A wave of thunderous force sweeps out from you. Each
At Higher Levels: When you cast this spell using a creature in a 15-foot cube originating from you must
spell slot of 2nd level or higher, the damage increases make a Constitution saving throw. On a failed save, a
by 1d10 for each slot level above 1st. creature takes 2d8 thunder damage and is pushed 10
Shield
feet away from you. On a successful save, the creature
takes half as much damage and isn’t pushed.
Casting Time: 1 Reaction In addition, unsecured objects that are completely
Range: Self within the area of effect are automatically pushed 10
Components: V, S feet away from you by the spell’s effect, and the spell
Duration: Instantaneous emits a thunderous boom audible out to 300 feet.
School: Abjuration At Higher Levels: When you cast this spell using a

AYou swiftly chant a protection sopell and a barrier of spell slot of 2nd level or higher, the damage increases
magical force appears to protect you. Until the start of by 1d8 for each slot level above 1st.
your next turn, you have a +5 bonus to AC, including
against the triggering attack, and you take no damage
from the Magic Missile spell.

4
2nd Level

Invisibility
Casting Time: 1 Action
Range: Touch
Components: V, S, M (an eyelash)
Duration: 1 hour (Concentration)
School: Illusion
A creature you touch becomes invisible until the spell
ends. Anything the target is wearing or carrying is
invisible as long as it is on the target’s person. The spell
ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

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