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Artificer Conjuration cantrip Artificer (TCE) Evocation cantrip Artificer Conjuration cantrip
Artificer (TCE) Evocation cantrip Artificer Divination cantrip Artificer Evocation cantrip
LIGHTNING LURE MAGE HAND MAGIC STONE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 15 feet 1 action 30 feet 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S 1 minute V, S 1 minute
You create a lash of lightning energy that strikes A spectral, floating hand appears at a point you You touch one to three pebbles and imbue them
at one creature of your choice that you can see choose within range. The hand lasts for the with magic. You or someone else can make a
within range. The target must succeed on a duration or until you dismiss it as an action. The ranged spell attack with one of the pebbles by
Strength saving throw or be pulled up to 10 feet hand vanishes if it is ever more than 30 feet throwing it or hurling it with a sling. lf thrown, a
in a straight line toward you and then take 1d8 away from you or if you cast this spell again. pebble has a range of 60 feet. If someone else
lightning damage if it is within 5 feet of you. You can use your action to control the hand. You attacks with a pebble, that attacker adds your
The spell's damage increases by 1d8 when you can use the hand to manipulate an object, open spellcasting ability modifier, not the attacker's,
reach 5th level (2d8), 11th level (3d8), and 17th an unlocked door or container, stow or retrieve to the attack roll. On a hit, the target takes
level (4d8). an item from an open container, or pour the bludgeoning damage equal to 1d6 +your
contents out of a vial. You can move the hand up spellcasting ability modifier. Whether the attack
to 30 feet each time you use it. hits or misses, the spell then ends on the stone.
The hand can't attack, activate magical items, or If you cast this spell again, the spell ends on any
carry more than 10 pounds. pebbles still affected by your previous casting.
Artificer (TCE) Evocation cantrip Artificer Conjuration cantrip Artificer Transmutation cantrip
Artificer Evocation cantrip Artificer Necromancy cantrip Artificer (TCE) Conjuration cantrip
Artificer Transmutation cantrip Artificer Evocation cantrip Artificer 1st level Abjuration
Artificer 1st level Abjuration Artificer 1st level Transmutation Artificer 1st level Evocation
DETECT MAGIC (RITUAL) DISGUISE SELF EXPEDITIOUS RETREAT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S 1 hour V, S Concentration, up to 10
minutes minutes
You make yourself, including your clothing, armor,
For the duration, you sense the presence of weapons, and other belongings on your person, look This spell allows you to move at an incredible
magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your pace. When you cast this spell, and then as a
this way, you can use your action to see a faint action to dismiss it. You can seem 1 foot shorter or bonus action on each of your turns until the spell
aura around any visible creature or object in the taller and can appear thin, fat, or in between. You can't ends, you can take the Dash action.
area that bears magic, and you learn its school of change your body type, so you must adopt a form that
magic, if any. has the same basic arrangement of limbs. Otherwise,
The spell can penetrate most barriers, but is the extent of the illusion is up to you.
blocked by 1 foot of stone, 1 inch of common The changes wrought by this spell fail to hold up to
metal, a thin sheet of lead, or 3 feet of wood or physical inspection. For example, if you use this spell
dirt. to add a hat to your outfit, objects pass through the
hat, and anyone who touches 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 someone
who reaches out to touch you would bump into you
while it was seemingly still in midair.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must
succeed on an Intelligence (Investigation) check
against your spell save DC.
Artificer 1st level Divination Artificer 1st level Illusion Artificer 1st level Transmutation
Artificer 1st level Evocation Artificer 1st level Necromancy Artificer 1st level Transmutation
Artificer 1st level Conjuration Artificer 1st level Divination Artificer 1st level Transmutation
PURIFY FOOD AND DRINK (RITUAL)
LONGSTRIDER SANCTUARY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet
1 action Touch 1 bonus action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous
V, S, M 1 hour V, S, M 1 minute
a pinch of dirt
All nonmagical food and drink within a 5-foot- a small silver mirror
radius sphere centered on a point of your choice
You touch a creature. The target's speed within range is purified and rendered free of You ward a creature within range against attack.
increases by 10 feet until the spell ends. poison and disease. Until the spell ends, any creature who targets
At Higher Levels: When you cast this spell using the warded creature with an attack or a harmful
a spell slot of 2nd level or higher, you can target spell must first make a Wisdom saving throw. On
one additional creature for each slot level above a failed save, the creature must choose a new
1st. target or lose the attack or spell. This spell
doesn't protect the warded creature from area
effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a
spell that affects an enemy creature, this spell
ends.
Artificer 1st level Transmutation Artificer 1st level Transmutation Artificer 1st level Abjuration
Artificer 1st level Abjuration Artificer 1st level Abjuration Artificer (TCE) 1st-level evocation
Artificer (Alchemist) 1st level Evocation Artificer (Alchemist) 1st level Necromancy Artificer (Armorer) 1st level Evocation
THUNDERWAVE SHIELD THUNDERWAVE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cube) 1 reaction Self 1 action Self (15-foot cube)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 round V, S Instantaneous
A wave of thunderous force sweeps out from An invisible barrier of magical force appears and A wave of thunderous force sweeps out from
you. Each creature in a 15-foot cube originating protects you. Until the start of your next turn, you. Each creature in a 15-foot cube originating
from you must make a Constitution saving you have a +5 bonus to AC, including against the from you must make a Constitution saving
throw. On a failed save, a creature takes 2d8 triggering attack, and you take no damage from throw. On a failed save, a creature takes 2d8
thunder damage and is pushed 10 feet away magic missile. thunder damage and is pushed 10 feet away
from you. On a successful save, the creature from you. On a successful save, the creature
takes half as much damage and isn't pushed. takes half as much damage and isn't pushed.
In addition, unsecured objects that are In addition, unsecured objects that are
completely within the area of effect are completely within the area of effect are
automatically pushed 10 feet away from you by automatically pushed 10 feet away from you by
the spell's effect, and the spell emits a the spell's effect, and the spell emits a
thunderous boom audible out to 300 feet. thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the damage a spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st. increases by 1d8 for each slot level above 1st.
Artificer (Armorer) 1st level Evocation Artificer (Artillerist) 1st level Abjuration Artificer (Artillerist) 1st level Evocation
Artificer (Battle Smith) 1st level Enchantment Artificer (Battle Smith) 1st level Abjuration Artificer 2nd level Abjuration
Artificer 2nd level Illusion Artificer 2nd level Evocation Artificer 2nd level Transmutation
Artificer 2nd level Transmutation Artificer 2nd level Transmutation Artificer 2nd level Transmutation
Artificer 2nd level Transmutation Artificer 2nd level Illusion Artificer 2nd level Abjuration
MAGIC MOUTH (RITUAL) [1/2] MAGIC MOUTH (RITUAL) [2/2]
LEVITATE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 minute 30 feet
1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Until dispelled
V, S, M Concentration, up to 10
minutes a small bit of honeycomb and jade dust worth at least 10 gp, a small bit of honeycomb and jade dust worth at least 10 gp,
which the spell consumes which the spell consumes
either a small leather loop or a piece of golden wire bent into a
cup shape with a long shank on one end You implant a message within an object in range, a 30 feet of the object. For example, you could
One creature or object of your choice that you message that is uttered when a trigger condition is instruct the mouth to speak when any creature
met. Choose an object that you can see and that isn't moves within 30 feet of the object or when a
can see within range rises vertically, up to 20 being worn or carried by another creature. Then
feet, and remains suspended there for the silver bell rings within 30 feet of it.
speak the message, which must be 25 words or less,
duration. The spell can levitate a target that though it can be delivered over as long as 10 minutes.
weighs up to 500 pounds. An unwilling creature Finally, determine the circumstance that will trigger
that succeeds on a Constitution saving throw is the spell to deliver your message.
unaffected. When that circumstance occurs, a magical mouth
The target can move only by pushing or pulling appears on the object and recites the message in your
against a fixed object or surface within reach voice and at the same volume you spoke. If the object
(such as a wall or a ceiling), which allows it to you chose has a mouth or something that looks like a
move as if it were climbing. You can change the mouth (for example, the mouth of a statue), the
target's altitude by up to 20 feet in either magical mouth appears there so that words appear to
direction on your turn. If you are the target, you come from the object's mouth. When you cast this
can move up or down as part of your move. spell, you can have the spell end after it delivers its
Otherwise, you can use your action to move the message, or it can remain and repeats its message
target, which must remain within the spell's whenever the trigger occurs.
range. The triggering circumstance can be as general or as
When the spell ends, the target floats gently to detailed as you like, though it must be based on visual
or audible conditions that occur within
the ground if it is still aloft.
Artificer 2nd level Transmutation Artificer 2nd level Illusion Artificer 2nd level Illusion
Artificer 2nd level Transmutation Artificer 2nd level Abjuration Artificer 2nd level Transmutation
Artificer 2nd level Transmutation Artificer 2nd level Divination Artificer 2nd level Transmutation
SPIDER CLIMB WEB FLAMING SPHERE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour minute
a drop of bitumen and a spider a bit of spider web a bit of tallow, a pinch of brimstone, and a dusting of powdered
iron
Until the spell ends, one willing creature you You conjure a mass of thick, sticky webbing at a point
touch gains the ability to move up, down, and of your choice within range. The webs fill a 20-foot A 5-foot-diameter sphere of fire appears in an
across vertical surfaces and upside down along cube from that point for the duration. The webs are unoccupied space of your choice within range and
ceilings, while leaving its hands free. The target difficult terrain and lightly obscure their area. lasts for the duration. Any creature that ends its turn
also gains a climbing speed equal to its walking If the webs aren't anchored between two solid masses within 5 feet of the sphere must make a Dexterity
speed. (such as walls or trees) or layered across a floor, wall, saving throw. The creature takes 2d6 fire damage on a
or ceiling, the conjured web collapses on itself, and the failed save, or half as much damage on a successful
spell ends at the start of your next turn. Webs layered one.
over a flat surface have a depth of 5 feet. As a bonus action, you can move the sphere up to 30
Each creature that starts its turn in the webs or that feet. If you ram the sphere into a creature, that
enters them during its turn must make a Dexterity creature must make the saving throw against the
saving throw. On a failed save, the creature is sphere's damage, and the sphere stops moving this
restrained as long as it remains in the webs or until it turn.
breaks free. When you move the sphere, you can direct it over
A creature restrained by the webs can use its actions barriers up to 5 feet tall and jump it across pits up to
to make a Strength check against your spell save DC. If 10 feet wide. The sphere ignites flammable objects
it succeeds, it is no longer restrained. not being worn or carried, and it sheds bright light in a
The webs are flammable. Any 5-foot cube of webs 20-foot radius and dim light for an additional 20 feet.
exposed to fire burns away in 1 round, dealing 2d4 fire At Higher Levels: When you cast this spell using a
damage to any creature that starts its turn in the fire. spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.
Artificer 2nd level Transmutation Artificer 2nd level Conjuration Artificer (Alchemist) 2nd level Conjuration
Artificer (Alchemist) 2nd level Evocation Artificer (Armorer) 2nd level Illusion Artificer (Artillerist) 2nd level Evocation
Artificer (Artillerist) 2nd level Evocation Artificer (Battle Smith) 2nd level Evocation Artificer (Battle Smith) 2nd level Abjuration
BLINK CATNAP CREATE FOOD AND WATER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute S, M 10 minutes V, S Instantaneous
Roll a d20 at the end of each of your turns for the a pinch of sand You create 45 pounds of food and 30 gallons of
duration of the spell. On a roll of 11 or higher, you
You make a calming gesture, and up to three water on the ground or in containers within
vanish from your current plane of existence and range, enough to sustain up to fifteen humanoids
appear in the Ethereal Plane (the spell fails and the willing creatures of your choice that you can see or five steeds for 24 hours. The food is bland but
casting is wasted if you were already on that plane). At within range fall unconscious for the spell's nourishing, and spoils if uneaten after 24 hours.
the start of you next turn, and when the spell ends if duration. The spell ends on a target early if it The water is clean and doesn't go bad.
you are on the Ethereal Plane, you return to an takes damage or someone uses an action to
unoccupied space of your choice that you can see shake or slap it awake. If a target remains
within 10 feet of the space you vanished from. If no unconscious for the full duration, that target
unoccupied space is available within that range, you gains the benefit of a short rest, and it can't be
appear in the nearest unoccupied space (chosen at affected by this spell again until it finishes a long
random if more than one space is equally near). You rest.
can dismiss this spell as an action. At Higher Levels: When you cast this spell using
While on the Ethereal Plane, you can see and hear the a spell slot of 4th level or higher, you can target
plane you originated from, which is cast in shades of one additional willing creature for each slot level
gray, and you can't see anything more than 60 feet above 3rd.
away. You can only affect and be affected by other
creatures on the Ethereal Plane. Creature that aren't
there can't perceive you or interact with you, unless
they have the ability to do so.
Artificer 3rd level Transmutation Artificer 3rd level Enchantment Artificer 3rd level Conjuration
Artificer 3rd level Evocation Artificer 3rd level Abjuration Artificer 3rd level Transmutation
Artificer 3rd level Transmutation Artificer 3rd level Transmutation Artificer 3rd level Abjuration
GLYPH OF WARDING [2/3] GLYPH OF WARDING [3/3]
HASTE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 hour Touch
1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Until dispelled or
triggered triggered V, S, M Concentration, up to 1
minute
incense and powdered diamond worth at least 200 gp, which the incense and powdered diamond worth at least 200 gp, which the
spell consumes spell consumes a shaving of licorice root
object, the most common triggers include opening Spell Glyph: You can store a prepared spell of or Choose a willing creature that you can see within
that object, approaching within a certain distance of lower in the glyph by casting it as part of creating the range. Until the spell ends, the target's speed is
the object, or seeing or reading the glyph. Once a glyph. The spell must target a single creature or an doubled, it gains a +2 bonus to AC, it has
glyph is triggered, this spell ends. area. The spell being stored has no immediate effect advantage on Dexterity saving throws, and it
You can further refine the trigger so the spell activates when cast in this way. When the glyph is triggered, the gains an additional action on each of its turns.
only under certain circumstances or according to stored spell is cast. If the spell has a target, it targets That action can be used only to take the Attack
physical characteristics (such as height or weight), the creature that triggered the glyph. If the spell (one weapon attack only), Dash, Disengage,
creature kind (for example, the ward could be set to affects an area, the area is centered on that creature. Hide, or Use an Object action.
affect aberrations or drow), or alignment. You can also If the spell summons hostile creatures or creates When the spell ends, the target can't move or
set conditions for creatures that don't trigger the harmful objects or traps, they appear as close as take actions until after its next turn, as a wave of
glyph, such as those who say a certain password. possible to the intruder and attack it. If the spell lethargy sweeps over it.
When you inscribe the glyph, choose explosive runes requires concentration, it lasts until the end of its full
or a spell glyph. duration.
Explosive Runes: When triggered, the glyph erupts At Higher Levels: When you cast this spell using a
with magical energy in a 20-foot-radius sphere spell slot of 4th level or higher, the damage of an
centered on the glyph. The sphere spreads around explosive runes glyph increases by 1d8 for each slot
corners. Each creature in the aura must make a level above 3rd. If you create a spell glyph, you can
Dexterity saving throw. A creature takes 5d8 acid, store any spell of up to the same level as the slot you
cold, fire, lightning, or thunder damage on a failed use for the glyph of warding.
saving throw (your choice when you create the glyph),
or half as much damage on a successful one.
Artificer 3rd level Abjuration Artificer 3rd level Abjuration Artificer 3rd level Transmutation
Artificer (TCE) 3rd-level abjuration Artificer 3rd level Abjuration Artificer 3rd level Necromancy
Artificer 3rd level Transmutation Artificer (Alchemist) 3rd level Transmutation Artificer (Alchemist) 3rd level Evocation
Artificer (Armorer) 3rd level Illusion Artificer (Armorer) 3rd level Evocation Artificer (Artillerist) 3rd level Evocation
Artificer (Artillerist) 3rd level Evocation Artificer (Battle Smith) 3rd level Evocation Artificer (Battle Smith) 3rd level Conjuration
ARCANE EYE ELEMENTAL BANE FABRICATE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 90 feet 10 minutes 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S Instantaneous
hour minute
You convert raw materials into products of the same
a bit of bat fur Choose one creature you can see within range, material. For example, you can fabricate a wooden
You create an invisible, magical eye within range and choose one of the following damage types - bridge from a clump of trees, a rope from a patch of
that hovers in the air for the duration. acid, cold, fire, lightning, or thunder. The target hemp, and clothes from flax or wool.
You mentally receive visual information from the must succeed on a Constitution saving throw or Choose raw materials that you can see within range.
eye, which has normal vision and darkvision out be affected by the spell for its duration. The first You can fabricate a Large or smaller object (contained
time each turn the affected target takes damage within a 10-foot cube, or eight connected 5-foot
to 30 feet. The eye can look in every direction. of the chosen type, the target takes an extra 2d6 cubes), given a sufficient quantity of raw material. If
As an action, you can move the eye up to 30 feet damage of that type. Moreover, the target loses you are working with metal, stone, or another mineral
in any direction. There is no limit to how far away any resistance to that damage type until the spell substance, however, the fabricated object can be no
from you the eye can move, but it can't enter ends. larger than Medium (contained within a single 5-foot
another plane of existence. A solid barrier blocks At Higher Levels: When you cast this spell using cube). The quality of objects made by the spell is
the eye's movement, but the eye can pass a spell slot of 5th level or higher, you can target
commensurate with the quality of the raw materials.
through an opening as small as 1 inch in one additional creature for each slot level above
Creatures or magic items can't be created or
diameter. transmuted by this spell. You also can't use it to create
4th. The creatures must be within 30 feet of items that ordinarily require a high degree of
each other when you target them. craftsmanship, such as jewelry, weapons, glass, or
armor, unless you have proficiency with the type of
artisan's tools used to craft such objects.
Artificer 4th level Divination Artificer 4th level Transmutation Artificer 4th level Evocation
Artificer 4th level Abjuration Artificer 4th level Conjuration Artificer 4th level Conjuration
A sphere of shimmering force encloses a creature or This spell turns the flesh of a willing creature you You call forth the spirit of a construct. It manifests in
object of Large size or smaller within range. An touch as hard as stone. Until the spell ends, the an unoccupied space that you can see within range.
unwilling creature must make a Dexterity saving target has resistance to nonmagical bludgeoning, This corporeal form uses the Construct Spirit stat
throw. On a failed save, the creature is enclosed for piercing, and slashing damage. block. When you cast the spell, choose a material:
the duration. Clay, Metal, or Stone. The creature resembles a golem
Nothing, not physical objects, energy, or other spell or a modron (your choice) made of the chosen
effects, can pass through the barrier, in or out, though material, which determines certain traits in its stat
a creature in the sphere can breathe there. The sphere block. The creature disappears when it drops to 0 hit
is immune to all damage, and a creature or object points or when the spell ends.
inside can't be damaged by attacks or effects The creature is an ally to you and your companions. In
originating from outside, nor can a creature inside the combat, the creature shares your initiative count, but
sphere damage anything outside it. it takes its turn immediately after yours. It obeys your
The sphere is weightless and just large enough to verbal commands (no action required by you). If you
contain the creature or object inside. An enclosed don't issue any, it takes the Dodge action and uses its
creature can use its action to push against the sphere's move to avoid danger.
walls and thus roll the sphere at up to half the At Higher Levels: When you cast this spell using a
creature's speed. Similarly, the globe can be picked up spell slot of 4th level or higher, use the higher level
and moved by other creatures. A disintegrate spell wherever the spell's level appears in the stat block.
targeting the globe destroys it without harming
anything inside it.
Artificer 4th level Evocation Artificer 4th level Abjuration Artificer (TCE) 4th-level conjuration
BLIGHT DEATH WARD FIRE SHIELD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 8 hours V, S, M 10 minutes
Necromantic energy washes over a creature of You touch a creature and grant it a measure of a bit of phosphorous or a firefly
your choice that you can see within range, protection from death. Thin and wispy flames wreathe your body for the
draining moisture and vitality from it. The target The first time the target would drop to 0 hit duration, shedding bright light in a 10-foot
must make a Constitution saving throw. The points as a result of taking damage, the target radius and dim light for an additional 10 feet. You
target takes 8d8 necrotic damage on a failed instead drops to 1 hit point, and the spell ends. can end the spell early by using an action to
save, or half as much damage on a successful If the spell is still in effect when the target is dismiss it.
one. This spell has no effect on undead or subjected to an effect that would kill it The flames provide you with a warm shield or a
constructs. instantaneously without dealing damage, that chill shield, as you choose. The warm shield
If you target a plant creature or a magical plant, effect is instead negated against the target, and grants you resistance to cold damage, and the
it makes the saving throw with disadvantage, the spells ends. chill shield grants you resistance to fire damage.
and the spell deals maximum damage to it. In addition, whenever a creature within 5 feet of
If you target a nonmagical plant that isn't a you hits you with a melee attack, the shield
creature, such as a tree or shrub, it doesn't make erupts with flame. The attacker takes 2d8 fire
a saving throw, it simply withers and dies.
At Higher Levels: When you cast this spell using damage from a warm shield, or 2d8 cold damage
a spell slot of 5th level or higher, the damage from a cold shield.
increases by 1d8 for each slot level above 4th.
Artificer (Alchemist) 4th level Necromancy Artificer (Alchemist) 4th level Abjuration Artificer (Armorer) 4th level Evocation
Artificer (Armorer) 4th level Illusion Artificer (Artillerist) 4th level Evocation Artificer (Artillerist) 4th level Evocation
Artificer 5th level Evocation Artificer 5th level Illusion Artificer 5th level Abjuration
Artificer 5th level Transmutation Artificer 5th level Transmutation Artificer 5th level Transmutation
WALL OF STONE [1/2] WALL OF STONE [2/2] CLOUDKILL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S Concentration, up to 10
minutes minutes minutes
a small block of granite a small block of granite You create a 20-foot-radius sphere of poisonous,
yellow-green fog centered on a point you choose
A nonmagical wall of solid stone springs into existence than 20 feet in length, you must halve the size of within range. The fog spreads around corners. It lasts
at a point you choose within range. The wall is 6 inches each panel to create supports. You can crudely for the duration or until strong wind disperses the fog,
thick and is composed of ten 10-foot-by-10-foot shape the wall to create crenellations, ending the spell. Its area is heavily obscured.
panels. Each panel must be contiguous with at least on battlements, and so on. When a creature enters the spell's area for the first
other panel. Alternatively, you can create 10-foot-by- The wall is an object made of stone that can be time on a turn or starts its turn there, that creature
20-foot panels that are only 3 inches thick. damaged and thus breached. Each panel has AC must make a Constitution saving throw. The creature
If the wall cuts through a creature's space when it 15 and 30 hit points per inch of thickness. takes 5d8 poison damage on a failed save, or half as
appears, the creature is pushed to one side of the wall Reducing a panel to 0 hit points destroys it and much damage on a successful one. Creatures are
(your choice). If a creature would be surrounded on all might cause connected panels to collapse at the affected even if they hold their breath or don't need to
sides by the wall (or the wall and another solid DM's discretion. breathe.
surface), that creature can make a Dexterity saving The fog moves 10 feet away from you at the start of
throw. On a success, it can use its reaction to move up If you maintain your concentration on this spell
for its whole duration, the wall becomes each of your turns, rolling along the surface of the
to its speed so that it is no longer enclosed by the wall. ground. The vapors, being heavier than air, sink to the
The wall can have any shape you desire, though it can't permanent and can't be dispelled. Otherwise,
the wall disappears when the spell ends. lowest level of the land, even pouring down openings.
occupy the same space as a creature or object. The At Higher Levels: When you cast this spell using a
wall doesn't need to be vertical or resting on any firm spell slot of 6th level or higher, the damage increases
foundation. It must, however, merge with and be by 1d8 for each slot level above 5th.
solidly supported by existing stone. Thus you can use
this spell to bridge a chasm or create a ramp.
If you create a span greater
Artificer 5th level Evocation Artificer 5th level Evocation Artificer (Alchemist) 5th level Conjuration
Artificer (Alchemist) 5th level Necromancy Artificer (Armorer) 5th level Transmutation Artificer (Armorer) 5th level Evocation
Artificer (Artillerist) 5th level Evocation Artificer (Artillerist) 5th level Evocation Artificer (Battle Smith) 5th level Abjuration
MASS CURE WOUNDS
CASTING TIME RANGE
1 action 60 feet
COMPONENTS DURATION
V, S Instantaneous
A wave of healing energy washes out from a
point of your choice within range. Choose up to 6
creatures in a 30-foot-radius sphere centered on
that point. Each target regains hit points equal to
3d8 + your spellcasting ability modifier. This
spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using
a spell slot of 6th level or higher, the healing
increases by 1d8 for each slot level above 5th.