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LEVEL LEVEL LEVEL

School
Eldritch Blast
Evocation
0 School
Toll the Dead
Necromancy
0 School
Sword Burst
Conjuration
0
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

120 ft 1 action R
- 60 ft 1 action R
wis Self 1 action R
dex
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V ● V ● V ●
Instantaneous S ● Instantaneous S ● Instantaneous S
C M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

Ranged spell attack against the target. On a hit,deal 1d10 You point at target you can see in range, and the sound of a You create a momentary circle of spectral blades that
force damage. dolorous bell fills the air around it for a moment. Wis saving sweep around you. All other creatures within 5 feet
At Higher Levels. The spell creates more than one beam throw or take 1d8 necrotic damage. If they are missing any of
of you must succeed on a Dex saving throw or take
when you reach higher levels: two beams at 5th level, its hit points, they instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases when you 1d6 force damage.
three beams at 11th level, and four beams at 17th level.
You can direct the beams at the same target or at different reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and At Higher Levels. This spell's damage increases when
ones. Make a separate attack roll for each beam. 17th level (4d8 or 4d12). you reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

LEVEL LEVEL LEVEL

School
Hellish Rebuke
Evocation
1 School
Comprehend Languages
Divination
1 School
Hold Person
Enchantment
2
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

60 ft 1 reaction R Dex Self 1 action R


- 60 ft 1 action R
Wis
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V ● V ● V ●
Instantaneous S ● 1 hour a pinch of soot and salt S ● 1 min a small, straight piece of iron S ●
C M C M● C ● M●
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

The creature that damaged you is momentarily You understand the literal meaning of any spoken Choose a humanoid that you can see within range. The target
surrounded by hellish flames. The creature must language that you hear. You also understand any must succeed on a Wis save or be paralyzed for duration. At
written language that you see, but you must be end of each of its turns, make another Wis save. On a success,
make a Dex saving throw. It takes 2d10 fire damage
the spell ends on the target.
on a failed save, or half as much damage on a touching the surface on which the words are written. It
At Higher Levels. When you cast this spell using a spell slot of
successful one. takes about 1 min to read one page. This spell doesn’t 3rd level or higher, target one additional humanoid for each
At Higher Levels. When cast at 2nd lvl spell or higher decode secret messages in a text/glyph, such as an slot above 2nd. The humanoids must be within 30 ft of each
add +1d10 to the damage for every level above 1st. arcane sigil, that isn’t part of a written language. other.

LEVEL LEVEL LEVEL

School
Remove Curse
Abjuration
3 School
Spirit Shroud
Necromancy
3 School
Thunder Step
Conjuration
3
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

Touch 1 action R
- Self 1 bonus R
- 90 ft 1 action R
Con
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V ● V ● V ●
Instantaneous S ● 1 min S ● Instantaneous S
C M C ● M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED

At your touch, all curses affecting one Any attack you make deals 1d8 extra damage when you hit a Teleport to a space in range, and each target within 10 ft of
creature within 10 ft of you. This damage is the space you left makes a Con save, taking 3d10 thunder
creature or object end. If the object is a radiant/necrotic/cold. Any target that takes this damage can’t damage on a failed, or half that on a success. Can be heard
cursed magic item, its curse remains, but the regain HP until the start of your next turn. up 300 ft. You can bring objects, also teleport 1 willing target
Any target you can see that starts its turn within 10 ft of you of your size. The target within 5 ft of you, and must be an
spell breaks its owner’s attunement to the
reduced its speed by 10 ft until the start of your next turn. unoccupied space within 5 ft of your square for the target; or
object so it can be removed or discarded. Spell slot of 4th level or higher, add 1d8 for every 2 slot levels they are left behind. When you cast using a spell slot higher,
above 3rd. add 1d10 damage/slot level above 3rd.

LEVEL LEVEL LEVEL

School
Vampiric Touch
Necromancy
3 School
Shadow of Moil
4 School
Galder's Speedy Courier
conjuration
4
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

Self 1 action - Self 1 action - 10 feet 1 action -


R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V ● V ● V ●
1 min S ● 1 min. S ● 10 min 25 gp/ equivalent goods S ●
C ● M C ● M● C M●
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED
Summon an air elemental within range, they immune to all damage, and cannot interact
Melee spell attack against a target. The target takes Flame-like shadows wreathe your body until the spell ends, with other creatures or objects. It carries an empty chest whose interior dimensions are 3
3d6 necrotic damage, and you regain hit points equal causing you to become heavily obscured to others. The ft to a side. You can deposit as many items inside the chest as will fit. Then name a living
creature, and as soon as the lid of the chest is closed, it disappears, then reappear adjacent
to half the amount of damage dealt. Until the spell shadows turn dim light within 10 feet of you into darkness,
to the target creature. If the target creature is on another plane, or if it is proofed against
and bright light in the same area to dim light. magical detection or location, the contents of the chest reappear on the ground at your
ends, you can make the attack again on each of your
Until the spell ends, you have resistance to radiant damage. feet.They are made aware of the chest’s contents before it chooses to open it or not, and
turns as an action. In addition, whenever a creature within 10 feet of you hits
knows how much of the spell’s time remains to retrieve them. No other creature can open
the chest and retrieve its contents. After the spell expires or all the contents have been
When you cast using a spell slot higher, add 1d6 you with an attack, the shadows lash out at that creature, removed, it disappears. It also disappears if the target orders it returned to you. Any items
not taken from the chest reappear on the ground at your feet.
damage/slot level above 3rd. dealing it 2d8 necrotic damage.

LEVEL LEVEL LEVEL

School
Danse Macabre
necromancy
5 School School
RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE RANGE CASTING TIME SAVE

60 ft 1 action -
R R R
DURATION COMPONENTS DURATION COMPONENTS DURATION COMPONENTS
V ● V V
1 hr S ● S S
C ● M C M C M
SPELL EFFECT SPELL EFFECT SPELL EFFECT
PREPARED PREPARED PREPARED
Dark power leaps from your fingers into five Small/Medium corpses within
range. Each corpse stands up and becomes a zombie or a skeleton, and gains
a bonus to attack and damage rolls equal to your Cha mod. A creature must
be within 60 feet of you for you to issue a mentally command, using a bonus
action, issuing the same command to all of them. You decide what action the
creatures will take and where they will move, or issue a general command. If
you issue no commands, they do nothing except defend themselves. Once
given an order, the creatures continue to follow it until their task is
complete. They are under your control until the spell ends, after which they
become inanimate once more.

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