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‫בס''ד‬

:‫לחשונים‬
Spare the dying
Toll the dead
Shocking grasp

:1 ‫לחשים רמה‬
Puppet
Ray of sickness
False life
Fog cloud
Feather fall
Thunderwave
Distort value
Magic missile

Spare the dying


Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has
.no effect on undead or constructs

Toll the dead


Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the
air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8
necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic
damage.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or
2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Shocking grasp
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a
melee spell attack against the target. You have advantage on the attack roll if the target is
wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t
take reactions until the start of its next turn.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8).

Puppet
Casting Time: 1 action
Range: 120 feet
Components: V
Duration: Instantaneous

Your gesture forces one humanoid you can see within range to make a Constitution saving
throw. On a failed save, the target must move up to its speed in a direction you choose. In
addition, you can cause the target to drop whatever it is holding. This spell has no effect on a
humanoid that is immune to being charmed

Ray of sickness
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a
ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and
must make a Constitution saving throw. On a failed save, it is also poisoned until the end of
your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level above 1st.

False life
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for
the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5
additional temporary hit points for each slot level above 1st.
Fog cloud
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads
around corners, and its area is heavily obscured. It lasts for the duration or until a wind of
moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of
the fog increases by 20 feet for each slot level above 1st.
Feather fall
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60
feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling
damage and can land on its feet, and the spell ends for that creature.
Thunderwave
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating
from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder
damage and is pushed 10 feet away from you. On a successful save, the creature takes half as
much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically
pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom
audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st.
Distort value
Casting Time: 1 minute
Range: Touch
Components: V
Duration: 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's
perceived value by adding illusionary flourish or reducing its perceived value by half with the
help of illusionary dents and scratches. Anyone examining the object must roll an
Investigation check against your spell DC.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of
the object by 1 foot per spell slot over 1st.

Magic missile
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you
can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike
simultaneously and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell
creates one more dart for each slot level above 1st.

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