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Spells

Cantrips
Mage Hand
Source: Player's Handbook
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action.
The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or
retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.

Dancing Lights
Source: Player's Handbook
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the
duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each
light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another
light created by this spell, and a light winks out if it exceeds the spell’s range.

Faerie Fire
Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and
affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t
benefit from being invisible.

Message
Source: Player's Handbook
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can
reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and
can travel freely around corners or through openings.

Friends
Source: Player's Handbook
Enchantment cantrip
Casting Time: 1 action
Range: Self
Components: S, M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When
the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to
violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of
your interaction with it.

Spells
Alter Self
Source: Player's Handbook
2nd-level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the
spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can
breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound
of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race,
though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the
same; if you're bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use
your action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6
bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed
strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Charm Person
Source: Player's Handbook
1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or
your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do
anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was
charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level
above 1st. The creatures must be within 30 feet of each other when you target them.

Fast Friends
Source: Acquisitions Inc.
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour
When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must
succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes
to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity
might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another
Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the
activity would result in certain death for the creature, the spell ends.
When the spell ends, the creature knows it was charmed by you.

Calm Emotions
Source: Player's Handbook
2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose
within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving
throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell
ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target
is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again,
unless the DM rules otherwise.

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