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D&D Spell Descriptions and Mechanics

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100% found this document useful (1 vote)
70 views3 pages

D&D Spell Descriptions and Mechanics

Uploaded by

Legba
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Booming Blade Booming Blade Green-Flame Blade

0 Evocation 0 Evocation 0 Evocation


Casting Time:1 Action Range:5 feet Casting Time:1 Action Range:5 feet Casting Time:1 Action Range:5 feet
Duration: 1 round Components: V, M Duration: 1 round Components: V, M Duration: InstantaneousComponents: V, M
a weapon. a weapon.
As part of the action used to cast this spell, you As part of the action used to cast this spell, you
must make a melee attack with a weapon must make a melee attack with a weapon
against one creature within the spell’s range, against one creature within the spell’s range,
otherwise the spell fails. On a hit, the target otherwise the spell fails. On a hit, the target
suffers the attack’s normal effects, and it suffers the attack’s normal effects, and green fire
becomes sheathed in booming energy until the leaps from the target to a different creature of
start of your next turn. If the target willingly your choice that you can see within 5 feet of it.
moves be- fore then, it immediately takes 1d8 The second creature takes fire damage equal to
thunder damage, and the spell ends. This spell’s your spellcasting ability modifier. This spell’s
damage increases when you reach higher levels.
At Higher Levels damage increases when you reach higher levels.
At 5th level, the melee attack deals an extra 1d8
thunder damage to the target, and the damage
the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level
and 17th level.

Green-Flame Blade Message Prestidigitation


0 Evocation 0 Transmutation 0 Transmutation
Casting Time:1 Action Range:5 feet Casting Time:1 Action Range:120 feet Casting Time:1 Action Range:10 feet
Duration: InstantaneousComponents: V, M Duration: 1 round Components: V, S, M Duration: Up to 1 hour Components: V, S
You point your finger toward a creature within This spell is a minor magical trick that novice
range and whisper a message. The target (and spellcasters use for practice. You create one of
only the target) hears the message and can reply the following magical effects within range: -You
in a whisper that only you can hear. You can cast create an instantaneous, harmless sensory
this spell through solid objects if you are familiar effect, such as a shower of sparks, a puff of
with the target and know it is beyond the barrier. wind, faint musical notes, or an odd odor. -You
Magical silence, 1 foot of stone, 1 inch of instantaneously light or snuff out a candle, a
common metal, a thin sheet of lead, or 3 feet of torch, or a small campfire. -You instantaneously
wood blocks the spell. The spell doesnt have to clean or soil an object no larger than 1 cubic
follow a straight line and can travel freely around foot. -You chill, warm, or flavor up to 1 cubic foot
At Higher Levels corners or through openings. of nonliving material for 1 hour. -You make a
At 5th level, the melee attack deals an extra 1d8 color, a small mark, or a symbol appear on an
fire damage to the target, and the fire damage to object or a surface for 1 hour.
the second creature increases to 1d8 + your
spellcasting ability modifier. Both damage rolls
increase by 1d8 at 11th level and 17th level.

Prestidigitation Alarm Find Familiar


0 Transmutation 1 Abjuration (Ritual) 1 Conjuration (Ritual)
Casting Time:1 Action Range:10 feet Casting Time:1 Minute Range:30 feet Casting Time:1 Hour Range:10 feet
Duration: Up to 1 hour Components: V, S Duration: 8 hours Components: V, S, M Duration: InstantaneousComponents: V, S, M
-You create a nonmagical trinket or an illusory You set an alarm against unwanted intrusion. 10 gp worth of charcoal incense, and herbs that
image that can fit in your hand and that lasts Choose a door, a window, or an area within must be consumed by fire in a brass brazier.
until the end of your next turn. If you cast this range that is no larger than a 20-foot cube. Until You gain the service of a familiar, a spirit that
spell multiple times, you can have up to three of the spell ends, an alarm alerts you whenever a takes an animal form you choose: bat, cat, crab,
its non-instantaneous effects active at a time, tiny or larger creature touches or enters the frog (toad), hawk. lizard, octopus, owl, poisonous
and you can dismiss such an effect as an action. warded area. When you cast the spell, you can snake, fish (quipper), rat, raven, sea horse,
designate creatures that wont set off the alarm. spider, or weasel. Appearing in an unoccupied
You also choose whether the alarm is mental or space within range, the familiar has the statistics
audible. A mental alarm alerts you with a ping in of the chosen form, though it is a celestial, fey or
your mind if you are within 1 mile of the warded fiend (your choice) instead of a beast.
area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand
bell for 10 seconds within 60 feet.
Find Familiar Find Familiar Find Familiar
1 Conjuration (Ritual) 1 Conjuration (Ritual) 1 Conjuration (Ritual)
Casting Time:1 Hour Range:10 feet Casting Time:1 Hour Range:10 feet Casting Time:1 Hour Range:10 feet
Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M Duration: InstantaneousComponents: V, S, M
Your familiar acts independently of you, but it Additionally, as an action, you can see through If you cast this spell while you already have a
always obeys your commands. In combat, it rolls your familiars eyes and hear what it hears until familiar, you instead cause it to adopt a new
its own initiative and acts on its own turn. A the start of your next turn, gaining the benefits of form. Choose one of the forms from the above
familiar cant attack, but it can take other actions any special senses that the familiar has. During list. Your familiar transforms into the chosen
as normal. When the familiar drops to 0 hit this time, you are deaf and blind with regard to creature. Finally, when you cast a spell with a
points, it disappears, leaving behind no physical your own senses. As an action, you can range of touch, your familiar can deliver the spell
form. It reappears after you cast this spell again. temporarily dismiss your familiar. It disappears as if it had cast the spell. Your familiar must be
While your familiar is within 100 feet of you, you into a pocket dimension where it awaits you within 100 feet of you, and it must use its
can communicate with it telepathically. summons. Alternatively, you can dismiss it reaction to deliver the spell when you cast it. If
forever. As an action while it is temporarily the spell requires an attack roll, you use your
dismissed, you can cause it to reappear in any attack modifier for the roll.
unoccupied space within 30 feet of you. You
cant have more than one familiar at a time.

Grease Jump Shield


1 Conjuration 1 Transmutation 1 Abjuration
Casting Time:1 Action Range:60 feet Casting Time:1 Action Range:Touch Casting Time:Special Range:Self
Duration: 1 min. Components: V, S, M Duration: 1 min. Components: V, S, M Duration: 1 round Components: V, S
Slick grease covers the ground in a 10-foot You touch a creature. The creatures jump Reaction trigger: You are hit by an attack or
square centered on a point within range and distance is tripled until the spell ends. targeted by the magic missile spell An invisible
turns it into difficult terrain for the duration. When barrier of magical force appears and protects
the grease appears, each creature standing in its you. Until the start of your next turn, you have a
area must succeed on a Dexterity saving throw +5 bonus to AC, including against the triggering
or fall prone. A creature that enters the area or attack, and you take no damage from magic
ends its turn there must also succeed on a missile.
Dexterity saving throw or fall prone.

Snare Snare Tenser’s Floating Disk


1 Abjuration 1 Abjuration 1 Conjuration (Ritual)
Casting Time:1 Minute Range:Touch Casting Time:1 Minute Range:Touch Casting Time:1 Action Range:30 feet
Duration: 8 hours Components: S, M 25 Duration: 8 hours Components: S, M 25 Duration: 1 hour Components: V, S, M
feet of rope, which the feet of rope, which the a drop of mercury.
spell consumes spell consumes This spell creates a circular, horizontal plane of
25 feet of ropewhich the spell consumes. That creature must succeed on a Dexterity force, 3 feet in diameter and 1 inch thick, that
As you cast this spell, you use the rope to create saving throw or be magically hoisted into the air, floats 3 feet above the ground in an unoccupied
a circle with a 5-foot radius on the ground or the leaving it hanging upside down 3 feet above the space of your choice that you can see within
floor. When you finish casting, the rope ground or the floor. The creature is restrained range. The disk remains for the duration, and
disappears and the circle becomes a magic trap. there until the spell ends. A restrained creature can hold up to 500 pounds. If more weight is
This trap is nearly invisible, requiring a can make a Dexterity saving throw at the end of placed on it, the spell ends, and everything on
successful Intelligence (Investigation) check each of its turns, ending the effect on itself on a the disk falls to the ground. The disk is immobile
against your spell save DC to be discerned. The success. Alternatively, the creature or someone while you are within 20 feet of it. If you move
trap triggers when a Small, Medium, or Large else who can reach it can use an action to make more than 20 feet away from it, the disk follows
creature moves onto the ground or the floor in an Intelligence (Arcana) check against your spell you so that it remains within 20 feet of you.
the spells radius. save DC. On a success, the restrained effect
ends. After the trap is triggered, the spell ends
when no creature is restrained by it.
Tenser’s Floating Disk Unseen Servant Unseen Servant
1 Conjuration (Ritual) 1 Conjuration (Ritual) 1 Conjuration (Ritual)
Casting Time:1 Action Range:30 feet Casting Time:1 Action Range:60 feet Casting Time:1 Action Range:60 feet
Duration: 1 hour Components: V, S, M Duration: 1 hour Components: V, S, M Duration: 1 hour Components: V, S, M
It can more across uneven terrain, up or down a piece of string and a bit of wood. The servant can perform simple tasks that a
stairs, slopes and the like, but it cant cross an This spell creates an invisible, mindless, human servant could do, such as fetching things,
elevation change of 10 feet or more. For shapeless force that performs simple tasks at cleaning, mending, folding clothes, lighting fires,
example, the disk cant move across a 10-foot- your command until the spell ends. The servant serving food, and pouring wine. Once you give
deep pit, nor could it leave such a pit if it was springs into existence in an unoccupied space the command, the servant performs the task to
created at the bottom. If you move more than on the ground within range. It has AC 10, 1 hit the best of its ability until it completes the task,
100 feet from the disk (typically because it cant point, and a Strength of 2, and it cant attack. If it then waits for your next command. If you
move around an obstacle to follow you), the spell drops to 0 hit points, the spell ends. Once on command the servant to perform a task that
ends. each of your turns as a bonus action, you can would move it more than 60 feet away from you,
mentally command the servant to move up to 15 the spell ends.
feet and inteact with an object.

Cloud of Daggers Invisibility Locate Object


2 Conjuration (Concen.) 2 Illusion (Concen.) 2 Divination (Concen.)
Casting Time:1 Action Range:60 feet Casting Time:1 Action Range:Touch Casting Time:1 Action Range:Self
Duration: up to 1 min. Components: V, S, M Duration: up to 1 hour Components: V, S, M Duration: up to 10 min.sComponents: V, S, M
You fill the air with spinning daggers in a cube 5 A creature you touch becomes invisible until the Describe or name an object that is familiar to
feet on each side, centered on a point you spell ends. Anything the target is wearing or you. You sense the direction to the objects
choose within range. A creature takes 4d4 carrying is invisible as long as it is on the targets location, as long as that object is within 1,000
slashing damage when it enters the spells area person. The spell ends for a target that attacks feet of you. If the object is in motion, you know
for the first time on a turn or starts its turn there. or casts a spell. the direction of its movement. The spell can
locate a specific object known to you, as long as
you have seen it up close within 30 feet at
least once. Alternatively, the spell can locate the
nearest object of a particular kind, such as a
certain kind of apparel, jewelry, furniture, tool, or
weapon. This spell cant locate an object if any
thickness of lead, even a thin sheet, blocks a
At Higher Levels At Higher Levels direct path between you and the object.
When you cast this spell using a spell slot of 3rd When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 2d4 for level or higher, you can target one additional
each slot level above 2nd. creature for each slot level above 2nd.

Misty Step Lightning Bolt


2 Conjuration 3 Evocation
Casting Time:1 Bonus Range:Self Casting Time:1 Action Range:Self (100-foot
Action line)
Duration: InstantaneousComponents: V Duration: InstantaneousComponents: V, S, M
Briefly surrounded by silvery mist, you teleport A stroke of lightning forming a line of 100 feet
up to 30 feet to an unoccupied space that you long and 5 feet wide blasts out from you in a
can see. direction you choose. Each creature in the line
must make a Dexterity saving throw. A creature
takes 8d6 lightning damage on a failed save, or
half as much damage on a successful one. The
lightning ignites flammable objects in the area
that arent being worn or carried.

At Higher Levels
When you cast this spell using a spell slot of 4th
level or higher, the damage increases by 1d6 for
each slot level above 3rd.

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