Warlock Spells: Difference between revisions
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Sorcerer, Warlock, Wizard | | Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Sorcerer, Warlock, Wizard | ||
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| Range: Touch || Duration: | | Range: Touch || Duration: Until Dispelled (Concentration) || Components: VS || Arcane | ||
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You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.<br> | You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.<br> | ||
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| Range: 90ft || Duration: Instant || Components: VS || Arcane | | Range: 90ft || Duration: Instant || Components: VS || Arcane | ||
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You unleash a wild bolt of static at a target within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Lightning Damage, and you can cause a secondary bolt of energy to arc to another creature of your choice within 10ft of the target. | You unleash a wild bolt of static at a target within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Lightning Damage, and you can cause a secondary bolt of energy to arc to another creature of your choice within 10ft of the target. If the Attack Roll would hit the next target, it takes 1d4 Lightning Damage.<br> | ||
The Spell's initial Damage increases by 1d6 and the Damage dealt to the second creatures increases by 1d4 when you reach 5th Level (2d6 and 2d4), 11th Level (3d6 and 3d4), and 17th Level (4d6 and 4d4). | The Spell's initial Damage increases by 1d6 and the Damage dealt to the second creatures increases by 1d4 when you reach 5th Level (2d6 and 2d4), 11th Level (3d6 and 3d4), and 17th Level (4d6 and 4d4). | ||
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| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal | | Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal | ||
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You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.<br> | You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range until that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.<br> | ||
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft). | The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft). | ||
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| Range: 90ft || Duration: Instant || Components: VS || Arcane | | Range: 90ft || Duration: Instant || Components: VS || Arcane | ||
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You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal.<br> | You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal. The target perceives the Damage taken as a Type that would be appropriate to the illusory projectile.<br> | ||
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8). | The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8). | ||
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| Range: Self || Duration: 24 Hours || Components: VS || Arcane | | Range: Self || Duration: 24 Hours || Components: VS || Arcane | ||
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You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only gain the benefits of this Spell once per day.<br> | You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only cast and gain the benefits of this Spell once per day.<br> | ||
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell. | You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell. | ||
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| Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal | | Range: 60ft || Duration: Instant || Components: VS || Arcane, Primal | ||
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You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell.<br> | You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell. This Spell produces a thunderous boom that is audible out to a Range of 50ft.<br> | ||
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8). | The Spell's Damage increases by 1d8 and the distance that the boom is audible to increases by 50ft when you reach 5th Level (2d8 and 100ft), 11th Level (3d8 and 150ft), and 17th Level (4d8 and 200ft). | ||
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*You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. | *You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. | ||
*You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. | *You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. | ||
If you cast this Spell multiple times, you can have up to | If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br> | ||
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects). | The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects). | ||
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| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane | | Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane | ||
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Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search.<br> | Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search. If you cast this Spell during the Duration of this Spell, a book you are using the Spell on flips to the next page containing the subject of your search.<br> | ||
The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes). | The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes). | ||
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| Range: 60ft || Duration: Instant || Components: VSM (a raven feather) || Arcane | | Range: 60ft || Duration: Instant || Components: VSM (a raven feather) || Arcane | ||
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Uttering a strange incantation, you call upon multiple ravens to descend upon a target that you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Piercing Damage and it subtracts a d4 from the next Ability Check it makes before the | Uttering a strange incantation, you call upon multiple ravens to descend upon a target that you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Piercing Damage and it subtracts a d4 from the next Ability Check it makes before the end of its next turn.<br> | ||
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6). | The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6). | ||
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| Range: 60ft || Duration: Instant || Components: VS || Primal | | Range: 60ft || Duration: Instant || Components: VS || Primal | ||
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You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and | You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d4 Poison Damage.<br> | ||
The Spell's Damage increases by 1d4 Piercing and | The Spell's Damage increases by 1d4 Piercing and 1d4 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4). | ||
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Latest revision as of 15:23, 11 January 2023
Warlock Spells
Cantrips
Acid Splash
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Shaman, Sorcerer, Warlock |
Range: 60ft | Duration: Instant | Components: VS | Arcane |
You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Amanuensis
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Sorcerer, Warlock, Wizard |
Range: Touch | Duration: Until Dispelled (Concentration) | Components: VS | Arcane |
You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.
This rate this Spell copies words increases by 250 when you reach 5th Level (500 words per minute), 11th Level (750 words per minute), and 17th Level (1,000 words per minute).
Arachnophobia
Level: Cantrip | Casting Time: 1 Action | Illusion | Bard, Druid, Psion, Shaman, Warlock |
Range: 30ft | Duration: Instant | Components: VM (a live spider) | Arcane, Primal |
You plant a terrifying phantasm of arachnids in the mind of a creature you can see within Range, forcing it to make a Charisma Saving Throw. On a failed Save, the target becomes convinced that it is covered in skittering, biting spiders until the beginning of its next turn. It takes 1d4 Psychic Damage and can't take Reactions until the beginning of its next turn due to the distracting sensations.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
Booming Blade
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Seeker, Shaman, Warlock, Wizard |
Range: Self | Duration: 1 Round | Components: VM (a Melee Weapon) | Arcane |
You brandish the Weapon used in the Spell's casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack's normal effects and then becomes sheathed in booming energy until the start of your next turn.
If the target willingly moves 5ft or more before then, the target takes 1d8 Thunder Damage, and the Spell ends.
The Spell's damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Thunder Damage to the target on a hit, and the Damage the target takes for moving increases to 2d8. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 3d8) and again at 17th Level (3d8 and 4d8).
Chaos Arc
Level: Cantrip | Casting Time: 1 Action | Evocation | Psion, Sorcerer, Warlock, Wizard |
Range: 90ft | Duration: Instant | Components: VS | Arcane |
You unleash a wild bolt of static at a target within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Lightning Damage, and you can cause a secondary bolt of energy to arc to another creature of your choice within 10ft of the target. If the Attack Roll would hit the next target, it takes 1d4 Lightning Damage.
The Spell's initial Damage increases by 1d6 and the Damage dealt to the second creatures increases by 1d4 when you reach 5th Level (2d6 and 2d4), 11th Level (3d6 and 3d4), and 17th Level (4d6 and 4d4).
Chill Touch
Level: Cantrip | Casting Time: 1 Action | Necromancy | Seeker, Sorcerer, Warlock, Wizard |
Range: 120ft | Duration: 1 Round | Components: VS | Arcane |
You create a ghostly, skeletal hand in the space of a creature within Range. Make a Ranged Spell Attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 Necrotic Damage, and it can't regain Hit Points until the start of your next turn. Until then, the hand clings to the target.
If you hit an Undead creature, it also has Disadvantage on Attack Rolls against you until the end of your next turn.
This Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Create Bonfire
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: VS | Arcane, Primal |
You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire's space when you cast the Spell, that moves into the bonfire's space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.
The Bonfire ignites flammable objects in its area that aren't being worn or carried.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Dazzle
Level: Cantrip | Casting Time: 1 Action | Illusion | Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard |
Range: 30ft | Duration: 1 Round | Components: VS | Arcane, Primal |
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range until that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).
Die, Insect!
Level: Cantrip | Casting Time: 1 Action | Evocation | Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 30ft | Duration: 1 Turn (Concentration) | Components: V | Arcane |
You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within Range, that creature makes a Dexterity Saving Throw; you roll randomly to determine which enemy is affected. On a failed Save, the target takes 8 Fire Damage.
The Spell's Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).
Eldritch Blast
Level: Cantrip | Casting Time: 1 Action | Evocation | Warlock |
Range: 120ft | Duration: Instant | Components: VS | Arcane |
A beam of crackling energy streaks toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Force Damage.
The Spell creates one more beam when you reach 5th Level (two beams), 11th Level (three beams), and 17th Level (four beams). You choose a target (multiple beams can target the same creature) for each beam and make a separate Attack for each beam.
Friends
Level: Cantrip | Casting Time: 1 Action | Enchantment | Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard |
Range: Self | Duration: 1 Minute (Concentration) | Components: SM (a small amount of makeup applied to the face as this Spell is cast) | Arcane |
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, potentially becoming hostile towards you. A creature prone to violence might attack you. Another creature might seek retribution in other ways, depending on the nature of your interaction with it.
You can target an additional creature with the Spell when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures)
Frostbite
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Arcane, Primal |
You cause numbing frost to form on one creature that you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Cold Damage and has Disadvantage on the next Weapon Attack it makes before the end of its next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Green Flame Blade
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Seeker, Shaman, Sorcerer, Warlock, Wizard |
Range: Self | Duration: Instant | Components: SM (a Melee Weapon) | Arcane |
You brandish the Weapon used in the Spell's casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.
The Spell's Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Fire Damage to the target on a hit, and the Fire Damage to the second creature increases to 1d8 + your Spellcasting Ability Modifier. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 2d8) and 17th Level (3d8 and 3d8).
Illusion Bolt
Level: Cantrip | Casting Time: 1 Action | Illusion | Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard |
Range: 90ft | Duration: Instant | Components: VS | Arcane |
You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal. The target perceives the Damage taken as a Type that would be appropriate to the illusory projectile.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Infestation
Level: Cantrip | Casting Time: 1 Action | Conjuration | Druid, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard |
Range: 30ft | Duration: Instant | Components: VSM (a living flea) | Primal |
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save the target takes 1d6 Poison Damage and is pushed 5ft in a direction of your choice.
The Spell's Damage increases by 1d6 and the distance the target is pushed increases by 5ft when you reach 5th Level (2d6 and 10ft), 11th Level (3d6 and 15ft), and 17th Level (4d6 and 20ft).
Jolt
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 30ft | Duration: Instant | Components: VS | Arcane, Primal |
A fraction of the storm's power can give life, or take it. Sparks fly from your fingertips, shocking a creature within Range. If the target is Unconscious, at 0 Hit Points, and making Death Saving Throws, it has Advantage on the next Death Saving Throw it makes, and the next Ability Check made to stabilize the target also is made at Advantage. If you target a creature that has at least 1 Hit Point or is Unconscious, at 0 Hit Points, and Stable, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d8 Lightning Damage.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Lightning Lure
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Druid, Seeker, Shaman, Sorcerer, Warlock, Wizard |
Range: 15ft | Duration: Instant | Components: V | Arcane, Primal |
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Lucky Number
Level: Cantrip | Casting Time: 1 Action | Divination | Bard, Psion, Seeker, Sorcerer, Warlock |
Range: Self | Duration: 24 Hours | Components: VS | Arcane |
You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only cast and gain the benefits of this Spell once per day.
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.
Mage Hand
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard |
Range: 30ft | Duration: 1 Minute | Components: VS | Arcane |
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as a Free Action. The hand vanishes if it is ever more than 30ft 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 30ft each time you use it. The hand can't Attack, and can only carry up to 10lbs.
The Range of this Spell and the distance the hand can be before it vanishes increases by 30ft, and the hand can lift an additional 10lbs when you reach 5th Level (60ft and 20lbs), 11th Level (90ft and 30lbs), and 17th Level (120ft and 40lbs).
Magic Stone
Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation | Artificer, Druid, Shaman, Warlock |
Range: Touch | Duration: 1 Minute | Components: VS | Primal |
You touch one to three pebbles and imbue them with magic. A creature holding one of the pebbles can make a Ranged Spell Attack with it. This Attack has a Range of 60ft and uses your Spell Attack Modifier for the Attack. The Attack also deals Bludgeoning Damage equal to 1d6 + your Spellcasting Ability Modifier. After this Attack, after the Spell ends, or if you cast the Spell again, a pebble loses its magic.
The Spell enchants three additional pebbles when you reach 5th Level (6 pebbles), 11th Level (9 pebbles), and 17th Level (12 pebbles)
Mind Sliver
Level: Cantrip | Casting Time: 1 Action | Enchantment | Psion, Seeker, Sorcerer, Warlock, Wizard |
Range: 60ft | Duration: Instant | Components: V | Arcane |
You drive a disorienting spike of psychic energy into the mind of one creature you can see within Range, the target makes an Intelligence Saving Throw. On a failed Save the target takes 1d6 Psychic Damage and subtracts 1d4 from the next Saving Throw it makes before the end of your next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Minor Illusion
Level: Cantrip | Casting Time: 1 Action | Illusion | Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard |
Range: 30ft | Duration: 1 Minute | Components: SM (a bit of fleece) | Arcane |
You create a sound or an image of an object within Range that lasts for the duration. The illusion also ends if you dismiss it as a Free Action if you cast this Spell again.
If you create a sound, its volume can Range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the Spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5ft Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its Action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) Check against your Spell Save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
The Spell can create an additional illusion when you reach 5th Level (up to 2 illusions), 11th Level (up to 3 illusions), and 17th Level (up to 4 illusions).
Noisome Peal
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Bard, Shaman, Sorcerer, Warlock, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Arcane, Primal |
You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell. This Spell produces a thunderous boom that is audible out to a Range of 50ft.
The Spell's Damage increases by 1d8 and the distance that the boom is audible to increases by 50ft when you reach 5th Level (2d8 and 100ft), 11th Level (3d8 and 150ft), and 17th Level (4d8 and 200ft).
Poison Spray
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 10ft | Duration: Instant | Components: VS | Arcane, Primal |
You extend your hand toward a creature you can see within Range and project a puff of noxious gas from your palm, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d12 Poison Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
Prestidigitation
Level: Cantrip | Casting Time: 1 Action | Transmutation | Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard |
Range: 10ft | Duration: 1 Hour | Components: VS | Arcane |
This Spell is a minor magical trick that novice Spellcasters use for practice. You create one of the following magical effects within Range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than a 1ft Cube.
- You chill, warm, or flavor up to a 1ft Cube of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).
Sapping Sting
Level: Cantrip | Casting Time: 1 Action | Necromancy | Druid, Psion, Sorcerer, Soul-Binder, Warlock, Wizard |
Range: 30ft | Duration: Instant | Components: VS | Primal |
You sap the vitality of one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d4 Necrotic Damage and falls Prone.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
Seek Phrase
Level: Cantrip | Casting Time: 1 Action | Divination | Bard, Psion, Seeker, Sorcerer, Warlock, Wizard |
Range: Touch | Duration: 1 Minute (Concentration) | Components: VS | Arcane |
Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search. If you cast this Spell during the Duration of this Spell, a book you are using the Spell on flips to the next page containing the subject of your search.
The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes).
Shooting Star
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock |
Range: 120ft | Duration: 1 Round | Components: VS | Arcane, Divine |
Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d12 Radiant Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
Sword Burst
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Psion, Sorcerer, Warlock, Wizard |
Range: 5ft Still Emanation | Duration: Instant | Components: VS | Arcane |
You create a momentary circle of spectral blades that sweep around you. All other creatures in the Emanation make a Dexterity Saving Throw. On a failed Save, a creatures takes 1d6 Force Damage
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Toll the Dead
Level: Cantrip | Casting Time: 1 Action | Necromancy | Cleric, Seeker, Warlock, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Arcane, Divine |
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 makes a Wisdom Saving Throw. On a failed Save, the target takes 1d8 Necrotic Damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic Damage on a failed Save.
The Spell's Damage increases by 1d8, or 1d12 if the target is below its missing any of its Hit Points when you reach 5th Level (2d8 and 2d12), 11th Level (3d8 and 3d12), and 17th Level (4d8 and 4d12).
True Strike
Level: Cantrip | Casting Time: 1 Reaction (when a creature that you can see within Range misses on an Attack) | Divination | Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard |
Range: 30ft | Duration: Instant | Components: VS | Arcane |
You shout words of arcane wisdom to the creature that missed on the Attack that triggered the casting of this Spell. You roll a d4 and add the result to the Attack Roll.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the missed Attack Roll. When reach 11th Level you roll 2d4 and add the result of both dice to the missed Attack Roll. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the missed Attack Roll.
Unkindness
Level: Cantrip | Casting Time: 1 Action | Conjuration | Druid, Psion, Seeker, Soul-Binder, Warlock, Wizard |
Range: 60ft | Duration: Instant | Components: VSM (a raven feather) | Arcane |
Uttering a strange incantation, you call upon multiple ravens to descend upon a target that you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Piercing Damage and it subtracts a d4 from the next Ability Check it makes before the end of its next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Venomous Spines
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Primal |
You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d4 Poison Damage.
The Spell's Damage increases by 1d4 Piercing and 1d4 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).