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Frontier 18xx
D&D 5e
A world by Unknown GM
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Spells
D&D 5e · 73 entries
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73 entries
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A
2
Aid
Lvl 2 · Abjuration · 1 action · 30 feet
Three creatures' HP maximum and current HP increase by 5. At Higher Levels: +5 HP per slot above 2nd.
N
3
Animate Dead
Lvl 3 · Necromancy · 1 minute · 10 feet
Create a skeleton or zombie from bones or a corpse. Control up to 4 undead via bonus action for 24 hours. At Higher Levels: +2…
A
4
Banishment
Lvl 4 · Abjuration · 1 action · 60 feet · Concentration
CHA save. Fail: banished. Native to current plane returns when spell ends. Foreign creature permanently returns home if…
E
1
Bless
Lvl 1 · Enchantment · 1 action · 30 feet · Concentration
Bless up to 3 creatures. When a target makes an attack roll or saving throw, roll a d4 and add the result. At Higher Levels: +1…
E
1
Burning Hands
Lvl 1 · Evocation · 1 action · Self (15-foot cone)
Each creature in 15-foot cone makes DEX save. Fail: 3d6 fire damage. Success: half. At Higher Levels: +1d6 per slot above 1st.
E
1
Charm Person
Lvl 1 · Enchantment · 1 action · 30 feet
WIS save (advantage if in combat). On fail: charmed, regards you as a friendly acquaintance. At Higher Levels: +1 creature per…
N
C
Chill Touch
Cantrip · Necromancy · 1 action · 120 feet
Make a ranged spell attack. On a hit: 1d8 necrotic damage, and target can't regain HP until start of your next turn.
E
1
Command
Lvl 1 · Enchantment · 1 action · 60 feet
Speak a one-word command. WIS save or follow it on its next turn (Approach, Drop, Flee, Grovel, Halt). At Higher Levels: +1…
E
5
Cone of Cold
Lvl 5 · Evocation · 1 action · Self (60-foot cone)
60-foot cone. CON save. Fail: 8d8 cold damage. Success: half. At Higher Levels: +1d8 per slot above 5th.
A
3
Counterspell
Lvl 3 · Abjuration · 1 reaction · 60 feet
Interrupt a spell being cast. Spells 3rd level or lower automatically fail. Higher levels: spellcasting ability check DC 10 +…
E
1
Cure Wounds
Lvl 1 · Evocation · 1 action · Touch
A creature you touch regains 1d8 + spellcasting modifier HP. No effect on undead or constructs. At Higher Levels: +1d8 per slot…
E
2
Darkness
Lvl 2 · Evocation · 1 action · 60 feet · Concentration
Magical darkness in a 15-foot-radius sphere. Darkvision can't see through it.
A
4
Death Ward
Lvl 4 · Abjuration · 1 action · Touch
The first time target would drop to 0 HP from damage, it drops to 1 HP instead and the spell ends.
D
1
Detect Magic
Lvl 1 · Divination · 1 action · Self · Concentration · Ritual
Sense presence of magic within 30 feet. See faint auras around magical creatures/objects and learn their school of magic.
C
4
Dimension Door
Lvl 4 · Conjuration · 1 action · 500 feet
Teleport yourself and optionally one willing creature within 5 feet to any spot within range you can visualize.
T
6
Disintegrate
Lvl 6 · Transmutation · 1 action · 60 feet
Ranged spell attack. On hit: 10d6+40 force damage. Creature reduced to 0 HP is disintegrated. At Higher Levels: +3d6+10 per slot…
A
3
Dispel Magic
Lvl 3 · Abjuration · 1 action · 120 feet
End spells of 3rd level or lower on a target. Higher levels: spellcasting ability check DC 10 + spell level.
E
C
Eldritch Blast
Cantrip · Evocation · 1 action · 120 feet
A beam of crackling energy streaks toward a creature. Make a ranged spell attack. On a hit: 1d10 force damage. Creates more beams…
N
7
Finger of Death
Lvl 7 · Necromancy · 1 action · 60 feet
CON save. Fail: 7d8+30 necrotic damage. Success: half. A humanoid killed by this spell rises as a zombie permanently under your…
E
C
Fire Bolt
Cantrip · Evocation · 1 action · 120 feet
Make a ranged spell attack. On a hit: 1d10 fire damage. Damage increases: 2d10 at 5th, 3d10 at 11th, 4d10 at 17th.
E
3
Fireball
Lvl 3 · Evocation · 1 action · 150 feet
20-foot-radius sphere. DEX save. Fail: 8d6 fire damage. Success: half. At Higher Levels: +1d6 per slot above 3rd.
T
3
Fly
Lvl 3 · Transmutation · 1 action · Touch · Concentration
Target gains a flying speed of 60 feet. At Higher Levels: +1 target per slot above 3rd.
I
4
Greater Invisibility
Lvl 4 · Illusion · 1 action · Touch · Concentration
Target becomes invisible and stays invisible even when attacking or casting spells.
D
C
Guidance
Cantrip · Divination · 1 action · Touch · Concentration
Once before the spell ends, the target can roll a d4 and add the result to one ability check of its choice.
T
3
Haste
Lvl 3 · Transmutation · 1 action · 30 feet · Concentration
Double speed, +2 AC, advantage on DEX saves, additional action each turn. On end: can't move or act until after next turn.
E
6
Heal
Lvl 6 · Evocation · 1 action · 60 feet
A creature regains 70 HP and is cured of blindness, deafness, and all diseases. At Higher Levels: +10 HP per slot above 6th.
E
1
Healing Word
Lvl 1 · Evocation · 1 bonus action · 60 feet
A creature regains 1d4 + spellcasting modifier HP. No effect on undead or constructs. At Higher Levels: +1d4 per slot above 1st.
E
1
Hex
Lvl 1 · Enchantment · 1 bonus action · 90 feet · Concentration
Curse a creature. Deal +1d6 necrotic damage on hits. Target has disadvantage on checks with one chosen ability. At Higher Levels:…
E
5
Hold Monster
Lvl 5 · Enchantment · 1 action · 90 feet · Concentration
WIS save or paralyzed. Works on any creature type. Repeat save each turn. At Higher Levels: +1 creature per slot above 5th.
E
2
Hold Person
Lvl 2 · Enchantment · 1 action · 60 feet · Concentration
WIS save or paralyzed for the duration. Repeat each turn. At Higher Levels: +1 creature per slot above 2nd.
D
1
Hunter's Mark
Lvl 1 · Divination · 1 bonus action · 90 feet · Concentration
Mark a quarry. Deal +1d6 damage on weapon attacks against it. Advantage on Perception and Survival checks to find it. At Higher…
I
3
Hypnotic Pattern
Lvl 3 · Illusion · 1 action · 120 feet · Concentration
Twisting colors in 30-foot cube. WIS save or charmed (incapacitated, speed 0). Ends on damage or being shaken awake.
D
1
Identify
Lvl 1 · Divination · 1 minute · Touch · Ritual
Learn properties of a magic item, how to use it, and if it is cursed.
I
2
Invisibility
Lvl 2 · Illusion · 1 action · Touch · Concentration
Target becomes invisible. Attacking or casting ends invisibility. At Higher Levels: +1 creature per slot above 2nd.
E
C
Light
Cantrip · Evocation · 1 action · Touch
Touch one object. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
E
3
Lightning Bolt
Lvl 3 · Evocation · 1 action · Self (100-foot line)
100-foot line, 5 feet wide. DEX save. Fail: 8d6 lightning damage. Success: half. At Higher Levels: +1d6 per slot above 3rd.
A
1
Mage Armor
Lvl 1 · Abjuration · 1 action · Touch
Touch a willing creature not wearing armor. AC becomes 13 + DEX modifier until spell ends.
C
C
Mage Hand
Cantrip · Conjuration · 1 action · 30 feet
A spectral floating hand appears. Can manipulate objects, open doors, stow/retrieve items. Cannot attack or carry more than 10…
E
1
Magic Missile
Lvl 1 · Evocation · 1 action · 120 feet
Create three darts of magical force. Each dart hits automatically dealing 1d4+1 force damage. At Higher Levels: +1 dart per slot…
E
5
Mass Cure Wounds
Lvl 5 · Evocation · 1 action · 60 feet
Up to 6 creatures within 30 feet of point each regain 3d8 + spellcasting modifier HP. At Higher Levels: +1d8 per slot above 5th.
E
3
Mass Healing Word
Lvl 3 · Evocation · 1 bonus action · 60 feet
Up to 6 creatures each regain 1d4 + spellcasting modifier HP. At Higher Levels: +1d4 per slot above 3rd.
E
9
Meteor Swarm
Lvl 9 · Evocation · 1 action · 1 mile
Four blazing orbs fall at four points. Each creature in 40-foot sphere makes DEX save. Fail: 20d6 fire + 20d6 bludgeoning damage.…
I
C
Minor Illusion
Cantrip · Illusion · 1 action · 30 feet
Create a sound or an image of an object (5-foot cube) within range. Investigate check vs spell save DC reveals the illusion.
I
2
Mirror Image
Lvl 2 · Illusion · 1 action · Self
Three illusory duplicates appear. Roll d20 when targeted to see if attack hits a duplicate instead.
C
2
Misty Step
Lvl 2 · Conjuration · 1 bonus action · Self
Teleport up to 30 feet to an unoccupied space you can see.
A
2
Pass Without Trace
Lvl 2 · Abjuration · 1 action · Self · Concentration
+10 to Stealth checks. Can't be tracked except by magical means.
T
4
Polymorph
Lvl 4 · Transmutation · 1 action · 60 feet · Concentration
Transform a creature into a new Beast form (CR ≤ target CR). WIS save if unwilling. Reverts when reduced to 0 HP or spell ends.
E
9
Power Word Kill
Lvl 9 · Enchantment · 1 action · 60 feet
If target has 100 HP or fewer, it dies instantly.
E
8
Power Word Stun
Lvl 8 · Enchantment · 1 action · 60 feet
If target has 150 HP or fewer, it is stunned. CON save at end of each turn to end the effect.
T
C
Prestidigitation
Cantrip · Transmutation · 1 action · 10 feet
Minor magical tricks: create harmless sensory effects, light/snuff a flame, clean/soil an object, chill/warm material, make a…
N
5
Raise Dead
Lvl 5 · Necromancy · 1 hour · Touch
Return a creature dead no longer than 10 days to life with 1 HP. For each day dead: -4 to attack rolls, saves, and ability…
N
7
Resurrection
Lvl 7 · Necromancy · 1 hour · Touch
Return a creature dead no longer than a century to life with all HP. Restores missing body parts. — Material: Diamond worth…
C
3
Revivify
Lvl 3 · Conjuration · 1 action · Touch
A creature dead within the last minute returns to life with 1 HP. Can't restore missing body parts. — Material: Diamonds worth…
E
C
Sacred Flame
Cantrip · Evocation · 1 action · 60 feet
Target must succeed on a DEX save or take 1d8 radiant damage. Target gains no benefit from cover. Increases at higher levels.
E
2
Scorching Ray
Lvl 2 · Evocation · 1 action · 120 feet
Create three rays of fire. Make a ranged spell attack for each. On hit: 2d6 fire damage. At Higher Levels: +1 ray per slot above…
E
2
Shatter
Lvl 2 · Evocation · 1 action · 60 feet
10-foot-radius sphere of ringing noise. CON save. Fail: 3d8 thunder damage. Success: half. At Higher Levels: +1d8 per slot above…
A
1
Shield
Lvl 1 · Abjuration · 1 reaction · Self
+5 bonus to AC until start of your next turn, including against the triggering attack. Take no damage from magic missile.
I
2
Silence
Lvl 2 · Illusion · 1 action · 120 feet · Concentration · Ritual
No sound in a 20-foot-radius sphere. Immune to thunder damage and deafened inside. Verbal components can't be cast within.
E
1
Sleep
Lvl 1 · Enchantment · 1 action · 90 feet
Roll 5d8; creatures in 20-foot radius affected in ascending HP order until total spent. At Higher Levels: +2d8 per slot above 1st.
T
3
Slow
Lvl 3 · Transmutation · 1 action · 120 feet · Concentration
Up to 6 creatures in 40-foot cube make WIS save. Fail: speed halved, -2 AC and DEX saves, can't use reactions. Repeat save each…
N
C
Spare the Dying
Cantrip · Necromancy · 1 action · Touch
Touch a living creature that has 0 hit points. The creature becomes stable.
C
3
Spirit Guardians
Lvl 3 · Conjuration · 1 action · Self (15-foot radius) · Concentration
Spirits protect you in 15-foot radius — difficult terrain, WIS save or 3d8 radiant/necrotic damage. At Higher Levels: +1d8 per…
E
2
Spiritual Weapon
Lvl 2 · Evocation · 1 bonus action · 60 feet
Create a floating spectral weapon. Bonus action: move it 20 feet and make a melee spell attack for 1d8+spellcasting mod force…
C
7
Teleport
Lvl 7 · Conjuration · 1 action · 10 feet
Teleport yourself and up to 8 willing creatures to a destination you know. Familiarity affects accuracy.
T
C
Thaumaturgy
Cantrip · Transmutation · 1 action · 30 feet
Manifest a minor wonder: voice booms, flames flicker, tremors shake, alter eye appearance, open/close door. Up to 3 effects…
E
1
Thunderwave
Lvl 1 · Evocation · 1 action · Self (15-foot cube)
Each creature in 15-foot cube makes a CON save. Fail: 2d8 thunder damage and pushed 10 feet away. Success: half damage. At Higher…
T
9
Time Stop
Lvl 9 · Transmutation · 1 action · Self
Take 1d4+1 turns in a row while time is stopped for others. Effect ends if an action affects another creature.
N
C
Toll the Dead
Cantrip · Necromancy · 1 action · 60 feet
Target makes a WIS save or takes 1d8 necrotic damage. If the target is missing any HP, it instead takes 1d12 necrotic damage.
N
9
True Resurrection
Lvl 9 · Necromancy · 1 hour · Touch
Return a creature dead up to 200 years with all HP, missing body parts restored. Can create a new body if original is destroyed.…
D
6
True Seeing
Lvl 6 · Divination · 1 action · Touch
Grant truesight, notice secret magical doors, and see into the Ethereal Plane, out to 120 feet.
E
C
Vicious Mockery
Cantrip · Enchantment · 1 action · 60 feet
Target must succeed on a WIS save or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the…
E
5
Wall of Force
Lvl 5 · Evocation · 1 action · 120 feet · Concentration
Invisible wall of force in any orientation or as a dome. Immune to all damage and can't be dispelled. Disintegrate destroys it.
C
9
Wish
Lvl 9 · Conjuration · 1 action · Self
The mightiest spell. Duplicate any spell of 8th level or lower, or request something extraordinary. Stress from wishing beyond…