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adjsaiodjasiodka

D&D 5eA world by Unknown GM
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adjsaiodjasiodka
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Spells

D&D 5e · 73 entries

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73 entries
SpellLevelSchoolCast TimeRangeDescription
Aid2Abjuration1 action30 feetThree creatures' HP maximum and current HP increase by 5. At Higher Levels: +5 HP per slot above 2nd.
Animate Dead3Necromancy1 minute10 feetCreate a skeleton or zombie from bones or a corpse. Control up to 4 undead via bonus action for 24 hours. At Higher Levels: +2 undead per slot above 3rd.
Banishment4Abjuration1 action60 feetCHA save. Fail: banished. Native to current plane returns when spell ends. Foreign creature permanently returns home if maintained 1 minute. At Higher Levels: +1 creature per slot above 4th.
Bless1Enchantment1 action30 feetBless 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 creature per slot above 1st.
Burning Hands1Evocation1 actionSelf (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.
Charm Person1Enchantment1 action30 feetWIS save (advantage if in combat). On fail: charmed, regards you as a friendly acquaintance. At Higher Levels: +1 creature per slot above 1st.
Chill Touch0Necromancy1 action120 feetMake a ranged spell attack. On a hit: 1d8 necrotic damage, and target can't regain HP until start of your next turn.
Command1Enchantment1 action60 feetSpeak a one-word command. WIS save or follow it on its next turn (Approach, Drop, Flee, Grovel, Halt). At Higher Levels: +1 creature per slot above 1st.
Cone of Cold5Evocation1 actionSelf (60-foot cone)60-foot cone. CON save. Fail: 8d8 cold damage. Success: half. At Higher Levels: +1d8 per slot above 5th.
Counterspell3Abjuration1 reaction60 feetInterrupt a spell being cast. Spells 3rd level or lower automatically fail. Higher levels: spellcasting ability check DC 10 + spell level.
Cure Wounds1Evocation1 actionTouchA creature you touch regains 1d8 + spellcasting modifier HP. No effect on undead or constructs. At Higher Levels: +1d8 per slot above 1st.
Darkness2Evocation1 action60 feetMagical darkness in a 15-foot-radius sphere. Darkvision can't see through it.
Death Ward4Abjuration1 actionTouchThe first time target would drop to 0 HP from damage, it drops to 1 HP instead and the spell ends.
Detect Magic1Divination1 actionSelfSense presence of magic within 30 feet. See faint auras around magical creatures/objects and learn their school of magic.
Dimension Door4Conjuration1 action500 feetTeleport yourself and optionally one willing creature within 5 feet to any spot within range you can visualize.
Disintegrate6Transmutation1 action60 feetRanged spell attack. On hit: 10d6+40 force damage. Creature reduced to 0 HP is disintegrated. At Higher Levels: +3d6+10 per slot above 6th.
Dispel Magic3Abjuration1 action120 feetEnd spells of 3rd level or lower on a target. Higher levels: spellcasting ability check DC 10 + spell level.
Eldritch Blast0Evocation1 action120 feetA beam of crackling energy streaks toward a creature. Make a ranged spell attack. On a hit: 1d10 force damage. Creates more beams at higher levels: two at 5th, three at 11th, four at 17th.
Finger of Death7Necromancy1 action60 feetCON save. Fail: 7d8+30 necrotic damage. Success: half. A humanoid killed by this spell rises as a zombie permanently under your command.
Fire Bolt0Evocation1 action120 feetMake a ranged spell attack. On a hit: 1d10 fire damage. Damage increases: 2d10 at 5th, 3d10 at 11th, 4d10 at 17th.
Fireball3Evocation1 action150 feet20-foot-radius sphere. DEX save. Fail: 8d6 fire damage. Success: half. At Higher Levels: +1d6 per slot above 3rd.
Fly3Transmutation1 actionTouchTarget gains a flying speed of 60 feet. At Higher Levels: +1 target per slot above 3rd.
Greater Invisibility4Illusion1 actionTouchTarget becomes invisible and stays invisible even when attacking or casting spells.
Guidance0Divination1 actionTouchOnce before the spell ends, the target can roll a d4 and add the result to one ability check of its choice.
Haste3Transmutation1 action30 feetDouble speed, +2 AC, advantage on DEX saves, additional action each turn. On end: can't move or act until after next turn.
Heal6Evocation1 action60 feetA creature regains 70 HP and is cured of blindness, deafness, and all diseases. At Higher Levels: +10 HP per slot above 6th.
Healing Word1Evocation1 bonus action60 feetA creature regains 1d4 + spellcasting modifier HP. No effect on undead or constructs. At Higher Levels: +1d4 per slot above 1st.
Hex1Enchantment1 bonus action90 feetCurse a creature. Deal +1d6 necrotic damage on hits. Target has disadvantage on checks with one chosen ability. At Higher Levels: duration extends.
Hold Monster5Enchantment1 action90 feetWIS save or paralyzed. Works on any creature type. Repeat save each turn. At Higher Levels: +1 creature per slot above 5th.
Hold Person2Enchantment1 action60 feetWIS save or paralyzed for the duration. Repeat each turn. At Higher Levels: +1 creature per slot above 2nd.
Hunter's Mark1Divination1 bonus action90 feetMark a quarry. Deal +1d6 damage on weapon attacks against it. Advantage on Perception and Survival checks to find it. At Higher Levels: duration extends.
Hypnotic Pattern3Illusion1 action120 feetTwisting colors in 30-foot cube. WIS save or charmed (incapacitated, speed 0). Ends on damage or being shaken awake.
Identify1Divination1 minuteTouchLearn properties of a magic item, how to use it, and if it is cursed.
Invisibility2Illusion1 actionTouchTarget becomes invisible. Attacking or casting ends invisibility. At Higher Levels: +1 creature per slot above 2nd.
Light0Evocation1 actionTouchTouch one object. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Lightning Bolt3Evocation1 actionSelf (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.
Mage Armor1Abjuration1 actionTouchTouch a willing creature not wearing armor. AC becomes 13 + DEX modifier until spell ends.
Mage Hand0Conjuration1 action30 feetA spectral floating hand appears. Can manipulate objects, open doors, stow/retrieve items. Cannot attack or carry more than 10 lbs.
Magic Missile1Evocation1 action120 feetCreate three darts of magical force. Each dart hits automatically dealing 1d4+1 force damage. At Higher Levels: +1 dart per slot above 1st.
Mass Cure Wounds5Evocation1 action60 feetUp to 6 creatures within 30 feet of point each regain 3d8 + spellcasting modifier HP. At Higher Levels: +1d8 per slot above 5th.
Mass Healing Word3Evocation1 bonus action60 feetUp to 6 creatures each regain 1d4 + spellcasting modifier HP. At Higher Levels: +1d4 per slot above 3rd.
Meteor Swarm9Evocation1 action1 mileFour blazing orbs fall at four points. Each creature in 40-foot sphere makes DEX save. Fail: 20d6 fire + 20d6 bludgeoning damage. Half on success.
Minor Illusion0Illusion1 action30 feetCreate a sound or an image of an object (5-foot cube) within range. Investigate check vs spell save DC reveals the illusion.
Mirror Image2Illusion1 actionSelfThree illusory duplicates appear. Roll d20 when targeted to see if attack hits a duplicate instead.
Misty Step2Conjuration1 bonus actionSelfTeleport up to 30 feet to an unoccupied space you can see.
Pass Without Trace2Abjuration1 actionSelf+10 to Stealth checks. Can't be tracked except by magical means.
Polymorph4Transmutation1 action60 feetTransform a creature into a new Beast form (CR ≤ target CR). WIS save if unwilling. Reverts when reduced to 0 HP or spell ends.
Power Word Kill9Enchantment1 action60 feetIf target has 100 HP or fewer, it dies instantly.
Power Word Stun8Enchantment1 action60 feetIf target has 150 HP or fewer, it is stunned. CON save at end of each turn to end the effect.
Prestidigitation0Transmutation1 action10 feetMinor magical tricks: create harmless sensory effects, light/snuff a flame, clean/soil an object, chill/warm material, make a colored mark, create a trinket.
Raise Dead5Necromancy1 hourTouchReturn a creature dead no longer than 10 days to life with 1 HP. For each day dead: -4 to attack rolls, saves, and ability checks; recovers 1/day.
Resurrection7Necromancy1 hourTouchReturn a creature dead no longer than a century to life with all HP. Restores missing body parts.
Revivify3Conjuration1 actionTouchA creature dead within the last minute returns to life with 1 HP. Can't restore missing body parts.
Sacred Flame0Evocation1 action60 feetTarget must succeed on a DEX save or take 1d8 radiant damage. Target gains no benefit from cover. Increases at higher levels.
Scorching Ray2Evocation1 action120 feetCreate three rays of fire. Make a ranged spell attack for each. On hit: 2d6 fire damage. At Higher Levels: +1 ray per slot above 2nd.
Shatter2Evocation1 action60 feet10-foot-radius sphere of ringing noise. CON save. Fail: 3d8 thunder damage. Success: half. At Higher Levels: +1d8 per slot above 2nd.
Shield1Abjuration1 reactionSelf+5 bonus to AC until start of your next turn, including against the triggering attack. Take no damage from magic missile.
Silence2Illusion1 action120 feetNo sound in a 20-foot-radius sphere. Immune to thunder damage and deafened inside. Verbal components can't be cast within.
Sleep1Enchantment1 action90 feetRoll 5d8; creatures in 20-foot radius affected in ascending HP order until total spent. At Higher Levels: +2d8 per slot above 1st.
Slow3Transmutation1 action120 feetUp 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 turn.
Spare the Dying0Necromancy1 actionTouchTouch a living creature that has 0 hit points. The creature becomes stable.
Spirit Guardians3Conjuration1 actionSelf (15-foot radius)Spirits protect you in 15-foot radius — difficult terrain, WIS save or 3d8 radiant/necrotic damage. At Higher Levels: +1d8 per slot above 3rd.
Spiritual Weapon2Evocation1 bonus action60 feetCreate a floating spectral weapon. Bonus action: move it 20 feet and make a melee spell attack for 1d8+spellcasting mod force damage. At Higher Levels: +1d8 per 2 slots above 2nd.
Teleport7Conjuration1 action10 feetTeleport yourself and up to 8 willing creatures to a destination you know. Familiarity affects accuracy.
Thaumaturgy0Transmutation1 action30 feetManifest a minor wonder: voice booms, flames flicker, tremors shake, alter eye appearance, open/close door. Up to 3 effects active at once.
Thunderwave1Evocation1 actionSelf (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 Levels: +1d8 per slot above 1st.
Time Stop9Transmutation1 actionSelfTake 1d4+1 turns in a row while time is stopped for others. Effect ends if an action affects another creature.
Toll the Dead0Necromancy1 action60 feetTarget makes a WIS save or takes 1d8 necrotic damage. If the target is missing any HP, it instead takes 1d12 necrotic damage.
True Resurrection9Necromancy1 hourTouchReturn a creature dead up to 200 years with all HP, missing body parts restored. Can create a new body if original is destroyed.
True Seeing6Divination1 actionTouchGrant truesight, notice secret magical doors, and see into the Ethereal Plane, out to 120 feet.
Vicious Mockery0Enchantment1 action60 feetTarget must succeed on a WIS save or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Wall of Force5Evocation1 action120 feetInvisible wall of force in any orientation or as a dome. Immune to all damage and can't be dispelled. Disintegrate destroys it.
Wish9Conjuration1 actionSelfThe mightiest spell. Duplicate any spell of 8th level or lower, or request something extraordinary. Stress from wishing beyond duplication may cause necrotic damage and prevent future casting.

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