Spells of Indra

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SPELLCA STING A BILITY: ________________ SPELL SA V E DC: ________________ SPELL A TTA CK BONUS: ________________

First Second Third Forth Fifth Sixth Seventh Eight Ninth Tenth
Spell slots
_______ _______ _______ _______ _______ _______ _______ _______ _______ _______

Based on indra
Booming Blade Fire Bolt
Evocation Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 5 feet Range: 120 feet
Components: V, M (a weapon) Components: V, S
Duration: 1 round Duration: Instantaneous

As part of the ac tion used to c ast this spell, you must make a You hurl a mote of fire at a c reature or objec t within range. Make a
melee attac k with a weapon against one c reature within the spell's ranged spell attac k against the target. On a hit, the target takes
range, otherwise the spell fails. 1d10 fire damage. A flammable objec t hit by this spell ignites if it
On a hit, the target suffers the attac k's normal effec ts, and it isn’t being worn or c arried.
bec omes sheathed in booming energy until the start of your next
turn. If the target willingly moves be- fore then, it immediately At higher level
takes 1d8 thunder damage, and the spell ends.
This spell's damage inc reases when you reac h higher levels. This spell’s damage inc reases by 1d10 when you reac h 5th level
(2d10), 11th level (3d10), and 17th level (4d10).
At higher level

At 5th level, the melee attac k deals an extra 1d8 thunder damage
to the target, and the damage the target takes for moving
inc reases to 2d8. Both damage rolls inc rease by 1d8 at 11th level
and 17th level.

Frostbite Green-Flame Blade


Evocation Evocation

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: 5 feet
Components: V, S Components: V, M (a weapon)
Duration: Instantaneous Duration: Instantaneous

You c ause numbing frost to form on one c reature that you c an see As part of the ac tion used to c ast this spell, you must make a
within range. The target must make a Constitution saving throw. On melee attac k with a weapon against one c reature within the spell's
a failed save, the target takes 1d6 c old damage, and it has range, otherwise the spell fails. On a hit, the target suffers the
disadvantage on the next weapon attac k roll it makes before the attac k's normal effec ts, and green fire leaps from the target to a
end of its next turn. different c reature of your c hoic e that you c an see within 5 feet of
The spell’s damage inc reases by 1d6 when you reac h 5th level it. The sec ond c reature takes fire damage equal to your
(2d6), 11th level (3d6), and 17th level (4d6). spellc asting ability modifier. This spell's damage inc reases when
you reac h higher levels.

At higher level

At 5th level, the melee attac k deals an extra 1d8 fire damage to
the target, and the fire damage to the sec ond c reature inc reases
to 1d8 + your spellc asting ability modifier. Both damage rolls
inc rease by 1d8 at 11th level and 17th level.
Lightning Lure Minor Illusion
Evocation Illusion

Level: Cantrip Level: Cantrip


Casting time: 1 Action Casting time: 1 Action
Range: 15 feet Range: 30 feet
Components: V Components: S, M (a bit of fleece)
Duration: Instantaneous Duration: 1 minute

You c reate a lash of lightning energy that strikes at one c reature of You c reate a sound or an image of an objec t within range that lasts
your c hoic e that you c an see within range. for the duration. The illusion also ends if you dismiss it as an ac tion
The target must suc c eed on a S trength saving throw or be pulled or c ast this spell again.
up to 10 feet in a straight line toward you and then take 1d8
lightning damage if it is within 5 feet of you. If you c reate a sound, its volume c an range from a whisper to a
sc ream. It c an be your voic e, someone else’s voic e, a lion’s roar, a
At higher level beating of drums, or any other sound you c hoose. The sound
c ontinues unabated throughout the duration, or you c an make
This spell's damage inc reases by 1d8 when you reac h 5th level disc rete sounds at different times before the spell ends.
(2d8), 11th level (3d8), and 17th level (4d8).
If you c reate an image of an objec t​s uc h as a c hair, muddy
footprints, or a small c hest​i t must be no larger than a 5-foot c ube.
The image c an’t c reate sound, light, smell, or any other sensory
effec t. Physic al interac tion with the image reveals it to be an
illusion, bec ause things c an pass through it.

If a c reature uses its ac tion to examine the sound or image, the


c reature c an determine that it is an illusion with a suc c essful
Intelligenc e (Investigation) c hec k against your spell save DC. If a
c reature disc erns the illusion for what it is, the illusion bec omes
faint to the c reature.

Absorb Elements Fog Cloud


Abjuration C onjuration

Level: 1 Level: 1
Casting time: Special Casting time: 1 Action
Range: Self Range: 120 feet
Components: S Components: V, S
Duration: 1 round Duration: Concentration, up to 1 hour

1 Reac tion, whic h you take when you take ac id, c old, fire, lightning, You c reate a 20-foot-radius sphere of fog c entered on a point within
or thunder damage range. The sphere spreads around c orners, and its area is heavily
obsc ured, It lasts for the duration or until a wind of moderate or
The spell c aptures some of the inc oming energy, lessening its greater speed (at least 10 miles per hour) disperses it.
effec t on you and storing it for your next melee attac k. You have
resistanc e to the triggering damage type until the start of your At higher level
next turn. Also, the first time you hit with a melee attac k on your
next turn, the target takes an extra 1d6 damage of the triggering When you c ast this spell using a spell slot of 2nd level or higher,
type, and the spell ends. the radius of the fog inc reases by 20 feet for eac h slot level above
1st.
At higher level

When you c ast this spell using a spell slot of 2nd level or higher,
the extra damage inc reases by 1d6 for eac h slot level above 1st.
Mage Armor Shield
Abjuration Abjuration

Level: 1 Level: 1
Casting time: 1 Action Casting time: Special
Range: Touch Range: Self
Components: V, S, M (a piece of cured leather) Components: V, S
Duration: 8 hours Duration: 1 round

You touc h a willing c reature who isn’t wearing armor, and a Reac tion trigger: You are hit by an attac k or targeted by the magic
protec tive magic al forc e surrounds it until the spell ends. The missile spell
target’s base AC bec omes 13 + its Dexterity modifier. The spell
ends it if the target dons armor or if you dismiss the spell as an An invisible barrier of magic al forc e appears and protec ts you.
ac tion. Until the start of your next turn, you have a +5 bonus to AC,
inc luding against the triggering attac k, and you take no damage
from magic missile.

Silent Image Thunderwave


Illusion Evocation

Level: 1 Level: 1
Casting time: 1 Action Casting time: 1 Action
Range: 60 feet Range: Self (15-foot cube)
Components: V, S, M (a bit of fleece) Components: V, S
Duration: Concentration, up to 10 minutes Duration: Instantaneous

You c reate the image of an objec t, a c reature, or some other A wave of thunderous forc e sweeps out from you.
visible phenomenon that is no larger than a 15-foot c ube. The Eac h c reature in a 15-foot c ube originating from you must make a
image appears at a spot within range and lasts for the duration. Constitution saving throw. On a failed save, a c reature takes 2d8
The image is purely visual; it isn’t ac c ompanied by sound, smell, or thunder damage and is pushed 10 feet away from you. On a
other sensory effec ts. suc c essful save, the c reature takes half as muc h damage and isn’t
pushed.
You c an use your ac tion to c ause the image to move to any spot
within range. As the image c hanges loc ation, you c an alter its In addition, unsec ured objec ts that are c ompletely within the area
appearanc e so that its movements appear natural for the image. of effec t are automatic ally pushed 10 feet away from you by the
For example, if you c reate an image of a c reature and move it, you spell’s effec t, and the spell emits a thunderous boom audible out
c an alter the image so that it appears to be walking. to 300 feet.

Physic al interac tion with the image reveals it to be an illusion, At higher level
bec ause things c an pass through it. A c reature that uses its ac tion
to examine the image c an determine that it is an illusion with a When you c ast this spell using a spell slot of 2nd level or higher,
suc c essful Intelligenc e (Investigation) c hec k against your spell the damage inc reases by 1d8 for eac h slot level above 1st.
save DC. If a c reature disc erns the illusion for what it is, the
c reature c an see through the image.

Invisibility
Illusion

Level: 2
Casting time: 1 Action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A c reature you touc h bec omes invisible until the spell ends.
Anything the target is wearing or c arrying is invisible as long as it
is on the target’s person. The spell ends for a target that attac ks or
c asts a spell.

At higher level

When you c ast this spell using a spell slot of 3rd level or higher, you
c an target one additional c reature for eac h slot level above 2nd.
Mirror Image
Illusion

Level: 2
Casting time: 1 Action
Range: Self
Components: V, S
Duration: 1 minute

Three illusory duplic ates of yourself appear in your spac e.


Until the spell ends, the duplic ates move with you and mimic your
ac tions, shifting position so it’s impossible to trac k whic h image is
real. You c an use your ac tion to dismiss the illusory duplic ates.

Eac h time a c reature targets you with an attac k during the spell’s
duration, roll a d20 to determine whether the attac k instead
targets one of your duplic ates.

If you have three duplic ates, you must roll a 6 or higher to c hange
the attac k’s target to a duplic ate. With two duplic ates, you must
roll an 8 or higher. With one duplic ate, you must roll an 11 or
higher.

A duplic ate’s AC equals 10 + your Dexterity modifier. If an attac k


hits a duplic ate, the duplic ate is destroyed. A duplic ate c an be
destroyed only by an attac k that hits it. It ignores all other damage
and effec ts. The spell ends when all three duplic ates are destroyed.

A c reature is unaffec ted by this spell if it c an’t see, if it relies on


senses other than sight, suc h as blindsight, or if it c an perc eive
illusions as false, as with truesight.

Misty Step
C onjuration

Level: 2
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an


unoc c upied spac e that you c an see.
Phantasmal Force
Illusion

Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute

You c raft an illusion that takes root in the mind of a c reature that
you c an see within range.
The target must make an Intelligenc e saving throw. On a failed
save, you c reate a phantasmal objec t, c reature, or other visible
phenomenon of your c hoic e that is no larger than a 10-foot c ube
and that is perc eivable only to the target for the duration. This
spell has no effec t on undead or c onstruc ts.

The phantasm inc ludes sound, temperature, and other stimuli, also
evident only to the c reature.

The target c an use its ac tion to examine the phantasm with an


Intelligenc e (Investigation) c hec k against your spell save DC. If the
c hec k suc c eeds, the target realiz es that the phantasm is an
illusion, and the spell ends.

While a target is affec ted by the spell, the target treats the
phantasm as if it were real. The target rationaliz es any illogic al
outc omes from interac ting with the phantasm. For example, a
target attempting to walk ac ross a phantasmal bridge that spans a
c hasm falls onc e it steps onto the bridge. If the target survives the
fall, it still believes that the bridge exists and c omes up with some
other explanation for its fall​i t was pushed, it slipped, or a strong
wind might have knoc ked it off.

An affec ted target is so c onvinc ed of the phantasm’s reality that it


c an even take damage from the illusion. A phantasm c reated to
appear as a c reature c an attac k the target. S imilarly, a phantasm
c reated to appear as fire, a pool of ac id, or lava c an burn the
target. Eac h round on your turn, the phantasm c an deal 1d6
psyc hic damage to the target if it is in the phantasm’s area or
within 5 feet of the phantasm, provided that the illusion is of a
c reature or haz ard that c ould logic ally deal damage, suc h as by
attac king. The target perc eives the damage as a type appropriate
to the illusion.
Blink Dispel Magic
Transmutation Abjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Self Range: 120 feet
Components: V, S Components: V, S
Duration: 1 minute Duration: Instantaneous

Roll a d20 at the end of eac h of your turns for the duration of the Choose any c reature, objec t, or magic al effec t within range. Any
spell. On a roll of 11 or higher, you vanish from your c urrent plane spell of 3rd level or lower on the target ends. For eac h spell of 4th
of existenc e and appear in the Etheral Plane (the spell fails and the level or higher on the target, make an ability c hec k using your
c asting is wasted if you were already on that plane). spellc asting ability. The DC equals 10 + the spell’s level. On a
suc c essful c hec k, the spell ends.
At the start of you next turn, and when the spell ends if you are on
the Etheral Plane, you return to an unoc c upied spac e of your At higher level
c hoic e that you c an see within 10 feet of the spac e you vanished
from. If no unoc c upied spac e is available within that rang, you When you c ast this spell using a spell slot of 4th level or higher, you
appear in the nearest unoc c upied spac e (c hosen at random if automatic ally end the effec ts of a spell on the target if the spell’s
more that one spac e is equally near). You c an dismiss this spell as level is equal to or less than the level of the spell slot you used.
an ac tion.

While on the Ethereal Plane, you c an see and hear the plane you
originated from, whic h is c ast in shades of gray, and you c an’t see
anything more than 60 feet away.You c an only affec t and be
affec ted by other reatures on the Ethereal Plane. Creature that
aren’t there c an’t perc eive you or interac t with you, unless they
have the ability to do so.

Fireball Fly
Evocation Transmutation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 150 feet Range: Touch
Components: V, S, M (a tiny ball of bat guano and sulfur) Components: V, S, M (a wing feather from any bird)
Duration: Instantaneous Duration: Concentration, up to 10 minutes

A bright streak flashes from your pointing finger to a point you You touc h a willing c reature. The target gains a flying speed of 60
c hoose within range then blossoms with a low roar into an feet for the duration. When the spell ends, the target falls if it is
explosion of flame. still aloft, unless it c an stop the fall.
Eac h c reature in a 20-foot radius must make a Dexterity saving
throw. A target takes 8d6 fire damage on a failed save, or half as At higher level
muc h damage on a suc c essful one. The fire spreads around
c orners. It ignites flammable objec ts in the area that aren’t being When you c ast this spell using a spell slot of 4th level or higher, you
worn or c arried. c an target one additional c reature for eac h slot level above 3rd.

At higher level

When you c ast this spell using a spell slot of 4th level or higher, the
damage inc reases by 1d6 for eac h slot level above 3rd.
Haste Lightning Bolt
Transmutation Evocation

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: 30 feet Range: Self (100-foot line)
Components: V, S, M (a shaving of licorice root) Components: V, S, M (a bit of fur and a rod of amber, crystal, or
Duration: Concentration, up to 1 minute glass)
Duration: Instantaneous
Choose a willing c reature that you c an see within range. Until the
spell ends, the target’s speed is doubled, it gains a +2 bonus to A stroke of lightning forming a line of 100 feet long and 5 feet wide
AC, it has advantage on Dexterity saving throws, and it gains an blasts out from you in a direc tion you c hoose. Eac h c reature in the
additional ac tion on eac h of its turns. That ac tion c an be used only line must make a Dexterity saving throw. A c reature takes 8d6
to take the Attac k (one weapon attac k only), Dash, Disengage, lightning damage on a failed save, or half as muc h damage on a
Hide, or Use an Objec t ac tion. suc c essful one.

When the spell ends, the target c an’t move or take ac tions until The lightning ignites flammable objec ts in the area that aren’t
after its next turn, as a wave of lethargy sweeps over it. being worn or c arried.

At higher level

When you c ast this spell using a spell slot of 4th level or higher, the
damage inc reases by 1d6 for eac h slot level above 3rd.

Nondetection Thunder Step


Abjuration C onjuration

Level: 3 Level: 3
Casting time: 1 Action Casting time: 1 Action
Range: Touch Range: 90 feet
Components: V, S, M (a pinch of diamond dust worth 25 gp Components: V
sprinkled over the target, which the spell consumes) Duration: Instantaneous
Duration: 8 hours
You teleport yourself to an unoc c upied spac e you c an see within
For the duration, you hide a target that you touc h from divination range. Immediately after you disappear, a thunderous boom
magic . sounds, and eac h c reature within 10 feet of the spac e you left must
The target c an be a willing c reature or a plac e or an objec t no make a Constitution saving throw, taking 3d10 thunder damage on
larger than 10 feet in any dimension. The target c an’t be targeted a failed save, or half as muc h damage on a suc c essful one. The
by any divination magic or perc eived through magic al sc rying thunder c an be heard from up to 300 feet away.
sensors. You c an bring along objec ts as long as their weight doesn’t exc eed
what you c an c arry. You c an also teleport one willing c reature of
your siz e or smaller who is c arrying gear up to its c arrying
c apac ity. The c reature must be within 5 feet of you when you c ast
this spell, and there must be an unoc c upied spac e within 5 feet of
your destination spac e for the c reature to appear in; otherwise, the
c reature is left behind.

At higher level

When you c ast this spell using a spell slot of 4th level or higher, the
damage inc reases by 1d10 for eac h slot level above 3rd.

- Generated and printed at Dnd-Spells.com

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