Aganazzar'S Scorcher Alter Self (1/2) Alter Self (2/2)

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AGANAZZAR'S SCORCHER ALTER SELF [1/2] ALTER SELF [2/2]

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentration, up to 1 V, S Concentration, up to 1
hour hour
a red dragon's scale
You assume a different form. When you cast the spell, bludgeoning, piercing, or slashing damage, as
A line of roaring flame 30 feet long and 5 feet choose one of the following options, the effects of appropriate to the natural weapon you chose,
wide emanates from you in a direction you which last for the duration of the spell. While the spell and you are proficient with you unarmed strikes.
choose. Each creature in the line must make a lasts, you can end one option as an action to gain the Finally, the natural weapon is magic and you
Dexterity saving throw. A creature takes 3d8 fire benefits of a different one.
have a +1 bonus to the attack and damage rolls
damage on a failed save, or half as much damage Aquatic Adaptation: You adapt your body to an you make using it.
on a successful one.
aquatic environment, sprouting gills, and growing
At Higher Levels: When you cast this spell webbing between your fingers. You can breathe
using a spell slot of 3rd level or higher, the underwater and gain a swimming speed equal to your
damage increases by 1d8 for each slot level walking speed.

above 2nd. Change Appearance: You transform your


appearance. You decide what you look like, including
your height, weight, facial features, sound of your
voice, hair length, coloration, and distinguishing
characteristics, if any. You can make yourself appear as
a member of another race, though none of your
statistics change. You also don't appear as a creature
of a different size than you, and your basic shape stays
the same, if you're bipedal, you can't use this spell to
become quadrupedal, for instance. At any time for the
duration of the spell, you can use your action to
change your appearance in this way again.

Natural Weapons: You grow claws, fangs, spines,


horns, or a different natural weapon of your choice.
Y d t ik d l 1d6
Wizard (XGE) 2nd level Evocation Wizard 2nd level Transmutation Wizard 2nd level Transmutation

ARCANE LOCK BLINDNESS/DEAFNESS BLUR


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V 1 minute V Concentration, up to 1
minute
gold dust worth at least 25 gp, which the spell consumes You can blind or deafen a foe. Choose one
creature that you can see within range to make a Your body becomes blurred, shifting and
You touch a closed door, window, gate, chest, or Constitution saving throw. If it fails, the target is wavering to all who can see you. For the
other entryway, and it becomes locked for the either blinded or deafened (your choice) for the duration, any creature has disadvantage on
duration. You and the creatures you designate duration. At the end of each of its turns, the attack rolls against you. An attacker is immune
when you cast this spell can open the object target can make a Constitution saving throw. On to this effect if it doesn't rely on sight, as with
normally. You can also set a password that, when a success, the spell ends.
blindsight, or can see through illusions, as with
spoken within 5 feet of the object, suppresses At Higher Levels: When you cast this spell truesight.
this spell for 1 minute. Otherwise, it is using a spell slot of 3rd level or higher, you can
impassable until it is broken or the spell is target one additional creature for each slot level
dispelled or suppressed. Casting knock on the above 2nd.
object suppresses arcane lock for 10 minutes.

While affected by this spell, the object is more


difficult to break or force open. The DC to break
it or pick any locks on it increases by 10.

Wizard 2nd level Abjuration Wizard 2nd level Necromancy Wizard 2nd level Illusion

CLOUD OF DAGGERS CONTINUAL FLAME CROWN OF MADNESS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Until dispelled V, S Concentration, up to 1
minute minute
ruby dust worth 50 gp, which the spell consumes
a sliver of glass One humanoid of your choice that you can see
A flame, equivalent in brightness to a torch, within range must succeed on a Wisdom saving
You fill the air with spinning daggers in a cube 5 springs forth from an object that you touch. The throw or become charmed by you for the
feet on each side, centered on a point you choose effect looks like a regular flame, but it creates no duration. While the target is charmed in this way,
within range. A creature takes 4d4 slashing heat and doesn't use oxygen. A continual flame a twisted crown of jagged iron appears on its
damage when it enters the spell's area for the can be covered or hidden but not smothered or head, and a madness glows in its eyes.

first time on a turn or starts its turn there.


quenched. The charmed target must use its action before
At Higher Levels: when you cast this spell moving on each of its turns to make a melee
using a spell slot of 3rd level or higher, the attack against a creature other than itself that
damage increases by 2d4 for each slot level you mentally choose. The target can act normally
above 2nd. on its turn if you choose no creature or if none
are within its reach.

On your subsequent turns, you must use your


action to maintain control over the target, or the
spell ends. Also, the target can make a Wisdom
saving throw at the end of each of its turns. On a
success, the spell ends.

Wizard 2nd level Conjuration Wizard 2nd level Evocation Wizard 2nd level Enchantment
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2
DARKNESS DARKVISION DETECT THOUGHTS [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 10 V, S, M 8 hours V, S, M Concentration, up to 1
minutes minute
either a pinch of dried carrot or an agate
bat fur and a drop of pitch or piece of coal a copper piece
You touch a willing creature to grant it the ability
Magical darkness spreads from a point you to see in the dark. For the duration, that creature For the duration, you can read the thoughts of certain
choose within range to fill a 15-foot radius has darkvision out to a range of 60 feet. creatures. When you cast the spell and as your action
sphere for the duration. The darkness spreads on each turn until the spell ends, you can focus your
around corners. A creature with darkvision can't mind on any one creature that you can see within 30
see through this darkness, and nonmagical light feet of you. If the creature you choose has an
can't illuminate it.
Intelligence of 3 or lower or doesn't speak any
If the point you choose is on an object you are language, the creature is unaffected.

holding or one that isn't being worn or carried, You initially learn the surface thoughts of the creature
- what is most on its mind in that moment. As an
the darkness emanates from the object and action, you can either shift your attention to another
moves with it. Completely covering the source of creature's thoughts or attempt to probe deeper into
the darkness with an opaque object, such as a the same creature's mind. If you probe deeper, the
bowl or a helm, blocks the darkness.
target must make a Wisdom saving throw. If it fails,
If any of this spell's area overlaps with an area of you gain insight into its reasoning (if any), its
light created by a spell of or lower, the spell that emotional state, and something that looms large in its
created the light is dispelled. mind (such as something it worries over, loves, or
hates). If it succeeds, the spell ends. Either way, the
target knows that you are probing into its mind, and
unless you shift your attention to another creature's
thoughts, the creature can use its action on its turn to

Wizard 2nd level Evocation Wizard 2nd level Transmutation Wizard 2nd level Divination

DETECT THOUGHTS [2/2] DRAGON'S BREATH DUST DEVIL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
a copper piece a hot pepper a pinch of dust
make an Intelligence check contested by your You touch one willing creature and imbue it with Choose an unoccupied 5-foot cube of air that you can
Intelligence check if it succeeds, the spell ends.
the power to spew magical energy from its see within range. An elemental force that resembles a
Questions verbally directed at the target mouth, provided it has one. Choose acid, cold, dust devil appears in the cube and lasts for the spell's
creature naturally shape the course of its fire, lightning, or poison. Until the spell ends, the duration.

thoughts, so this spell is particularly effective as creature can use an action to exhale energy of Any creature that ends its turn within 5 feet of the
part of an interrogation.
the chosen type in a 15-foot cone. Each creature dust devil must make a Strength saving throw. On a
You can also use this spell to detect the presence in that area must make a Dexterity saving throw, failed save, the creature takes 1d8 bludgeoning
of thinking creatures you can't see. When you taking 3d6 damage of the chosen type on a failed damage and is pushed 10 feet away from the dust
devil. On a successful save, the creature takes half as
cast the spell or as your action during the save, or half as much damage on a successful much damage and isn't pushed.

duration, you can search for thoughts within 30 one.


As a bonus action, you can move the dust devil up to
feet of you. The spell can penetrate barriers, but At Higher Levels: When you cast this spell us 30 feet in any direction. If the dust devil moves over
2 feet of rock, 2 inches of any metal other than ing a spell slot of 3rd level or higher, the damage sand, dust, loose dirt, or light gravel, it sucks up the
lead, or a thin sheet of lead blocks you. You can't increases by 1d6 for each slot level above 2nd. material and forms a 10-foot-radius cloud of debris
detect a creature with an Intelligence of 3 or around itself that lasts until the start of your next turn.
lower or one that doesn't speak any language.
The cloud heavily obscures its area.

Once you detect the presence of a creature in At Higher Levels: When you cast this spell using a
this way, you can read its thoughts for the rest of spell slot of 3rd level or higher, the damage increases
the duration as described above, even if you by 1d8 for each slot level above 2nd.
can't see it, but it must still be within range.

Wizard 2nd level Divination Wizard (XGE) 2nd level Transmutation Wizard (XGE) 2nd level Conjuration

EARTHBIND ENLARGE/REDUCE [1/2] ENLARGE/REDUCE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 300 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
Choose one creature you can see within range. a pinch of powdered iron a pinch of powdered iron
Yellow strips of magical energy loop around the You cause a creature or an object you can see within
creature. The target must succeed on a Strength target's size is halved in all dimensions, and its
range to grow larger or smaller for the duration. weight is reduced to one-eighth of normal. This
saving throw, or its flying speed (if any) is Choose either a creature or an object that is neither
reduced to 0 feet for the spell's duration. An reduction decreases its size by one category -
worn nor carried. If the target is unwilling, it can make from Medium to Small, for example. Until the
airborne creature affected by this spell safely a Constitution saving throw. On a success, the spell spell ends, the target also has disadvantage on
descends at 60 feet per round until it reaches the has no effect.
Strength checks and Strength saving throws. The
ground or the spell ends. If the target is a creature, everything it is wearing and target's weapons also shrink to match its new
carrying changes size with it. Any item dropped by an size. While these weapons are reduced, the
affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, target's attacks with them deal 1d4 less damage
and its weight is multiplied by eight. This growth (this can't reduce the damage below 1).
increases its size by one category - from Medium to
Large, for example. If there isn't enough room for the
target to double its size, the creature or object attains
the maximum possible size in the space available. Until
the spell ends, the target also has advantage on
Strength checks and Strength saving throws. The
target's weapons also grow to match its new size.
While these weapons are enlarged, the target's attack
with them deal 1d4 extra damage.

Reduce. The

Wizard (XGE) 2nd level Transmutation Wizard 2nd level Transmutation Wizard 2nd level Transmutation
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2

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     
     
              
  


           
  
                 
                 
                    
           

2
FLAMING SPHERE GENTLE REPOSE (RITUAL) GUST OF WIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch
1 action 60 feet 1 action Self (60-foot line)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 days
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute a pinch of salt and one copper piece placed on each of the corpse's minute
eyes, which must remain there for the duration
a bit of tallow, a pinch of brimstone, and a dusting of powdered a legume seed
iron You touch a corpse or other remains. For the
duration, the target is protected from decay and A line of strong wind 60 feet long and 10 feet
A 5-foot-diameter sphere of fire appears in an wide blasts from you in a direction you choose
unoccupied space of your choice within range and can't become undead.

The spell also effectively extends the time limit for the spell's duration. Each creature that starts
lasts for the duration. Any creature that ends its turn its turn in the line must succeed on a Strength
within 5 feet of the sphere must make a Dexterity on raising the target from the dead, since days
saving throw. The creature takes 2d6 fire damage on a spent under the influence of this spell don't saving throw or be pushed 15 feet away from
count against the time limit of spells such as raise you in a direction following the line.

failed save, or half as much damage on a successful Any creature in the line must spend 2 feet of
one.
dead.
As a bonus action, you can move the sphere up to 30 movement for every 1 foot it moves when
feet. If you ram the sphere into a creature, that moving closer to you.

creature must make the saving throw against the The gust disperses gas or vapor, and it
sphere's damage, and the sphere stops moving this extinguishes candles, torches, and similar
turn.
unprotected flames in the area. It causes
When you move the sphere, you can direct it over protected flames, such as those of lanterns, to
barriers up to 5 feet tall and jump it across pits up to dance wildly and has a 50 percent chance to
10 feet wide. The sphere ignites flammable objects extinguish them.

not being worn or carried, and it sheds bright light in a As a bonus action on each of your turns before
20-foot radius and dim light for an additional 20 feet.
the spell ends, you can change the direction in
At Higher Levels: When you cast this spell using a which the line blasts from you.
spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.

Wizard 2nd level Conjuration Wizard 2nd level Necromancy Wizard 2nd level Evocation

HOLD PERSON INVISIBILITY KNOCK


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V Instantaneous
minute hour
Choose an object that you can see within range.
a small, straight piece of iron an eyelash encased in gum arabic The object can be a door, a box, a chest, a set of
Choose a humanoid that you can see within A creature you touch becomes invisible until the manacles, a padlock, or another object that
range. The target must succeed on a Wisdom spell ends. Anything the target is wearing or contains a mundane or magical means that
saving throw or be paralyzed for the duration. At carrying is invisible as long as it is on the target's prevents access.

the end of each of its turns, the target can make person. The spell ends for a target that attacks or A target that is held shut by a mundane lock or
another Wisdom saving throw. On a success, the casts a spell.
that is stuck or barred becomes unlocked,
spell ends on the target.
At Higher Levels: When you cast this spell unstuck, or unbarred. If the object has multiple
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can locks, only one of them is unlocked.

using a spell slot of 3rd level or higher, you can target one additional creature for each slot level If you choose a target that is held shut with
target on additional humanoid for each slot level above 2nd. arcane lock, that spell is suppressed for 10
above 2nd. The humanoids must be within 30 minutes, during which time the target can be
feet of each other when you target them. opened and shut normally.

When you cast the spell, a loud knock, audible


from as far away as 300 feet, emanates from the
target object.

Wizard 2nd level Enchantment Wizard 2nd level Illusion Wizard 2nd level Transmutation

LEVITATE LOCATE OBJECT MAGIC MOUTH (RITUAL) [1/2]

CASTING TIME RANGE


CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet
1 action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes a small bit of honeycomb and jade dust worth at least 10 gp,
which the spell consumes
either a small leather loop or a piece of golden wire bent into a a forked twig
cup shape with a long shank on one end You implant a message within an object in range, a
Describe or name an object that is familiar to message that is uttered when a trigger condition is
One creature or object of your choice that you you. You sense the direction to the object's met. Choose an object that you can see and that isn't
can see within range rises vertically, up to 20 location, as long as that object is within 1,000 being worn or carried by another creature. Then
feet, and remains suspended there for the feet of you. If the object is in motion, you know speak the message, which must be 25 words or less,
duration. The spell can levitate a target that the direction of its movement.
though it can be delivered over as long as 10 minutes.
weighs up to 500 pounds. An unwilling creature The spell can locate a specific object known to Finally, determine the circumstance that will trigger
that succeeds on a Constitution saving throw is you, as long as you have seen it up close - within the spell to deliver your message.

unaffected.
30 feet - at least once. Alternatively, the spell can When that circumstance occurs, a magical mouth
The target can move only by pushing or pulling locate the nearest object of a particular kind, appears on the object and recites the message in your
against a fixed object or surface within reach such as a certain kind of apparel, jewelry, voice and at the same volume you spoke. If the object
(such as a wall or a ceiling), which allows it to furniture, tool, or weapon.
you chose has a mouth or something that looks like a
move as if it were climbing. You can change the This spell can't locate an object if any thickness mouth (for example, the mouth of a statue), the
target's altitude by up to 20 feet in either of lead, even a thin sheet, blocks a direct path magical mouth appears there so that words appear to
direction on your turn. If you are the target, you between you and the object. come from the object's mouth. When you cast this
can move up or down as part of your move. spell, you can have the spell end after it delivers its
Otherwise, you can use your action to move the message, or it can remain and repeats its message
target, which must remain within the spell's whenever the trigger occurs.

The triggering circumstance can be as general or as


range.
detailed as you like, though it must be based on visual
When the spell ends, the target floats gently to or audible conditions that occur within
the ground if it is still aloft.

Wizard 2nd level Transmutation Wizard 2nd level Divination Wizard 2nd level Illusion
        
        
2

2
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
                 
              
  


           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
     
     
     
              
  


           
  
                 
                 
                    
           

2
MAGIC MOUTH (RITUAL) [2/2] MAGIC WEAPON MAXIMILIAN'S EARTHEN GRASP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 action 30 feet
1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Concentration, up to 1
V, S Concentration, up to 1 minute
a small bit of honeycomb and jade dust worth at least 10 gp, hour
which the spell consumes a miniature hand sculpted from clay
You touch a nonmagical weapon. Until the spell
30 feet of the object. For example, you could ends, that weapon becomes a magic weapon You choose a 5-foot-square unoccupied space on the
instruct the mouth to speak when any creature with a +1 bonus to attack rolls and damage rolls.
ground that you can see within range. A Medium hand
moves within 30 feet of the object or when a At Higher Levels: When you cast this spell made from compacted soil rises there and reaches for
silver bell rings within 30 feet of it. using a spell slot of 4th level or higher, the bonus one creature you can see within 5 feet of it. The target
increases to +2. When you use a spell slot of 6th must make a Strength saving throw. On a failed save,
level or higher, the bonus increases to +3. the target takes 2d6 bludgeoning damage and is
restrained for the spell's duration.

As an action, you can cause the hand to crush the


restrained target, which must make a Strength saving
throw. The target takes 2d6 bludgeoning damage on a
failed save, or half as much damage on a successful
one.

To break out, the restrained target can use its action


to make a Strength check against your spell save DC.
On a success, the target escapes and is no longer
restrained by the hand.

As an action, you can cause the hand to reach for a


different creature or to move to a different
unoccupied space within range. The hand releases a
restrained target if you do either.

Wizard 2nd level Illusion Wizard 2nd level Transmutation Wizard (XGE) 2nd level Transmutation

MELF'S ACID ARROW MIND SPIKE MIRROR IMAGE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet 1 action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous S Concentration, up to 1 V, S 1 minute
hour
powdered rhubarb leaf and an adder's stomach Three illusory duplicates of yourself appear in your
You reach into the mind of one creature you can space. Until the spell ends, the duplicates move with
A shimmering green arrow streaks toward a see within range. The target must make a you and mimic your actions, shifting position so it's
target within range and bursts in a spray of acid. Wisdom saving throw, taking 3d8 psychic impossible to track which image is real. You can use
Make a ranged spell attack against the target. On damage on a failed save, or half as much damage your action to dismiss the illusory duplicates.

a hit, the target takes 4d4 acid damage on a successful one. On a failed save, you also Each time a creature targets you with an attack during
immediately and 2d4 acid damage at the end of always know the target's location until the spell the spell's duration, roll a d20 to determine whether
its next turn. On a miss, the arrow splashes the ends, but only while the two of you are on the the attack instead targets one of your duplicates.

target with acid for half as much of the initial same plane of existence. While you have this If you have three duplicates, you must roll a 6 or
damage and no damage at the end of its next knowledge, the target can't become hidden from higher to change the attack's target to a duplicate.
turn.
With two duplicates, you must roll an 8 or higher. With
you, and if it's invisible, it gains no benefit from one duplicate, you must roll an 11 or higher.

At Higher Levels: When you cast this spell that condition against you.

using a spell slot of 3rd level or higher, the A duplicate's AC equals 10 + your Dexterity modifier.
At Higher Levels: When you cast this spell If an attack hits a duplicate, the duplicate is destroyed.
damage (both initial and later) increases by 1d4 using a spell slot of 3rd level or higher, the
for each slot level above 2nd. A duplicate can be destroyed only by an attack that
damage increases by 1d6 for each slot level hits it. It ignores all other damage and effects. The
above 2nd. spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it


relies on senses other than sight, such as blindsight, or
if it can perceive illusions as false, as with truesight.

Wizard 2nd level Evocation Wizard (XGE) 2nd level Divination Wizard 2nd level Illusion

MISTY STEP NYSTUL'S MAGIC AURA [1/2] NYSTUL'S MAGIC AURA [2/2]

CASTING TIME RANGE CASTING TIME RANGE


CASTING TIME RANGE
1 action Touch 1 action Touch
1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours
V Instantaneous
a small square of silk a small square of silk
Briefly surrounded by silvery mist, you teleport
up to 30 feet to an unoccupied space that you You place an illusion on a creature or an object you detect creature types, such as a paladin's Divine
can see. touch so that divination spells reveal false information Sense or the trigger of a symbol spell. You choose
about it. The target can be a willing creature or an a creature type and other spells and magical
object that isn't being carried or worn by another effects treat the target as if it were a creature of
creature.
that type or of that alignment.
When you cast the spell, choose one or both of the
following effects. The effect lasts for the duration. If
you cast this spell on the same creature or object
every day for 30 days, placing the same effect on it
each time, the illusion lasts until it is dispelled.

False Aura: You change the way the target appears


to spells and magical effects, such as detect magic,
that detect magical auras. You can make a nonmagical
object appear magical, a magical object appear
nonmagical, or change the object's magical aura so
that it appears to belong to a specific school of magic
that you choose. When you use this effect on an
object, you can make the false magic apparent to any
creature that handles the item.

Mask: You change the way the target appears to


spells and magical effects that

Wizard 2nd level Conjuration Wizard 2nd level Illusion Wizard 2nd level Illusion
        
        
2

2
     
     
     
                 
              
  

  

  

  
           
  
                 
                 
                    
           
2

2
        
        
2

2
     
     
     
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  


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           
2

2
        
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2

2
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  


           
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           

2
PHANTASMAL FORCE [1/2] PHANTASMAL FORCE [2/2] PYROTECHNICS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet
1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute V, S Instantaneous

a bit of fleece a bit of fleece Choose an area of nonmagical flame that you can
see and that can fit within a 5-foot cube within
You craft an illusion that takes root in the mind of a survives the fall, it still believes that the bridge range. You can extinguish the fire in that area,
creature that you can see within range. The target exists and comes up with some other explanation and you create either fireworks or smoke when
must make an Intelligence saving throw. On a failed for its fall - it was pushed, it slipped, or a strong you do so.

save, you create a phantasmal object, creature, or wind might have knocked it off.
Fireworks: The target explodes with a dazzling
other visible phenomenon of your choice that is no An affected target is so convinced of the display of colors. Each creature within 10 feet of
larger than a 10-foot cube and that is perceivable only phantasm's reality that it can even take damage the target must succeed on a Constitution saving
to the target for the duration. This spell has no effect from the illusion. A phantasm created to appear
on undead or constructs.
throw or become blinded until the end of your
The phantasm includes sound, temperature, and other as a creature can attack the target. Similarly, a next turn.

stimuli, also evident only to the creature.


phantasm created to appear as fire, a pool of Smoke: Thick black smoke spreads out from the
The target can use its action to examine the phantasm acid, or lava can burn the target. Each round on target in a 20-foot radius, moving around
with an Intelligence (Investigation) check against your your turn, the phantasm can deal 1d6 psychic corners. The area of the smoke is heavily
spell save DC. If the check succeeds, the target damage to the target if it is in the phantasm's obscured. The smoke persists for 1 minute or
realizes that the phantasm is an illusion, and the spell area or within 5 feet of the phantasm, provided until a strong wind disperses it.
ends.
that the illusion is of a creature or hazard that
While a target is affected by the spell, the target could logically deal damage, such as by attacking.
treats the phantasm as if it were real. The target The target perceives the damage as a type
rationalizes any illogical outcomes from interacting appropriate to the illusion.
with the phantasm. For example, a target attempting
to walk across a phantasmal bridge that spans a chasm
falls once it steps onto the bridge. If the target

Wizard 2nd level Illusion Wizard 2nd level Illusion Wizard (XGE) 2nd level Transmutation

RAY OF ENFEEBLEMENT ROPE TRICK SCORCHING RAY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 1 hour V, S Instantaneous
minute
powdered corn extract and a twisted loop of parchment You create three rays of fire and hurl them at
A black beam of enervating energy springs from targets within range. You can hurl them at one
your finger toward a creature within range. You touch a length of rope that is up to 60 feet target or several.

Make a ranged spell attack against the target. On long. One end of the rope then rises into the air Make a ranged spell attack for each ray. On a hit,
a hit, the target deals only half damage with until the whole rope hangs perpendicular to the the target takes 2d6 fire damage.

weapon attacks that use Strength until the spell ground. At the upper end of the rope, an invisible At Higher Levels: When you cast this spell
ends.
entrance opens to an extradimensional space using a spell slot of 3rd level or higher, you create
At the end of each of the target's turns, it can that lasts until the spell ends.
one additional ray for each slot level above 2nd.
make a Constitution saving throw against the The extradimensional space can be reached by
spell. On a success, the spell ends. climbing to the top of the rope. The space can
hold as many as eight Medium or smaller
creatures. The rope can be pulled into the space,
making the rope disappear from view outside the
space.

Attacks and spells can't cross through the


entrance into or out of the extradimensional
space, but those inside can see out of it as if
through a 3-foot-by-5-foot window centered on
the rope.

Anything inside the extradimensional space


drops out when the spell ends.

Wizard 2nd level Necromancy Wizard 2nd level Transmutation Wizard 2nd level Evocation

SEE INVISIBILITY SHADOW BLADE SHATTER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Concentration, up to 1 V, S, M Instantaneous
minute
A pinch of Talc and a small sprinkling of powdered silver a chip of mica
You weave together threads of shadow to create a
For the duration, you see invisible creatures and sword of solidified gloom in your hand. This magic A sudden loud ringing noise, painfully intense,
objects as if they were visible, and you can see sword lasts until the spell ends. It counts as a simple erupts from a point of your choice within range.
into the Ethereal Plane. Ethereal creatures and melee weapon with which you are proficient. It deals Each creature in a 10-foot-radius sphere
objects appear ghostly and translucent. 2d8 psychic damage on a hit and has the finesse, light, centered on that point must make a Constitution
and thrown properties (range 20/60). In addition, saving throw. A creature takes 3d8 thunder
when you use the sword to attack a target that is in damage on a failed save, or half as much damage
dim light or darkness, you make the attack roll with on a successful one. A creature made of
advantage.
inorganic material such as stone, crystal, or
If you drop the weapon or throw it, it dissipates at the metal has disadvantage on this saving throw.

end of the turn. Thereafter, while the spell persists, A nonmagical object that isn't being worn or
you can use a bonus action to cause the sword to carried also takes the damage if it's in the spell's
reappear in your hand.
area.

At Higher Levels: When you cast this spell using a At Higher Levels: When you cast this spell
3rd- or 4th-level spell slot, the damage increases to
3d8. When you cast it using a 5th- or 6th-level spell using a spell slot of or higher, the damage
slot, the damage increases to 4d8. When you cast it increases by 1d8 for each slot level above 2nd.
using a spell slot of 7th level or higher, the damage
increases to 5d8.

Wizard 2nd level Divination Wizard (XGE) 2nd level Illusion Wizard 2nd level Evocation
        
        
2

2
     
     
     
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              
  

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           
2

2
        
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2

2
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  


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  
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           
2

2
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        
2

2
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  


           
  
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           

2
SKYWRITE (RITUAL) SNILLOC'S SNOWBALL SWARM SPIDER CLIMB
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet
1 action Sight 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous
V, S Concentration, up to 1 V, S, M Concentration, up to 1
hour a piece of ice or a small white rock chip hour
You cause up to ten words to form in a part of A flurry of magic snowballs erupts from a point a drop of bitumen and a spider
the sky you can see. The words appear to be you choose within range. Each creature in a 5-
made of cloud and remain in place for the spell's Until the spell ends, one willing creature you
foot-radius sphere centered on that point must touch gains the ability to move up, down, and
duration. The words dissipate when the spell make a Dexterity saving throw. A creature takes
ends. A strong wind can disperse the clouds and across vertical surfaces and upside down along
3d6 cold damage on a failed save, or half as much ceilings, while leaving its hands free. The target
end the spell early. damage on a successful one.
also gains a climbing speed equal to its walking
At Higher Levels: When you cast this spell speed.
using a spell slot of 3rd level or higher, the
damage increases by 1d6 for each slot level
above 2nd.

Wizard (XGE) 2nd level Transmutation Wizard (XGE) 2nd level Evocation Wizard 2nd level Transmutation

SUGGESTION [1/2] SUGGESTION [2/2] TASHA'S MIND WHIP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 8 V, M Concentration, up to 8 V 1 round
hours hours
You psychically lash out at one creature you can
a snake's tongue and either a bit of honeycomb or a drop of sweet a snake's tongue and either a bit of honeycomb or a drop of sweet see within range. The target must make an
oil oil Intelligence saving throw. On a failed save, the
You suggest a course of activity (limited to a sentence performed.
target takes 3d6 psychic damage, and it can't
or two) and magically influence a creature you can see If you or any of your companions damage the take a reaction until the end of its next turn.
within range that can hear and understand you. target, the spell ends. Moreover, on its next turn, it must choose
Creatures that can't be charmed are immune to this whether it gets a move, an action, or a bonus
effect. The suggestion must be worded in such a action
manner as to make the course of action sound
reasonable. Asking the creature to stab itself, throw
itself onto a spear, immolate itself, or do some other
obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a


failed save, it pursues the course of action you
described to the best of its ability. The suggested
course of action can continue for the entire duration.
If the suggested activity can be completed in a shorter
time, the spell ends when the subject finishes what it
was asked to do.

You can also specify conditions that will trigger a


special activity during the duration. For example, you
might suggest that a knight give her warhorse to the
first beggar she meets. If the condition isn't met
before the spell expires, the activity isn't

Wizard 2nd level Enchantment Wizard 2nd level Enchantment Wizard 2nd-level enchantment

WARDING WIND WEB AUGURY (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 10 V, S, M Concentration, up to 1 V, S, M Instantaneous
minutes hour
specially marked sticks, bones, or similar tokens worth at least 25
A strong wind (20 miles per hour) blows around a bit of spider web gp
you in a 10-foot radius and moves with you, You conjure a mass of thick, sticky webbing at a point By casting gem-inlaid sticks, rolling dragon bones,
remaining centered on you. The wind lasts for of your choice within range. The webs fill a 20-foot laying out ornate cards, or employing some other
the spell's duration.
cube from that point for the duration. The webs are divining tool, you receive an omen from an
The wind has the following effects:
difficult terrain and lightly obscure their area.
otherworldly entity about the results of a specific
• It deafens you and other creatures in its area.
If the webs aren't anchored between two solid masses course of action that you plan to take within the next
• It extinguishes unprotected flames in its area (such as walls or trees) or layered across a floor, wall, 30 minutes. The DM chooses from the following
that are torch-sized or smaller.
or ceiling, the conjured web collapses on itself, and the possible omens.

• It hedges out vapor, gas, and fog that can be spell ends at the start of your next turn. Webs layered • Weal, for good results

dispersed by strong wind.


over a flat surface have a depth of 5 feet.
• Woe, for bad results

• The area is difficult terrain for creatures other Each creature that starts its turn in the webs or that • Weal and woe, for both good and bad results

than you.
enters them during its turn must make a Dexterity • Nothing, for results that aren't especially good or
• The attack rolls of ranged weapon attacks have saving throw. On a failed save, the creature is bad

disadvantage if the attacks pass in or out of the restrained as long as it remains in the webs or until it The spell doesn't take into account any possible
wind. breaks free.
circumstances that might change the outcome, such as
A creature restrained by the webs can use its actions the casting of additional spells or the loss or gain of a
to make a Strength check against your spell save DC. If companion.

it succeeds, it is no longer restrained.


If you cast the spell two or more times before
The webs are flammable. Any 5-foot cube of webs completing your next long rest, there is a cumulative
exposed to fire burns away in 1 round, dealing 2d4 fire 25 percent chance for each casting after the first that
damage to any creature that starts its turn in the fire. you get a random reading. The DM makes this roll in
secret.

Wizard (XGE) 2nd level Evocation Wizard 2nd level Conjuration Wizard (TCE) 2nd level Divination
        
        
2

2
     
     
     
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              
  

  

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2
ENHANCE ABILITY
CASTING TIME RANGE
1 action Touch
COMPONENTS DURATION
V, S, M Concentration, up to 1
hour
fur or a feather from a beast
You touch a creature and bestow upon it a magical
enhancement. Choose one of the following effects -
the target gains the effect until the spell ends.

Bear's Endurance: The target has advantage on


Constitution checks. It also gains 2d6 temporary hit
points, which are lost when the spell ends.

Bull's Strength: The target has advantage on


Strength checks, and his or her carrying capacity
doubles.

Cat's Grace: The target has advantage on Dexterity


checks. It also doesn't take damage from falling 20
feet or less if it isn't incapacitated.

Eagle's Splendor: The target has advantage on


Charisma checks.

Fox's Cunning: The target has advantage on


Intelligence checks.

Owl's Wisdom: The target has advantage on


Wisdom checks.

At Higher Levels: When you cast this spell using a


spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.

Wizard (TCE) 2nd level Transmutation


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