Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Mage Hand
|
+4 |
1 action |
30 |
1 minute |
|
VS |
|
| Notes: | A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet 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 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. |
Mending
|
+4 |
1 minute |
touch |
instant |
|
VSM |
TBD |
| Notes: | This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. |
Firebolt
|
+4 |
1 action |
120 |
instant |
1d10 |
VS |
|
| Notes: | You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. |
Toll the Dead
|
+4 |
1 action |
60 |
instant |
1d8/12 |
VS |
|
| Notes: | 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 must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. |
Level 1 Spells 4 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Cure Wounds
|
+4 |
1 Action |
Touch |
1 Action |
1d8+2 |
VS |
|
| Notes: | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Guiding Bolt
|
+4 |
1 action |
120 |
1 round |
4d6 |
VS |
|
| Notes: | A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. |
Shield
|
+4 |
1 reaction |
self |
1 round |
|
VS |
|
| Notes: | An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile |
Inflict Wounds
|
+4 |
1 action |
touch |
instant |
3d10 |
VS |
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. |
Level 2 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Cure Wounds
|
+4 |
1 Action |
Touch |
1 Action |
1d8+2 + |
VS |
|
| Notes: | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |
Guiding Bolt
|
+4 |
1 action |
120 |
1 round |
4d6 + |
VS |
|
| Notes: | A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. |
Inflict Wounds
|
+4 |
1 action |
touch |
instant |
3d10 + |
VS |
|
| Notes: | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. |
Prayer of Healing
|
+4 |
10 minutes |
30ft |
instant |
2d8+2 |
V |
|
| Notes: | Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. |