Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
+6 |
Action |
120 feet |
Instantaneous |
1d10+4 |
VS |
|
| Notes: | The spell creates two beams at level 5, three beams at level 11, and four beams at level 17 |
|
+6 |
Action |
60 feet |
Instantaneous |
1d8 |
VS |
|
| Notes: | 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. |
|
+6 |
Action |
120 feet |
Instantaneous |
1d8 |
VS |
|
| Notes: | If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. |
|
+6 |
Action |
60 feet |
Instantaneous |
1d6 |
V |
|
| Notes: | The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. |
|
+6 |
Action |
10 feet |
Up to 1 hour |
|
VS |
|
| Notes: | Sensory Effect, Fire Play, Clean or Soil, Minor Sensation, Magic Mark, Minor Creation |
|
+6 |
Action |
10 feet |
Concentration 1 minute |
|
SM |
|
| Notes: | The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. |
|
+6 |
Action |
30 feet |
Instantaneous |
|
VS |
|
| Notes: | Weather Sensor, Bloom, Sensory Effect, Fire Play |
|
+6 |
Action |
60 feet |
Instantaneous |
1d8 |
VS |
|
| Notes: | On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't benefit from the Invisible condition. |
Level 1 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
+6 |
Bonus Action |
90 feet |
Concentration 1 hour |
1d6 |
VSM |
|
| Notes: | The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature. |
|
+6 |
Action |
Self |
Instantaneous |
2d6 |
VS |
|
| Notes: | Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only. |
|
+6 |
90 feet |
90 feet |
Instantaneous |
3d8 |
VSM |
|
| Notes: | If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. ; A diamond worth 50+ GP |
|
+6 |
Reaction |
60 feet |
Instantaneous |
|
V |
|
| Notes: | he triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range, now it has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. |
|
+6 |
1 hour or Ritual |
10 feet |
Instantaneous |
|
VSM |
1 |
| Notes: | When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, Skeleton, Slaad Tadpole, Sphinx of Wonder, Sprite, or Venomous Snake.; Burning incense worth 10+ GP |
|
+6 |
Action |
Self |
10 minutes |
|
VS |
|
| Notes: | For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them. |
|
+6 |
Action |
60 feet |
Concentration, up to 1 minute |
2d12 |
VSM |
|
| Notes: | On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. |
|
+6 |
Action |
60 feet |
Concentration, up to 1 minute |
|
VS |
|
| Notes: | For the duration, objects and affected creatures (Dexterity saving throw) shed Dim Light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it. |
|
+6 |
Action |
60 feet |
Concentration, up to 1 minute |
|
VSM |
|
| Notes: | Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. |
Level 2 Spells 2 slots |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
+6 |
Action |
Self |
Instantaneous |
2d6 + |
VS |
|
| Notes: | Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can't take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only. |
|
+6 |
90 feet |
90 feet |
Instantaneous |
3d8 + |
VSM |
|
| Notes: | If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. ; A diamond worth 50+ GP |
|
+6 |
Action |
60 feet |
Concentration, up to 1 minute |
2d12 + |
VSM |
|
| Notes: | On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. |
|
+6 |
Action |
60 feet |
Concentration, up to 10 minutes |
|
VSM |
|
| Notes: | One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. |
|
+6 |
Action |
30 feet |
1 hour |
|
VSM |
|
| Notes: | Up to ten willing creatures of your choice within range gain this ability for the duration. |
|
+6 |
Bonus Action |
Self |
30 feet |
|
V |
|
| Notes: | You teleport up to 30 feet to an unoccupied space you can see. |
|
+6 |
Action |
60 feet |
Concentration, up to 1 minute |
|
VS |
|
| Notes: | Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw. |
|
+6 |
Action |
60 feet |
Concentration, up to 1 minute |
2d8 |
VSM |
|
| Notes: | The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. |
|
+6 |
Action |
60 feet |
Concentration, up to 10 minutes |
|
VM |
|
| Notes: | For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled. |