Cantrips |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Blade Ward
|
+7 |
Action |
Self |
Concentration, up to 1 minute |
|
VS |
|
| | Notes: | Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll. |
|
Elementalism
|
+7 |
Action |
30 ft |
Instantaneous |
|
VS |
|
| | Notes: | You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot Cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot Cube to assume a crude shape (such as that of a creature) for 1 hour. |
|
Ray of Frost
|
+7 |
Action |
60 ft |
Instantaneous |
2d8 |
VS |
|
| | Notes: | A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. |
|
Minor Illusion
|
+7 |
Action |
30 ft |
1 minute |
|
SM |
|
Level 1 Spells 4 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Mage Armor
|
+7 |
Action |
Touch |
8 hours |
|
VSM |
|
| | Notes: | You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor. |
|
Shield
|
+7 |
Reaction |
Self |
1 round |
|
VS |
|
| | Notes: | An imperceptible barrier of magical force 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. |
|
Fog Cloud
|
+7 |
Action |
120 ft |
Concentration, up to 1 hour |
|
VS |
|
| | Notes: | You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. |
|
Chromatic Orb
|
+7 |
Action |
90 ft |
Instantaneous |
3d8 |
VSM |
|
| | Notes: | Can bounce if two damage role are the same |
Level 2 Spells 3 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Chromatic Orb
|
+7 |
Action |
90 ft |
Instantaneous |
3d8 + |
VSM |
|
| | Notes: | Can bounce if two damage role are the same |
|
Gust of Wind
|
+7 |
Action |
Self |
Concentration, up to 1 minute |
|
VSM |
|
| | Notes: | A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you. |
|
Misty Step
|
+7 |
Bonus Action |
Self |
Instantaneous |
|
V |
|
| | Notes: | Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see. |
|
Blur
|
+7 |
Action |
Self |
Concentration, up to 1 minute |
|
V |
|
| | Notes: | Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight. |
Level 3 Spells 2 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
Chromatic Orb
|
+7 |
Action |
90 ft |
Instantaneous |
3d8 + |
VSM |
|
| | Notes: | Can bounce if two damage role are the same |
|
Tidal Wave
|
+7 |
Action |
120ft |
Instantaneous |
4d8 |
VSM |
|
| | Notes: | You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it. |
|
Wall of Water
|
+7 |
Action |
60 ft |
Concentration, up to 10 minutes |
|
VSM |
|
| | Notes: | You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. |