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dd5:spells0

Spells: Level 0

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Acid Splash

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Blade Ward

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming Blade

  • School: Evocation
  • Casting Time: 1 action
  • Range: 5'
  • Components: V, M (a weapon)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Chill Touch

  • School: Necromancy
  • Casting Time: 1 action
  • Range: 120'
  • Components: V, S
  • Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Control Flames

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Create Bonfire

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 60'
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a bonfire on the ground that you can see within range. Until the spell ends, the bonfire fills a 5' cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Dancing Lights

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
  • Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Eldritch Blast

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Fire Bolt

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120'
  • Components: V, S
  • Duration: Instantaneous

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.

This spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Friends

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Frostbite

  • School: Evocation
  • Casting Time: 1 action
  • Range: 60'
  • Components: V, S
  • Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Green-Flame Blade

  • School: Evocation
  • Casting Time: 1 action
  • Range: 5'
  • Components: V, M (a weapon)
  • Duration: Instant

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5' of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level, and 17th level.

Guidance

  • School: Divination
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 min

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Gust

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 30'
  • Components: V, S
  • Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Light

  • School: Evocation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 1 hour

You touch one object that is no larger than 10' in any dimension. Until the spell ends, the object sheds bright light in a 20' radius and dim light for an additional 20'. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Lightning Lure

  • School: Evocation
  • Casting Time: 1 action
  • Range: 15'
  • Components: V
  • Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Mage Hand

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 30'
  • Components: V, S
  • Duration: 1 min

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' 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' each time you use it.

The hand can't attack, activate magic items, or carry more than 10 lbs.

Mending

  • School: Transmutation
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (two lodestones)
  • Duration: Instantaneous

This spell repairs a single break or tear in an item 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.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Message

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 120'
  • Components: V, S, M (a short piece of copper wire)
  • Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1' of stone, 1“ of common metal, a thin sheet of lead, or 3' of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Minor Illusion

  • School: Illusion
  • Casting Time: 1 action
  • Range: 30'
  • Components: S, M (a bit of fleece)
  • Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Mold Earth

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Poison Spray

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Prestidigitation

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 10'
  • Components: V, S
  • Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Ray of Frost

  • School: Evocation
  • Casting Time: 1 action
  • Range: 60'
  • Components: V, S
  • Duration: Instantaneous

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.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shape Water

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Sacred Flame

  • School: Evocation
  • Casting Time: 1 action
  • Range: 60'
  • Components: V, S
  • Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shocking Grasp

  • School: Evocation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sword Burst

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 5'
  • Components: V
  • Duration: Instant

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thaumaturgy

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 30'
  • Components: V
  • Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to 3x as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Thunderclap

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (5' radius)
  • Components: S
  • Duration: Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

True Strike

  • School: Divination
  • Casting Time: 1 action
  • Range: 30'
  • Components: S
  • Duration: Concentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

dd5/spells0.txt · Last modified: 2017/07/08 03:09 by jason