User:Guy/Splat/Spells
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Spell Sources[edit]
- Alchemy, modern magic derived from material science
- Arcane, ancient magic of unknown origin
- Draconic, borne of dragons and their power
- Eldritch, magic from the abyss of stars and seas
- Jotun, borne of giants and their kin
- Ki, kinetic magic derived from within oneself
- Melodic, artful magic cast through music and performance
- Spiritual, called from spirits both ancestral and divine
- Sylvan, native magic closely associated with forests and fey
Tricks
Name | Time | Duration | Range | Comp. | Material | Summary |
---|---|---|---|---|---|---|
Adhesion | action | 1 minute | touch | S, M | alchemist's tools | |
Detect Life | action | instant | 60 feet | S | — | Determine if a creature in range that you can see is alive, dead, undead, or deathless. |
Detect Magic | action | instant | touch | S | — | You determine whether an object or creature you touch is under the effect of magic. |
Dictation | action | permanent | touch | S, M | any writing implement | |
Druidcraft | action | instant | 30 feet | V, S | — | Whispering to the forces of nature, you create one of several minor effects. |
Figment | action | 1 minute | 30 feet | S | — | Create an illusory image of an object within 30 feet that persists for a minute. |
Firework | action | varies | varies | S, M | alchemist's tools | You conjure a small explosive that has several possible uses. |
Glow | action | permanent | 120 feet | S | — | An object in range that you can see begins to glow white or another color of your choice, shedding bright light in a 20-foot radius and dim light for another 20 feet. |
Leap | action | 1 round | touch | V, S | — | A creature you touch can use an action for a particularly far long jump or high jump. |
Memo | action | permanent | touch | S | — | You leave a psychic message in an object, which is transmitted to any creature that comes in contact with the object. |
Message | action | instant | 120 feet | V, S | — | You point towards a creature and whisper a telepathic message that only the the target can hear. |
Pepper | bonus action | instant | 60 feet | S | — | Any creature in contact with an object or patch of ground you designate is compelled to loudly sneeze. |
Scoop | action | 1 hour | 30 feet | V, S | — | You create a floating bucket, saucer, or pitcher that follows you and can hold anything not more than 2 feet in diameter at its widest point. |
Sculpt | action | 1 minute | 10 feet | V, S | — | You instantly reshape or recolor dirt, wood, or water, or similar natural materials. |
Spectral Sound | action | 1 minute | 60 feet | S | — | Create an imaginary sound originating from a point within 60 feet. |
Cantrips
Name | Time | Duration | Range | Comp. | Material | Summary |
---|---|---|---|---|---|---|
Acid Bubble | action | instant | 30 feet | S | — | |
Arc | action | instant | 30 feet | V, S | — | On a hit, the target takes 1d4 lightning damage, then and as part of this same action you can make a second ranged attack against a different creature you can see within 30 feet of the first. |
Beamos | action | instant | 20 feet | V | — | Your eyes shoot beams out to a range of 20 feet. The damage is higher if you haven't moved since the start of your last turn. |
Blades of Grass | bonus action | 1 minute | self | S | — | For 10 minutes, you can transform any leaf or blade of grass you touch into a magic dagger, dart, scythe, sickle, or spear. |
Bomb | action | instant | 30 feet | S, M | alchemist's tools | You hurl a bomb that explodes, dealing thunder damage in a small area. |
Echo | action | instant | 120 feet | V | — | You project the sound of your voice to a point in range that you can see, optionally dealing thunder damage in a small area. |
Fighting Words | bonus action | 1 minute | touch | V, M | a simple weapon | For the duration, attacks with the weapon use your Charisma modifier in place of the wielder's Strength modifier. |
Foam Spray | action | 1 minute | self (15‑foot cone) | V, S | — | A cloud of sea foam sprays into a 15-foot cone originating from you, extinguishing flames and slowing creatures. |
Freeze | action | instant | 5 feet | S | — | |
Gale Cutter | action | instant | 60 feet | V, S | — | A blade formed from air deals slashing damage. The attack roll has advantage against a flying target or a target within a strong wind. |
Glitter Spray | action | 1 minute | self (15‑foot cone) | V, S | — | A cloud of glowing glitter shoots into a 15-foot cone originating from you, covering creatures in that area for the duration. |
Gravity Pull | action | instant | 30 feet | V, S | — | If your size category is the same or smaller than the target, you are pulled up to 30 feet straight towards the target. |
Ignite | action | instant | touch | V, S | — | Your touch ignites an object or creature. |
Infest | action | instant | 30 feet | V, S | — | Ravenous vermin dirty an object or deal 1d8 poison damage a creature. A damaged creature is compelled to move 5 feet. |
Jolt Cadaver | action | instant | 60 feet | V, S | — | You compel a dead or undead creature in range to perform a sudden, jerking motion. |
Ki Blast | action | instant | 120 feet | V, S | — | |
Liberate Flame | bonus action | instant | 30 feet | S | — | |
Magnet Push | action | instant | 60 feet | V, S | — | You propel one metal object in a straight line up to 30 feet, with enough strength to lift objects or deal damage. |
Malevolent Mockery | action | 1 round | 60 feet | V | — | A creature you can see must succeed on a Cha save or take 1d6 psychic damage and suffer disadvantage on one attack roll. |
Radiant Ray | action | 1 round | 60 feet | V, S | — | You sling a mote of glowing energy. On a hit, the target takes 1d4 radiant damage, and an attack roll against it gains advantage. |
Rolling Wave | action | instant | 60 feet | V, S | — | Summon a wave from a nearby body of water to crash into a target; soaked and must succeed a Str save or take 1d10 damage and be pushed. |
Rusting Spray | action | instant | self (10‑foot cone) | V, S | — | You sling a cloud of corrosive particles into a 10-foot cone, dealing acid damage and rusting armor. |
Sacrificial Power | bonus action | 1 round | self | S | — | |
Sandcast | action | 1 round | 60 feet | S, M | fistful of dirt or sand | A swirl of sand flies out from you to pelt a creature or object in range that you can see. |
Scatter | action | instant | 120 feet | V, S | — | You blast apart an pile of Tiny objects with violent force. Creatures within 10 feet must succeed on a Dex save or take 1d10 bludgeoning damage. |
Shocking Grasp | action | instant | touch | V, S | — | Your touch deals lightning damage, and prevents the target from making reactions. You have advantage on the attack roll if the target is wearing metal armor or is soaked. |
Siphon | action | instant | touch | S | — | A creature you try to touch is drained of life, and another creature you touch is instilled with life. |
Slash Cord | action | instant | 30 feet | V, S, M | a musical instrument | |
Spook | action | 1 round | 60 feet | S | — | |
Stalagmite | action | instant | 30 feet | S, V | — | An earthen spike rises up to deal piercing damage. A burrowing creature has disadvantage on the save. |
Step Up | bonus action | 1 round | 30 feet | S | — | The target's speed increases by 10 feet until the start of your next turn. |
Sticky Smoke | action | 1 minute | 30 feet | V, S | — | Fill a 10-foot area with heavily obscuring smoke. Any creature which passes through the area vividly sheds identical smoke. |
Transmute Implement | action | 10 minutes | touch | V, S, M | a weapon or musical instrument | Transmute one common weapon or musical instrument into another for up to 10 minutes. |
1-Point Spells
Name | Time | Duration | Range | Comp. | Material | Summary |
---|---|---|---|---|---|---|
Absorb Heat | action | 1 minute | touch | V, S | — | Your melee spell attack deals cold or fire damage (your choice) and grants you resistance to the chosen damage type you chose for the duration. |
Agriculture Apparition | action | instant | 30 feet | V, S, M | gardener's tools with which you are proficient | Call down spirits to instantly perform skillful agricultural labor upon a 30-foot square of land. |
Arcane Armor | action | 10 hours | touch | V, S | — | While the target isn't wearing armor or wielding a shield, its AC increases to 12 + its Dex mod (to max of 14). When cast on yourself, you can counterattack with magical missiles. |
Atlantean Weapon | bonus action | 10 minutes | touch | S, M | a melee weapon | A weapon you touch is empowered with the fury of the deep sea. |
Barkskin | action | 10 hours | touch | V, S | — | |
Blast Bolt | action | Instant | 120 feet | S | — | You hurl a concentration of magical energy. A ranged spell attack deals 2d10 damage to a creature or object within 120 feet. |
Blast Bomb | action | Instant | 60 feet | S | — | From a point within 60 feet, a magical explosion deals 2d6 damage to all creatures in a small radius. A save halves the damage taken. |
Celestial Breastplate | action | 10 hours | self | V, S | — | You conjure a breastplate that provides you with an AC of 13 + your casting ability modifier, to a maximum of 16. It grants extra protection against fiends and undead. |
Deflect Missile | reaction | instant | self | S | — | |
Detect Undead | action | 10 minutes | self (60-foot cone) | V, S | — | Detect the presence and location of any undead creature within a 60-foot cone originating from you |
Dracoshift | action | 10 hours | touch | V, S | — | You or a willing creature you touch is armored in dragon scales and armed with dragon claws, which persist for the duration. |
Drake's Breath | bonus action | 1 minute | touch | V, S | — | For 1 minute, a touched creature can use an Attack action to spew flames in 15-foot cone, dealing 1d6 fire damage. |
Drowse | action | 1 minute | touch | S | — | Your touch can knock a creature unconscious if its hit points are low enough. |
Far Step | action | instant | 30 feet | V | — | You teleport to an unoccupied space within 30 feet that you can see. |
Giant Strength | bonus action | 1 round | self | S | — | |
Infernal Scales | action | 10 hours | self | V, S | — | You conjure a breastplate that provides you with an AC of 16. It grants extra protection against celestials, elementals, and fey. |
Leech Seed | action | 1 minute | 60 feet | V, S | — | |
Life | action | instant | touch | V, S | — | A creature you touch regains a number of hit points equal to 1d12 + your casting ability modifier. |
Lullaby | action | 10 minutes | self (15-foot radius) | V | — | Your bed-time story or lullaby can lull a creature into a deep sleep over the course of several minutes. |
Mighty Defense | action | 10 hours | self | S | — | |
Notification | action | Permanent | touch | V, S, M | see description | An instrument, spell, or trap delivers a mental alert to a creature you touch when triggered. |
Quick Fingers | action | 1 minute | touch | S, M | alchemist's tools | The target has advantage on Dex Sleight of Hand) checks, can Use an Object as a bonus action, and re-rolls any natural 1 for a Dexterity-based attack rolls. |
Reflexive Defense | action | 10 hours | self | S | — | |
Render Memory | action | 10 minutes | touch | V, S | ||
Sanctuary | bonus action | 1 minute | 30 feet | V, S | — | Any creature who targets the warded creature with an attack or a harmful spell must pass a Wisdom saving throw or choose a new target. |
Shroud | action | 10 hours | 60 feet | V, S | — | A creature in range that you can see perceives light as one step darker while this spell persists. |
Snare | action | 1 minute | 30 feet | V, S | — | Lay an invisible foothold trap that deals 2d10 slashing damage and potentially halts to the first creature which moves onto it. |
Snowballs | bonus action | 10 minutes | 30 feet | V, S | — | Conjure a pile of snowballs. Any adjacent creature can use an action to hurl one, which deals 1d12 + 1 cold damage. |
Song of Courage | action | 10 minutes | 30 feet | V, S, M | a musical instrument | Friendly creatures in range gain renewed resilience against being charmed or frightened. |
Song of Sight | action | 10 minutes | 30 feet | V, S, M | a musical instrument | Friendly creatures in range gain advantage on certain sight-based checks, and can clearly see otherwise invisible objects and creatures. |
Spiritual Strength | bonus action | 10 minutes | self | S | — | Choose one ability score from Str, Dex, and Con. For the duration, use your casting ability in place of the chosen ability for ability checks and unarmed strikes. |
Sprout Wings | bonus action | 1 minute | touch | V, S | — | One folk creature you touch can use an action on each of its turns to fly up to 30 feet. |
Tabletop Figment | action | 1 hour | touch | V, S | — | On a flat surface you touch, you create the illusion of a schematic, drawing, map, or game set and up to 100 simple tokens. |
Timely Wick | action | Up to 24 hours | touch | S, M | a candle or lantern | A candle or lantern you touch burns for a precise amount of time you specify, and can emit a chime when time is up. |
Warding Spirit | bonus action | 10 minutes | 30 feet | V, S | — | A guardian spirit grants a creature half cover against all attacks and effects for the duration. |
Water Tendril | action | 1 minute | 60 feet | V, S | — |
2-Point Spells
Name | Time | Duration | Range | Comp. | Material | Summary |
---|---|---|---|---|---|---|
Accursed Regeneration | action | 10 hours | self | V, S | At the start of each of your turns, regain 5 hp. Your AC cannot exceed 12, and if it would be higher it is lowered to 12. Any radiant damage you take is maximized. | |
Air Bubble | action | 10 hours | 30 feet | V, S | — | An object or creature in range is surrounded with a 2-foot-diameter sphere of clean, pure air, which suppresses undesired or unclean water or air. |
Anchor | action | 1 minute | 60 feet | V, S | — | An anchor lodges in a target, dealing piercing damage. For the duration, each turn your bonus action can heave the target towards you. |
Avalancharge | action | instant | 40 feet | S | — | You charge towards a creature in range and unload a barrage of snow upon it, dealing cold damage and either knocking it prone or reducing its speed. |
Bass Drop | action | instant | self (15‑foot radius) | V, S | — | A shockwave blasts away creatures within 15 feet of you. On a failed Con save a creature takes 2d6 thunder damage and is pushed back 10 feet. |
Boomerang Blade | action | 1 round | 60 feet | V, S | — | Form a boomerang-like blade which flies to a space in range that you designate. At the start of your next turn, it returns to your space. |
Cherry Bombs | action | 1 minute | self | V, S | — | |
Cosmic Rays | action | instant | 150 feet | V, S | — | You hurl three stellar rays at creatures or objects in range, each of which deals 2d6 radiant damage on a hit. |
Daily Cast | minute | permanent | touch | V, S, M | a statuette or doll at least one inch in height | A doll casts a trick or cantrip on your behalf at the same time every day. |
Dispelling Powder | action | instant | 10 feet | S, M | alchemist's tools | Fling alchemical powder or a creature or object in range to end one spell effect of 3-points or fewer on the target. |
Geyser | action | instant | 30 feet | V, S | — | |
Gravity Hammer | action | instant | 120 feet | V, S | — | An invisible surge of gravity slams down momentarily into a creature or object within range. |
Meteorites | bonus action | 1 minute | touch | V, S | — | A creature is surrounded with tiny orbiting meteorites |
Oil | action | 1 minute | 60 feet | V, S | — | You conjure oil to smother a creature, coat a 20-foot square, or fill an empty container. |
Pluck Luck | reaction | 1 round | 30 feet | S | — | |
Resonance Armor | action | 10 hours | self | V, S, M | a musical instrument | While you wear the affected clothing or armor, you have resistance to thunder damage, and whenever a creature hits you with a melee attack it takes 1d4 thunder damage. |
Song of Heroism | action | 1 minute | 30 feet | V, S, M | a musical instrument | |
Spider Climb | action | 1 hour | touch | V, S | — | A creature you touch gains the ability to climb like a spider for the duration. |
Spirit Wave | action | instant | self (15' cone or 30' line) | V, S | — | Spirits rush out from you in a 15-foot cone or 30-foot line, dealing necrotic damage and carrying creatures away from you. |
Steal Voice | action | 1 minute | 60 feet | S, M | a slashing weapon | |
Walloping Wave | action | instant | 30 feet | V, S | — | An icy wave of salt water hits a creature within 30 feet, dealing cold damage and potentially knocking it prone. |
Water Walk | action | 1 hour | 30 feet | V, S | — | A willing creature in range you designate gains the ability to move across any liquid surface—such as water or even lava—as if it were harmless solid ground. |
3-Point Spells
Name | Time | Duration | Range | Comp. | Material | Summary |
---|---|---|---|---|---|---|
Blinding Flash | action | 1 round | 30 feet | V, S | — | You conjure a blinding light which only the target can see, potentially blinding it. |
Dispelling Note | action | instant | 30 feet | V, S, M | a musical instrument | Friendly creatures in range can make a new saving throw to end ongoing spell effects. |
Dragon Punch | action | instant | touch | V, S | — | A ridiculous point-black strike deals 6d12 damage, igniting and potentially launching the target. Just don't miss. |
Freeze Wave | action | 1 minute | self (20-foot cone) | V, S | — | A wave of ice races through a 20-foot cone, turning ground there into difficult terrain. Creatures in the area are restrained and take damage. |
Lightning Leap | action | 1 round | 60 feet | V, S | — | You transform into a bolt of lightning, then teleport up to 60 feet. Nearby creatures or those in the way take lightning damage. |
Marvelous Multitool | bonus action | 10 minutes | touch | V, S, M | wood or metal at least 1 foot in length which can fit in your bag | You transform a bit of wood or metal into almost any tool, common weapon, or gear for up to 10 minutes. |
Poltergeist | 1 minute | self (10‑foot lradius) | V, S | — | For the duration, you are followed by a chaotic swirling wind and unseen force. | |
Prismatic Veil | action | 1 minute | touch | V, S | — | For the duration, the touched creature has resistance to all damage types other than bludgeoning, piercing, and slashing. |
Rusting Grasp | action | instant | touch | V, S | — | Your touch corrodes metal, potentially destroying weapons and armor. |
4-Point Spells
Name | Time | Duration | Range | Comp. | Material | Summary |
---|---|---|---|---|---|---|
Blow Mind | action | 1 round | Self (30-foot radius) | V | — | Your melody, oratory performance, or vocalized truth is so mind-blowing that it devastates those in its wake. |
Dispell | action | instant | 100 feet | V, S | — | End spell effects on the target. If you Ready this spell and cast it as a reaction, you can potentially negate a spell from being cast entirely. |
Eyebite | action | 1 minute | self (60 feet) | V, S | — | |
Flashbang | action | 1 round | 30 feet | S, M | alchemist's tools | You conjure a blinding light which only the target can see, potentially blinding it. |
Hundred Fists | action | instant | 5 feet | V, S | — | You unleash a seemingly impossible number of lightning-fast blows against an adjacent creature, each meant to critically strike a different weak point in the target's anatomy. |
Ice Cube | action | instant | 30 feet | V, S | — | Impossibly harsh cold flash-freezes a 15-foot-sided cube centered on a point in range that you can see. |
Instant Transmission | action | instant | 1 mile (5,280 feet) | V, S | — | Instantly teleport yourself a distance of up to 1 mile. |
Lightning Bolts | action | instant | Self (one 100-foot line or two 50-foot lines) | V, S | — | A bolt of lightning erupts from both of your hands in two different directions you specify. |
Sentinel's Watch | 1 minute | 10 hours | 30 feet | Your eyes take on a supernatural glow as you keep a vigilant watch over a 30-foot-radius for up to 10 hours. | ||
Solar Strike | action | 1 minutes | 150 feet | V, S | — | A beam of stellar radiance blasts down upon a point of ground in range that you can see, covering a 20-foot radius cylinder that stretches upward 100 feet. |
Tree Stride | action | 1 minute | self | V, S | — | For up to 1 minute, each turn you can teleport from one to tree to another up to a distance of 500 feet. |
Voidwave | action | 1 minute | self (15-foot cone or 5-foot radius) | V, S | — | An black wave of inky miasma gushes out from you in a 15-foot cone or 5-foot radius, dealing necrotic damage and potentially blinding creatures within it. |
5-Point Spells
Name | Time | Duration | Range | Comp. | Material | Summary |
---|---|---|---|---|---|---|
Dimension Dash | action | instant | 500 feet | V | — | Instantly teleport yourself and up to 5 willing creatures a distance of up to 500 feet. |
Meteor | action | 1 round | 300 feet | V, S | — | Call forth a flame-soaked boulder from the heavens to strike down upon point in range that you can see. |
Petrify | action | a variable amount | 30 feet | V, S | — | |
Portal | action | 10 minutes | 100 feet | V, S | — | Create an orange circle and blue circles on a flat surfaces within range. Anything which enters into one circle emerges from the other. |
Resurrection | hour | instant | touch | V, S, M | a diamond worth at least 800 gp | This legendary rite takes a great toll, but has a chance to bring a creature back to life if it passed away recently. |
Volatile Mix | action | 10 hours | 60 feet | S, M | alchemist's tools | Prime a potent mixture in a vial, which you set or toss. When dropped to 0 hp the vial explodes to deal 8d8 damage in a 30-foot radius, potentially igniting and dazing creatures. |
See Also[edit]
- Spell gallery, a page which displays out every spell's details at once (excluding images and sidebars).
- Magician, the primary spellcasting class, which portrays how spells generally work in splat.
- 5e SRD:Casting a Spell, the spellcasting rules from 5e that are used in splat.