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.