Cantrips |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
|
+9 |
|
120 ft |
|
1d10 |
|
|
| | Notes: | Two beams at lvl 5, three beams at lvl 11, four beams at lvl 17. |
|
|
+9 |
|
Self |
|
1d12 |
|
|
| | Notes: | Poison dmg, plus 1d12 at lvl 5, 11 & 17 |
|
|
+9 |
|
|
|
|
|
|
| | Notes: | The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. |
|
|
+9 |
1min |
|
Concentration |
|
|
|
| | Notes: | The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours. |
Level 5 Spells 2 slots |
| NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
|
|
+9 |
Instantaneous |
|
|
|
|
|
| | Notes: | Bonus action, teleport up to 30 feet to an unoccupied space you can see |
|
|
+9 |
up to 1min |
|
Concentration |
2d12 |
|
|
| | Notes: | Lightning damage, initial damage increases by 1d12 per spell lvl, on subsequent turns,take Bonus Action to deal 1d12 Lightning dmg to target automatically, even if first attack missed |
|
|
+9 |
up to 1min |
|
Concentration |
|
|
|
| | Notes: | shares your Initiative count, takes its turn immediately after yours, use Aberrant Spirit statblock |
|
|
+9 |
|
60ft |
|
2d10 |
|
|
| | Notes: | creature that damaged you takes Fire damage on failed save or half on successful, + 1d10 per spell lvl |
|
|
+9 |
Instantaneous |
60ft |
|
|
|
|
| | Notes: | You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended. |
|
|
+9 |
|
150ft |
Concentration |
2d6 |
|
|
| | Notes: | 20-foot-radius Sphere of Darkness, Difficult Terrain + be blinded. start turn: 2d6 Cold damage, end turn: succeed on a dex save or take 2d6 Acid damage. increases by 1d6 for each spell slot level above 3 |
|
|
+9 |
up to 1min |
120ft |
Concentration |
2x 2d10 |
|
|
| | Notes: | 10-foot-radius, 40-foot-high Cylinder: be blinded & deafened & can't spellcast verbally. On appearance make con save; 2d10 Radiant damage and 2d10 Thunder on fail, or half on save. Also on entering/ending turn but only once per turn. increase by 1d10 for each spell slot level above 5. |
|
|
+9 |
|
120ft |
|
8d6 |
|
|
| | Notes: | Each creature in 20-foot-radius Sphere INT save; 8d6 on fail, half on save. fail: muddled thoughts for 1min, -1d6 from all attack rolls + ability checksand CON saves for concentration. Must make INT save at the end of each of its turns |
|
|
+9 |
up to 1min |
30ft |
Concentration |
|
|
|
| | Notes: | creature that you can see within range must succeed CHA saveo r be transported to demiplane for max 1min. + 1 creature for each spell level above 4. |
|
|
+9 |
|
120ft |
|
|
|
|
| | Notes: | creature, object, or magical effect in range. Any ongoing spell of </= level 3 on target ends. level 4 spells or higher: ability check with spellcasting ability (CHA) (DC 10 plus that spell's level). Upcast: automatically end spell on target if spell level is equal/less than my spell lvl |