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morgan_

morgan_

Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire BoltEvocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    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 spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2. LightEvocation cantrip
    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 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 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.

    *Initiate of High Sorcery feat
  3. Mage HandConjuration cantrip
    Casting Time: 1 action
    Range: 60* feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating, invisible* 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 feet 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 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than10pounds.

    *Telekinetic Feat
  4. MendingTransmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous

    This spell repairs a single break or tear in an object 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.
  5. PrestidigitationTransmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    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.

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm1st-level abjuration (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M (a tiny bell and a piece of
    fine silver wire)
    Duration: 8 hours

    You set an alarm against unwanted intrusion. Choose
    a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches
    or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
    [R]
  3. (P) Comprehend Languages1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    *Initiate of High Sorcery feat
    [R]
  4. ( ) Detect Magic1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic
    within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    [R]
  5. ( ) Feather Fall1st-level transmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Components: V, M (a small feather or piece of down) Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  6. ( ) Floating Disk1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of mercury)
    Duration: 1 hour

    This spell creates a circular,horizontal plane of force,
    3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of
    it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
    [R]
  7. (p) Grease1st-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
  8. (p) Mage Armor1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  9. (p) Magic Missile1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
  10. (P) Shield1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round

    An invisible barrier of magical force appears and 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.

    Initiate of High Sorcery feat
  11. ( ) Unseen Servant1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a piece of string and
    a bit of wood)
    Duration: 1 hour

    This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
    [R]

2nd-Level
3 Spell Slots

  1. (p) Detect Thoughts2nd-level divination
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a copper piece)
    Duration: Concentration, up to 1 minute

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
    You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use
    its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
    Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
    You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
    Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
    [c]
  2. (p) Hold Person2nd-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    [c]
  3. (p) Invisibility2nd-level illusion
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (an eyelash encased
    in gum arabic)
    Duration: Concentration, up to 1 hour

    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    [c]
  4. (P) Lesser Restoration2nd-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  5. (p) Misty Step2nd-level conjuration
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Instantaneous

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

3rd-Level
2 Spell Slots

  1. (p) Counterspell3rd-level abjuration
    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range: 60 feet
    Components: S
    Duration: Instantaneous

    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
  2. (p) Dispel Magic3rd-level abjuration
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
  3. ( ) Tiny Hut3rd-level evocation (ritual)
    Casting Time: 1 minute
    Range: Self (10-foot-radius hemisphere)
    Components: V, S, M (a small crystal bead)
    Duration: 8 hours

    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
    Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
    Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
    [R]
morgan_

morgan_

Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire BoltEvocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    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 spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2. LightEvocation cantrip
    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 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 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.

    *Initiate of High Sorcery feat
  3. Mage HandConjuration cantrip
    Casting Time: 1 action
    Range: 60* feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating, invisible* 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 feet 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 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than10pounds.

    *Telekinetic Feat
  4. MendingTransmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous

    This spell repairs a single break or tear in an object 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.
  5. PrestidigitationTransmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    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.

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm1st-level abjuration (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M (a tiny bell and a piece of
    fine silver wire)
    Duration: 8 hours

    You set an alarm against unwanted intrusion. Choose
    a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches
    or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
    [R]
  3. (P) Comprehend Languages1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    *Initiate of High Sorcery feat
    [R]
  4. ( ) Detect Magic1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic
    within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    [R]
  5. ( ) Feather Fall1st-level transmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Components: V, M (a small feather or piece of down) Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  6. ( ) Floating Disk1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of mercury)
    Duration: 1 hour

    This spell creates a circular,horizontal plane of force,
    3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of
    it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
    [R]
  7. (p) Grease1st-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
  8. (p) Mage Armor1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  9. (p) Magic Missile1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
  10. (P) Shield1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round

    An invisible barrier of magical force appears and 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.

    Initiate of High Sorcery feat
  11. ( ) Unseen Servant1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a piece of string and
    a bit of wood)
    Duration: 1 hour

    This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
    [R]

2nd-Level
3 Spell Slots

  1. (P) Aid2nd-level abjuration
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a tiny strip of white cloth)
    Duration: 8 hours

    Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

    *Adept of the White Robes feat
  2. (p) Detect Thoughts2nd-level divination
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a copper piece)
    Duration: Concentration, up to 1 minute

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
    You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use
    its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
    Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
    You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
    Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
    [c]
  3. (p) Hold Person2nd-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    [c]
  4. (p) Invisibility2nd-level illusion
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (an eyelash encased
    in gum arabic)
    Duration: Concentration, up to 1 hour

    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    [c]
  5. (p) Misty Step2nd-level conjuration
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Instantaneous

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

3rd-Level
2 Spell Slots

  1. (p) Counterspell3rd-level abjuration
    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range: 60 feet
    Components: S
    Duration: Instantaneous

    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
  2. (p) Dispel Magic3rd-level abjuration
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
  3. ( ) Tiny Hut3rd-level evocation (ritual)
    Casting Time: 1 minute
    Range: Self (10-foot-radius hemisphere)
    Components: V, S, M (a small crystal bead)
    Duration: 8 hours

    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
    Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
    Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
    [R]
morgan_

morgan_

Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire BoltEvocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    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 spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2. LightEvocation cantrip
    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 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 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.

    *Initiate of High Sorcery feat
  3. Mage HandConjuration cantrip
    Casting Time: 1 action
    Range: 60* feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating, invisible* 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 feet 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 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than10pounds.

    *Telekinetic Feat
  4. MendingTransmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous

    This spell repairs a single break or tear in an object 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.
  5. PrestidigitationTransmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    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.

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm1st-level abjuration (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M (a tiny bell and a piece of
    fine silver wire)
    Duration: 8 hours

    You set an alarm against unwanted intrusion. Choose
    a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches
    or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
    [R]
  3. (P) Comprehend Languages1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    *Initiate of High Sorcery feat
    [R]
  4. ( ) Detect Magic1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic
    within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    [R]
  5. ( ) Feather Fall1st-level transmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Components: V, M (a small feather or piece of down) Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  6. ( ) Floating Disk1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of mercury)
    Duration: 1 hour

    This spell creates a circular,horizontal plane of force,
    3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of
    it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
    [R]
  7. (p) Grease1st-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
  8. ( ) Identify1st-level divination (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (a pearl worth at least 100 gp and
    an owl feather)
    Duration: Instantaneous

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    [R]
  9. ( ) Illusory Script1st-level illusion (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
    Duration: 10 days

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
    Should the spell be dispelled, the original script and the illusion both disappear.
    A creature with truesight can read the hidden message.
    [R]
  10. (p) Mage Armor1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  11. (p) Magic Missile1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
  12. (P) Shield1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round

    An invisible barrier of magical force appears and 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.

    Initiate of High Sorcery feat
  13. ( ) Unseen Servant1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a piece of string and
    a bit of wood)
    Duration: 1 hour

    This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
    [R]

2nd-Level
3 Spell Slots

  1. (P) Aid2nd-level abjuration
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a tiny strip of white cloth)
    Duration: 8 hours

    Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

    *Adept of the White Robes feat
  2. (p) Detect Thoughts2nd-level divination
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a copper piece)
    Duration: Concentration, up to 1 minute

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
    You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use
    its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
    Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
    You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
    Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
    [c]
  3. (p) Hold Person2nd-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    [c]
  4. (p) Invisibility2nd-level illusion
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (an eyelash encased
    in gum arabic)
    Duration: Concentration, up to 1 hour

    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    [c]
  5. (p) Misty Step2nd-level conjuration
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Instantaneous

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

3rd-Level
2 Spell Slots

  1. (p) Counterspell3rd-level abjuration
    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range: 60 feet
    Components: S
    Duration: Instantaneous

    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
  2. (p) Dispel Magic3rd-level abjuration
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
  3. ( ) Tiny Hut3rd-level evocation (ritual)
    Casting Time: 1 minute
    Range: Self (10-foot-radius hemisphere)
    Components: V, S, M (a small crystal bead)
    Duration: 8 hours

    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
    Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
    Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
    [R]
morgan_

morgan_

Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire BoltEvocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    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 spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2. LightEvocation cantrip
    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 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 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.

    *Initiate of High Sorcery feat
  3. Mage HandConjuration cantrip
    Casting Time: 1 action
    Range: 60* feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating, invisible* 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 feet 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 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than10pounds.

    *Telekinetic Feat
  4. MendingTransmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous

    This spell repairs a single break or tear in an object 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.
  5. PrestidigitationTransmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    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.

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm1st-level abjuration (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M (a tiny bell and a piece of
    fine silver wire)
    Duration: 8 hours

    You set an alarm against unwanted intrusion. Choose
    a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches
    or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
    [R]
  3. (P) Comprehend Languages1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    *Initiate of High Sorcery feat
    [R]
  4. ( ) Detect Magic1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic
    within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    [R]
  5. (p) Feather Fall1st-level transmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Components: V, M (a small feather or piece of down) Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  6. ( ) Floating Disk1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of mercury)
    Duration: 1 hour

    This spell creates a circular,horizontal plane of force,
    3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of
    it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
    [R]
  7. (p) Grease1st-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
  8. ( ) Identify1st-level divination (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (a pearl worth at least 100 gp and
    an owl feather)
    Duration: Instantaneous

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    [R]
  9. ( ) Illusory Script1st-level illusion (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
    Duration: 10 days

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
    Should the spell be dispelled, the original script and the illusion both disappear.
    A creature with truesight can read the hidden message.
    [R]
  10. (p) Mage Armor1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  11. (p) Magic Missile1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
  12. (P) Shield1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round

    An invisible barrier of magical force appears and 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.

    Initiate of High Sorcery feat
  13. ( ) Unseen Servant1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a piece of string and
    a bit of wood)
    Duration: 1 hour

    This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
    [R]

2nd-Level
3 Spell Slots

  1. (P) Aid2nd-level abjuration
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a tiny strip of white cloth)
    Duration: 8 hours

    Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

    *Adept of the White Robes feat
  2. (p) Detect Thoughts2nd-level divination
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a copper piece)
    Duration: Concentration, up to 1 minute

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
    You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use
    its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
    Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
    You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
    Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
    [c]
  3. (p) Hold Person2nd-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    [c]
  4. (p) Invisibility2nd-level illusion
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (an eyelash encased
    in gum arabic)
    Duration: Concentration, up to 1 hour

    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    [c]
  5. (p) Misty Step2nd-level conjuration
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Instantaneous

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

3rd-Level
2 Spell Slots

  1. (p) Counterspell3rd-level abjuration
    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range: 60 feet
    Components: S
    Duration: Instantaneous

    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
  2. () Dispel Magic3rd-level abjuration
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.
  3. ( ) Tiny Hut3rd-level evocation (ritual)
    Casting Time: 1 minute
    Range: Self (10-foot-radius hemisphere)
    Components: V, S, M (a small crystal bead)
    Duration: 8 hours

    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
    Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
    Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
    [R]
morgan_

morgan_

Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire BoltEvocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    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 spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2. LightEvocation cantrip
    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 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 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.

    *Initiate of High Sorcery feat
  3. Mage HandConjuration cantrip
    Casting Time: 1 action
    Range: 60* feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating, invisible* 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 feet 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 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than10pounds.

    *Telekinetic Feat
  4. MendingTransmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous

    This spell repairs a single break or tear in an object 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.
  5. PrestidigitationTransmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    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.

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm1st-level abjuration (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M (a tiny bell and a piece of
    fine silver wire)
    Duration: 8 hours

    You set an alarm against unwanted intrusion. Choose
    a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches
    or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
    [R]
  3. (P) Comprehend Languages1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    *Initiate of High Sorcery feat
    [R]
  4. ( ) Detect Magic1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic
    within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    [R]
  5. (p) Feather Fall1st-level transmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Components: V, M (a small feather or piece of down) Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  6. ( ) Floating Disk1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of mercury)
    Duration: 1 hour

    This spell creates a circular,horizontal plane of force,
    3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of
    it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
    [R]
  7. (p) Grease1st-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
  8. ( ) Identify1st-level divination (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (a pearl worth at least 100 gp and
    an owl feather)
    Duration: Instantaneous

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    [R]
  9. ( ) Illusory Script1st-level illusion (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
    Duration: 10 days

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
    Should the spell be dispelled, the original script and the illusion both disappear.
    A creature with truesight can read the hidden message.
    [R]
  10. (p) Mage Armor1st-level abjuration
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a piece of cured leather)
    Duration: 8 hours

    You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.The target’s base AC becomes 13+its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  11. (p) Magic Missile1st-level evocation
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
  12. (P) Shield1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round

    An invisible barrier of magical force appears and 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.

    Initiate of High Sorcery feat
  13. ( ) Unseen Servant1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a piece of string and
    a bit of wood)
    Duration: 1 hour

    This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
    [R]

2nd-Level
3 Spell Slots

  1. (P) Aid2nd-level abjuration
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a tiny strip of white cloth)
    Duration: 8 hours

    Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

    *Adept of the White Robes feat
  2. (p) Detect Thoughts2nd-level divination
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a copper piece)
    Duration: Concentration, up to 1 minute

    For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
    You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. Ifyou probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use
    its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
    Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
    You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
    Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
    [c]
  3. (p) Hold Person2nd-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    [c]
  4. (p) Invisibility2nd-level illusion
    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (an eyelash encased
    in gum arabic)
    Duration: Concentration, up to 1 hour

    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
    [c]
  5. (p) Misty Step2nd-level conjuration
    Casting Time: 1 bonus action
    Range: Self
    Components: V
    Duration: Instantaneous

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

3rd-Level
2 Spell Slots

  1. (p) Counterspell3rd-level abjuration
    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range: 60 feet
    Components: S
    Duration: Instantaneous

    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
  2. ( ) Tiny Hut3rd-level evocation (ritual)
    Casting Time: 1 minute
    Range: Self (10-foot-radius hemisphere)
    Components: V, S, M (a small crystal bead)
    Duration: 8 hours

    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
    Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
    Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
    [R]
morgan_

morgan_

Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire BoltEvocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    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 spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2. LightEvocation cantrip
    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 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 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.

    *Initiate of High Sorcery feat
  3. Mage HandMage Hand
    Conjuration cantrip
    Casting Time: 1 action
    Range: 60* feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating, invisible* 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 feet 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 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than10pounds.

    *Telekinetic Feat
  4. MendingTransmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous

    This spell repairs a single break or tear in an object 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.
  5. PrestidigitationTransmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    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.

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm1st-level abjuration (ritual)
    Casting Time: 1 minute
    Range: 30 feet
    Components: V, S, M (a tiny bell and a piece of
    fine silver wire)
    Duration: 8 hours

    You set an alarm against unwanted intrusion. Choose
    a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches
    or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.
    A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
    An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
    [R]
  3. (P) Comprehend Languages1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S, M (a pinch of soot and salt)
    Duration: 1 hour

    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
    This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

    *Initiate of High Sorcery feat
    [R]
  4. ( ) Detect Magic1st-level divination (ritual)
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Concentration, up to 10 minutes

    For the duration, you sense the presence of magic
    within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
    [R]
  5. (p) Feather Fall1st-level transmutation
    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Components: V, M (a small feather or piece of down) Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  6. ( ) Floating Disk1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (a drop of mercury)
    Duration: 1 hour

    This spell creates a circular,horizontal plane of force,
    3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of
    it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
    [R]
  7. (p) Grease1st-level conjuration
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute

    Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
    When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
  8. ( ) Identify1st-level divination (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (a pearl worth at least 100 gp and
    an owl feather)
    Duration: Instantaneous

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    [R]
  9. ( ) Illusory Script1st-level illusion (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
    Duration: 10 days

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
    Should the spell be dispelled, the original script and the illusion both disappear.
    A creature with truesight can read the hidden message.
    [R]
  10. (p) Mage Armor
  11. (p) Magic Missile
  12. (P) Shield1st-level abjuration
    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range: Self
    Components: V, S
    Duration: 1 round

    An invisible barrier of magical force appears and 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.

    Initiate of High Sorcery feat
  13. ( ) Unseen Servant1st-level conjuration (ritual)
    Casting Time: 1 action
    Range: 60 feet
    Components: V, S, M (a piece of string and
    a bit of wood)
    Duration: 1 hour

    This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
    Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
    [R]

2nd-Level
3 Spell Slots

  1. (P) Aid
  2. (p) Detect Thoughts [c]
  3. (p) Invisibility [c]
  4. (p) Hold Person [c]
  5. (p) Misty Step

3rd-Level
2 Spell Slots

  1. (p) Counterspell
  2. ( ) Tiny Hut [R]
morgan_

morgan_

Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire BoltEvocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    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 spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2. LightEvocation cantrip
    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 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 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.

    *Initiate of High Sorcery feat
  3. Mage HandMage Hand
    Conjuration cantrip
    Casting Time: 1 action
    Range: 60* feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating, invisible* 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 feet 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 feet each time you use it.
    The hand can’t attack, activate magic items, or carry more than10pounds.

    *Telekinetic Feat
  4. MendingTransmutation cantrip
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (two lodestones)
    Duration: Instantaneous

    This spell repairs a single break or tear in an object 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.
  5. PrestidigitationTransmutation cantrip
    Casting Time: 1 action
    Range: 10 feet
    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.

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm [R]
  3. (P) Comprehend Languages [R]
  4. ( ) Detect Magic [R]
  5. (p) Feather Fall
  6. ( ) Floating Disk [R]
  7. (p) Grease
  8. ( ) Identify1st-level divination (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (a pearl worth at least 100 gp and
    an owl feather)
    Duration: Instantaneous

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    [R]
  9. ( ) Illusory Script1st-level illusion (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
    Duration: 10 days

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
    Should the spell be dispelled, the original script and the illusion both disappear.
    A creature with truesight can read the hidden message.
    [R]
  10. (p) Mage Armor
  11. (p) Magic Missile
  12. (P) Shield
  13. ( ) Unseen Servant [R]

2nd-Level
3 Spell Slots

  1. (P) Aid
  2. (p) Detect Thoughts [c]
  3. (p) Invisibility [c]
  4. (p) Hold Person [c]
  5. (p) Misty Step

3rd-Level
2 Spell Slots

  1. (p) Counterspell
  2. ( ) Tiny Hut [R]
morgan_

morgan_

Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire BoltEvocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    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 spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  2. Light
  3. Mage Hand
  4. Mending
  5. Prestidigitation

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm [R]
  3. (P) Comprehend Languages [R]
  4. ( ) Detect Magic [R]
  5. (p) Feather Fall
  6. ( ) Floating Disk [R]
  7. (p) Grease
  8. ( ) Identify1st-level divination (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (a pearl worth at least 100 gp and
    an owl feather)
    Duration: Instantaneous

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    [R]
  9. ( ) Illusory Script1st-level illusion (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
    Duration: 10 days

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
    Should the spell be dispelled, the original script and the illusion both disappear.
    A creature with truesight can read the hidden message.
    [R]
  10. (p) Mage Armor
  11. (p) Magic Missile
  12. (P) Shield
  13. ( ) Unseen Servant [R]

2nd-Level
3 Spell Slots

  1. (P) Aid
  2. (p) Detect Thoughts [c]
  3. (p) Invisibility [c]
  4. (p) Hold Person [c]
  5. (p) Misty Step

3rd-Level
2 Spell Slots

  1. (p) Counterspell
  2. ( ) Tiny Hut [R]
morgan_

morgan_

Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire Bolt
  2. Light
  3. Mage Hand
  4. Mending
  5. Prestidigitation

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm [R]
  3. (P) Comprehend Languages [R]
  4. ( ) Detect Magic [R]
  5. (p) Feather Fall
  6. ( ) Floating Disk [R]
  7. (p) Grease
  8. ( ) Identify1st-level divination (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (a pearl worth at least 100 gp and
    an owl feather)
    Duration: Instantaneous

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    [R]
  9. ( ) Illusory Script1st-level illusion (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
    Duration: 10 days

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
    Should the spell be dispelled, the original script and the illusion both disappear.
    A creature with truesight can read the hidden message.
    [R]
  10. (p) Mage Armor
  11. (p) Magic Missile
  12. (P) Shield
  13. ( ) Unseen Servant [R]

2nd-Level
3 Spell Slots

  1. (P) Aid
  2. (p) Detect Thoughts [c]
  3. (p) Invisibility [c]
  4. (p) Hold Person [c]
  5. (p) Misty Step

3rd-Level
2 Spell Slots

  1. (p) Counterspell
  2. ( ) Tiny Hut [R]
morgan_

morgan_

Spells

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire Bolt
  2. Light
  3. Mage Hand
  4. Mending
  5. Prestidigitation

1st-Level
4 Spell Slots

  1. ( ) Absorb Elements1st Level Abjuration
    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range: Self
    Components: S
    Duration: 1 Round

    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
  2. ( ) Alarm [R]
  3. (P) Comprehend Languages [R]
  4. ( ) Detect Magic [R]
  5. (p) Feather Fall
  6. ( ) Floating Disk [R]
  7. (p) Grease
  8. ( ) Identify1st-level divination (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (a pearl worth at least 100 gp and
    an owl feather)
    Duration: Instantaneous

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    [R]
  9. ( ) Illusory Script1st-level illusion (ritual)
    Casting Time: 1 minute
    Range: Touch
    Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
    Duration: 10 days

    You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
    To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
    Should the spell be dispelled, the original script and the illusion both disappear.
    A creature with truesight can read the hidden message.
    [R]
  10. (p) Mage Armor
  11. (p) Magic Missile
  12. (P) Shield
  13. ( ) Unseen Servant [R]

2nd-Level
3 Spell Slots

  1. (P) Aid
  2. (p) Detect Thoughts [c]
  3. (p) Invisibility [c]
  4. (p) Hold Person [c]
  5. (p) Misty Step

3rd-Level
2 Spell Slots

  1. (p) Counterspell
  2. ( ) Tiny Hut [R]
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