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Spell Slot Restoration at rest

  • Long rest - Gain full Spell Slots back
  • Short rest - Gain Half of used Spell Slots back

Spell save DC = 12 + INT/WIS/CHA mod

Spell Attack mod = INT/WIS/CHA mod (you add this to all the damage made by the spell)

Note: You can only cast 1 Concentration spell at a time. The concentration spell will cancel when:

  • You cast another concentration spell
  • You take damage. You have to make a Resistance saving throw.
    • The DC is 10 or half the damage taken (which ever is higher)
  • You die

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Acid Splash (1) - Verbal, Gesture - Instant

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are near each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

You can add another 1d6 dice per 2 additional Spell Slots used.

Mage Hand (1) - Gesture - 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it becomes too far from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to perform any action upon GM's ruling.The hand can’t attack, activate magical items, or carry more than 10 pounds.

You can spend an extra Spell Slot to make the hand invisible.

Sword Burst (1) - Verbal - Instant

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

You can add another 1d6 dice per 2 additional Spell Slots used. The Range will also increase.

Alarm (2) - Verbal - 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that close by. 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.

Charm Person (2) - Verbal, Gesture - 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

You can cast charm on multiple targets on the same turn. 2 Spell Slots per target.

Disguise Self (2) - Verbal, Gesture - 1 hour

You make yourself look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

Hex (2) - Verbal, Gesture - Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack.

If the target drops to 0 hit points before this spell ends, you can curse a new creature.

Puppet (2) - Verbal, Gesture - Instant

Your gesture forces one humanoid you can see within range to make a Mental Resistance saving throw. On a failed save, the target must move up to its speed in a direction you choose. Otherwise, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

Sense Emotion (2) - Verbal, Gesture - Concentration, up to 1 minute

You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see near you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

Arcane Lock (3) - Verbal, Gesture - Until dispelled

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.

You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

Blindness/Deafness (3) - Verbal - 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Mental Resistance saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Mental Resistance saving throw. On a success, the spell ends.

You can cast this spell on multiple targets on the same turn. 3 Spell Slots per target.

Blur (3) - Verbal - Concentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Cloud of Daggers (3) - Verbal, Gesture - Concentration, up to 1 minute

You fill the air with spinning daggers in a small area. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

You can spend additional Spell Slots to add more damage. 1d4 per 1 Spell Slot used.

Darkness (3) - Verbal - Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a large area for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

Creatures will not be able to see inside from the outside and vice versa.

Spell is dispelled when caster ends it or when a magical light is cast.

Darkvision (3) - Verbal, Gesture - 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

You can case the spells on multiple targets on the same turn as long as you can touch them. 3 Spell Slots per target.

Detect Thoughts (3) - Verbal, Gesture - 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 near 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. If you probe deeper, the target must make a Mental Resistance 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 another Mental Resistance check against your Spell check; if it succeeds, the spell ends.

Enlarge/Reduce (3) - Verbal, Gesture - Concentration, up to 1 minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Resistance saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

  • Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.
  • Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

Hold Person (3) - Verbal, Gesture - Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Resistance saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Resistance saving throw. On a success, the spell ends on the target.

You can case the spells on multiple targets on the same turn as long as you can see them. 3 Spell Slots per target.

Invisibility (3) - Verbal, Gesture - 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.

You can case the spells on multiple targets on the same turn as long as you can touch them. 3 Spell Slots per target.

Levitate (3) - Verbal, Gesture - Concentration, up to 1 minute

One creature or object of your choice that you can see within range rises vertically and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Resistance saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Mirror Image (3) - Verbal, Gesture - 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC is half to yours. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

See Invisibility (3) - Verbal, Gesture - 1 hour

For the duration, you see invisible creatures and objects as if they were visible.

Spider Climb (3) - Verbal, Gesture - Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.

Suggestion (3) - Verbal, Gesture - Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Mental Resistance saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

If you or any of your companions damage the target, the spell ends.

Bestow Curse (4) - Verbal, Gesture - Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Mental Resistance saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Mental Resistance saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

If you decide to spend another 4 Spell Slot then the duration remains until you dispel it or removed magically. It will also no longer be a Concentration spell.

Fear (4) - Verbal, Gesture - Concentration, up to 1 minute

You project a phantasmal image of a creature’s worst fears. Each creature in a large cone must succeed on a Mental Resistance saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Mental Resistance saving throw. On a successful save, the spell ends for that creature.

Feign Death (4) - Verbal, Gesture - 1 hour

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

Fly (4) - Verbal, Gesture - Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

You can use this on multiple targets at the same time. 4 Spell Slots per target.

Vampiric Touch (4) - Verbal, Gesture - Concentration, up to 1 minute

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

You can spend 2 Spell Slots for an additional 1d6 damage.

Hallucinatory Terrain (5) - Verbal, Gesture - 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Polymorph (5) - Verbal, Gesture - Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Mental Resistance saving throw to avoid the effect.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.

Cloudkill (6) - Verbal, Gesture - Concentration, up to 10 minutes

You create a large area of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind dispereses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Resistance saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.

You can spend additional 2 Spell Slots to increase the damage by 1d8.

Mislead (6) - Verbal, Gesture - Concentration, up to 1 hour

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is.

You can spend additional 2 Spell Slots to increase the number of illusory double of you

Seeming (6) - Verbal, Gesture - 8 hours

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Resistance saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physicial appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem like an object that the DM approves. The spell lasts for the duration, unless you use your action to dismiss it sooner.

A creature can use its action to inspect a target and make an Investigation check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Circle of Death (7) - Verbal, Gesture - Instant

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Resistance saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

You can spend another Spell Slot for more damage. 1 extra Spell Slot per 1 extra 1d6.

Programmed Illusion (7) - Verbal, Gesture - Until Dispelled

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. You decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Teleport (8) - Verbal - Instant

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be something that can be lifted or moved, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you or you have created a teleportation circle on the area. It could also be to a place that you can see. If you are trying to teleport to an area that you can't see and don't have a teleportation circle, you will roll a percentile dice off with the DM. If you win then you get there, if you don't you will land in a random place with the same distance.

Demiplane (9) - Gesture - Instant

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.

Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.

True Polymorph (10) - Verbal, Gesture - Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies.

Shapechangers aren’t affected by this spell. An unwilling creature can make a Mental Resistance saving throw, and if it succeeds, it isn’t affected by this spell.

This spell can’t affect a target that has 0 hit points.

  • Creature into Creature.

If you turn a creature into another kind of creature, the new form can be any kind you choose. The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

  • Object into Creature.

You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement.

  • Creature into Object.

If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

Weird (10) - Verbal, Gesture - Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.

Each creature in a large area centered on a point of your choice within range must make a Mental Resistance saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Mental Resistance saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

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