Beruflich Dokumente
Kultur Dokumente
ConjuratioV, S No Cantrip
Illusion S, M No Cantrip
TransmutatV S No Cantrip
AbjurationS, M No No
AbjurationV S No Yes
ConjuratioV, S Yes No
Illusion V S M (Fleece)Yes No
ConjuratioV S M (10gp wo
No No
AbjurationV, S, M (a tiny No No
Illusion VS No No
Evocation V S M (A chip No No
ConjuratioV No Yes
TransmutatV S M (A pinchYes No
EnchantmeV S M (A straigYes Yes
AbjurationV S No Yes
ConjuratioV No Yes
AbjurationS No Yes
TransmutatV S M (A shortNo No
Evocation V S M No No
Evocation V S Yes No
Evocation V S M (A smallNo No
V S M (An
eggshell and
a snakeskin
Evocation glove) Yes No
ConjuratioV S Yes No
Divination V S M (Pieces No No
Evocation V S M (A statuNo No
Evocation V S No Yes
Divination No Yes
Effects
3 Ranged attack rolls, 1d10 + 5 Force per bolt DEX
Save v 3d8 fire damage, triggers when moved into or turn ended CON
Touch an object, cause it to shine bright light of a colour in 20f radius INT
Spectral, floating hand action to control, move up to 30f, can't attack,
activate magic items, or carry more than 10 pounds WIS
Create a sound or an image of an object, sound can range from
whisper to scream, image no larger than 5f cube, no physical effect,
examine investigation check DC 15 STR
Spell creates one of the following effects, sensory effect, light or snuff a
candle, clean or soil an object smaller than 1 cubic foot, chill, warm, or
flavour up to 1 cubic foot for 1 hour, etc. CHA
Advantage on all CHA checks directed towards one creature of choice,
when spell ends creature realises you used the spell to influence its
mood None
5 Temp HP, 5 ice dmg on attack, increases each level upcasted
Creature you can see that damaged you takes 2d10 damage, save for half
1d6 on attack to one target, disadvantage on ability checks with a
chosen ability, bonus action to change target afer initial dies
Slick grease in a 10f square, difficult terrain, fall prone on fail, enters or
end turn there must save
Resistance to triggering damage type; acid, cold, fire, lightning, or
thunder until next turn. First time hit with melee deals 1d6 extra
damage of the type
Till start of next turn, +5 AC including triggering attack, no dmg from
Magic Missile
20f-sphere of fog appears within range of you, can be blown away by
wind, becomes heavily obscured
Image no larger than 15f cube, only visual, use action to cause image
to move and can alter appearance, invetigation check to determine
fake
Understand literal meaning of any spoken language you hear and
understand written language while touching surface, doesn't decode
secret messages
Set an alarm, door, window, or an area within range no larger than 20f
cube, whenever a tiny or larger creature touches on enters the warded
area, can designate who doesn't set off alarm mental or audible
Three illusionary decoys, 6 or more on d20 to hit decoy with three
decoys up, 8 and up with two, and 11 or up with one
Loud ringing noise, 3d8 thunder dmg and half on success, creatures
made of inorganic material have disadvantage, nonmagical objects not
worn or carried take dmg
Briefly surrounded by silvery mist, teleport 30f to an unoccupied space
you can see
Target creature or object, Enlarge - grows up a size category, adv on
STR checks and saves, 1d4 extra weapon damange. Reduce - down one
size category, opposite effects
A humanoid becomes paralysed, save on end of each turn
Creature you can see becomes invisible untill spell ends, ends when
target attacks or casts spell, +1 creature per upcast lvl
One creature or object of choice rises 20f and remains there, can only
move by pushing or pulling, action to move target vertically or move
action if target is self. Drifs to ground at end
Bright light in a 10f radius, cold resist (warm) or fire resist (chill),p
melee attackers within 5f take 2d8 dmg of appropriate type on hit
20f radius 40f high culinder, save v 2d8 bludgeoning and 4d6 cold half
on save, difficult terrain till next turn
Save v banishment to harmless demiplane until end of spell, if target is
not native it is banished to home plane
Create an invisible, magical eye with 360 0 vision, darkvision 30f. 30f
fly speed. Pass through 1 inch gaps, mentally receive visual info from
the eye
Shimmering sphere of force enlcoses a creature or object of large size
or smaller within range, DEX save if unwilling. Nothing may pass
through, immune to all damage, creature or object can't be damaged
by attacks or effects originating from outside. Sphere is weightless and
just large enough to contain the creature or object. Enclosed creature
can push against sides to move at half speed
Each creature in a cone must save v 8d8 cold damage or half on save,
creatures killed become frozen statues till thawed
Large hand with AC 20, str 26, dex 10, can move up to 60f as bonus
action and on cast turn and do one of the following. Clenched fist -
melee spell attack 4d8 force damage, Forceful Hand - Attempt to push,
contested str check push 5f*spellcasting modifier, Grasping Hand -
Hand attempts to grapple a Huge or Smaller creature, while grappling
can use 2d6+spellcasting bludgeoning damage, Interposing Hand -
Hand provides half cover against a target, can't move through if target's
str is less than hands
Choose one creature you can see within range, begins a comic dance in
place. Must use all movement to dance without leaving space,
disadvantage on dexterity saving throws and attack rolls. Other
creatures have adv on attack rolls. As an action can make WIS save to
end the effect.
Create a bolt of lightning that arcs towards a target of your choice that
you can see within range. Three bolts then leap from that target to as
many as three other targets. 10d8 lightning damage and half on save
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus
action to send one of the motes streaking toward one creature or object within 120 feet of you. When
you do so, make a ranged spell attack. On a hit. the target takes 4d12 radiant damage. Whether you hit
or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or
more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet.
Ifyou have one to three motes remaining, they shed dim light in a 30—foot radius.
When you cast this spell, you cast up to three other spells. These spells
must only affect yourself, all be of third level or below, and have a
casting time of no more than 1 action. The spell slots for these spells
are consumed when Spell Sequencer is cast. Any decisions for these
spells are also made at this time (for example what type of fire shield).
At any time for the duration of the Spell Sequencer, you may spend
your whole turn (action, bonus action, movement and reaction) to
activate every spell you stored in the sequencer. These spells come into
effect immediately, affect you only, and if they are concentration you
must maintain concentration on them. A creature can attempt to
counterspell one of these spells at this time, but cannot choose which
one (randomly select one). Once this is done the spell sequencer ends.
The spell sequencer can be dispelled before you have a chance to
activate it. A single person can have multiple spell sequencers active at
any one time, but can only activate one (their choice) when spending
their whole turn to do so.
Yes
No
Number2 16 13
Number 3 11 16
Number 5 20 16
Number 6 20 14
Number 7 20 13
Number 8 20 5
Number 9 20 8
Teleport to an unoccupied space in LOS and range, each creature within 10f
of initial space takes 3d10 or half on save, can be heard from 300f, tp any
V No Yes objects up to carrying weight and one other creature +1d10dmg/level
Bright light in a 10f radius, cold resist (warm) or fire resist (chill),p melee
V S M (A biNo Yes attackers within 5f take 2d8 dmg of appropriate type on hit
Transforms a creature within range to new form, WIS if unwilling, new form
is any beast of CR equal to or less than targets CR or level, stats replaced
with new form, if HP reaches 0 they revert to new form, limited by nature of
V S M (A caYes Yes new form, gear melds into the form
Create an invisible, magical eye with 360 0 vision, darkvision 30f. 30f fly
V S M (A biYes Yes speed. Pass through 1 inch gaps, mentally receive visual info from the eye
Choose up to 10 nonmagical objects, Tiny = HP 20, AC 18, +8 to hit 1d4+4
VS Yes Yes damage, STR 4, DEX 18, can command mentally as bonus action
Chose a creature in range, must succeed on a WIS save or be paralysed, save
at the end of each turn, can target one additional creature for each slot level
V S M (A sm
Yes Yes above 5
Choose one creature you can see within range, begins a comic dance in
place. Must use all movement to dance without leaving space, disadvantage
on dexterity saving throws and attack rolls. Other creatures have adv on
V Yes Yes attack rolls. As an action can make WIS save to end the effect.
Create a bolt of lightning that arcs towards a target of your choice that you
can see within range. Three bolts then leap from that target to as many as
V S M (Bit No Yes three other targets. 10d8 lightning damage and half on save
Immobile box of solid force, or prison bars (1/2 inch and 1/2 inch apart),
appears in range. No matter can pass or spells be cast into or out from. If
inside, can't leave by nonmagical means and must make a CHA save to tp or
V S M (RubNo Yes interplanar travel. Blocks etherial travel, immune to dispel magic.
Creature, object or magical effect in range, spell of casting lvl or lower
VS No Yes instantly ends. Otherwise spellcasting check DC 10+spell level
Total Number of Prepared 16 Contingency
Name Class Level Casting Time Range Duration Save Ritual School
Rary's Tel Wizard 5 1 Action 30f 1 hour None Yes Divination V S M (Pieces of