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Name Class Level Casting Time Range Duration Save Ritual

Eldritch Blast Warlock 0 1 Action 120f Instantan None No


Create Bonfire Warlock 0 1 Action 60f, 5f cube 1 minute DEX No
Light Wizard 0 1 Action Touch 1 Hour None No

Mage Hand Wizard 0 1 Action 30f 1 minute None No

Minor Illusion Wizard 0 1 Action 30f 1 minute None No

Prestigtation Wizard 0 1 Action 10f 1 hour None No

Friends Wizard 0 1 Action 10f 1 minute None No


Armor of Agathys Warlock 1 1 Action 10f 1 Hour None No
Hellish Rebuke Warlock 1 1 Reaction 10f Instantan CON No

Hex Warlock 1 1 Bonus Actio10f 1 Hour None No

Grease Wizard 1 1 Action 10f 1 minute DEX No

Absorb Elements Wizard 1 1 Reaction 10f 1 round None No

Shield Wizard 1 1 Reaction 10f 1 round None No

Fog Cloud Wizard 1 1 Action 10f 1 Hour None No

Silent Image Wizard 1 1 Action 10f 1 action None No

Comprend LanguagesWizard 1 1 Action 10f 1 hour None Yes

Find Familiar Wizard 1 1 Hour 10f Instantan None Yes

Alarm Wizard 1 1 Minute 10f 8 hours None Yes

Mirror Image Wizard 2 1 Action 10f 1 minute None No

Shatter Wizard 2 1 Action 10f Instantan CON No

Misty Step Wizard 2 1 Bonus Actio10f Instantan None No


Enlarge/Reduce Wizard 2 1 Action 10f 1 minute CON No
Hold Person Wizard 2 1 Action 10f 1 minute WIS No

Invisibility Wizard 2 1 Action 10f 1 hour None No

Leviatate Wizard 2 1 Action 10f 10 minuteCON No

Dispell Magic Wizard 3 1 Action 10f Instantan None No

Fireball Wizard 3 1 Action 10f Instantan DEX No

Thunder Step Wizard 3 1 Action 10f Instantan CON No

Counterspell Wizard 3 1 Reaction 10f Instantan None No

Fly Wizard 3 1 Action 10f 10 minuteNone No

Leomund's Tiny Hut Wizard 3 1 Minute 10f 8 hours None Yes

Water Breathing Wizard 3 1 Action 10f 24 hours None Yes

Fire Shield Wizard 4 1 Action 10f 10 minuteNone No

Ice Storm Wizard 4 1 Action 10f Instantan DEX No

Banishment Wizard 4 1 Action 10f 1 minute CHA No

Polymorph Wizard 4 1 Action 10f 1 hour WIS No

Storm Sphere Wizard 4 1 Action 10f 1 minute STR No

Arcane Eye Wizard 4 1 Action 10f 1 hour None No


Otiluke's Resilient Sp Wizard 4 1 Action 10f 1 minute DEX No

Cone of Cold Wizard 5 1 Action 10f Instantan CON No

Animate Objects Wizard 5 1 Action 10f 1 minute None No

Bigby's hand Wizard 5 1 Action 10f 1 minute None No

Cloudkill Wizard 5 1 Action 10f 10 minuteCON No

Rary's Telepathic BonWizard 5 1 Action 10f 1 hour None Yes

Hold Monster Wizard 5 1 Action 10f 1 minute WIS No

Contingency Wizard 6 10 Minutes 10f 10 days None No

Otto's Irresistable Da Wizard 6 1 Action 10f 1 minute WIS No

Chain Lightning Wizard 6 1 Action 10f Instantan DEX No

Mass Suggestion Wizard 6 1 Action 10f 24 Hours WIS No


Forcecage Wizard 7 1 Action 10f 1 Hour CHA No
Teleport Wizard 7 1 Action 10f Instantan NA No

Dominate Monster Wizard 8 1 Action 10f 1 Hour WIS No


Planeshif Wizard
Mind Blank Wizard

Crown of Stars Wizard 7 1 Action Seld 1 Hour NA No

Unkh's Shell Wizard 6 1 Action Self 1 Minute NA No

Spell Sequencer Wizard 3 1 Minute Self 8 Hours NA No


School Components Concentration Prepared?
Evocation V, S No Yes
ConjuratioV, S Yes Yes
Evocation V, M (firefly No Cantrip

ConjuratioV, S No Cantrip

Illusion S, M No Cantrip

TransmutatV S No Cantrip

EnchantmeS, M (Small amYes Cantrip


AbjurationV, S, M (A cup No Yes
Evocation V, S No Yes

EnchantmeV, S, M (the peYes Yes

ConjuratioV S M (A bit ofNo No

AbjurationS, M No No

AbjurationV S No Yes

ConjuratioV, S Yes No

Illusion V S M (Fleece)Yes No

Divination V S M (Pinch oNo 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

Illusion V S M (An eyelYes No

TransmutatV S M (Either Yes No

AbjurationV S No Yes

Evocation V S M (A tiny No Yes

ConjuratioV No Yes

AbjurationS No Yes

TransmutatV S M (A wing Yes No


V, S, M (A
small crystal
Evocation bead) No No

TransmutatV S M (A shortNo No

Evocation V S M (A bit ofNo Yes

Evocation V S M No No

AbjurationV S M (Any iteYes No

TransmutatV S M (A caterYes Yes

Evocation V S Yes No

Divination V S M (A bit ofYes Yes


Evocation V S M (a hemisYes No

Evocation V S M (A smallNo No

TransmutatV S Yes Yes

V S M (An
eggshell and
a snakeskin
Evocation glove) Yes No

ConjuratioV S Yes No

Divination V S M (Pieces No No

EnchantmeV S M (A small,Yes Yes

Evocation V S M (A statuNo No

EnchantmeV Yes Yes

Evocation V S M (Bit of f No Yes

EnchantmeV M (A snake’sNo Yes


Evocation V S M (Ruby dNo Yes
ConjuratioV No Yes

EnchantmeV S Yes Yes

Evocation V S No Yes

Abjuration Yes 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

Gain service of a familiar hey alhimarj, communicate telepathically


within 100f, can use action to see through your familiar's eye and hear
what it hears, action to dismiss and action to cause it to reappear, can
deliver touch spells

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

Creature, object or magical effect in range, spell of casting lvl or lower


instantly ends. Otherwise spellcasting check DC 10+spell level
20f sphere, save for half damage, 8d6 fire damage, increase dmg by
1d6 for each higher spell level

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 objects up to carrying weight and one other creature
Instantly counter spell of lvl of cast or lower, otherwise spellcasting
check DC 10+spell's level being countered

Willing creature gains 60f fly speed for duration

10f radius immobile dome of force springs into existance, 9 creatures


of Medium size or smaller, comfortable and dry, opaque from outside
Grants up to 10 willing creatures the ability to breathe underwater until
the spell ends, affected creatures retain their normal mode of
respiration.

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

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 new form, gear melds into the form

20f Sphere of difficult terrain, each creature when it appears, moving


into, or starting their turn in the sphere must make STR save or take
2d6 bludgeoning. Until end of spell can use bonus action to shoot
lightning bolt 4d6 with advantage if target is in sphere

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

Choose up to 10 nonmagical objects, Tiny = HP 20, AC 18, +8 to hit


1d4+4 damage, STR 4, DEX 18, can command mentally as bonus action

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

20f radius sphere of posionous fog, heavily obscured, creatures


starting or ending here save v 5d8 poision, half on success, moves 10f
away from you at the start of each turn and sinks to the lowest level of
the land
Forge a telepathic link among 8 willing creatures psychically linking
them for the duration
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 above 5
Chose a spell of 5th level or lower you can cast as 1 action that can
target you, cast that spell and it will come into effect under certain
circumstances

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

Suggest a course of activity to up to 12 creatures, must be worded


reasonable and they must be able to understand and hear you. Can't
self-harm, follows action on failed WIS save, spell ends when task
finished. Can specify triggering conditions, if you or any companions
damage the creatures affected the spell ends
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 interplanar travel. Blocks etherial travel, immune to
dispel magic.
See page
WIS save v charmed, telepathic link while on the same plane of
existence

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.

You surround yourself with a shimmering rainbow shell. Your


movement speed is halved, but you gain +4 AC and advantage on
saving throws against spells. Additionally, spell attacks against you are
made with disadvantage, and if it misses, there is a 50% chance that
the spell will be reflected against its caster.

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

Total 1st Combat


Number 1 15 8

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

HP 20 AC 18 +8 to hit 1d4+4 dmgSTR 4 DEX 18


Name Class Level Casting Ti Range Duration Save Ritual School
Create Bonfire Warlock 0 1 Action 60f, 5f c 1 minute DEX No Conjuratio
Eldritch Blast Warlock 0 1 Action 120f InstantaneNone No Evocation
Armor of Agathys Warlock 1 1 Action Self 1 Hour None No Abjuration
Hellish Rebuke Warlock 1 1 Reaction60f InstantaneCON No Evocation

Hex Warlock 1 1 Bonus Ac90f 1 Hour None No Enchantme


Light Wizard 0 1 Action Touch 1 Hour None No Evocation

Mage Hand Wizard 0 1 Action 30f 1 minute None No Conjuratio

Minor Illusion Wizard 0 1 Action x 1 minute None No Illusion

Prestigtation Wizard 0 1 Action 10f 1 hour None No Transmutat

Shield Wizard 1 1 ReactionSelf 1 round None No Abjuration

Leviatate Wizard 2 1 Action 60f 10 minutesCON No Transmutat

Misty Step Wizard 2 1 Bonus AcSelf InstantaneNone No Conjuratio

Counterspell Wizard 3 1 Reaction60f InstantaneNone No Abjuration

Fireball Wizard 3 1 Action 150f InstantaneDEX No Evocation

Thunder Step Wizard 3 1 Action 90f InstantaneCON No Conjuratio

Fire Shield Wizard 4 1 Action Self 10 minutesNone No Evocation

Polymorph Wizard 4 1 Action 60f 1 hour WIS No Transmutat

Arcane Eye Wizard 4 1 Action 30f 1 hour None No Divination

Animate Objects Wizard 5 1 Action 120f 1 minute None No Transmutat

Hold Monster Wizard 5 1 Action 90f 1 Action WIS No Enchantme


Otto's Irresistable Dance Wizard 6 1 Action 30f 1 minute WIS No Enchantme

Chain Lightning Wizard 6 1 Action 150f InstantaneDEX No Evocation

Mass Suggestion Wizard 6 1 Action 60f 24 Hours WIS No Enchantme

Forcecage Wizard 7 1 Action 100f 1 Hour CHA No Evocation

Dispell Magic Wizard 3 1 Action 120f InstantaneNone No Abjuration


Mindblank
Crown of Stars
ComponenConcentratPrepared? Effects
V, S Yes Cantrip Save v 3d8 fire damage, triggers when moved into or turn ended
V, S No Cantrip 3 Ranged attack rolls, 1d10 + 5 Force per bolt
V, S, M (A No Yes 5 Temp HP, 5 ice dmg on attack, increases each level upcasted
V, S No Yes 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
V, S, M (th Yes Yes ability, bonus action to change target afer initial dies
V, M (firef No Cantrip Touch an object, cause it to shine bright light of a colour in 20f radius
Spectral, floating hand action to control, move up to 30f, can't attack,
V, S No Cantrip activate magic items, or carry more than 10 pounds
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
S, M No Cantrip investigation check DC 15
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
VS No Cantrip flavour up to 1 cubic foot for 1 hour, etc.
Till start of next turn, +5 AC including triggering attack, no dmg from Magic
VS No Yes Missile
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
V S M (EithYes Yes if target is self. Drifs to ground at end
Briefly surrounded by silvery mist, teleport 30f to an unoccupied space you
V No Yes can see
Instantly counter spell of lvl of cast or lower, otherwise spellcasting check DC
S No Yes 10+spell's level being countered
20f sphere, save for half damage, 8d6 fire damage, increase dmg by 1d6 for
V S M (A tiNo Yes each higher spell level

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

Suggest a course of activity to up to 12 creatures, must be worded


reasonable and they must be able to understand and hear you. Can't self-
harm, follows action on failed WIS save, spell ends when task finished. Can
specify triggering conditions, if you or any companions damage the
V M (A snak
No Yes creatures affected the spell ends

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

Misty Step Wizard 2 1 Bonus Action Self Instantaneous None No Conjuration

Dispell Magic Wizard 3 1 Action 120f Instantaneous None No Abjuration

Counterspell Wizard 3 1 Reaction 60f Instantaneous None No Abjuration

Enlarge/ReducWizard 2 1 Action 30f 1 minute CON No Transmutatio

Hold Person Wizard 2 1 Action 60f 1 minute WIS No Enchantment

Invisibility Wizard 2 1 Action Touch 1 hour None No Illusion


ComponenConcentratPrepared? Effects
Briefly surrounded by silvery mist, teleport 30f to an
V No Yes unoccupied space you can see
Creature, object or magical effect in range, spell of
casting lvl or lower instantly ends. Otherwise
VS No No spellcasting check DC 10+spell level
Instantly counter spell of lvl of cast or lower,
otherwise spellcasting check DC 10+spell's level
S No Yes being countered

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,
V S M (A pYes No opposite effects
A humanoid becomes paralysed, save on end of each
V S M (A stYes Yes turn
Creature you can see becomes invisible untill spell
ends, ends when target attacks or casts spell, +1
V S M (An Yes No creature per upcast lvl
Name Class Level Casting Time Range Duration Save Ritual School Components

ComprendWizard 1 1 Action Self 1 hour None Yes Divination V S M (Pinch of

Find FamiliWizard 1 1 Hour 10f InstantaneNone Yes ConjuratioV S M (10gp wort

Alarm Wizard 1 1 Minute 30f 8 hours None Yes AbjurationV, S, M (a tiny b


V, S, M (A
small crystal
Leomund'sWizard 3 1 Minute Self, 10f r 8 hours None Yes Evocation bead)

Rary's Tel Wizard 5 1 Action 30f 1 hour None Yes Divination V S M (Pieces of

Water BreaWizard 3 1 Action 30f 24 hours None Yes TransmutatV S M (A short r


Concentration Prepared? Effects
Understand literal meaning of any spoken language you hear and
understand written language while touching surface, doesn't decode
No No secret messages

Gain service of a familiar hey alhimarj, communicate telepathically within


100f, can use action to see through your familiar's eye and hear what it
hears, action to dismiss and action to cause it to reappear, can deliver
No No touch spells
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
No No area, can designate who doesn't set off alarm mental or audible

10f radius immobile dome of force springs into existance, 9 creatures of


No No Medium size or smaller, comfortable and dry, opaque from outside
Forge a telepathic link among 8 willing creatures psychically linking them
No No for the duration

Grants up to 10 willing creatures the ability to breathe underwater until


No No the spell ends, affected creatures retain their normal mode of respiration.

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