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Spell List:

1) Sacred Flame

Evocation Cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The
target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The
target gains no benefit from cover for this saving throw.

The spell�s damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).

2) Spare the Dying

Necromancy Cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable.
This spell has no effect on undead or constructs.

3) Light

Evocation 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.

4) Eldritch Blast

Evocation Cantrip

Casting Time: 1 action


Range: 120 feet

Components: V, S

Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged
spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th
level, three beams at 11th level, and four beams at 17th level. You can direct the
beams at the same target or at different ones. Make a separate attack roll for each
beam.

5) Prestidigitation

Transmutation 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 spell-casters 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.

6) Fire Bolt

Evocation 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).d
7) Chill Touch

Necromancy cantrip
Casting Time: 1 Action
Range: 120 feet
Components: V,S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a
ranged spell attack including spell attack bonus, against the creature to assail it
with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it
can't regain hit points until the start of your next turn. Until then, the hand
clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you
until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level
(3d8), and 17th level (4d8).

8) Mending

Transmutation 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.

9) Witch Bolt

1st-level evocation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a twig from a tree that has been struck by lightning)

Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming
a sustained arc of lightning between you and the target. Make a ranged spell attack
against that creature. On a hit, the target takes 1d12 lightning damage, and on
each of your turns for the duration, you can use your action to deal 1d12 lightning
damage to the target automatically. The spell ends if you use your action to do
anything else. The spell also ends if the target is ever outside the spell�s range
or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, the initial damage increases by 1d12 for each slot level above 1st.
10) Detect Magic

1st-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.

11) Magic Missile

1st-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 above 1st.

12) Cure wounds

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your
spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, the healing increases by 1d8 for each slot level above 1st.

13) Guiding Bolt


Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 1 round

A flash of light streaks toward a creature of your choice within range. Make a
ranged spell attack against the target. On a hit, the target takes 4d6 radiant
damage, and the next attack roll made against this target before the end of your
next turn has advantage, thanks to the mystical dim light glittering on the target
until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d6 for each slot level above 1st.

14) Command

Casting Time: 1 action


Range: 60 feet
Components: V
Duration: 1 round

You speak a one-word command to a creature you can


see within range. The target must succeed on a W isdom
saving throw or follow the command on its next turn.
The spell has no effect if the target is undead, if it
doesn�t understand your language, or if your command
is directly harmful to it.
Some typical commands and their effects follow. You
might issue a command other than one described here.
If you do so, the DM determines how the target behaves.
If the target can�t follow your command, the spell ends.

Approach. The target moves toward you by the


shortest and most direct route, ending its turn if it
moves within 5 feet o f you.

Drop. The target drops whatever it is holding and then


ends its turn.

Flee. The target spends its turn moving away from


you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn�t move and takes no actions.


A flying creature stays aloft, provided that it is able to
do so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.

At Higher Levels. When you cast this spell using


a spell slot o f 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatures must be within 30 feet o f each other when
you target them.

15) Blindness/Deafness

Casting Time: 1 action

Range: 30 feet

Components: V

Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to
make a Constitution 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 Constitution saving throw. On a success, the spell ends.

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.

16) Prayer of Healing

Casting Time: 10 minutes

Range: 30 feet

Components: V

Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit
points equal to 2d8 + your spellcasting ability modifier. This spell has no effect
on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or
higher, the healing increases by 1d8 for each slot level above 2nd.

16) Lesser Restoration

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.

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