|
Name |
Spell School |
Classes |
C |
C |
R |
A |
|
|
|
D |
Description |
|
Barkskin |
Transmutation |
Druid Ranger |
|
|
|
|
|
1.5m |
|
|
Touch a willing creature to toughen its skin and increase its Armour Class up to 16. |
|
Darkvision |
Transmutation |
Druid Ranger Sorcerer Wizard |
|
|
|
|
|
1.5m |
|
|
Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. |
|
Enhance Ability |
Transmutation |
Bard Cleric Druid Sorcerer |
|
|
|
|
|
1.5m |
|
|
Bestow a magical enchantment upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
|
Flame Blade |
Evocation |
Druid |
|
|
|
|
|
0 |
|
|
Conjure a flaming Scimitar in your hand for 10 turns that deals 3d6Fire damage. It sheds a bright light in a 3 m / 10 ft radius and a dim light in a 6 m / 20 ft radius. |
|
Flaming Sphere |
Conjuration |
Druid Wizard |
|
|
|
|
|
18m |
2m |
|
Summon a Flaming Sphere that deals 2d6Fire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere. |
|
Gust of Wind |
Evocation |
Druid Sorcerer Wizard |
|
|
|
|
|
0 |
12m |
|
Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown Off Balance. |
|
Heat Metal |
Transmutation |
Bard Druid |
|
|
|
|
|
18m |
|
|
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack rolls and Ability Checks. |
|
Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
|
|
|
|
|
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits.
At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. |
|
Lesser Restoration |
Abjuration |
Bard Cleric Druid Paladin Ranger |
|
|
|
|
|
1.5m |
|
|
Cure a creature from Diseased, Poisoned, Paralysis, or Blinded. |
|
Moonbeam |
Evocation |
Druid |
|
|
|
|
|
18m |
1m |
|
Call down a beam of light that damages any creatures that enters the beam or starts its turn in the light. You can use an Action to move the beam 18 m / 60 ft. |
|
Pass Without Trace |
Abjuration |
Druid Ranger |
|
|
|
|
|
0 |
9m |
|
Call forth a veil of shadow and silence that gives you and nearby allies a +10 bonus to Stealth checks. |
|
Protection from Poison |
Abjuration |
Cleric Druid Paladin Ranger |
|
|
|
|
|
1.5m |
|
|
Touch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences. |
|
Spike Growth |
Transmutation |
Druid Ranger |
|
|
|
|
|
18m |
|
|
Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4Piercing damage for every 1.5 m / 5 ft it moves.
The spikes are Difficult Terrain, halving a creature's Movement Speed. |