Post by dice on May 23, 2018 0:48:27 GMT -5
Character Sheet and Ablilties
Character Summary
Level:
Name:
Age:
Sex:
Species:
Occupation:
Height:
Weight:
Physical Description:
Clothing:
Weapons:
Description of Abilities:
Bio:
(Magic Users only)
School/Specialization:
Character Levels
(All characters start at level 1)
1: Novice
2: Novice
3: Apprentice
4: Apprentice
5: Journeyman
6: Accomplished Journeyman
7: Adept
8: Master
9: Elite
10: Grand Master
Skills
Weapons:
You gain proficiency in certain weapons, reflecting both your focus and the tools you are most likely to use. Whether you favor a Longsword or a Longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
Weapon Types: (Each Character can choose either simple or martial weapons and they become proficient in both ranged and melee weapons of that category. At 2nd level, you can choose a weapon to specialize in. For each level past two you become more proficient with that weapon)
Simple Melee weapons: Club, Dagger, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Sickle, spear
Simple Ranged Weapons: Light Crossbow, Dart, Shortbow, Sling
Martial Melee Weapons: Battleaxe, Flail, Glaive, Greataxe, Greatsword, Halberd, Lance, Longsword, Maul, Morningstar, Pike, Rapier, Scimitar, Shortsword, Trident, War Pick, Warhammer, Whip.
Martial Ranged Weapons: Blowgun, Hand Crossbow, Heavy Crossbow, Longbow, Net
Magic Schools: (Each character can choose to specialize in 1 school of magic and can pull spells from only that school.)
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Spells: (A spell can only be cast if a character’s level matches or exceeds the level of the spell) Remember! Spells can be reskinned for flavor as you wish! Just be sure to use the effects listed below!
Abjuration:
Level 1-
Alarm (You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. 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.)
Mage Armor (You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The spell ends if the target puts on armor or you dismiss the spell)
Protection from Evil and Good (Until the spell ends, one willing creature you touch is protected against certain types of creatures - Aberrations, Celestials, elementals, fey, Fiends, and Undead.)
Shield (An Invisible barrier of magical force appears and protects you. The shield breaks after defending against one attack)
Level 2-
Aid (Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Those allies become harder to kill for the duration of the spell 8hrs)
Pass Without a Trace (A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.)
Level 3-
Counterspell (You attempt to interrupt another creature casting a spell. If that creature’s level is lower than yours or they are not specialized in the school of magic required for the spell they’re casting you succeed and the spell does not cast.)
Dispel Magic ( Choose any creature, object or magical effect within range. Any spell of 3rd or lower level on the target ends. When you cast this spell at 4th level or higher, you automatically end the effects of the spell on the target if the spell’s level is equal or lower to yours)
Remove Curse (At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.)
Level 4
Freedom of Movement (You touch a willing creature. For the Duration, the target's Movement is unaffected by difficult terrain, and Spells and other magical effects can neither reduce the target's speed nor cause the target to be Paralyzed or Restrained.)
Stoneskin (This spell turns the flesh of a willing creature hard as stone, Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.)
Level 6
Forbiddance 24hr (You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the Duration, creatures can't Teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against Planar Travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the Plane Shift spell.)
Globe of Invulnerability (An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or Objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and Objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Spells.
When you cast this spell at 7th level or higher, the barrier blocks Spells of one level higher for each level above 6th. Lasts up to 1 minute)
Level 8
Antimagic Field (A 10-foot-radius Invisible Sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the Sphere, Spells can't be cast, summoned creatures disappear, and even Magic Items become mundane. Until the spell ends, the Sphere moves with you, centered on you.)
Level 9
Imprisonment (You create a magical restraint to hold a creature that you can see within range.)
Prismatic Wall (A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point you can see within range. Alternatively, you can shape the wall into a Sphere up to 30 feet in diameter centered on a point you choose within range. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature becomes Blinded for 1 minute. No creatures other than those you designate or yourself may pass through the wall, no spells or missile weapons may either.)
Evocation
Level 1
Dancing Lights (You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the Duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.)
Eldritch Blast (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 moderate amounts of force damage)
Fire Bolt (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 moderate fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases when you reach 5th level, 9th level, and 10th level)
Cure wounds (A creature you touch is healed. Small to medium wounds are closed and the target feels rejuvenated from any damage they may have taken recently)
Hellish Rebuke (You point your finger at a creature that recently damaged you; that creature is momentarily surrounded by hellish flames, taking large amounts of fire damage. At higher levels, the damage increases by a small amount for each level above first)
Level 2
Flame Blade (You evoke a fiery blade in your free hand. The blade is similar in size and shape to a Scimitar, and it lasts for the Duration. If you let go of the blade, it disappears, but you can evoke the blade again immediately)
Darkness (Magical darkness spreads from a point you choose within range to fill a 15-foot radius Sphere 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. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.)
Spiritual Weapon (You create a floating, spectral weapon within range that lasts for the Duration or until you cast this spell again. When you cast the spell, you can make a melee spell Attack against a creature within 5 feet of the weapon. You can move the weapon on your turn and repeat the attack on a creature within five feet of it)
Level 3
Fireball (A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point takes massive amounts of fire damage)
Lightning Bolt (A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line takes massive amounts of lightning damage. The damage of this spell increases for each level above third at which it is cast)
Mass Healing Word (As you call out words of restoration, up to six creatures of your choice that you can see within range are affected by Cure Wounds. The healing of this spell increases for each level above 4th at which it is cast)
Level 4
Fire Shield (Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm Shield or a chill Shield, as you choose. The warm Shield grants you Resistance to cold damage, and the chill Shield grants you Resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the Shield erupts with flame. That creature takes fire damage if the shield is warm or cold damage if the shield is cold)
Level 5
Hallow (You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effect. Celestials, elementals, fey, Fiends, and Undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer Charmed, Frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.)
Arcane Hand (You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's Duration, and it moves at your Command, mimicking the movements of your own hand. This spell lasts up to 1 minute)
Level 6
Heal (Choose a creature that you see within range. A surge of positive energy washes through the creature causing all damage that has been done to the creature to be reversed and all wounds to be healed. This spell also cures blindness, deafness, and any diseases affecting the target.)
Freezing Sphere (A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature in the area suffers large amounts of cold damage. If the globe strikes a body of water or water like liquid, it freezes the liquid up to a depth of 6 inches. Creatures swimming on the surface of that water are trapped in the ice until they free themselves or are freed)
Level 7
Firestorm (A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. The fire damages Objects in the area and ignites flammable Objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.)
Divine Word (You utter a divine word, imbued with the power that shaped the world at the dawn of Creation. Choose any number of creatures you can see within range. Each creature that can hear you suffers an effect based on its level. Equal or higher than the caster- Deafened for 1 minute, Lower than the caster by 2 or less- deafened and blinded for 10 minutes, lower than the caster by 3- blinded deafened or stunned for an hour, lower than the caster by 4 or more- killed instantly.)
Level 9
Meteor Swarm (Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each point you choose is killed instantly. The spell damages Objects in the area and ignites flammable Objects that aren't being worn or carried. This spell may only be cast once a day. Range of 1 mile.)
Illusion
Level 1
Disguise Self (You make yourself, including your clothing, armor, Weapons, and other belongings on your person, 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.)
Silent Image ( You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the Duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects. Lasts up to 10 minutes)
Level 2
Invisibility (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. When you cast this spell at level 3 or higher, you can choose one additional creature for each level above second.)
Mirror Image (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 dismiss the illusory duplicates at any time. Lasts 1 minute)
Level 3
Fear ( You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone drops what is is holding and becomes terrified for the duration. Lasts up to 1 minute)
Phantasmal Steed (A Large quasi-real, horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the Equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the Duration, you or a creature you choose can ride the steed. Lasts 1 hour)
Level 5
Dream (This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the Duration of the spell. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.)
Mislead (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.)
Level 7
Arcane Mirage (You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could 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.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. Lasts 10 days)
Project Image (You create an illusory copy of yourself that lasts for the Duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The Illusion looks and sounds like you but is intangible. If the Illusion takes any damage, it disappears, and the spell ends. The illusion can gesture speak and behave in whatever way you choose. It mimics your mannerisms perfectly. Lasts up to 24 hours but requires concentration)
Necromancy
Level 1
Spare the Dying (You touch a creature that is dying. That creature is no longer dying. This spell has no effect on undead or constructs.)
Inflict Wounds (You touch a creature that you can see and speak a word of power. That target takes a moderate amount of necrotic damage)
Level 2
Ray of Enfeeblement (A black beam of enervating energy springs from your finger toward a creature within range. That creature becomes enfeebled and is physically and mentally weaker for up to 1 minute.)
Gentle Repose (You touch a corpse or other remains and for the duration of the spell the target is protected from decay and cant become undead. This spell also extends the time limit on raising the target from the dead. Lasts 10 days)
Level 3
Animate Dead ( This spell creates an Undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse (the DM has the creature's game statistics). You can mentally command any creature you made with this spell if the creature is within 60 feet of you. If you control multiple creatures you can control all or only one of them at a time. The creature is under your control for 24 hours after which it stops obeying any command you give it, to extend the duration of the spell you must cast it again before the 24 hour period ends.)
Revivify (You touch a creature that has died within the last minute, That creature returns to life. This spell can’t restore life to anything that has died of old age, nor can it restore missing body parts.)
Vampiric Touch (The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. The creature takes damage equal to the wounds healed with this spell. Lasts up to 1 minute)
Level 4
Blight ( Necromantic energy washes over a creature of your choice that you can see within 30 feet of yourself, draining moisture and vitality from it. The target takes large amounts of necrotic damage from the spell. This spell instantly kills and withers all plants. This spell has no effect on undead or constructs.)
Level 6
Create Undead (You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. These corpses function the same as corpses animated with the Animate Dead spell.)
Level 7
Finger of Death (You send negative energy coursing through a creature that you can see within range, causing it searing pain. That creature takes massive amounts of necrotic damage. Humanoids killed with this spell rise within 3 minutes as a zombie that is permanently under your command.)
Level 8
Clone (This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and Abilities, but none of the original's Equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.)
Level 10
True Resurrection (You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life This spell closes all wounds, neutralizes any poison, cures all Diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.)
Circle of Death ( A Sphere of negative energy ripples out in a 60-foot-radius Sphere from a point within range. Each creature in that area dies and is resurrected within 3 minutes as a zombie permanently under your control.)
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Character Summary
Level:
Name:
Age:
Sex:
Species:
Occupation:
Height:
Weight:
Physical Description:
Clothing:
Weapons:
Description of Abilities:
Bio:
(Magic Users only)
School/Specialization:
Character Levels
(All characters start at level 1)
1: Novice
2: Novice
3: Apprentice
4: Apprentice
5: Journeyman
6: Accomplished Journeyman
7: Adept
8: Master
9: Elite
10: Grand Master
Skills
Weapons:
You gain proficiency in certain weapons, reflecting both your focus and the tools you are most likely to use. Whether you favor a Longsword or a Longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.
Weapon Types: (Each Character can choose either simple or martial weapons and they become proficient in both ranged and melee weapons of that category. At 2nd level, you can choose a weapon to specialize in. For each level past two you become more proficient with that weapon)
Simple Melee weapons: Club, Dagger, Greatclub, Handaxe, Javelin, Light Hammer, Mace, Quarterstaff, Sickle, spear
Simple Ranged Weapons: Light Crossbow, Dart, Shortbow, Sling
Martial Melee Weapons: Battleaxe, Flail, Glaive, Greataxe, Greatsword, Halberd, Lance, Longsword, Maul, Morningstar, Pike, Rapier, Scimitar, Shortsword, Trident, War Pick, Warhammer, Whip.
Martial Ranged Weapons: Blowgun, Hand Crossbow, Heavy Crossbow, Longbow, Net
Magic Schools: (Each character can choose to specialize in 1 school of magic and can pull spells from only that school.)
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Spells: (A spell can only be cast if a character’s level matches or exceeds the level of the spell) Remember! Spells can be reskinned for flavor as you wish! Just be sure to use the effects listed below!
Abjuration:
Level 1-
Alarm (You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. 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.)
Mage Armor (You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The spell ends if the target puts on armor or you dismiss the spell)
Protection from Evil and Good (Until the spell ends, one willing creature you touch is protected against certain types of creatures - Aberrations, Celestials, elementals, fey, Fiends, and Undead.)
Shield (An Invisible barrier of magical force appears and protects you. The shield breaks after defending against one attack)
Level 2-
Aid (Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Those allies become harder to kill for the duration of the spell 8hrs)
Pass Without a Trace (A veil of shadows and Silence radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.)
Level 3-
Counterspell (You attempt to interrupt another creature casting a spell. If that creature’s level is lower than yours or they are not specialized in the school of magic required for the spell they’re casting you succeed and the spell does not cast.)
Dispel Magic ( Choose any creature, object or magical effect within range. Any spell of 3rd or lower level on the target ends. When you cast this spell at 4th level or higher, you automatically end the effects of the spell on the target if the spell’s level is equal or lower to yours)
Remove Curse (At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.)
Level 4
Freedom of Movement (You touch a willing creature. For the Duration, the target's Movement is unaffected by difficult terrain, and Spells and other magical effects can neither reduce the target's speed nor cause the target to be Paralyzed or Restrained.)
Stoneskin (This spell turns the flesh of a willing creature hard as stone, Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.)
Level 6
Forbiddance 24hr (You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the Duration, creatures can't Teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against Planar Travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the Plane Shift spell.)
Globe of Invulnerability (An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the Duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or Objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and Objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Spells.
When you cast this spell at 7th level or higher, the barrier blocks Spells of one level higher for each level above 6th. Lasts up to 1 minute)
Level 8
Antimagic Field (A 10-foot-radius Invisible Sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the Sphere, Spells can't be cast, summoned creatures disappear, and even Magic Items become mundane. Until the spell ends, the Sphere moves with you, centered on you.)
Level 9
Imprisonment (You create a magical restraint to hold a creature that you can see within range.)
Prismatic Wall (A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point you can see within range. Alternatively, you can shape the wall into a Sphere up to 30 feet in diameter centered on a point you choose within range. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature becomes Blinded for 1 minute. No creatures other than those you designate or yourself may pass through the wall, no spells or missile weapons may either.)
Evocation
Level 1
Dancing Lights (You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the Duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.)
Eldritch Blast (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 moderate amounts of force damage)
Fire Bolt (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 moderate fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases when you reach 5th level, 9th level, and 10th level)
Cure wounds (A creature you touch is healed. Small to medium wounds are closed and the target feels rejuvenated from any damage they may have taken recently)
Hellish Rebuke (You point your finger at a creature that recently damaged you; that creature is momentarily surrounded by hellish flames, taking large amounts of fire damage. At higher levels, the damage increases by a small amount for each level above first)
Level 2
Flame Blade (You evoke a fiery blade in your free hand. The blade is similar in size and shape to a Scimitar, and it lasts for the Duration. If you let go of the blade, it disappears, but you can evoke the blade again immediately)
Darkness (Magical darkness spreads from a point you choose within range to fill a 15-foot radius Sphere 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. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.)
Spiritual Weapon (You create a floating, spectral weapon within range that lasts for the Duration or until you cast this spell again. When you cast the spell, you can make a melee spell Attack against a creature within 5 feet of the weapon. You can move the weapon on your turn and repeat the attack on a creature within five feet of it)
Level 3
Fireball (A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point takes massive amounts of fire damage)
Lightning Bolt (A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line takes massive amounts of lightning damage. The damage of this spell increases for each level above third at which it is cast)
Mass Healing Word (As you call out words of restoration, up to six creatures of your choice that you can see within range are affected by Cure Wounds. The healing of this spell increases for each level above 4th at which it is cast)
Level 4
Fire Shield (Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. The flames provide you with a warm Shield or a chill Shield, as you choose. The warm Shield grants you Resistance to cold damage, and the chill Shield grants you Resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee Attack, the Shield erupts with flame. That creature takes fire damage if the shield is warm or cold damage if the shield is cold)
Level 5
Hallow (You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effect. Celestials, elementals, fey, Fiends, and Undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature Charmed, Frightened, or possessed by such a creature is no longer Charmed, Frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.)
Arcane Hand (You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's Duration, and it moves at your Command, mimicking the movements of your own hand. This spell lasts up to 1 minute)
Level 6
Heal (Choose a creature that you see within range. A surge of positive energy washes through the creature causing all damage that has been done to the creature to be reversed and all wounds to be healed. This spell also cures blindness, deafness, and any diseases affecting the target.)
Freezing Sphere (A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot radius sphere. Each creature in the area suffers large amounts of cold damage. If the globe strikes a body of water or water like liquid, it freezes the liquid up to a depth of 6 inches. Creatures swimming on the surface of that water are trapped in the ice until they free themselves or are freed)
Level 7
Firestorm (A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. The fire damages Objects in the area and ignites flammable Objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.)
Divine Word (You utter a divine word, imbued with the power that shaped the world at the dawn of Creation. Choose any number of creatures you can see within range. Each creature that can hear you suffers an effect based on its level. Equal or higher than the caster- Deafened for 1 minute, Lower than the caster by 2 or less- deafened and blinded for 10 minutes, lower than the caster by 3- blinded deafened or stunned for an hour, lower than the caster by 4 or more- killed instantly.)
Level 9
Meteor Swarm (Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each point you choose is killed instantly. The spell damages Objects in the area and ignites flammable Objects that aren't being worn or carried. This spell may only be cast once a day. Range of 1 mile.)
Illusion
Level 1
Disguise Self (You make yourself, including your clothing, armor, Weapons, and other belongings on your person, 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.)
Silent Image ( You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the Duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects. Lasts up to 10 minutes)
Level 2
Invisibility (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. When you cast this spell at level 3 or higher, you can choose one additional creature for each level above second.)
Mirror Image (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 dismiss the illusory duplicates at any time. Lasts 1 minute)
Level 3
Fear ( You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone drops what is is holding and becomes terrified for the duration. Lasts up to 1 minute)
Phantasmal Steed (A Large quasi-real, horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the Equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the Duration, you or a creature you choose can ride the steed. Lasts 1 hour)
Level 5
Dream (This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the Duration of the spell. The messenger can also shape The Environment of the dream, creating landscapes, Objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.)
Mislead (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.)
Level 7
Arcane Mirage (You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could 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.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. Lasts 10 days)
Project Image (You create an illusory copy of yourself that lasts for the Duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The Illusion looks and sounds like you but is intangible. If the Illusion takes any damage, it disappears, and the spell ends. The illusion can gesture speak and behave in whatever way you choose. It mimics your mannerisms perfectly. Lasts up to 24 hours but requires concentration)
Necromancy
Level 1
Spare the Dying (You touch a creature that is dying. That creature is no longer dying. This spell has no effect on undead or constructs.)
Inflict Wounds (You touch a creature that you can see and speak a word of power. That target takes a moderate amount of necrotic damage)
Level 2
Ray of Enfeeblement (A black beam of enervating energy springs from your finger toward a creature within range. That creature becomes enfeebled and is physically and mentally weaker for up to 1 minute.)
Gentle Repose (You touch a corpse or other remains and for the duration of the spell the target is protected from decay and cant become undead. This spell also extends the time limit on raising the target from the dead. Lasts 10 days)
Level 3
Animate Dead ( This spell creates an Undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse (the DM has the creature's game statistics). You can mentally command any creature you made with this spell if the creature is within 60 feet of you. If you control multiple creatures you can control all or only one of them at a time. The creature is under your control for 24 hours after which it stops obeying any command you give it, to extend the duration of the spell you must cast it again before the 24 hour period ends.)
Revivify (You touch a creature that has died within the last minute, That creature returns to life. This spell can’t restore life to anything that has died of old age, nor can it restore missing body parts.)
Vampiric Touch (The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. The creature takes damage equal to the wounds healed with this spell. Lasts up to 1 minute)
Level 4
Blight ( Necromantic energy washes over a creature of your choice that you can see within 30 feet of yourself, draining moisture and vitality from it. The target takes large amounts of necrotic damage from the spell. This spell instantly kills and withers all plants. This spell has no effect on undead or constructs.)
Level 6
Create Undead (You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. These corpses function the same as corpses animated with the Animate Dead spell.)
Level 7
Finger of Death (You send negative energy coursing through a creature that you can see within range, causing it searing pain. That creature takes massive amounts of necrotic damage. Humanoids killed with this spell rise within 3 minutes as a zombie that is permanently under your command.)
Level 8
Clone (This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and Abilities, but none of the original's Equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.)
Level 10
True Resurrection (You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life This spell closes all wounds, neutralizes any poison, cures all Diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.)
Circle of Death ( A Sphere of negative energy ripples out in a 60-foot-radius Sphere from a point within range. Each creature in that area dies and is resurrected within 3 minutes as a zombie permanently under your control.)
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