This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical efects within range: You create an instantaneous,harmless sensory efect,such as a shower of sparks,a puf of wind,faint musi- cal notes,or an odd odor. You instantaneously light or snuf out a candle,a torch,or a small campire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill,warm,or lavor up to 1 cubic foot of nonliv- ing 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 it 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 efects active at a time,and you can dismiss such an efect as an action.,
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit,it takes 1d8 cold damage,and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).,
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. ,This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).,
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.,The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).,
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 level above 1st.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.,At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.,
You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.,
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit,it takes 1d8 cold damage,and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).,
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound,its volume can range from a whisper to a scream. It can be your voice,someone else’s voice,a lion’s roar,a beating of drums,or any other sound you choose. The sound continues unabated throughout the duration,or you can make discrete sounds at diferent times before the spell ends. If you create an image of an object—such as a chair,muddy footprints,or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound,light,smell,or any other sensory efect. Physical interaction with the image reveals it to be an illusion,because things can pass through it. If a creature uses its action to examine the sound or image,the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is,the illusion becomes faint
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.
You hurl a mote of ire at a creature or object within range. Make a ranged spell attack against the target. On a hit,the target takes 1d10 ire damage. A lammable 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).,,
A spectral,loating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object,open an unlocked door or container,stow or retrieve an item from an open container,or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack,activate magic items,or carry more than 10 pounds.,,
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.,At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).,
up to 1 minute A 5-foot-diameter sphere of ire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 ire damage on a failed save,or half as much damage on a successful one. As a bonus action,you can move the sphere up to 30 feet. If you ram the sphere into a creature,that creature must make the saving throw against the sphere’s damage,and the sphere stops moving this turn. When you move the sphere,you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites lammable objects not being worn or carried,and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,,
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 level above 1st.
This spell sends creatures into a magical slumber. Roll 5d8. the total is how many hit points of creatures this spell can afect. Creatures within 20 feet of a point you choose within range are afected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points,each creature afected by this spell falls unconscious until the spell ends,the sleeper takes damage,or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be afected. Undead and creatures immune to being charmed aren’t afected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,roll an additional 2d8 for each slot level above 1st.,
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.
A spectral,loating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object,open an unlocked door or container,stow or retrieve an item from an open container,or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack,activate magic items,or carry more than 10 pounds.,,
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical efects within range: You create an instantaneous,harmless sensory efect,such as a shower of sparks,a puf of wind,faint musi- cal notes,or an odd odor. You instantaneously light or snuf out a candle,a torch,or a small campire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill,warm,or lavor up to 1 cubic foot of nonliv- ing 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 it 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 efects active at a time,and you can dismiss such an efect as an action.,
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.,,
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound,its volume can range from a whisper to a scream. It can be your voice,someone else’s voice,a lion’s roar,a beating of drums,or any other sound you choose. The sound continues unabated throughout the duration,or you can make discrete sounds at diferent times before the spell ends. If you create an image of an object—such as a chair,muddy footprints,or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound,light,smell,or any other sensory efect. Physical interaction with the image reveals it to be an illusion,because things can pass through it. If a creature uses its action to examine the sound or image,the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is,the illusion becomes faint
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 level above 1st.
This spell sends creatures into a magical slumber. Roll 5d8. the total is how many hit points of creatures this spell can afect. Creatures within 20 feet of a point you choose within range are afected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points,each creature afected by this spell falls unconscious until the spell ends,the sleeper takes damage,or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be afected. Undead and creatures immune to being charmed aren’t afected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,roll an additional 2d8 for each slot level above 1st.,
,which you take when you are hit by an attack or targeted by the spell An invisible barrier of magical force appears and protects you. Until the start of your next turn,you have a +5 bonus to AC,including against the triggering attack,and you take no damage from,
up to 1 hour 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. 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.
You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.,At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.,
,You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.,When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.,False Aura. You change the way the target appears to spells and magical effects, such as Detect magic that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.,Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of
that alignment.,,
Cuando eliges este arquetipo al alcanzar el 3er nivel, ecos de aquellos que han muerto se aferran a ti. Siempre que termines un descanso corto o largo, puedes ganar competencia en una habilidad o herramienta de tu elección, mientras una presencia fantasmal comparte su conocimiento contigo. Pierdes esta competencia cuando usas esta característica para elegir una competencia diferente que no poseías.