Spellbook
Spellbook
A spectral, floating hand appears at a point you Lightning springs from your hand to deliver a
choose within range. The hand lasts for the shock to a creature you try to touch. Make a melee
duration or until you dismiss it as an action. The spell attack against the target. You have advantage
hand vanishes if it is ever more than 30 feet away on the attack roll if the target is wearing armor
from you or if you cast this spell again. made of metal. On a hit, the target takes 1d8
lightning damage, and it can't take reactions until
You can use your action to control the hand. You the start of its next turn.
can use the hand to manipulate an object, open an
unlocked door or container, stow or retrieve an The spell's damage increases by 1d8 when you
item from an open container, or pour the contents reach 5th level (2d8), 11th level (3d8), and 17th
out of a vial. You can move the hand up to 30 feet level (4d8).
each time you use it.
Detect Magic
The hand can't attack, activate magic items, or 1st-level divination
carry more than 10 pounds.
Casting Time: 1 action
Range: Self
Minor Illusion Components: V, S
Illusion cantrip Duration: Concentration, up to 10 minutes
Casting Time: 1 action
Range: 30 feet For the duration, you sense the presence of magic
Components: S, M within 30 feet of you. If you sense magic in this
Duration: 1 minute way, you can use your action to see a faint aura
around any visible creature or object in the area
You create a sound or an image of an object within that bears magic, and you learn its school of magic,
range that lasts for the duration. The illusion also if any.
ends if you dismiss it as an action or cast this spell
again. The spell can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common metal,
If you create a sound, its volume can range from a a thin sheet of lead, or 3 feet of wood or dirt.
whisper to a scream. It can be your voice, someone
else's voice, a lion's roar, a beating of drums, or any Feather Fall
other sound you choose. The sound continues 1st-level transmutation
unabated throughout the duration, or you can
make discrete sounds at different times before the Casting Time: 1 reaction
spell ends. Range: 60 feet
Components: V, M
If you create an image of an object--such as a chair, Duration: 1 minute
muddy footprints, or a small chest--it must be no
larger than a 5-foot cube. The image can't create Choose up to five falling creatures within range. A
sound, light, smell, or any other sensory effect. falling creature's rate of descent slows to 60 feet
Physical interaction with the image reveals it to be per round until the spell ends. If the creature lands
an illusion, because things can pass through it. before the spell ends, it takes no falling damage
and can land on its feet, and the spell ends for that
If a creature uses its action to examine the sound creature.
or image, the creature can determine that it is an
illusion with a successful Intelligence Find Familiar
(Investigation) check against your spell save DC. If 1st-level conjuration
a creature discerns the illusion for what it is, the
illusion becomes faint to the creature. Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10gp worth of charcoal,
incense, and herbs that must be consumed by fire
in a brass brazier.) Slick grease covers the ground in a 10-foot square
Duration: Instantaneous centered on a point within range and turns it into
difficult terrain for the duration.
You gain the service of a familiar, a spirit that takes
an animal form you choose: bat, cat, crab, frog When the grease appears, each creature standing
(toad), hawk, lizard, octopus, owl, poisonous in its area must succeed on a Dexterity saving
snake, fish (quipper), rat, raven, sea horse, spider, throw or fall prone. A creature that enters the area
or weasel. Appearing in an unoccupied space or ends its turn there must also succeed on a
within range, the familiar has the statistics of the Dexterity saving throw or fall prone.
chosen form, though it is a celestial, fey, or fiend
(your choice) instead of a beast.
Mage Armor
1st-level abjuration
Your familiar acts independently of you, but it
always obeys your commands. In combat, it rolls Casting Time: 1 action
its own initiative and acts on its own turn. A Range: Touch
familiar can't attack, but it can take other actions Components: V, S, M
as normal. Duration: 8 hours
When the familiar drops to 0 hit points, it You touch a willing creature who isn't wearing
disappears, leaving behind no physical form. It armor, and a protective magical force surrounds it
reappears after you cast this spell again. until the spell ends. The target's base AC becomes
13 + its Dexterity modifier. The spell ends if the
While your familiar is within 100 feet of you, you target dons armor or if you dismiss the spell as an
can communicate with it telepathically. action.
Additionally, as an action, you can see through
your familiar's eyes and hear what it hears until Sleep
the start of your next turn, gaining the benefits of 1st-level enchantment
any special senses that the familiar has. During
this time, you are deaf and blind with regard to Casting Time: 1 action
your own senses. Range: 90 feet
Components: V, S, M
As an action, you can temporarily dismiss your Duration: 1 minute
familiar. It disappears into a pocket dimension
where it awaits your summons. Alternatively, you This spell sends creatures into a magical slumber.
can dismiss it forever. As an action while it is Roll 5d8; the total is how many hit points of
temporarily dismissed, you can cause it to creatures this spell can affect. Creatures within 20
reappear in any unoccupied space within 30 feet of feet of a point you choose within range are affected
you. in ascending order of their current hit points
(ignoring unconscious creatures).
You can't have more than one familiar at a time. If
you cast this spell while you already have a Starting with the creature that has the lowest
familiar, you instead cause it to adopt a new form. current hit points, each creature affected by this
Choose one of the forms from the above list. Your spell falls unconscious until the spell ends, the
familiar transforms into the chosen creature. sleeper takes damage, or someone uses an action
to shake or slap the sleeper awake. Subtract each
Finally, when you cast a spell with a range of creature's hit points from the total before moving
touch, your familiar can deliver the spell as if it had on to the creature with the next lowest hit points.
cast the spell. Your familiar must be within 100 A creature's hit points must be equal to or less than
feet of you, and it must use its reaction to deliver the remaining total for that creature to be affected.
the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the Undead and creatures immune to being charmed
roll. aren't affected by this spell.
Grease When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot
1st-level conjuration
level above 1st.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: 1 minute