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Spell Descriptions for D&D 5e

Notes for my 5.0e game sessions. Lots of useful info for anyone interested.

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Jimmie Woods
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0% found this document useful (0 votes)
9 views4 pages

Spell Descriptions for D&D 5e

Notes for my 5.0e game sessions. Lots of useful info for anyone interested.

Uploaded by

Jimmie Woods
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Spell Name Spell Level School of Magic Cast Time Range Components Duration Standard Effects Additional Effects

Duration Standard Effects Additional Effects Class Book

Dragon flames blast from your feet granting you explosive speed, Using a 4th level spell slot or higher will increase
Concentration, up to 1 as well as a trail of heat is left on your path. Increase speed by your speed by 5' for each spell slot level above 3rd. Artificer, Ranger, Sorcerer,
Ashardalon's Stride 2nd Transmutation 1 Bonus Self V,S FToD
turn 20', does not provoke opportunity attacks. Objects and creatures The spell deals an additional 1d6 fire damage for Wizard
within 5' of you take 1d6 fire damage (only once each turn). each slot level above 3rd.

With a roar, you draw on the magic of dragons to transform


yoursel, taking on draconic features. You gain the following
benefits until the spell ends: Blindsight. 30' blindsight, and can
see anything in that range as long as it isn't behind total cover or
successfully hiding. Invisibility can be seen, albeit following the
V, S, M (Takes a statuette of a Concentration, up to 1
Draconic Transformation 2nd Transmutation 1 Bonus Self above mechanics. Breath Weapon. When you cast this spell, and n/a Druid, Sorcerer, Wizard FToD
dragon worth at least 500gp) turn
as a bonus action on subsequence turns for the duration, you can
exhale shimmering energy in a 60' cone, dealing 6d8 force
damage on a failed Dex save (DC of 8+prof+ability). Wings.
Incorporal wings sprout from your back, giving you a flying speed
of 60'.

You create a field of silvery light that surrounds a creature of your


choice within range (you can choose yourself). The field sheds
dim light out to 5'. While surrounded by the field, a creature
V, S, M (Takes a platinum-plated gains the following benefits: Cover. The creature has half cover. As a bonus action on subsequent rounds, you can
Concentration, up to 1
Fizban's Platinum Shield 3rd Abjuration 1 Bonus 60' dragon scale, worth at least Damage Resistance. The creature has resistance to acid, cold, move the field to another creature within 60' of Sorcerer, Wizard FToD
turn
500gp.) fire, lightning, and poison damage. Evasion. If the creature is the field.
subjected to an effect that allows it to make a Dex save to take
only half damage, the creature instead takes no damage if it
succeeds the save, and only half if it fails.

You fortify the fabric of the planes in a 30' cube you can see
within range. Within that area, portals close and can't be opened
V, S, M (a broken key, which the When you cast this spell using a spell slot of 6th
Gate Seal 4th Abjuration 1 Turn 60' 24 Hours for the duration. Spells and other effects that allow planar travel Sorcerer, Warlock, Wizard Planescape 5e
spell consumes) level of higher, the spell last until dispelled.
or open portals, such as gate or plane shift , fail if used to enter
or leave the area. The cube is stationary.

You fill a 20' cube you can see within range with fey and draconic
S,M (Takes a piece of crust from Concentration, up to 1
Nathair's Mischief 4th Illusion 1 Action 60' magic. Roll a d4 and consult chart. You can move the cube up to See pg20 for table. Bard, Sorcerer, Wizard FToD
an apple pie.) turn
10' before you roll.

You unleash a shimmering lance of psychic power from your


forehead at a creature that you cna see within range.
Alternatively, you can utter a creature's name. If the named
target is within range, it becomes the spell's target even if you
Increase the damage by 1d6 for each spell level
Raulothim's Psychic Lance 5th Enchantment 1 Action 120' V Instantaneous can't see it. If the named target isn't within range, the lance Bard, Sorcerer, Warlock, Wizard FToD
above 4th.
dissipates without effect. The target must make an Int save, with
failure resulting in 7d6 psychic damage (half on success), and is
incapacitated until the start of your next turn. On a successful,
the target is not incapacitated.

A burst of cold energy emanates from you in a 30' cone. Each


creature in that area must make a Con save , with failure dealing
3d8 cold damage and is hindered by ice formations for 1 turn, or
Increase damage by 1d8 damage for each spell
Rime's Binding Ice 6th Evocation 1 Action Self (30' cone) S,M (Takes a vial of meltwater) Instantaneous until it or another creature within reach of it uses an action to Sorcerer, Wizard FToD
level above 3rd.
break away the ice. A creature hindered by ice has its speed
reduced to zero. A successful save results in half damage and no
ice hinderance.

You call forth a draconic spirit. It manifest in an unoccupied space


that you can see within range. This corporeal form uses the
Draconic Spirit stat block (pg22 of FToD). When you cast this
spell, choose a family of dragon: chromatic, gem, or metallic. The
creature resembles a dragon f the chosen family, which
V, S, M (Takes an object with the When you cast this spell using a spell slot of 6th
Concentration, up to 1 determines certain traits in its stat block. The creature disappears
Summon Draconic Spirit 7th Conjuration 1 Action 60' image of a dragon engraved on it, level or higher, use the higher level wherever the Druid, Sorcerer, Wizard FToD
hour when it drops to 0 HP or when the spell ends. The creature is an
worth at least 500gp) spell's level appears in the stat block.
ally to you and your companion. In combat, the creature shares
your initiative count, but it takes its turn immediately after yours.
It obeys your verbal commands (no action required by you). If
you don't issue any, it takes the Dodge action and uses its move
to avoid danger.
For the duration, you sense the presence of portals, even inactive
ones, within 30' of yourself. In you detect a portal in this way,
you can use your action to study it. Make a DC 15 ability check
using your spellcasting ability. On a successful check, you learn
Concentration, up to 1 the destination plane of the portal and what portal key it
Warp Sense 2nd Divination 1 Action Self V, S, M (a razorvine leaf) n/a Sorcerer, Warlock, Wizard Planescape 5e
turn requires, then the spell ends. On a failed check, you learn nothing
and can't study that portal again using this spell until you cast it
again. The spell can penetrate most barriers but is blocked by 1'
of stone, 1" of common metal, a thin sheet of lead, or 3' of wood
or dirt.

You create a spectral globe around the head of a willing creature


you can see within range. The globe is filled with fresh air that
When you cast this spell using a spell slot of 3rd
lasts until the spell ends. If the creature has more than one head, Artificer, Druid, Ranger, Sorcerer
Air Bubble 2nd Conjuration 1 Action 60' S 24 Hours level or higher, you can create two additional Spelljammer 5e
the globe of air appears around only one heads (which is all the Wizard
globes of fresh air for each slot level above 2nd.
creature needs to avoid suffocation, assuming that all its heads
share the same respiratory system).

V, S, M (A crystal rod worth at Holding the rod used in the casting of the spell, you touch a Large
Create Spelljammer Helm 5th Transmutation 1 Action Touch least 5,000gp, which the spell Permanent or smaller chair that is unoccupied. The rod disappears, and the n/a Artificer, Wizard Spelljammer 5e
consumes) chair is transformed into a spelljammer helm.

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