Koren Onngr Spellbook

Download as pdf or txt
Download as pdf or txt
You are on page 1of 6

Prepared Spells (7 at 3rd level)

Chromatic Orb (1)


Detect Magic (1, R, C)
Magic Missile (1)
Shield (1)
Sleep (1)
Phantasmal Force (2, C)
Web (2, C)

Cantrips
Minor Illusion (S, M - a bit of fleece)
Illusion cantrip; casting time: 1 action; range: 30 feet; duration: 1 minute
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 different
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
effect. 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 to the creature.

Mage Hand (V, S)


Conjuration cantrip; casting time: 1 action; range: 30 feet; duration: 1 minute
A spectral, floating 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 magical items, or carry more than 10 pounds.
(from Telekinetic feat) You learn the mage hand cantrip. You can cast it without verbal or
somatic components, and you can make the spectral hand invisible. If you already know this
spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability
increased by this feat.
Prestidigitation (V, S)
Transmutation cantrip; casting time: 1 action; range: 10 feet; duration: up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the
following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of
wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving 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 fit 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 effects
active at a time, and you can dismiss such an effect as an action.

Firebolt (V, S)
Evocation cantrip; casting time: 1 action; range: 120 feet; duration: instantaneous
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 1d10 fire damage. A flammable object hit by this spell ignites
if it isn’t being worn or carried.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th
level (3d10), and 17th level (4d10).

1st Level Spells


Chromatic Orb (V, S, M - a diamond worth at least 50 gp)
1st-level evocation; casting time: 1 action; range: 90 feet; duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You
choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make
a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the
type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
increases by 1d8 for each slot level above 1st.

Detect Magic (Ritual, Concentration, V, S)


1st-level divination; casting time: 1 action; range: self; duration: concentration, 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 is blocked by 1 foot of stone, 1 inch of common metal,
a thin sheet of lead, or 3 feet of wood or dirt.

Find Familiar (Ritual, V, S, M - 10 gp worth of charcoal, incense, and herbs that must be
consumed by fire in a brass brazier)
1st-level conjuration; casting time: 1 hour; range: 10 feet; duration: instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab,
frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse,
spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics
of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls
its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as
normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It
reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar
to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is
temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of
you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it
leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it telepathically.
Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until
the start of your next turn, gaining the benefits of any special senses that the familiar has. During
this time, you are deaf and blind with regard to your own senses.
You can’t have more than one familiar at a time. If you cast this spell while you already have a
familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list.
Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it
had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to
deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier
for the roll.

Identify (Ritual, V, S, M - a pearl worth at least 100 gp and an owl feather)


1st-level divination; casting time: 1 minute; range: touch; duration: instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic
item or some other magic-imbued object, you learn its properties and how to use them, whether it
requires attunement to use, and how many charges it has, if any. You learn whether any spells are
affecting the item and what they are. If the item was created by a spell, you learn which spell
created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently
affecting it.

Magic Missile (V, S)


1st-level evocation; casting time: 1 action; range: 120 feet; duration: instantaneous
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.

Shield (V, S)
1st-level abjuration; casting time: 1 reaction, which you take when you are hit by an attack or
targeted by the magic missile spell; range: self; duration: 1 round
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 magic missile.

Sleep (V, S, M - a pinch of fine sand, rose petals, or a cricket)


1st-level enchantment; casting time: 1 action; range: 90 feet; duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of
creatures this spell can affect. Creatures within 20 feet of a point you choose within range are
affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected 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 affected. Undead and creatures immune to
being charmed aren’t affected 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.

Unseen Servant (Ritual, V, S, M - a piece of string and a bit of wood)


1st-level conjuration; casting time: 1 action; range: 60 feet; duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at
your command until the spell ends. The servant springs into existence in an unoccupied space on
the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it
drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up
to 15 feet and interact with an object. The servant can perform simple tasks that a human servant
could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food,
and pouring wine. Once you give the command, the servant performs the task to the best of its
ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from
you, the spell ends.

Second Level Spells


Phantasmal Force (Concentration, V, S, M - a bit of fleece)
2nd-level illusion; casting time: 1 action; range: 60 feet; duration: concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The
target must make an Intelligence saving throw. On a failed save, you create a phantasmal object,
creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and
that is perceivable only to the target for the duration. This spell has no effect on undead or
constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check
against your spell save DC. If the check succeeds, the target realizes that the phantasm is an
illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target
rationalizes any illogical outcomes from interacting with the phantasm. For example, a target
attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the
bridge. If the target survives the fall, it still believes that the bridge exists and comes up with
some other explanation for its fall; it was pushed, it slipped, or a strong wind might have
knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the
illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm
created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the
phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet
of the phantasm, provided that the illusion is of a creature or hazard that could logically deal
damage, such as by attacking. The target perceives the damage as a type appropriate to the
illusion.

Web (Concentration, V, S, M - a bit of spiderweb)


2nd-level conjuration; casting time: 1 action; range: 60 feet; duration: concentration, up to 1 hour
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill
a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure
their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a
floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your
next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a
Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the
webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell
save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round,
dealing 2d4 fire damage to any creature that starts its turn in the fire.

You might also like