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Ambassador of the Mages' Guild Nenarasto
Rese


Raised by Annie Roth, human bard, after she rescued him when his parents died. Student at the Mage Academy for several years before being called to put whathe has learned into action.


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Played by
ResePieces

Nenarasto "Rese"

High Elf Race
Magital/Arcane Student Origin
Divination Wizard 6 Class & Level
Lawful neutral Alignment
Runetharis Deity
Mage's Guild Faction
Ambassador Rank/Position
5 Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 12
+1
intelligence 19
+4
wisdom 13
+1
charisma 10
+0
Total Hit Dice 5
Hit Die
1d6+1
+3 proficiency bonus
+0 Strength
+2 Dexterity
+1 Constitution
+6 Intelligence
+4 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+7 Arcana
+0 Athletics
+0 Deception
+7 History
+1 Insight
+0 Intimidation
+7 Investigation
+3 Martial
+1 Medicine
+4 Nature
+4 Perception
+0 Performance
+0 Persuasion
+7 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
17
MV
1
Prestige
1
Attunement Slots
12
Armor Class
42
Hit Points
+3
Initiative
30 ft
Speed
WeaponAttackDamage
Dagger 1d20+4 1d4
Light Crossbow 1d20+4 1d8
shortsword 1d20+4 1d6
Attacks
Skills
Arcana, Martial, Religion, Investigation, History, Perception

Weapons
daggers, darts, slings, quarterstaffs, light crossbows, longsword, shortsword, shortbow, and longbow

Artisan tools
Cooking Utensils
Proficiences
Spell Save DC: 15
Spell Attack Mod: 7
Prepare 10 spells: Shield, Mage Armor, Levitate, Mirror Image, Misty Step, Blink, Counterspell, Fireball, Remove Curse, Sending
5 first level, 3 second level, 3 third level spell slots
***Cantrips & At Will***
Detect Magic

School: Divination (Ritual) Level: 1 Casting time: 1 Action Range: Self Components: V, S 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’ of stone, 1” of common metal, a thin sheet of lead, or 3’ of wood or dirt.


Fire Bolt
Fire Bolt
School: Evocation Level: Cantrip Casting Time: 1 action Range: 120 feet Components: V, S Target: creature or object 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 LevelsThis spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10)


Frostbite
Frostbite
School: Evocation Level: cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
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.
At higher Levels The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Mage Hand

SCHOOL: Conjuration LEVEL: Cantrip CASTING TIME: 1 Action RANGE/AREA: 30 ft
COMPONENTS: V, S 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.


Message

School: Transmutation Level: Cantrip Casting time: 1 Action Range: 120’
Components: V, S, M (a short piece of copper wire) Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.


Minor Illusion

School: Illusion Level: Cantrip Casting time: 1 Action Range: 30 feet
Components: S, M (a bit of fleece) 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.


Shape Water
Shape Water
LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft (5 ft )
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
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.


Toll the Dead
Toll the Dead
School: Necromancy Level: cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

***First Level Spells***
Absorb Elements

LEVEL 1st
CASTING TIME 1 Reaction *
RANGE/AREA Self
COMPONENTS S
DURATION 1 Round
SCHOOL Abjuration
ATTACK/SAVE None
DAMAGE/EFFECT Acid (...)
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

* - which you take when you take acid, cold, fire, lightning, or thunder damage


Cause Fear

School: Necromancy Level: 1 Casting Time: 1 bonus action Range: Self
Components: V, S Duration: Concentration, up to 1 minute
Living creatures must save or become frightened.


Charm Person

School: Enchantment Level: 1 Casting Time: 1 action Range: 30ft
Target: single Components: V, S Duration: 1 hour
Saving Throw: Wisdom Negates (ADV if you or companions are fighting it)

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails it is charmed by you until the spell ends or until you or your companions do something harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends it knows it has been charmed.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.They must be within 30ft of each other when you target them.


Chromatic Orb

Evocation
Level: 1
Casting time: 1 Action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
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 level
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.


Color Spray
Color Spray
School: illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V S M (A pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round Classes: Sorcerer, Wizard
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. 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.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.


Comprehend Language
Comprehend Languages
School: Divination (Ritual) Level: 1 Casting time: 1 Action Range: Self
Components: V, S, M (a pinch of soot and salt) Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.


Expeditious Retreat

School: Transmutation
Level: 1st
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.


False Life

Level: 1st
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.


Feather Fall

School: Transmutation Level: 1 Casting Time: 1 reaction Range: 60 feet
Components: V, M (a small feather or piece of down) Duration: 1 minute
Trigger: when you or a creature within 60 feet of you falls
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.


Find Familiar

School: Conjuration Level: 1st (ritual) Casting Time: 1 hour Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs burned in brass brazier)
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.
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.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. 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.
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.


Fog Cloud

School: Conjuration Level: 1 Casting time: 1 Action Range: 120 feet
Components: V, S Duration: Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.


Grease

School: Conjuration Level: 1st Casting Time: 1 action Range: 60 feet
Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.


Ice Knife

1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
Duration: Instantaneous
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 the point where the ice exploded 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.


Longstrider

School: Transmutation Level: 1 Casting time: 1 Action Range: Touch
Components: V, S, M (a pinch of dirt) Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Mage Armor

School: Abjuration
Level: 1st
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.


Magic Missile
Magic Missle
School: Evocation Level: 1 Casting Time: 1 action Range: 120'
Components: V S 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 above 1st.


Jump
Jump
School: transmutation Casting Time: 1 action Range: Touch Components: V S M (A grasshopper's hind leg) Duration: 1 minute Classes: Druid, Ranger, Sorcerer, Wizard
You touch a creature. Its jump distance is tripled until the spell ends.


Protection From Evil and Good
Protection From Evil and Good
School: abjuration Casting Time: 1 action Range: Touch Components: V S M (Holy water or powdered silver and iron, which the spell consumes) Duration: Up to 10 minutes Classes: Cleric, Paladin, Warlock, Wizard
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


Ray of Sickness
Ray of Sickness
School: Necromancy Level: 1 Casting time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous Classes: Sorcerer, Wizard
A ray of sickening greenish energy lashes out toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher level: 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.


Shield

School: Abjuration Level: 1st Casting Time: 1 reaction Range: Self
Components: V, S Duration: 1 round
Trigger: when you are hit by an attack or targeted by magic missile
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

School: Enchantment Level: 1 Casting time: 1 Action Range: 90 feet
Components: V, S, M (a pinch of find sand, rose petals, or a cricket) 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.


Silent Image

School: Illusion Level: 1 Casting time: 1 Action Range: 60 feet
Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes
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. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.


Snare

School: abjuration Level: 1 Casting Time: 1 minute Range: Touch
Components: V, S, M (30 feet of cord or rope, which is consumed by the spell)
Duration: Until dispelled or triggered
While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.
The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.
The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.


Tasha’s hideous laughter

School: enchantment Level: 1 Casting Time: 1 action Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target had advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.


Tenser’s Floating Disc


School: conjuration (ritual) Level: 1 Casting Time: 1 action Range: 30 feet
Components: V, S, M (a drop of mercury) Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.


Thunderwave

School: Evocation Level: 1 Casting time: 1 Action Range: Self (15' cube)
Components: V, S Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
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.


Unseen Servant
Conjuration (Ritual)
Level: 1
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour

This spell creates an invisible, mindless, shapeless 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***
Blindness/ deafness
Necromancy
Level: 2nd
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

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.


Crown Of Madness

level 2 - Enchantment
Casting Time: 1 action
Range: 120 ft.
Target: 1 target
Components: V, S
Duration: Up to 1 minute
Saving Throw: Wisdom Negates
Concentration: Yes
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.



Darkness

2 evocation
Casting Time: 1 action
Range: 60 feet
Components: V M (Bat fur and a drop of pitch or piece of coal)
Duration: Up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
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.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.


Detect thoughts

Divination
Level: 2nd
Casting Time: 1 action
Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it w orries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.


Gentle Repose

2 necromancy
Casting Time: 1 action
Range: Touch
Components: V S M (A pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days
Classes: Cleric, Wizard
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.


Hold Person

2nd-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.


Invisibility

2nd-level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, 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.


Levitate

2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes.

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.


Magic weapon

2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.


Mirror image

2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 Minute

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 use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.


Misty Step

2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


Phantasmal Force

Illusion
Level: 2
Casting time: 1 Action
Range: 60 feet
Components: V, S, M (a bit of fleece)
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.


Pyrotechnics

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose an area of flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke.

Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.


See invisibility

2nd-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of tale and a small sprinkling of powdered silver)
Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.


Spider Climb

2 transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A drop of bitumen and a spider)
Duration: Up to 1 hour
Classes: Sorcerer, Warlock, Wizard
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.


Suggestion

2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.


Warding wind

School: evocation
Attack/Save: N/A
Casting Time: 1 action
Range: Self (10 ft)
Components: V
Duration: Concentration up to 10 Minutes
Damage/Conditions: Deafened
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.


***Third Level Spells***
Blink

Blink
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.


Clairvoyance

Clairvoyance
LEVEL
3rd
CASTING TIME
10 Minutes
RANGE/AREA
1 mile
COMPONENTS
V, S, M *
DURATION
Concentration 10 Minutes
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection (...)
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
* - (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)



Counterspell
Counterspell
3rd-level abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.


Dispel Magic

Dispel Magic
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.


Fear

Fear
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Self (30 ft )
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Illusion
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Frightened
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.


FIreball

Fireball
3rd-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Fly

Fly
3 transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A wing feather from any bird)
Duration: Up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.


Gaseous Form
Gaseous Form
Gaseous Form
3 transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (A bit of gauze and a wisp of smoke)
Duration: Up to 1 hour
Classes: Sorcerer, Warlock, Wizard
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.


Glyph of Warding

Glyph of Warding
LEVEL
3rd
CASTING TIME
1 Hour
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Until Dispelled or Triggered
SCHOOL
Abjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Acid (...)
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
* - (incense and powdered diamond worth at least 200 gp, which the spell consumes)


Haste

Haste
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
30 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.


Hypnotic Pattern
Hypnotic Pattern
LEVEL: 3rd CASTING TIME: 1 Action RANGE/AREA: 120 ft (30 ft ) COMPONENTS: S, M * DURATION: Concentration 1 Minute SCHOOL: Illusion ATTACK/SAVE: WIS Save DAMAGE/EFFECT: Charmed
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.


Leomund's Tiny Hut
Leomund’s Tiny Hut
SchoolEvocation Level: 3 Casting time: 1 Minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.


Phantom Steed
Phantom Steed
LEVEL: 3rd CASTING TIME: 1 Minute Ritual RANGE/AREA: 30 ft COMPONENTS: V, S DURATION: 1 Hour SCHOOL: Illusion ATTACK/SAVE: None DAMAGE/EFFECT: Movement
A Large quasi-real, horselike 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. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.


Remove Curse
Remove Curse
LEVEL: 3rd CASTING TIME: 1 Action RANGE/AREA: Touch COMPONENTS: V, S DURATION: Instantaneous SCHOOL: Abjuration ATTACK/SAVE: None DAMAGE/EFFECT: Buff
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but breaks its owner's attunement to the object so it can be removed or discarded.


Sending
Sending
LEVEL: 3rd CASTING TIME: 1 Action RANGE/AREA: Unlimited COMPONENTS: V, S, M * DURATION: 1 Round SCHOOL: Evocation ATTACK/SAVE: None DAMAGE/EFFECT: Communication
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.


Thunder Step
Thunder Step
Conjuration Level: 3 Casting time: 1 Action Range: 90 feet Components: V Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher level: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.


Wall of Water
Wall of Water
level 3 - evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Spellcasting
Carried/Encumbrance; 126.7/150 lb.
Fighting/Magic Gear:19lbs
Loc
Fighting GearQuant.Lbs.
Spellbook13Worn
Component Pouch12Worn
Find Familiar Components1-Pouch
Arcane focus (crystal)11Worn
shortsword12Worn
Light crossbow15Worn
Crossbow Bolt Case11Worn
Crossbow Bolts201Case
Crossbow Bowstrings5-Sack
Travelling Clothes14Worn
Guild Ring1-Worn
Taltaken Belt/td]1-Worn
When hard casting Enhance Ability, select two instead of one of the options available.
Taltaken Vambrace/td]1-Worn
AC from shield is increased by 6 instead of 5


Adventuring/Misc Gear in Backpack
58.2 lbs
Item#Lbs.
Backpack15
Chalk1-
Small knife1-
Canvas11.7
Bedroll17
Blanket13
Healer’s Kit13
Calligrapher's Tools15
Cook’s Utensils18
Mess kit11
Tinderbox11
Steel Mirror10.5
Rations24
Waterskin210
Silk Rope50ft5
Hammer13
Pitons41
Plushie1-
    • Laylat wearing her wedding gown


Consumables in 4' long sack
1 lb
[td2
Item#Lbs.
Scroll of Shield1-
scroll of cure wounds1-
Scroll of absorb elements1-
scroll of chaos bolt/b]1-
potion of growth/b]10.5
potion of Animal Friendship/b]10.5
antivenom/b]1


Consumables/bandoliers: 8.5 lb

1 bandolier 1 lb (worn)
Contains: 1 Scroll of Gentle Repose, 1 basic healing potion 0.5 lb, 1 scroll of Shield

1 bandolier 1 lb (worn)
Contains: 1 Scroll of Absorb Elements, 1 greater healing potion 0.5 lb, 1 scroll of false life

1 bandolier 1 lb (clipped to backpack)
Contains: 1 greater healing potion 0.5 lb, 1 scroll of lesser restoration, 1 Scroll of Create Water

1 bandolier 1 lb (clipped to backpack)
Contains: 1 scroll of fog cloud, 1 bottled breath 0.5 lb, 1 scroll of Tasha's Hideous Laughter

1 bandolier 1 lb (contains) (clipped to backpack)
Contains: 1 greater healing potion 0.5 lb, 1 Potion of Heroism 0.5 lb, 1 basic healing potion 0.5 lb


Wealth

1 belt pouch containing 180.8 gp


Tokens & Crafting Materials

21 Crafting Tokens
1 Majitalian Ancient Rune (in bank)

Materials for current project:
1 half plate armor (base) 40 lb
1 Pearlescent Orb (enhancement)
1 Shard of Chaos (adornment)

Equipment
Mage's Guild
Faction
The Specialist
Stat Array
Darkvision (60 ft.)
Keen Senses
Fey Ancestry
Trance
Elf Weapon Training
Spellcasting
Arcane Recovery
Arcane Tradition (Divination)
Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.


Expert Diviner
Expert Divination
Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.


Languages: Common,Elven, Draconic
Ambassador to the Mage's Guild: +5 HP
Loyalty: +1hp ea. (currently +5)

Notes: currently familiar is Tressym form
https://tinyurl.com/Nenarasto-Tressym-Familiar
-----------------
Change Log: https://docs.google.com/spreadsheets/d/1WhyPX2tvpLDrZ75vOtjFMZ8oAfzGKXx89aBqxeKfFfE/edit?usp=sharing
Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.

The major events and journals in Nenarasto's history, from the beginning to today.

The list of amazing people following the adventures of Nenarasto.

Played by
ResePieces