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Spells & Cantrips

In this section you will find Cantrips and Spells with their descriptions - for all classes.

Note that Spells of certain levels require Player Character to have a spell slot of corresponding level available to be casted.

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Below you will find a small legend for easier browsing.

V - Verbal Component

S - Somatic Component
X tiles - Spell's range

self - Spell is castable only on you

A - Action
BA - Bonus Action

R - Reaction

(1) - The number is a Spell Slot the spell uses.

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Cantrips

Bard's Cantrips 

Thunderclap - You create a burst of thunderous sound that can be heard up to 12 tiles away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

Viscious Mockery - You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Cleric's Cantrips

Hand of Radiance - You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.

Sacred Flame - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

Toll the Dead - 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

Word of Radiance - You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

Druid's Cantrips

Frostbite - 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.

Gust - You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 1 tile away from you. 

You create a harmless sensory effect using air, such as causing wind to slam the doors shut.

Magic Stone - You imbue a pebble with magic - and throw it at a chosen enemy in line of sight within range of 6 tiles. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier

Poison Spray - You extend your hand towards  a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Thunderclap - You create a burst of thunderous sound that can be heard up to 12 tiles away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

Bard Cantrips
Druid Cantrips
Cleric Cantrips
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Sorcerer's Cantrips

Acid Splash - You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

Chill Touch - You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

Fire Bolt - 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.

Frostbite - You imbue a pebble with magic - and throw it at a chosen enemy in line of sight within range of 6 tiles. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier

Gust - You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 1 tile away from you. 

You create a harmless sensory effect using air, such as causing wind to slam the doors shut.

Poison Spray - You extend your hand towards  a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Ray of Frost - 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 1 tile until the start of your next turn.

Shocking Grasp - Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armour made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

Thunderclap - You create a burst of thunderous sound that can be heard up to 12 tiles away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

Warlock's Cantrips

Chill Touch - You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

Eldritch Blast - A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

Frostbite - You imbue a pebble with magic - and throw it at a chosen enemy in line of sight within range of 6 tiles. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier

Poison Spray - You extend your hand towards  a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

Thunderclap - You create a burst of thunderous sound that can be heard up to 12 tiles away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

Toll the Dead - 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

Warlock Cantrips
Sorcerer Cantrips
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Wizard's Cantrips

Acid Splash - You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

Chill Touch - You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

Fire Bolt - 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.

Frostbite - You imbue a pebble with magic - and throw it at a chosen enemy in line of sight within range of 6 tiles. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier

Gust - You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 1 tile away from you. 

You create a harmless sensory effect using air, such as causing wind to slam the doors shut.

Poison Spray - You extend your hand towards  a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

 

Ray of Frost - 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 1 tile until the start of your next turn.

Toll the Dead - 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.

Shocking Grasp - Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armour made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

Thunderclap - You create a burst of thunderous sound that can be heard up to 12 tiles away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

Wizard Cantrips
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Spells

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Cleric Spells (by class)

Level One Spells (Novice)

Command (V, 6 tiles, A) - You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Approach - The target moves toward you by the shortest and most direct route, ending its turn if it moves 1 tile closer to you.

Drop -  The target drops whatever it is holding and then ends its turn.

Halt - The target doesn’t move and takes no actions.

Healing Word (V, 6 tiles, BA) - A target of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Inflict Wounds (V, S, 1 tile, A) Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 Necrotic Damage.

Shield of Faith (V, S, 6 tiles, BA) - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration of one turn.

Level Two Spells (Adept)

Aid (V, S, 3 tiles, A) - Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

Calm Emotions (V, S, 6 tiles, A)You attempt to suppress strong emotions of a person of your choice within 6 tiles of you. The creature must make a Charisma saving throw. Upon its failure, it is freed from Charmed or Frightened status.
This spell additionally has a fluff out-
of-combat effect - you can cast it on a participant of a heated discussion to try and calm their emotions. It is bound to have some effect, but in the end it depends on the other Player's decision whether it would be enough to cease hostilities.

Inspiring Presence (V, S, 1 tile, A) - You touch a target and bestow upon them a magical inspiration. For the duration of 3 turns, the target receives +1 to Int, Wis and Char saving throws. 

Silence (V, S, 12 tiles, A) - You select a target and mute them for the duration of 1 turn. Any spells or abilities that require Verbal element cannot be used by silenced target.

Prayer of Healing (V, 3 tiles, A) - Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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Level Three Spells (Adept)

Dispel Magic (V, S, 12 tiles, A) - Choose a target that is affected by a magical effect. You then spend your action to attempt to dispel any positive or negative magical spells that influence them. You roll 1d20 + your spellcasting modifier versus DC of 10 + spell's level to dispel it. On a successful check, the spell ends.

Mass Healing Word (V, 6 tiles, BA) - As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Motivational Speech (V, 6 tiles, A) Choose up to five targets within range that can hear you. For the duration of combat, each affected target gains 5 temporary hit points and gains +1 to Charisma saving throws.

Life Transference (V, S, 3 tiles, A) - You sacrifice some of your health to mend another creature’s injuries. You take 3d8 necrotic damage, which can’t be reduced in any way, and you select one target of your choice that you can see within range, the target heals for 6d8.

Spirit Shroud (V, S, self, BA) - You call forth spirits of the dead, which flit around you for the spell’s duration. For next three turns, any attack against the target up to one tile from you deals 1d8 extra cold damage. Any target that takes this damage can’t regain hit points until the start of your next turn, becoming effectively Blighted.

In addition, if a Player Character starts their turn within one tile of you while the effect is active - they lose 1 Movement.

Level Four Spells (Practitioner)

Freedom of Movement (V, S, 1 tile, A) - You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain (e.g. passing through obstacles that trigger your IG climbing but are not climbing), and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 1 tile of Movement to automatically escape from nonmagical restraints, such as a bola or a creature that has it grappled.

Banishment (V, S, 6 tiles, A) - You attempt to send one target that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished for one turn. During the duration the target cannot move, cannot take Action or Bonus action that would target anyone but themselves.

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Cleric Spells (by Subclasses)

Life Domain (Novice)

Bless (1) (V, S, 3 tiles, A) - You bless up to three targets of your choice within range. Targets receive +2 to Attack Bonus till the end of combat.

Cure Wounds (1) (V, S, 1 tile, A) - A target you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Modifier. This spell has no effect on undead or constructs.

Life Domain (Practitioner)

Beacon of Hope (3) (V, S, 3 tiles, A) - This spell bestows hope and vitality. Choose any number of targets within range. For the duration, each target gains +1 to Wisdom saving throws and regains the maximum number of hit points possible from any healing.

Lesser Restoration (2) (V, S, 1 tiles, A) - You touch a target and remove following, negative statues - if they are present: Blinded, Deafened, Paralysed, Poisoned.

 

Revivify (3) (V, S, 1 tile, A) - You touch a target that has been downed in combat. That target returns to life with 10 Hit Points and takes turn right after you in turn order.
 

Life Domain (Expert)

Death Ward (4) (V, S, 1 tile, A) - You touch a target and grant them a measure of protection from being downed. The first time the target would drop to 0 Hit Points as a result of taking damage, the target instead drops to 1 Hit Point and the spell ends.

Mass Cure Wounds (5) (V, S, 1 tile, A) - A wave of healing energy washes over targets of your choice and area around them. The spell restores Hit Points equal to 3d8+ your Spellcasting Modifier to the targets. This spell has no effect on udead or constructs.

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Light Domain (Novice)

Burning Hands (1) (V, S, 2 tiles, A) - You shoot forth a thin sheet of flames at one target. They and creatures up to 1 tile around it must make a Dexterity saving throw. They take 3d6 fire damage on a failed save or half of it on successful one.

Bane (1) (V, S, 3 tiles, A) - Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw they receive -2 to Attack Bonus until the end of combat.

Light Domain (Practitioner)

Scorching Ray (2) (V, S, 12 tiles, A) - You create three rays of fire and hurl them at up to three targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

Haste (3) (V, S, 1 tiles, A) - Choose a willing creature that you can see within range. For next three turns the target’s Movement is doubled, it gains a +2 bonus to AC, it gains +1 to Dexterity saving throws and it receives an additional action on each of its turns. That action can be used only to take the Attack, Dash or equip a weapon. 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.
 

Light Domain (Expert)

Fireball (3) (V, S, 15 tiles, A) - A bright streak flashes from your pointing finger and wanders towards your target in a violent explosion. The target and each creature up to 2 tiles away from them must make a Dexterity saving throw. They take 6d6 fire damage on a failed save, or half as much damage on a successful one.

Flame Strike (5) (V, S, 6 tile, A) - A column of divine fire roars down from the heavens at a target of your choice and each creature within 1 tile range from them. Affected need to make a Dexterity saving throw. The targets take 3d6 fire damage and 3d6 radiant damage on a failed save, or half as much damage on a successful one.

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Twilight Domain (Novice)

Sleep (1) (V, S, 9 tiles, A) - The target of your choice has to make Wisdom check, upon failure the target is put to sleep until the end of their turn or until they receive damage. When asleep the target cannot perform any actions. If you target race immune to Sleep Effects, the spell fails. The spell has 1 turn cooldown.

Bane (1) (V, S, 3 tiles, A) - Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw they receive -2 to Attack Bonus until the end of combat.

Twilight Domain (Practitioner)

Moonbeam (2(V, S, 12 tiles, A) - A silvery beam of pale light shines down on a target of your choice. The target and everyone within 1 tile of the target has to succeed Constitution saving throw or take 2d10 Radiant Damage. If the target or anyone around the target is shapeshifted, they are reverted to their original form.

Fear (3) (V, S, 3 tiles, A) - You project a phantasmal image of your target's worst fears. Up to three targets within 3 tiles radius of you must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for 1 turn.
 

Twilight Domain (Expert)

Aura of Vitality (3) (V, 3 tiles, A) - Healing energy radiates from you in an aura within a 3 tile radius. It affects you and unlimited friendly targets of your choice. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. It lasts for 3 turns.

Aura of Life (4) (V, 3 tiles, A) - Life-preserving energy radiates from you in an aura within a 3 tile radius. You and unlimited friendly targets of your choice gain resistance to Necrotic Damage for 1 turn, additionally you and affected by the spell targets cannot drop below 1 Hit Point during that turn.

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Death Domain (Novice)

False Life (1) (V, S, self, A) - You bolster yourself with a necromantic facsimile of life, you gain 1d4+4 temporary Hit Points until you finish a Long Rest.

Ray of Sickness (1) (V, S, 6 tiles, A) - A ray of sickening greenish energy lashes out towards a target within range. The target has to succeed on a Constitution saving throw or take 2d8 Poison Damage. Additionally, on a failed save, the target becomes poisoned for 1 turn, taking 1d4 damage.

Death Domain (Practitioner)

Blindness (2(V, S, 3 tiles, A) - Target of your choice has to succeed on Constitution saving throw or become blinded of the duration of 1 turn. When blinded, the target automatically fails their Dexterity saving throws and receives -2 penalty to Attack. Additionally, blinded target is forced to attack nearest, to them, hostile character. The spell has 1 turn cooldown.

Ray of Enfeeblement (3) (V, S, 6 tiles, A) - A black beam of enervating energy springs from your fingers towards a creature within range. If the target fails Constitution saving throw, they receive -2 to Strength for the duration of 2 turns.

 

Vampiric Touch (3) (V, S, 1 tiles, A) - The touch of your shadow-wreathed hand can siphon life force from your target to heal your wounds. You make a melee spell attack vs target's AC, upon success you deal 3d6 Necrotic Damage and you heal for the damage you dealt.
 

Death Domain (Expert)

Blight (4) (V, S, 3 tiles, A) - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 6d8 Necrotic Damage on a failed save and for the duration of 1 turn the target receives Blighted status - upon successful check, the target receives half of the damage and is not affected by Blighted status. This spell has no effect on undead or constructs. 

Cloudkill (5) (V, S, 12 tiles, A) - You summon poisonous, yellow-green fog centred on a target you choose within range. The fog spreads in a radius of 3 tiles, everyone within that area, along with your initial target must succeed on a Constitution saving throw or take 5d8 Poison Damage and become Poisoned for 1d6 for 3 turns, additionally they receive Blighted status and cannot be healed for the duration of 1 turn. Anyone who succeeds on a saving throw takes half of the damage and is not affected by negative statuses.

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Paladin Spells (by class)

Level One Spells (Novice)

Bless (V, S, 3 tiles, A) - You bless up to three targets of your choice within range. Targets receive +2 to Attack Bonus till the end of combat.

Cure Wounds (V, S, 1 tile, A) - A target you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Modifier. This spell has no effect on undead or constructs.

Shield of Faith (V, S, 6 tiles, BA) - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration of one turn.

Level Two Spells (Adept)

Aid (V, S, 3 tiles, A) - Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

Branding Smite (V, self, BA) - You imbue your weapon with astral radiance. Your next attack deals 2d6 Radiant Damage to the target of your choice within melee range. Your target's weaknesses become exposed. For the duration of next 2 turns they receive penalty -1 to AC.

Protection from Poison (V, S, 1 tile, A) - You touch a target within range. If they are Poisoned, you remove all poisons that affect the target. Additonally, if the target you cured becomes poisoned in the next turn, you can use this ability as a Free Action to cure them. This Free Action can be used only once per combat.

Level Three Spells (Professional)

Crusader's Mantle (V, 3 tiles, A) - Holy power radiates from you in an aura with a radius of 3 tiles, awakening boldness in up to 4 targets of your choice. For the duration of 3 turns each target you've selected (including you) deals an extra 1d4 Radiant Damage when it hits with a weapon attack.

Dispel Magic (V, S, 12 tiles, A) - Choose a target that is affected by a magical effect. You then spend your action to attempt to dispel any positive or negative magical spells that influence them. You roll 1d20 + your spellcasting modifier versus DC of 10 + spell's level to dispel it. On a successful check, the spell ends.

Aura of Vitality (V, 3 tiles, A) - Healing energy radiates from you in an aura within a 3 tile radius. It affects you and unlimited friendly targets of your choice. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. It lasts for 3 turns.

Level Four Spells (Master)

Death Ward (V, S, 1 tile, A) - You touch a target and grant them a measure of protection from being downed. The first time the target would drop to 0 Hit Points as a result of taking damage, the target instead drops to 1 Hit Point and the spell ends.

Aura of Purity (V, 3 tiles, A) - Purifying energy radiates from you in an aura with 3 tiles radius. On cast, every ally you choose is cleansed of following statuses: Blinded, Charmed, Frightened, Paralysed, Poisoned and Dazed. Additionally everyone affected receives resistance to Poison Damage for the duration of 3 turns.

Staggering Smite (V, self, BA) - Your next attack with a melee weapon pierces both body and mind. The attack deals an extra 4d6 Psychic Damage to the target. The target must make a Wisdom saving throw. On a failed save they receive -5 penalty to Attack and Spellcasting, and can't take Reactions for 2 turns.

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Paladin Spells (by Subclasses)

Oath of Conquest (Novice)

Command (1) (V, 6 tiles, A) - You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.

Approach - The target moves toward you by the shortest and most direct route, ending its turn if it moves 1 tile closer to you.

Drop -  The target drops whatever it is holding and then ends its turn.

Halt - The target doesn’t move and takes no actions.

Armour of Agathys (1) (V, S, self, A) - For the duration of 2 turns you gain 5 temporary Hit Points. Additionally when you are hit with a melee attack, the attacker takes 5 Cold Damage.

Oath of Conquest (Practitioner)

Shatter (2) (V, S, 6 tiles, A) - You choose a target. Everyone within 2 tiles of your target must make a Constitution saving throw. They take 3d8 Thunder Damage on a failed save, or half as much damage on a successful one.

Mind Spike (2) (V, S, 6 tiles, A) - You reach into the mind of one target you can see within range. The target must make a Wisdom saving throw, taking 3d8 Psychic Damage on a failed save, or half as much damage on a succesful save.
 

Oath of Conquest (Expert)

Fear (3) (V, S, 3 tiles, A) - You project a phantasmal image of your target's worst fears. Up to three targets within 3 tiles radius of you must succeed on a Wisdom saving throw or drop whatever it is holding and become Frightened for 1 turn.

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Oath of Devotion (Novice)

Healing Word (1) (V, 6 tiles, BA) - A target of your choice that you can see within range regains hit points equal to 1d4 +your Spellcasting Ability Modifier. This spell has no effect on undead or constructs.

Heroism (1) (V, 1 tile, A) - A willing target you touch is imbued with bravery. If the target is Frightened, they are cleansed of the status. Additionally, the target receives +5 temporary Hit Points and their Attack is increased by +2 for 1 turn..

Oath of Devotion (Practitioner)

Lesser Restoration (2) (V, S, 1 tiles, A) - You touch a target and remove following, negative statues - if they are present: Blinded, Deafened, Paralysed, Poisoned.

Mental Barrier (2) (V, self, R) - When you are forced to make an Intelligence, a Wisdom, or a Charisma saving throw you use your reaction to protect your mind with a wall of looping, repetetive thought. Until the start of your next turn, you have +1 to Intelligence, Wisdom, and Charisma saving throws. Additionally, you receive resistance to Psychic Damage.

Oath of Devotion (Expert)

Beacon of Hope (3) (V, S, 3 tiles, A) - This spell bestows hope and vitality. Choose any number of targets within range. For the duration, each target gains +1 to Wisdom saving throws and regains the maximum number of hit points possible from any healing.

Spirit Shroud (3) (V, S, self, BA) - You call forth spirits of the dead, which flit around you for the spell’s duration. For next three turns, any attack against the target up to one tile from you deals 1d8 extra cold damage. Any target that takes this damage can’t regain hit points until the start of your next turn, becoming effectively Blighted.

In addition, if a Player Character starts their turn within one tile of you while the effect is active - they lose 1 Movement.

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Oath of Redemption (Novice)

Sleep (1) (V, S, 9 tiles, A) - The target of your choice has to make Wisdom check, upon failure the target is put to sleep until the end of their turn or until they receive damage. When asleep the target cannot perform any actions. If you target a race immune to Sleep Effects, the spell fails. The spell has 1 turn cooldown.

Charm Person (1) (V, S, 3 tiles, A) - You attempt to charm a target you can see within range. It must make a Wisdom saving throw or becomes Charmed for the duration of 2 turns. While Charmed, the person cannot attack the caster. Any damage inflicted upon charmed target by the caster will immediately remove status Charmed. 
For more information regarding Charm, please read Status Table.

Oath of Redemption (Practitioner)

Calm Emotions (2) (V, S, 6 tiles, A) - You attempt to suppress strong emotions of a person of your choice within 6 tiles of you. The creature must make a Charisma saving throw. Upon its failure, it is freed from Charmed or Frightened status.This spell additionally has a fluff out-of-combat effect - you can cast it on a participant of a heated discussion to try and calm their emotions. It is bound to have some effect, but in the end it depends on the other Player's decision whether it would be enough to cease hostilities.

Strengthening Bond (2) (V, S, 1 tile, A) - You touch a target and strengthen their physique. For the duration of 3 turns, the target receives +1 to Str, Dex and Con saving throws. 

Oath of Redemption (Expert)

Beacon of Hope (3) (V, S, 3 tiles, A) - This spell bestows hope and vitality. Choose any number of targets within range. For the duration, each target gains +1 to Wisdom saving throws and regains the maximum number of hit points possible from any healing.

Revivify (3) (V, S, 1 tile, A) - You touch a target that has been downed in combat. That target returns to life with 10 Hit Points and takes turn right after you in turn order.

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Oath of Vengeance (Novice)

Bane (1) (V, S, 3 tiles, A) - Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw they receive -2 to Attack Bonus until the end of combat.

Hunter's Mark (1) (V, 9 tiles, BA) - You choose a target you can see within range and mystically mark it as your quarry. The mark lasts 3 turns, and while it's present you deal 1d6 damage to the target whenever you hit it with a weapon attack. If the targets drop to 0 Hit Points before this spell ends, you can use a bonus action on a subsquent turn of yours to mark a new target.

Oath of Vengeance (Practitioner)

Misty Step (2) (V, self, BA) - Briefly surrounded by silvery mist, you teleport up to 2 tiles to an unoccupied space that you can see.

Crown of Madness (2) (V, S, 12 tiles, A) - One target of your choice that you can see within range must succeed on a Wisdom saving throw or they become charmed by you for one turn. While charmed in this way, the target must use action during their turn to attack nearest ally of theirs in any possible way. If there's no allies, the target will act like under regular Charm effect. 
For more information regarding Charm, please read Status Table.

Oath of Vengeance (Expert)

Haste (3) (V, S, 1 tiles, A) - Choose a willing creature that you can see within range. For next three turns the target’s Movement is doubled, it gains a +2 bonus to AC, it gains +1 to Dexterity saving throws and it receives an additional action on each of its turns. That action can be used only to take the Attack, Dash or equip a weapon. 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.

Blinding Smite (3) (V, S, self, BA) - Your weapon flares with a bright light. The next time you hit a target with a melee weapon attack they will receive an extra 3d8 Radiant Damage. Additionally, the target must succeed on a Constitution saving throw or become Blinded for 2 turns.

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Druid Spells (by class)

Level One Spells (Novice)

Charm Person (V, S, 3 tiles, A) - You attempt to charm a target you can see within range. It must make a Wisdom saving throw or becomes Charmed for the duration of 2 turns. While Charmed, the person cannot attack the caster. Any damage inflicted upon charmed target by the caster will immediately remove status Charmed. For more information regarding Charm, please read Status Table.

Cure Wounds (V, S, 1 tile, A) - A target you touch regains a number of Hit Points equal to 1d8 + your Spellcasting Modifier. This spell has no effect on undead or constructs.

Healing Word (V, 6 tiles, BA) - A target of your choice that you can see within range regains hit points equal to 1d4 +your Spellcasting Ability Modifier. This spell has no effect on undead or constructs.

Entangle (V, S, 9 tiles, A) - Grasping weeds and vines sprout from the ground under the target of your choice. The target must succeed on a Strength saving throw or be Restrained by entangling plants for the duration of 1 turn.

Thunderwave (V, S, 1 tile, A) - A wave of thunderous force sweeps out from you. Everyone within 1 tile must succeed on a Constitution saving throw or take 2d8 Thunder Damage and be pushed 1 tile away from their current position. On a successful saving throw they still take half damage, but they're not pushed.

Level Two Spells (Adept)

Strengthening Bond (V, S, 1 tile, A) - You touch a target and strengthen their physique. For the duration of 3 turns, the target receives +1 to Str, Dex and Con saving throws. 

Inspiring Presence (V, S, 1 tile, A) - You touch a target and bestow upon them a magical inspiration. For the duration of 3 turns, the target receives +1 to Int, Wis and Char saving throws. 

Protection from Poison (V, S, 1 tile, A) - You touch a target within range. If they are Poisoned, you remove all poisons that affect the target. Additonally, if the target you cured becomes poisoned in the next turn, you can use this ability as a Free Action to cure them. This Free Action can be used only once per combat.

Lesser Restoration (V, S, 1 tiles, A) - You touch a target and remove following, negative statues - if they are present: Blinded, Deafened, Paralysed, Poisoned.

Moonbeam (V, S, 12 tiles, A) - A silvery beam of pale light shines down on a target of your choice. The target and everyone within 1 tile of the target has to succeed Constitution saving throw or take 2d10 Radiant Damage. If the target or anyone around the target is shapeshifted, they are reverted to their original form.

Heat Metal (V, S, 6 tiles, A) - When you choose a target that is wearing Medium or Heavy Armour, they have to succeed on a Constitution saving throw or take 2d8 Fire Damage. Additionally, the affected target has to take action to remove their Armour during their next turn. Targets that are not wearing Medium or Heavy Armour are not affected by that spell.

Barkskin (V, S, 1 tile, A) - You touch a willing creature. For the duration of 2 turns, the target's skin has rough, bark-like appearance and the target's AC becomes 16 regardless of what Armour they're wearing.

Flame Blade (V, S, self, BA) - You evoke a fiery blade in your free hand, your next melee attack with that weapon deals 3d6 Fire Damage and afterwards it disappears.

Healing Spirit (V, S, 6 tiles, BA) - You call forth a nature spirit to soothe the wounded. The intangible spirit appears around the target you choose within range. The spirit looks like transparent beast or fey (your choice). For the duration of 2 turns, whenever the target of your spell starts their turn, you can use free action to restore their Hit Points by 1d6, aftertwards the spirit disappears.

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Level Three Spells (Adept)

Dispel Magic (V, S, 12 tiles, A) - Choose a target that is affected by a magical effect. You then spend your action to attempt to dispel any positive or negative magical spells that influence them. You roll 1d20 + your spellcasting modifier versus DC of 10 + spell's level to dispel it. On a successful check, the spell ends.

Call Lightning (V, S, 12 tiles, A) - You summon a storm cloud that appears above you. You choose a target within range, everyone around them within 1 tile, and the target must make a Dexterity saving throw or take 3d10 Lightning Damage, half as much on successful one. If any target is affected by the status Soaked they receive additional 1d10 damage. The spell fails and cannot be used if you are inside a walled building. 

Tidal Wave (V, S, 12 tiles, A) - You conjure up a wave of water that crashes down on your opponents. You choose a target within range, everyone around them within 3 tiles, and the target must make a Dexterity saving throw or take 4d8 Bludgeoning Damage, be knocked Prone and receive Soaked status. On a success, the targets take half as much damage and are not knocked Prone, nor receive any statuses. 

Flame Arrows (V, S, 1 tile, A) - You touch a quiver containing arrows or bolts. When the target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 Fire Damage. The spell lasts 3 turns.

Level Four Spells (Practitioner)

Freedom of Movement (V, S, 1 tile, A) - You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain (e.g. passing through obstacles that trigger your IG climbing but are not climbing), and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 1 tile of Movement to automatically escape from nonmagical restraints, such as a bola or a creature that has it grappled.


Polymorph (V, S, 6 tile, A) - The target of your choice within range has to make a Wisdom saving throw or be turned into a harmless critter. When polymorphed the target can move their base movement value but cannot take any action for the duration of 2 turns or until they revert to their original form. Any damage inflicted upon a polymorphed target removes the effect of the spell.

Fire Shield (V, S, self, A) - Thin and wispy flames wreathe your body for the duration of 2 turns. When the shield is active, you gain resistance to both Fire and Cold Damage. Additionally, anyone who performs a melee attack against you while the shield protects you, they receive 1d8 Fire Damage and 1d8 Cold Damage.

Grasping Vine (V, S, 6 tiles, BA) - You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a target within 6 tiles of you. The target must succeed on a Dexterity saving throw or be pulled 2 tiles towards you.

Stoneskin (V, S, 1 tile, A) - This spell turns the flesh of a willing target you touch as hard as stone. For the duration of 2 turns, the target has resistance to Bludgeoning, Piercing and Slashing Damage.

Lightning Bane (V, S, 9 tiles, A) - Choose one target you can see within range. The target must succeed on a Constitution saving throw or be affected by the spell for 2 turns. Each time the target takes Lightning Damage, they take additional 2d6 damage of that type. Moreover, the target loses any resistance to that damage until the spell ends.

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