Spellcasting Ability: Charisma
Spell Save DC: 17
Spell Attack Bonus: 9
Cantrips: 4; Level 1 spell slots: 4; Level 2 spell slots: 3; Level 3 spell slots: 3 (+2bonus Level 4 spell slots: 1;
======================================
Cantrips:
Fire Bolt:
CASTING TIME: 1 Action; RANGE/AREA:120 ft; COMPONENTS: V, S; DURATION: Instantaneous; SCHOOL: Evocation; ATTACK/SAVE: Ranged DAMAGE/EFFECT:Fire
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.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
------------------------------
Prestidigitation
LEVEL: Cantrip; CASTING TIME: 1 Action; RANGE/AREA: 10 ft; COMPONENTS: V, S DURATION: 1 Hour; SCHOOL: Transmutation; ATTACK/SAVE: None; DAMAGE/EFFECT: Utility
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
-----------------------------------------
Mage Hand:
Casting Time: 1 action; Range: 30 feet; 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.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.
-----------------------------------
Ray of Frost:
Casting Time: 1 action; Range: 60 feet; Components: V, S; Duration: Instantaneous
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 10 feet until the start of your next turn.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
=================================
Level 1 - 4/4
Shield:
LEVEL: 1st; CASTING TIME: 1 Reaction *; RANGE/AREA: Self; COMPONENTS: V, S DURATION: 1 Round; SCHOOL: Abjuration; ATTACK/SAVE: None; DAMAGE/EFFECT: Warding
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 the magic missile.
* - which you take when you are hit by an attack or targeted by the magic missile spell
-------------------------------------
Chaos Bolt:
1st-level evocation; Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
1-Acid; 2-Cold; 3-Fire; 4-Force; 5-Lightning; 6-Poison; 7-Psychic; 8-Thunder.
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
----------------------------------
Detect Magic:
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 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
===============================
Level 2 - 3/3
-----------------------------
Blur:
Casting Time: 1 action; Range: Self; Components: V; Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has a disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with true sight.
------------------------
Scorching Ray:
Casting Time: 1 action; Range: 120 feet; Components: V, S; Duration: Instantaneous
You create three rays of fire and hurl them at 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.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
-----------------------------------------------
Enhance Ability:
Casting Time: 1 action; Range: Touch; Components: V, S, M (fur or a feather from a beast Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
Bear’s Endurance. The target has an advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull’s Strength. The target has an advantage on Strength checks and their carrying capacity doubles.
Cat’s Grace. The target has an advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
Eagle’s Splendor. The target has an advantage on Charisma checks.
Fox’s Cunning. The target has an advantage on Intelligence checks.
Owl’s Wisdom. The target has an advantage on Wisdom checks.
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.
==============================
Level 3 - 3+bonus 2; 5/5
Fire Ball:
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 then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius 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.
-----------------------------------------
Haste:
Casting Time: 1 action; Range: 30 feet; Components: V, S, M (a shaving of licorice root Duration: Concentration, up to 1 minute
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 an 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 action until after its next turn, as a wave of lethargy sweeps over it.
--------------------------------
Gaseous Form:
Casting Time: 1 action; Range: Touch; Components: V, S, M (a bit of gauze and a wisp of smoke Duration: Concentration, up to 1 hour
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.
-------------------------------------------------
Counterspell:
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.
-----------------------------------------
Thunder step:
Casting Time: 1 action; Range: 90 ft; 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 Levels. 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.
==========================
Level 4 - 1/1
Spellcasting