Cantrips |
NAME |
AB |
CAST |
RNG |
DUR |
DMG |
CMP |
# |
Bound Dagger
|
+9 |
1 Bonus Action |
Self |
10 Minutes |
1d6+6 |
|
|
| Notes: | You summon a magical dagger into an open hand. You are proficient with the dagger, and you use Intelligence for your attack and damage bonuses. On a hit, the dagger deals 1d6 Force damage. Any One-Handed perks you have that apply to daggers also apply to this Bound Weapon. At Higher Levels. As your Rank increases, you can make more attacks with the magical dagger when you take the Attack action on your turn (2 attacks at Journeyman, 3 attacks at Master). |
Elemental Ward
|
+9 |
1 Reaction, taken when you take Fire, Frost, or Shock damage |
Self |
Instantaneous |
1d8 |
|
|
| Notes: | You quickly interpose a ward between yourself and elemental energy, reducing Fire, Frost, or Shock damage taken from the triggering effect by 1d6. At Higher Levels. The damage reduced by this spell increases as your Rank increases: 1d8 at Apprentice, 1d10 at Expert, and 1d12 at Master. At Journeyman, you can add your Intelligence modifier to the damage reduction. |
Find Familiar
|
+9 |
1 Minute |
Self |
Instantaneous |
|
|
|
| Notes: | You gain the service of a familiar, a spirit that takes a Tiny animal form you choose. Appearing in an unoccupied space within 5 feet of you, the familiar has the statistics of the chosen form, though it is a Daedra 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. |
Stabilize
|
+1 |
1 Action |
Touch |
Instantaneous |
|
|
|
| Notes: | You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. |
Bound Sword
|
+9 |
1 Bonus Action |
Self |
10 Minutes |
2d4+6 |
2 MP |
|
| Notes: | You create a spectral sword in an empty hand. You are considered proficient with the Bound Sword, and you use Intelligence for your attack and damage rolls. On a hit, the sword deals 2d4 Force damage. The spell ends early if you drop the weapon, you are Incapacitated, or if you end the effect as a Bonus Action. Any One-Handed perks you have that apply to swords also apply to this Bound Weapon. |
Detect Life
|
+9 |
1 Bonus Action |
Self (30-ft. radius) |
Sustain (1 MP) |
|
1 MP |
|
| Notes: | Until the end of your next turn, you know the exact locations of all living creatures within 30 feet of you. You can spend 1 MP as a Bonus Action on successive turns to extend the spell’s duration to the end of your next turn. |
Inspiration
|
+2 |
1 Action |
30 ft. |
Concentration, up to 1 minute |
|
2 MP |
|
| Notes: | Choose up to a number of creatures equal to your Proficiency Bonus within the spell’s range that can hear you. The targets are Rallied for the spell’s duration. |
Magic Missile
|
+1 |
1 Action |
120 ft. |
Instantaneous |
1d4+2 |
2 MP |
|
| Notes: | You a number of glowing darts of magical force equal to your Proficiency bonus. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 2 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. |
Minor Cure Wounds
|
+1 |
1 Action |
Touch |
Instantaneous |
2d6-2 |
1 MP |
|
| Notes: | A creature you touch regains hit points equal to 2d6 + your Wisdom modifier. This spell has no effect on Constructs or Undead. |
Oakflesh
|
+9 |
1 Action |
Self |
8 Hours |
|
1 MP |
|
| Notes: | You coat your body in basic magical armor, giving you a +1 bonus to your AC for the spell’s duration. |
Shield
|
+9 |
1 Reaction, when you are hit by an attack or targeted by the Magic Missile spell |
Self |
1 round |
|
2 MP |
|
| Notes: | 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. |
Soul Snare
|
+9 |
1 Bonus Action |
15 ft. |
Concentration, up to 1 minute |
|
1 MP |
|
| Notes: | You bind a target’s soul to an empty Soul Gem. If the target dies before the spell ends, their soul is trapped within an empty Soul Gem you are carrying. The spell fails if the target’s soul is too powerful for any of the Soul Gems you are carrying, or if you aren’t carrying any empty Soul Gems. |
Summon Scamp
|
+9 |
1 Action |
30 ft. |
Concentration, up to 1 Hour |
|
2 MP |
|
| Notes: | A Scamp appears in an empty space within the spell’s range. The Scamp is under your control for the spell’s duration, and it follows any verbal commands you give it (no action required). The scamp ignores any commands that are directly harmful to it. During combat, the Scamp acts immediately after your turn. The spell ends early if your Concentration breaks, the Scamp is Banished or dies, or if you dismiss the Scamp as a Bonus Action. |
Catch Tongue
|
+9 |
1 Reaction, when a creature you can see within range attempts to cast a spell |
90 feet |
Instantaneous |
|
7 MP |
|
| Notes: | You attempt to prevent a spell from being cast by a creature you can see within range. If the target is casting a spell of Apprentice level or lower, the spell fails, and any MP used to cast the spell is wasted. If the spell is of Journeyman level or higher, you must make an Intelligence check against a DC based on the spell’s level: 15 for Journeyman, 17 for Expert, or 20 for Master. If the check succeeds, the caster’s spell fails, and any MP they used to cast the spell is wasted. |
Invisibility
|
+2 |
1 Action |
Touch |
Concentration, up to 1 hour |
|
9 MP |
|
| Notes: | 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. |
Purge Affliction
|
+1 |
1 Action |
Touch |
Instantaneous |
|
7 MP |
|
| Notes: | A creature you touch is cured of disease and any of the following conditions: Blinded, Frightened, Paralyzed, Poisoned, and Silenced. This spell has no effect on Constructs or Undead. |
Stoneflesh
|
+9 |
1 Action |
Self |
8 Hours |
|
6 MP |
|
| Notes: | You coat your body in magical armor, giving you a +2 bonus to your AC for the spell’s duration. |
Summon Atronach
|
+9 |
1 Action |
60 ft. |
1 Hour |
|
9 MP |
|
| Notes: | A Fire Atronach, Frost Atronach, or Storm Atronach (your choice) appears in an empty space within the spell’s range. The atronach is under your control for the spell’s duration, and it follows any verbal commands you give it (no action required). The atronach ignores any commands that are directly harmful to it. During combat, the Atronach acts immediately after your turn. The spell ends early if the atronach is Banished or dies, or if you dismiss it as a Bonus Action. |
Wave of Force
|
+1 |
1 Action |
Self (30 ft. cube) |
Instantaneous |
6d6 |
7 MP |
|
| Notes: | You unleash a pulse of magical force in a 30 ft. cube, forcing creatures in the area to make a Strength saving throw. On a failed save, a target takes 6d6 Force damage and is knocked Prone. On a successful save, a creature takes half as much damage and suffers no other effects. |
Far Step
|
+9 |
1 Bonus Action |
Self |
Instantaneous |
|
6 MP |
|
| Notes: | You instantly teleport to an unoccupied space that you can see within 60 feet of you. |