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Magic Spells for Fantasy Gamers

The document describes four spells: Shillelagh, Produce Flame, Guidance, and Thunderclap. Shillelagh imbues a club or staff with nature's power for melee attacks. Produce Flame creates a flame in your hand that provides light and can be thrown for fire damage. Guidance allows a creature to add a d4 to one ability check. Thunderclap creates a burst of thunderous sound that damages creatures within range.

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Ivan Sanchez
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0% found this document useful (0 votes)
187 views1 page

Magic Spells for Fantasy Gamers

The document describes four spells: Shillelagh, Produce Flame, Guidance, and Thunderclap. Shillelagh imbues a club or staff with nature's power for melee attacks. Produce Flame creates a flame in your hand that provides light and can be thrown for fire damage. Guidance allows a creature to add a d4 to one ability check. Thunderclap creates a burst of thunderous sound that damages creatures within range.

Uploaded by

Ivan Sanchez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd

Shillelagh Shillelagh Produce Flame Produce Flame

Wizard Wizard
Range Touch Bard Range Self Bard
Cleric Cleric
Duration 1 minute Druid Duration 10 minutes Druid
Sorcerer Sorcerer
Casting Time Bonus Warlock Casting Time 1 action Warlock
Ranger Ranger
Paladin Paladin

You got the magic stick A flame glows from your open palm

The wood of a club or quarterstaff you are holding A flickering flame appears in your hand. The flame remains there
for the duration and harms neither you nor your equipment. The
is imbued with nature's power. For the duration, flame sheds bright light in a 10-foot radius and dim light for an
you can use your spellcasting ability instead of additional 10 feet. The spell ends if you dismiss it as an action or
Strength for the attack and damage rolls of melee if you cast it again.
attacks using that weapon, and the weapon's You can also attack with the flame, although doing so ends the
damage die becomes a d8. The weapon also spell. When you cast this spell, or as an action on a later turn, you
becomes magical, if it isn't already. The spell ends can hurl the flame at a creature within 30 feet of you. Make a
ranged spell attack. On a hit, the target takes 1d8 fire damage.
if you cast it again or if you let go of the weapon.
This spell's damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).

Guidance Guidance Thunderclap Thunderclap


Wizard Wizard
Range Touch Bard Range 5 Ft. Bard
Cleric Cleric
Duration 1 minute Druid Duration Instant Druid
Sorcerer Sorcerer
Casting Time 1 action Warlock Casting Time 1 action Warlock
Ranger Ranger
Paladin Paladin

A magical nudge in the right direction A blast of force that reels your enemies

You touch one willing creature. Once You create a burst of thunderous sound that
before the spell ends, the target can roll a can be heard up to 100 feet away. Each
d4 and add the number rolled to one creature within range, other than you, must
succeed on a Constitution saving throw or take
ability check of its choice. It can roll the
1d6 thunder damage.
die before or after making the ability
check. The spell then ends. The spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and
17th level (4d6).

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