The Night Watch
Current Prep: See default
Default Prep (12 max):
Conjure Minor Elementals
Prestigitation – 1 action, 10 ft, VS, Duration: 1 hour
Can create an instant effect or dismiss a non-instant with a cast
Can create a non-instant with a cast, but can’t have more than 3 going
Harmless Sensory effect (eg shower of sparks, puff of wind, faint musical notes, odor)
Light or snuff a candle or campfire
Clean or soil an object no larger than 1 cubic foot
Non instant effects
Warm, chill, or flavor up to 1 cubic foot of nonliving material
Make a color, small mark, or symbol appear on an object or surface
Make a nonmagical trinket or illusory image that can fit in your hand that lasts until end of next turn
Fire Bolt – 1 action, 120 ft, VS
Ranged spell attack (+8), 2d10 fire damage. Can ignite flammable non worn/carryables
Minor Illusion – 1 action, 30 ft, SM, 1 minute
Create a sound or image. Int (investigation) for creature to see through illusion against save DC (15). Illusion becomes faint to creature on success.
Sound – Loudness can be from a whisper to scream. Can be any sound, and can continue or be discrete sounds at intervals until the spell ends
Image – Image of an object or creature no larger than 5 ft cube, no other sensory information other than visual. Stationary. Touching object reveals illusion.
Message 1 action, 120 ft, VSM, 1 round
Communicate with target (and back) via whispers. Can cast through solid objects if famliar with target and know target is there. Stopped by magical silence, 1 ft of stone, 1 inch of metal, sheet of lead, 3 ft of wood. Doesn’t have to travel in a straight line and can travel around corners and through openings.
Level 1 +9
Protection from Evil and Good – 1 action, touch, VSM, 10 mins (conc)
1 creature is protected against celestials, elementals, fey, fiends, and undead.
Those creatures have disadvantage on attack rolls against target.
Target can’t be charmed, frightened, or possessed by those creatures.
If already so, gains advantage on new saving throws against the effect.
Grease – 1 action, 60 ft, VSM, 1 minute
10 ft square within range becomes greasy difficult terrain
Dex save or fall prone when a creature: Is in area when spell is cast, enters the area, or ends turn in the area.
Shield – 1 reaction (hit by attack or magic missile), Self, VS, 1 round
Until start of next turn, +5 bonus to AC, works against triggering attack, no damage taken from magic missile
Mage Armor – 1 action, touch, VSM, 48 hours
Touch a creature that’s not wearing armor. AC is 13+targets dex mod. Ends if armor is donned, can be dismissed as an action by caster.
Can be toggled on and off during duration as well.
Sleep – 1 action, 90 ft, VSM, 1 minute
5d8 + 2d8 for each spell slot above 1st hp of creatures can be affected.
Creatures within 20 foot radius of a point within range are affected in ascending order of hp (conscious creatures only). If creature’s hp is equal to or less of whats left, creature falls unconscious until damage is taken or the spell ends or they get shook/slapped awake. Does not affect undead or creatures immune to charm.
Find Familiar® 10gp/c
Comprehend Languages® – 1 action, self, VSM, 1 hour
Understand literal meaning of any spoken language. Can understand any written language, but must be touching surface the words are on. ~1 min/page
Tenser’s Floating Disk® – 1 action, 30 ft, VSM, 1 hour
Disk is 3 ft in diameter, 1 inch thick, floats 3 feet above ground in an unoccupied spot, and can hold up to 500 pounds, spell ends if more is put on or is more than 100 feet away from caster. Will attempt to follow if caster is more than 20 ft away, but can’t cross elevation changes of more than 10 feet at once (i.e. pits)
Unseen Servant® (conc) – 1 action, 60 ft, VSM, 1 hour
AC 10, 1 hp, Str 2, Can’t attack, 0 hp ends spell.
Bonus action to command servant to move up to 15 ft and interact with an object. Can do basic human servant tasks. Servant will stay on task until done, then waits for next command. If command would move it more than 60 ft away, spell ends.
Identify® – 1 minute, touch, VSM (pearl worth 100+ gold)
Choose an object you must touch while casting spell. If magic item or magic imbued item, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn what spell created it. If you touch a creature instead, you learn what spells, if any, are currently affecting it.
Detect Magic® (conc) – 1 action, self, VS, 10 minutes
For the duration, you sense the presence of magic within 30 feet. If you sense magic, you can use your action to see a faint aura around any visible object or creature in the area that bears magic, and you learn the school of magic, if any. Can penetrate most barriers, but is blocked by: 1 ft of stone, 1 inch of metal, thin sheet of lead, and 3 ft of wood/dirt.
Magic Missile – 1 action, 120 ft, VS
Cast out 3 glowing darts of magical force. Each hits a creature of choice within range (can be the same). Each dart deals 1d4+1 force damage.
Upslot: +1 dart/slot
Chromatic Orb – 1 action, 90 ft, VSM (50+ gp diamond)
Ranged spell attack to do 3d8 acid, cold, fire, lighting, poison, or thunder damage.
Upslot: +1d8 for each spell slot above 2nd
Charm Person – 1 action, 30 ft, VS, 1 hour
Wis save (adv if you’re fighting it) to charm target until duration ends or you do anything harmful to target. You are regarded as a friendly aquaintance. Target knows it was charmed when spell ends.
Upslot: +1 target for each slot above 1st, all targets within 30 ft of each other.
Flaming Sphere (conc) 1 action, 60 ft, VSM, 1 minute
5 ft diameter sphere is created in unoccupied square.
2d6 fire damage, dex save to halve when creature ends turn within 5 feet.
Bonus action to move sphere up to 30 feet. Can ram into creature to do save versus damage and stop movement. Can go over barriers up to 5 feet, and jump over pits 10 feet wide. Ignites flammables not worn/carried, sheds bright light in 20 ft radius, and dim light for 20 ft more.
Upslot: +1d6 damage/slot
Blindness/Deafness 1 action, 30 ft, V, 1 min
Con save to 1 creature to blind or deafen for duration. New con save to end spell at end of each of its turns.
Upslot: +1 creature affected/slot
Web (con) 1 action, 60 ft, VSM, 1 hour
20 ft cube of webs. If not anchored, web collapses and spell ends on start of next turn. Depth of 5 ft for layered web on ground. Dex save or be restrained if you start turn in or enter web during its turn. Restrained while in web unless break free (str check). Any 5 ft cube exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts turn in web. Web lightly obscures and is difficult terrain.
Restrained – Move speed 0, advantage on attack rolls to, disadvantage attack rolls from and dex save throws.
Magic Weapon (con) 1 bonus action, Touch, VS, 1 hour
Nonmagical weapon becomes +1 magic weapon.
Upslot: 4th: +2, 6th: +3
Scorching Ray – 1 action, 120 ft, VS
Fire 3 rays of fire at targets within range (can be the same). Ranged spell attack for each ray to do 2d6 fire.
Upslot: +1 ray/slot
Locate Object (con) – 1 action, self, vsm, 10 minutes
Target: Familiar object, either specific object you’ve seen up close at least once at 30 feet or less, or general object type (such as kind of apparel, jewelry, furniture, tool, or weapon).
Effect: Sense direction of object or nearest object if it’s within 1000 feet. If object is in motion, can sense direction of motion. Cannot sense if lead blocks direct path between you and object.
Ray of Enfeeblement (con) – 1 action, 60 ft, vs, 1 minute
Ranged spell attack to have target deal half damage with strength based weapon attacks. Con save to end effect at the end of each target’s turn.
Hold Person (con), 1 action, 60 ft, vsm, 1 minute
Wis save to paralyze humanoid target. Wis save to end effect at end of each target’s turn
Upslot: Target 1 additional humanoid for each slot above 2nd. Humanoids must be within 30 feet of each other.
Darkness (con), 1 action, 60 ft, vm, 10 minutes
15 ft radius sphere of darkness, spreads around corners. Can anchor to an object you are holding or another object that’s not being worn or carried, completely covering source of darkness blocks the darkness. If the 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. Darkvision and non-magical light do not let you see in this darkness.
Fireball 1 action, 150 ft, VSM
20 ft radius sphere, 8d6 fire damage, dex save for half.
Fire spreads around corners, ignites flammables.
Counterspell 1 reaction, 60 ft, S
If you see a creature within range casting, can interrupt with this spell.
3rd level and lower, spell fails and has no effect.
4th and higher, ability check with spellcasting ability, DC 10+SL to make above effect.
Upslot: 3rd level and lower is actually Xth level and lower
Sleet Storm (con) – 1 action, 150 ft, vsm, 1 min
40 ft radius 20 ft tall cylinder. Area is heavily obscured with sleet, exposed flames are doused, ground is covered in slick ice and difficult terrain. When a creature starts turn in area or enters area for the first time, dex save to not fall prone. If creature is concentrating, constitution save to not lose concentration.
Clairvoyance (con) – 10 minutes, 1 mile, vsm (100+ gp focus, jeweled horn for hearing, glass eye for seeing)
Invisible sensor in location I’ve seen or visited before, or obvious location that is unfamiliar (like behind a door or around a corner). Sensor cannot be moved, attacked or interacted with. Pick seeing or hearing, action to switch. Can use sense as if you were there.
Conjure Minor Elemental
Evards Black Tentacles