tdomAnimatedSpells Level2vol1 PNP
tdomAnimatedSpells Level2vol1 PNP
CARDS
animated spells
LEVEL 2 VOL 1
PRINT ‘N PLAY PDF
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Aid Acid Arrow
2ND LEVEL ABJURATION 2ND LEVEL EVOCATION
Your spell bolsters your allies with toughness and A shimmering green arrow streaks toward a target
resolve. Choose up to three creatures within range. within range and bursts in a spray of acid. Make a
Each target’s hit point maximum and current hit ranged spell attack against the target. On a hit, the
points increase by 5 for the duration. target takes 4d4 acid damage immediately and 2d4
At Higher Levels. When you cast this spell using a spell acid damage at the end of its next turn. On a miss,
slot of 3rd level or higher, a target’s hit points increase the arrow splashes the target with acid for half as
by an additional 5 for each slot level above 2nd. much of the initial damage and no damage at the
end of its next turn.
MATERIAL COMPONENTS
At Higher Levels. When you cast this spell using a
A tiny strip of white cloth. spell slot of 3rd level or higher, the damage (both initial
and later) increases by 1d4 for each slot level above 2nd.
MATERIAL COMPONENTS
By means of this spell, you use an animal to deliver a message. You assume a different form. When you cast the spell, choose one of
Choose a Tiny beast you can see within range, such as a squirrel, the following options, the effects of which last for the duration of
a blue jay, or a bat. You specify a location, which you must have the spell. While the spell lasts, you can end one option as an action
visited, and a recipient who matches a general description, such to gain the benefits of a different one.
as “a man or woman dressed in the uniform of the town guard” Aquatic Adaptation. You adapt your body to an aquatic
or “a red-haired dwarf wearing a pointed hat.” You also speak a environment, sprouting gills and growing webbing between your
message of up to twenty-five words. The target beast travels for the fingers. You can breathe underwater and gain a swimming speed
duration of the spell toward the specified location, covering about equal to your walking speed.
50 miles per 24 hours for a flying messenger, or 25 miles for Change Appearance. You transform your appearance. You decide
other animals. what you look like, including your height, weight, facial features,
When the messenger arrives, it delivers your message to the sound of your voice, hair length, coloration, and distinguishing
characteristics, if any. You can make yourself appear as a member of
creature that you described, replicating the sound of your voice.
another race, though none of your statistics change. You also can’t
The messenger speaks only to a creature matching the description
appear as a creature of a different size than you, and your basic shape
you gave. If the messenger doesn’t reach its destination before the
stays the same; if you’re bipedal, you can’t use this spell to become
spell ends, the message is lost, and the beast makes its way back to
quadrupedal, for instance. At any time for the duration of the spell,
where you cast this spell. you can use your action to change your appearance in this way again.
At Higher Levels. If you cast this spell using a spell slot of 3nd level Natural Weapons. You grow claws, fangs, spines, horns, or a
or higher, the duration of the spell increases by 48 hours for each different natural weapon of your choice. Your unarmed strikes deal
slot level above 2nd. 1d6 bludgeoning, piercing, or slashing damage, as appropriate to
the natural weapon you chose, and you are proficient with your
MATERIAL COMPONENTS
unarmed strikes. Finally, the natural weapon is magic and you have a
A morsel of food. +1 bonus to the attack and damage rolls you make using it.
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Augury LEVEL
DIVINATION (R)
2
Barkskin LEVEL
TRANSMUTATION
2
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Arcanist’s Magic Aura Arcane Lock
2ND LEVEL ILLUSION 2ND LEVEL ABJURATION
You place an illusion on a creature or an object you touch so that You touch a closed door, window, gate, chest, or other
divination spells reveal false information about it. The target can entryway, and it becomes locked for the duration. You
be a willing creature or an object that isn’t being carried or worn
and the creatures you designate when you cast this spell
by another creature.
can open the object normally. You can also set a password
When you cast the spell, choose one or both of the following
that, when spoken within 5 feet of the object, suppresses
effects. The effect lasts for the duration. If you cast this spell on
the same creature or object every day for 30 days, placing the
this spell for 1 minute. Otherwise, it is impassable until it
same effect on it each time, the illusion lasts until it is dispelled. is broken or the spell is dispelled or suppressed. Casting
knock on the object suppresses arcane lock for 10 minutes.
False Aura. You change the way the target appears to spells and
magical effects, such as detect magic, that detect magical auras. While affected by this spell, the object is more difficult to
You can make a nonmagical object appear magical, a magical break or force open; the DC to break it or pick any locks
object appear nonmagical, or change the object’s magical aura on it increases by 10.
so that it appears to belong to a specific school of magic that you
choose. When you use this effect on an object, you can make the MATERIAL COMPONENTS
false magic apparent to any creature that handles the item.
Gold dust worth at least 25 gp, which the spell consumes.
Mask. You change the way the target appears to spells and magical
effects that detect creature types, such as a paladin’s Divine Sense
or the trigger of a symbol spell. You choose a creature type and
other spells and magical effects treat the target as if it were a
creature of that type or of that alignment.
MATERIAL COMPONENTS
A small square of silk.
WIZARD WIZARD
Barkskin Augury
2ND LEVEL TRANSMUTATION 2ND LEVEL DIVINATION (RITUAL)
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ART COMING SOON
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Blur Blindness/Deafness
2ND LEVEL ILLUSION 2ND LEVEL NECROMANCY
Your body becomes blurred, shifting and You can blind or deafen a foe. Choose one
wavering to all who can see you. For the creature that you can see within range to
duration, any creature has disadvantage make a Constitution saving throw. If it fails,
on attack rolls against you. An attacker is the target is either blinded or deafened (your
immune to this effect if it doesn’t rely on sight, choice) for the duration. At the end of each of
as with blindsight, or can see through illusions, its turns, the target can make a Constitution
as with truesight. saving throw. On a success, the spell ends.
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.
You attempt to suppress strong emotions in a group The next time you hit a creature with a
of people. Each humanoid in a 20-foot-radius sphere
centered on a point you choose within range must make weapon attack before this spell ends, the
a Charisma saving throw; a creature can choose to fail weapon gleams with astral radiance as you
this saving throw if it wishes. If a creature fails its saving strike. The attack deals an extra 2d6 radiant
throw, choose one of the following two effects. damage to the target, which becomes visible
You can suppress any effect causing a target to be charmed if it’s invisible, and the target sheds dim light
or frightened. When this spell ends, any suppressed effect
resumes, provided that its duration has not expired in
in a 5-foot radius and can’t become invisible
the meantime. until the spell ends.
Alternatively, you can make a target indifferent about At Higher Levels. When you cast this spell
creatures of your choice that it is hostile toward. This using a spell slot of 3rd level or higher, the
indifference ends if the target is attacked or harmed by extra damage increases by 1d6 for each slot
a spell or if it witnesses any of its friends being harmed.
When the spell ends, the creature becomes hostile again, level above 2nd.
unless the GM rules otherwise.
UNTIL
1 ACTION TOUCH V, S, M DISPELLED 1 ACTION 60' V, M C.10 MINS
ART:
ANIMATION:
CRAIG YAMAMOTO
JASON ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ANIMATION: GABRIEL
JASON ENGLE
LAVOYER THE DECK OF MANY © HIT POINT PRESS INC. 2019
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Darkvision LEVEL
TRANSMUTATION
2
Detect Thoughts LEVEL
DIVINATION
2
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Darkness Continual Flame
2ND LEVEL EVOCATION 2ND LEVEL EVOCATION
Magical darkness spreads from a point you choose within A flame, equivalent in brightness to a torch,
range to fill a 15-foot-radius sphere for the duration.
The darkness spreads around corners. A creature with springs forth from an object that you touch.
darkvision can’t see through this darkness, and nonmagical The effect looks like a regular flame, but it
light can’t illuminate it. creates no heat and doesn’t use oxygen. A
If the point you choose is on an object you are holding continual flame can be covered or hidden but
or one that isn’t being worn or carried, the darkness not smothered or quenched.
emanates from the object and moves with it. Completely
covering the source of the darkness with an opaque object, MATERIAL COMPONENTS
such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light
Ruby dust worth 50 gp, which the spell
created by a spell of 2nd level or lower, the spell that consumes.
created the light is dispelled.
MATERIAL COMPONENTS
For the duration, you can read the thoughts of certain creatures. When V, S, M 8 Hours
you cast the spell and as your action on each turn until the spell ends, you
can focus your mind on any one creature that you can see within 30 feet of
you. If the creature you choose has an Intelligence of 3 or lower or doesn’t
speak any language, the creature is unaffected. You touch a willing creature to grant it the
You initially learn the surface thoughts of the creature – what is most on ability to see in the dark. For the duration,
its mind in that moment. As an action, you can either shift your attention
to another creature’s thoughts or attempt to probe deeper into the same that creature has darkvision out to a range of
creature’s mind. If you probe deeper, the target must make a Wisdom
saving throw. If it fails, you gain insight into its reasoning (if any), its 60 feet.
emotional state, and something that looms large in its mind (such as
something it worries over, loves, or hates). If it succeeds, the spell ends. MATERIAL COMPONENTS
Either way, the target knows that you are probing into its mind, and
unless you shift your attention to another creature’s thoughts, the creature
can use its action on its turn to make an Intelligence check contested by Either a pinch of dried carrot or an agate.
your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the
course of its thoughts, so this spell is particularly effective as part of an
interrogation.
You can also use this spell to detect the presence of thinking creatures you
can’t see. When you cast the spell or as your action during the duration,
you can search for thoughts within 30 feet of you. The spell can penetrate
barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin
sheet of lead blocks you. You can’t detect a creature with an Intelligence of
3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its
thoughts for the rest of the duration as described above, even if you can’t
see it, but it must still be within range.
MATERIAL COMPONENTS
A copper piece.
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Enthrall LEVEL
ENCHANTMENT
2
Find Steed LEVEL
CONJURATION
2
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Enlarge/Reduce Enhance Ability
2ND LEVEL TRANSMUTATION 2ND LEVEL TRANSMUTATION
You cause a creature or an object you can see within range to grow larger You touch a creature and bestow upon it a magical enhancement.
or smaller for the duration. Choose either a creature or an object that Choose one of the following effects; the target gains that effect
is neither worn nor carried. If the target is unwilling, it can make a until the spell ends.
Constitution saving throw. On a success, the spell has no effect.
Bear’s Endurance. The target has advantage on Constitution
If the target is a creature, everything it is wearing and carrying changes
checks. It also gains 2d6 temporary hit points, which are lost
size with it. Any item dropped by an affected creature returns to normal
size at once. when the spell ends.
Enlarge. The target’s size doubles in all dimensions, and its weight is Bull’s Strength. The target has advantage on Strength checks,
multiplied by eight. This growth increases its size by one category – from and his or her carrying capacity doubles.
Medium to Large, for example. If there isn’t enough room for the target Cat’s Grace. The target has advantage on Dexterity checks.
to double its size, the creature or object attains the maximum possible
It also doesn’t take damage from falling 20 feet or less if it
size in the space available. Until the spell ends, the target also has
advantage on Strength checks and Strength saving throws. The target’s
isn’t incapacitated.
weapons also grow to match its new size. While these weapons are Eagle’s Splendor. The target has advantage on Charisma checks.
enlarged, the target’s attacks with them deal 1d4 extra damage.
Fox’s Cunning. The target has advantage on Intelligence checks.
Reduce. The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its size by Owl’s Wisdom. The target has advantage on Wisdom checks.
one category – from Medium to Small, for example. Until the spell ends, At Higher Levels. When you cast this spell using a spell slot of 3rd
the target also has disadvantage on Strength checks and Strength saving level or higher, you can target one additional creature for each slot
throws. The target’s weapons also shrink to match its new size. While
level above 2nd.
these weapons are reduced, the target’s attacks with them deal 1d4 less
damage (this can’t reduce the damage below 1). MATERIAL COMPONENTS
You summon a spirit that assumes the form of an unusually You weave a distracting string of words, causing creatures
intelligent, strong, and loyal steed, creating a long-lasting bond with of your choice that you can see within range and that can
it. Appearing in an unoccupied space within range, the steed takes
on a form that you choose: a warhorse, a pony, a camel, an elk, or
hear you to make a Wisdom saving throw. Any creature
a mastiff. (Your GM might allow other animals to be summoned that can’t be charmed succeeds on this saving throw
as steeds.) The steed has the statistics of the chosen form, though automatically, and if you or your companions are fighting
it is a celestial, fey, or fiend (your choice) instead of its normal a creature, it has advantage on the save. On a failed save,
type. Additionally, if your steed has an Intelligence of 5 or less, its the target has disadvantage on Wisdom (Perception)
Intelligence becomes 6, and it gains the ability to understand one
checks made to perceive any creature other than you
language of your choice that you speak.
until the spell ends or until the target can no longer
Your steed serves you as a mount, both in combat and out, and you
have an instinctive bond with it that allows you to fight as a seamless
hear you. The spell ends if you are incapacitated or can
unit. While mounted on your steed, you can make any spell you cast no longer speak.
that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind
no physical form. You can also dismiss your steed at any time as an
action, causing it to disappear. In either case, casting this spell again
summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate
with it telepathically.
You can’t have more than one steed bonded by this spell at a time.
As an action, you can release the steed from its bond at any time,
causing it to disappear.
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Flame Blade Find Traps
2ND LEVEL EVOCATION 2ND LEVEL DIVINATION
You evoke a fiery blade in your free hand. The You sense the presence of any trap within range that
blade is similar in size and shape to a scimitar, and is within line of sight. A trap, for the purpose of this
spell, includes anything that would inflict a sudden or
it lasts for the duration. If you let go of the blade, unexpected effect you consider harmful or undesirable,
it disappears, but you can evoke the blade again which was specifically intended as such by its creator.
as a bonus action. Thus, the spell would sense an area affected by the alarm
You can use your action to make a melee spell spell, a glyph of warding, or a mechanical pit trap, but
attack with the fiery blade. On a hit, the target it would not reveal a natural weakness in the floor, an
unstable ceiling, or a hidden sinkhole.
takes 3d6 fire damage.
This spell merely reveals that a trap is present. You don’t
The flaming blade sheds bright light in a 10-foot
learn the location of each trap, but you do learn the
radius and dim light for an additional 10 feet. general nature of the danger posed by a trap you sense.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases
by 1d6 for every two slot levels above 2nd.
MATERIAL COMPONENTS
Leaf of sumac.
You touch a corpse or other remains. For the duration, the A 5-foot-diameter sphere of fire appears in an unoccupied space
target is protected from decay and can’t become undead. of your choice within range and lasts for the duration. Any
creature that ends its turn within 5 feet of the sphere must make
The spell also effectively extends the time limit on raising a Dexterity saving throw. The creature takes 2d6 fire damage on a
the target from the dead, since days spent under the failed save, or half as much damage on a successful one.
influence of this spell don’t count against the time limit of As a bonus action, you can move the sphere up to 30 feet. If you
spells such as raise dead. ram the sphere into a creature, that creature must make the saving
throw against the sphere’s damage, and the sphere stops moving
MATERIAL COMPONENTS this turn.
A pinch of salt and one copper piece placed on each of the When you move the sphere, you can direct it over barriers up to
corpse’s eyes, which must remain there for the duration. 5 feet tall and jump it across pits up to 10 feet wide. The sphere
ignites flammable objects not being worn or carried, and it sheds
bright light in a 20-foot radius and dim light for an additional
20 feet.
At Higher Levels. When you cast this spell using a spell slot of
3rd level or higher, the damage increases by 1d6 for each slot level
above 2nd.
MATERIAL COMPONENTS
A bit of tallow, a pinch of brimstone, and a dusting of powdered
iron.
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ART COMING SOON
Choose a manufactured metal object, such as a metal A line of strong wind 60 feet long and 10 feet wide blasts
weapon or a suit of heavy or medium metal armor, that from you in a direction you choose for the spell’s duration.
you can see within range. You cause the object to glow Each creature that starts its turn in the line must succeed
red-hot. Any creature in physical contact with the object on a Strength saving throw or be pushed 15 feet away
takes 2d8 fire damage when you cast the spell. Until the from you in a direction following the line.
spell ends, you can use a bonus action on each of your Any creature in the line must spend 2 feet of movement
subsequent turns to cause this damage again. for every 1 foot it moves when moving closer to you.
If a creature is holding or wearing the object and takes The gust disperses gas or vapor, and it extinguishes
the damage from it, the creature must succeed on a candles, torches, and similar unprotected flames in
Constitution saving throw or drop the object if it can. the area. It causes protected flames, such as those of
If it doesn’t drop the object, it has disadvantage on attack lanterns, to dance wildly and has a 50 percent chance
rolls and ability checks until the start of your next turn. to extinguish them.
At Higher Levels. When you cast this spell using a spell As a bonus action on each of your turns before the spell
slot of 3rd level or higher, the damage increases by 1d8 ends, you can change the direction in which the line
for each slot level above 2nd. blasts from you.
MATERIAL COMPONENTS MATERIAL COMPONENTS
A piece of iron and a flame. A legume seed.
Hold Person
2ND LEVEL ENCHANTMENT
OPEN GAME LICENSE Version 1.0a 2. The License: This License applies to any Open Game
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The following text is the property of Wizards of the Open Game Content may only be Used under and in
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13. Termination: This License will terminate automat- in the Open Gaming License Version 1.0a, System
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System Reference Document 5.1 Copyright 2016, cards.
Wizards of the Coast, Inc.; Authors Mike Mearls, Jere-
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OPEN GAMING CONTENT
Chris Sims, and Steve Townshend, based on original
All content from the System Reference Document 5.1
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