Drusilia

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Class Level Readiness Ability To Hit Save
Wizard 4 Knows Spells
& Prepares Spells (8)
INT (+4) +6 DC 14
Spell Slots:
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Cast Name Casting Time Duration Range More
Cantrip
Message 1 action
V S M
1 round
120 feet

Message

Transmutation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

(Bard) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 259
Poison Spray 1 action
V S
Instantaneous
10 feet

Poison Spray

Conjuration Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

(Druid) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 266
Prestidigitation 1 action
V S
Up to 1 hour
10 feet

Prestidigitation

Transmutation Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Up to 1 hour

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.

(Bard) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 267
1st Level check_box_outline_blank check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast Burning Hands 1 action
V S
Instantaneous
Self (15-foot cone)

Burning Hands

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V S
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

(Sorcerer) (Wizard)
Source: phb 220
Cast Expeditious Retreat 1 bonus action
V S
10 minutes
Concentration
Self

Expeditious Retreat

1-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

(Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 238
Cast Magic Missile 1 action
V S
Instantaneous
120 feet

Magic Missile

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

(Sorcerer) (Wizard)
Source: phb 257
Cast Ray of Sickness 1 action
V S
Instantaneous
60 feet

Ray of Sickness

1-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

(Sorcerer) (Wizard)
Source: phb 271
Cast Witch Bolt 1 action
V S M
1 minute
Concentration
30 feet

Witch Bolt

1-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Notes: Concentration, up to 1 minute

(Sorcerer) (Warlock) (Wizard)
Source: phb 289
2nd Level check_box_outline_blank check_box_outline_blank check_box_outline_blank Slots
Cast (1) Burning Hands 1 action
V S
Instantaneous
Self (15-foot cone)

Burning Hands

1-level Evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V S
Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any 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 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

(Sorcerer) (Wizard)
Source: phb 220
Cast (1) Magic Missile 1 action
V S
Instantaneous
120 feet

Magic Missile

1-level Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

(Sorcerer) (Wizard)
Source: phb 257
Cast (1) Ray of Sickness 1 action
V S
Instantaneous
60 feet

Ray of Sickness

1-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

(Sorcerer) (Wizard)
Source: phb 271
Cast (1) Witch Bolt 1 action
V S M
1 minute
Concentration
30 feet

Witch Bolt

1-level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V S M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Notes: Concentration, up to 1 minute

(Sorcerer) (Warlock) (Wizard)
Source: phb 289
Cast Cloud of Daggers 1 action
V S M
1 minute
Concentration
60 feet

Cloud of Daggers

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a sliver of glass)
Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Notes: Concentration, up to 1 minute

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 222
Cast Darkness 1 action
V M
10 minutes
Concentration
60 feet

Darkness

2-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V M (bat fur and a drop of pitch or piece of coal)
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this 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.

Notes: Concentration, up to 10 minutes

(Druid) (Paladin) (Sorcerer) (Warlock) (Wizard)
Source: phb 230
Cast Melf's Acid Arrow 1 action
V S M
Instantaneous
90 feet

Melf's Acid Arrow

2-level Evocation
Casting Time: 1 action
Range: 90 feet
Components: V S M (powdered rhubarb leaf and an adder’s stomach)
Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

(Druid) (Wizard)
Source: phb 259
  • Sub Race: High Elf - Cantrip: You know one cantrip from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Class: Wizard - Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
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