Welby’s Spells — 12th Level

Eldritch Knight Arcane Compendium

Cantrips

Wizard/Sorcerer cantrips available to the Eldritch Knight

ACID SPLASHConjuration cantrip
Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet
Components: V, S

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Source: Player’s Handbook, p. 211


BLADE WARDAbjuration cantrip
Casting Time: 1 action
Duration: 1 round
Range: Self
Components: V, S

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Source: Player’s Handbook, p. 218


CHILL TOUCHNecromancy cantrip
Casting Time: 1 action
Duration: 1 round
Range: 120 feet
Components: V, S

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Source: Player’s Handbook, p. 221


FIRE BOLTEvocation cantrip
Casting Time: 1 action
Duration: Instantaneous
Range: 120 feet
Components: V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Source: Player’s Handbook, p. 242


PRESTIDIGITATIONTransmutation cantrip
Casting Time: 1 action
Duration: Up to 1 hour
Range: 10 feet
Components: V, S

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.

Source: Player’s Handbook, p. 267


RAY OF FROSTEvocation cantrip
Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet
Components: V, S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Source: Player’s Handbook, p. 271


SHOCKING GRASPEvocation cantrip
Casting Time: 1 action
Duration: Instantaneous
Range: Touch
Components: V, S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Source: Player’s Handbook, p. 275


1st-Level Spells

Abjuration & Evocation spells available to the Eldritch Knight

ABSORB ELEMENTS1st-level abjuration
Casting Time: 1 reaction, when taking acid, cold, fire, lightning, or thunder damage
Range: Self
Duration: 1 round
Components: S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Source: Xanathar’s Guide to Everything, p. 150


DIVINE FAVOUR1st-level evocation
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: Self
Components: V, S

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Source: Player’s Handbook, p. 235


FEATHER FALL1st-level transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Duration: 1 minute
Components: V, M (a small feather or piece of down)

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Source: Player’s Handbook, p. 239


HEALING WORD1st-level evocation
Casting Time: 1 bonus action
Duration: Instantaneous
Range: 60 feet
Components: V

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Source: Player’s Handbook, p. 250


HUNTER’S MARK1st-level divination
Casting Time: 1 bonus action
Duration: Concentration, up to 1 hour
Range: 90 feet
Components: V

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Source: Player’s Handbook, p. 251


MAGE ARMOR1st-level abjuration
Casting Time: 1 action
Duration: 8 hours
Range: Touch
Components: V, S, M (a piece of cured leather)

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Source: Player’s Handbook, p. 256


PROTECTION FROM EVIL AND GOOD1st-level abjuration
Casting Time: 1 action
Duration: Concentration, up to 10 minutes
Range: Touch
Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Source: Player’s Handbook, p. 270


SEARING SMITE1st-level evocation
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: Self
Components: V

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Source: Player’s Handbook, p. 275


SHIELD1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Duration: 1 round
Components: V, S

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.

Source: Player’s Handbook, p. 275


THUNDEROUS SMITE1st-level evocation
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: Self
Components: V

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Source: Player’s Handbook, p. 283


2nd-Level Spells

Abjuration & Evocation spells available to the Eldritch Knight

BLUR2nd-level illusion
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: Self
Components: V

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Source: Player’s Handbook, p. 219


BRANDING SMITE2nd-level evocation
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: Self
Components: V

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Source: Player’s Handbook, p. 219


INVISIBILITY2nd-level illusion
Casting Time: 1 action
Duration: Concentration, up to 1 hour
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)

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.

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.

Source: Player’s Handbook, p. 254


MIRROR IMAGE2nd-level illusion
Casting Time: 1 action
Duration: 1 minute
Range: Self
Components: V, S

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight (such as blindsight), or if it can perceive illusions as false, as with truesight.

Source: Player’s Handbook, p. 260


MISTY STEP2nd-level conjuration
Casting Time: 1 bonus action
Duration: Instantaneous
Range: Self
Components: V

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Source: Player’s Handbook, p. 260


SCORCHING RAY2nd-level evocation
Casting Time: 1 action
Duration: Instantaneous
Range: 120 feet
Components: V, S

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Source: Player’s Handbook, p. 273


SEE INVISIBILITY2nd-level divination
Casting Time: 1 action
Duration: 1 hour
Range: Self
Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Source: Player’s Handbook, p. 274


SHATTER2nd-level evocation
Casting Time: 1 action
Duration: Instantaneous
Range: 60 feet
Components: V, S, M (a chip of mica)

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Source: Player’s Handbook, p. 275


3rd-Level Spells

Abjuration & Evocation spells available to the Eldritch Knight

DISPEL MAGIC3rd-level abjuration
Casting Time: 1 action
Duration: Instantaneous
Range: 120 feet
Components: V, S

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

Source: Player’s Handbook, p. 234


FLY3rd-level transmutation
Casting Time: 1 action
Duration: Concentration, up to 10 minutes
Range: Touch
Components: V, S, M (a wing feather from any bird)

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Source: Player’s Handbook, p. 243


LIGHTNING BOLT3rd-level evocation
Casting Time: 1 action
Duration: Instantaneous
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Source: Player’s Handbook, p. 255


4th-Level Spells

Abjuration & Evocation spells available to the Eldritch Knight

STAGGERING SMITE4th-level evocation
Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute
Range: Self
Components: V

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Source: Player’s Handbook, p. 278