Marcellinos Spell list
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Cantrip UpgradeThe damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
Cantrip UpgradeThe range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Altered EyesYou alter the appearance of your eyes for 1 minute.
Booming VoiceYour voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
Fire PlayYou cause flames to flicker, brighten, dim, or change color for 1 minute.
Invisible HandYou instantaneously cause an unlocked door or window to fly open or slam shut.
Phantom SoundYou create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
TremorsYou cause harmless tremors in the ground for 1 minute.
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip UpgradeThe damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell SlotYou can target one additional creature for each spell slot level above 1.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
- ApproachThe target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- DropThe target drops whatever it is holding and then ends its turn.
- FleeThe target spends its turn moving away from you by the fastest available means.
- GrovelThe target has the Prone condition and then ends its turn.
- HaltOn its turn, the target doesn't move and takes no action or Bonus Action.
Using a Higher-Level Spell SlotYou can affect one additional creature for each spell slot level above 1.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell SlotThe healing increases by 2d8 for each spell slot level above 1.
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell SlotThe damage increases by 1d6 for each spell slot level above 1.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell SlotThe healing increases by 2d4 for each spell slot level above 1.
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect.
The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.