TEXT: REFERENCE 
  CARDS
  animated spells
  LEVEL 1 VOL 2 
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  ANIMATION: JASON ENGLE
  ART: CRAIG YAMAMOTO
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Goodberry
  LEVEL 1
  TRANSMUTATION
  INSTANT
  V, S, M
  1 ACTION
  TOUCH
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  Grease
  LEVEL 1
  CONJURATION
  1 MIN
  V, S, M
  1 ACTION
  60'
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  ANIMATION: JASON ENGLE
  ART: JIMMY HORNER
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Guiding Bolt
  LEVEL 1
  EVOCATION
  1 ROUND
  V, S
  1 ACTION
  120'
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  ANIMATION: JASON ENGLE
  ART: DANTE TUMMINELLO
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  Healing Word
  LEVEL 1
  EVOCATION
  INSTANT
  V
  1 BONUS
  60'
  
  A sprig of mistletoe.
  MATERIAL COMPONENTS
  Up to ten berries appear in your hand and 
  are infused with magic for the duration. A 
  creature can use its action to eat one berry. 
  Eating a berry restores 1 hit point, and the 
  berry provides enough nourishment to  
  sustain a creature for one day. 
  The berries lose their potency if they have  
  not been consumed within 24 hours of the 
  casting of this spell.
  Goodberry
  1ST LEVEL TRANSMUTATION
  DRUID | RANGER
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Instantaneous
  1 Action
  V, S, M
  Slick grease covers the ground in a 10-foot 
  square centered on a point within range and 
  turns it into difficult terrain for the duration. 
  When the grease appears, each creature standing 
  in its area must succeed on a Dexterity saving 
  throw or fall prone. A creature that enters the 
  area or ends its turn there must also succeed  
  on a Dexterity saving throw or fall prone.
  Grease
  1ST LEVEL CONJURATION
  WIZARD
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet 
  (10-Foot Square)
  1 Minute
  1 Action
  V, S, M
  A bit of pork rind or butter.
  MATERIAL COMPONENTS
  A flash of light streaks toward a creature of 
  your choice within range. Make a ranged  
  spell attack against the target. On a hit, the 
  target takes 4d6 radiant damage, and the next 
  attack roll made against this target before the 
  end of your next turn has advantage, thanks  
  to the mystical dim light glittering on the 
  target until then.
  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.
  Guiding Bolt
  1ST LEVEL EVOCATION
  CLERIC
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  1 Round
  1 Action
  V, S
  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.
  Healing Word
  1ST LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Instantaneous
  1 Bonus Action
  V
  BARD | CLERIC | DRUID
  
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  Hellish Rebuke
  LEVEL 1
  EVOCATION
  INSTANT
  V, S
  1 REACT
  60'
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  ANIMATION: JASON ENGLE
  ART: SAM ALLEN
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  Hunter’s Mark
  LEVEL 1
  DIVINATION
  C. 1 HR
  V
  1 ACTION
  90'
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  ANIMATION: JASON ENGLE
  ART: GIOVANNI BARROTU
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  Heroism
  LEVEL 1
  ENCHANTMENT
  C. 1 MIN
  V, S
  1 ACTION
  TOUCH
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  ART: PEGBARIANS
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  Hideous Laughter
  LEVEL 1
  ENCHANTMENT
  C. 1 MIN
  V, S, M
  1 ACTION
  30'
  
  You point your finger, and the creature that 
  damaged you is momentarily surrounded 
  by hellish flames. The creature must make 
  a Dexterity saving throw. It takes 2d10 fire 
  damage on a failed save, or half as much 
  damage on a successful one. 
  At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, the 
  damage increases by 1d10 for each slot level 
  above 1st.
  Hellish Rebuke
  1ST LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Instantaneous
  1 Reaction
  V, S
  WARLOCK
  1 reaction, which you take in response to being 
  damaged by a creature within 60 feet of you 
  that you can see.
  CASTING TIME
  A willing creature you touch is imbued with bravery. 
  Until the spell ends, the creature is immune to being 
  frightened and gains temporary hit points equal to 
  your spellcasting ability modifier at the start of each 
  of its turns. When the spell ends, the target loses 
  any remaining temporary hit points from this spell.
  At Higher Levels. When you cast this spell using a 
  spell slot of 2nd level or higher, you can target one 
  additional creature for each slot level above 1st.
  Heroism
  1ST LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Concentration, 
  up to 1 minute
  1 Action
  V, S
  BARD | PALADIN
  A creature of your choice that you can see within 
  range perceives everything as hilariously funny  
  and falls into fits of laughter if this spell affects it. 
  The target must succeed on a Wisdom saving throw 
  or fall prone, becoming incapacitated and unable 
  to stand up for the duration. A creature with an 
  Intelligence score of 4 or less isn’t affected. 
  At the end of each of its turns, and each time  
  it takes damage, the target can make another  
  Wisdom saving throw. The target has advantage  
  on the saving throw if it’s triggered by damage.  
  On a success, the spell ends.
  Hideous Laughter
  1ST LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Concentration, 
  up to 1 minute
  1 Action
  V, S, M
  BARD | WIZARD
  Tiny tarts and a feather that is waved in the air.
  MATERIAL COMPONENTS
  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.
  Hunter’s Mark
  1ST LEVEL DIVINATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  90 Feet
  Concentration,  
  up to 1 hour
  1 Bonus Action
  V
  RANGER
  
  ANIMATION: JASON ENGLE
  ART: CRAIG YAMAMOTO
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Identify
  LEVEL 1
  DIVINATION (R)
  INSTANT
  V, S, M
  1 MIN
  TOUCH
  ANIMATION: JASON ENGLE
  ART: DANTE TUMMINELLO
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Illusory Script
  LEVEL 1
  ILLUSION (R)
  10 DAYS
  S, M
  1 MIN
  TOUCH
  ANIMATION: JASON ENGLE
  ART: JOSH GRINLINTON
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Inflict Wounds
  LEVEL 1
  NECROMANCY
  INSTANT
  V, S
  1 ACTION
  TOUCH
  ANIMATION: JASON ENGLE
  ART: GIOVANNI BARROTU
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Jump
  LEVEL 1
  TRANSMUTATION
  1 MIN
  V, S, M
  1 ACTION
  TOUCH
  
  You choose one object that you must touch 
  throughout the casting of the spell. If it is a 
  magic item or some other magic-imbued object, 
  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 
  which spell created it. 
  If you instead touch a creature throughout 
  the casting, you learn what spells, if any, are 
  currently affecting it.
  Identify
  1ST LEVEL DIVINATION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch 
  Instantaneous
  1 Minute
  V, S, M
  BARD | WIZARD
  A pearl worth at least 100 gp and an owl feather.
  MATERIAL COMPONENTS
  You write on parchment, paper, or some other suitable 
  writing material and imbue it with a potent illusion that 
  lasts for the duration. 
  To you and any creatures you designate when you cast 
  the spell, the writing appears normal, written in your 
  hand, and conveys whatever meaning you intended when 
  you wrote the text. To all others, the writing appears as 
  if it were written in an unknown or magical script that is 
  unintelligible. Alternatively, you can cause the writing to 
  appear to be an entirely different message, written in a 
  different hand and language, though the language must 
  be one you know. 
  Should the spell be dispelled, the original script and the 
  illusion both disappear. 
  A creature with truesight can read the hidden message.
  Illusory Script
  1ST LEVEL ILLUSION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  10 Days
  1 Minute
  S, M
  BARD | WARLOCK | WIZARD
  A lead-based ink worth at least 10 gp, which the  
  spell consumes.
  MATERIAL COMPONENTS
  Make a melee spell attack against a creature 
  you can reach. On a hit, the target takes 3d10 
  necrotic damage.
  At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, the 
  damage increases by 1d10 for each slot level 
  above 1st.
  Inflict Wounds
  1ST LEVEL NECROMANCY
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Instantaneous
  1 Action
  V, S
  CLERIC
  You touch a creature. The creature’s 
  jump distance is tripled until the  
  spell ends.
  Jump
  1ST LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  1 Minute
  1 Action
  V, S, M
  DRUID | RANGER | SORCERER | WIZARD
  A grasshopper’s hind leg.
  MATERIAL COMPONENTS
  
  ANIMATION: JASON ENGLE
  ART: GIOVANNI BARROTU
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  Longstrider
  LEVEL 1
  TRANSMUTATION
  1 HR
  V, S, M
  1 ACTION
  TOUCH
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  ANIMATION: JASON ENGLE
  ART: JOSH GRINLINTON
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  Protection from Evil & Good
  LEVEL 1
  ABJURATION
  C.10 MINS
  V, S, M
  1 ACTION
  TOUCH
  ART: GIOVANNI BARROTU
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  Mage Armor
  LEVEL 1
  ABJURATION
  8 HRS
  V, S, M
  1 ACTION
  TOUCH
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  ANIMATION: JASON ENGLE
  ART: DARREN BIRD
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  Magic Missile
  LEVEL 1
  EVOCATION
  INSTANT
  V, S
  1 ACTION
  120'
  
  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.
  Protection from Evil & Good
  1ST LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Concentration, 
  up to 10 minutes
  1 Action
  V, S, M
  CLERIC | PALADIN | WARLOCK | WIZARD
  Holy water or powdered silver and iron, which the  
  spell consumes.
  MATERIAL COMPONENTS
  You touch a creature. The target’s speed 
  increases by 10 feet until the spell ends.
  At Higher Levels. When you cast this spell 
  using a spell slot of 2nd level or higher, you  
  can target one additional creature for each  
  slot level above 1st.
  Longstrider
  1ST LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  1 Hour
  1 Action
  V, S, M
  BARD | DRUID | RANGER | WIZARD
  A pinch of dirt.
  MATERIAL COMPONENTS
  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. 
  Mage Armor
  1ST LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  8 Hours
  1 Action
  V, S, M
  SORCERER | WIZARD
  A piece of cured leather.
  MATERIAL COMPONENTS
  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.
  Magic Missile
  1ST LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  Instantaneous
  1 Action
  V, S
  SORCERER | WIZARD
  
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  PURIFY food & Drink
  LEVEL 1
  TRANSMUTATION (R)
  INSTANT
  V, S
  1 ACTION
  10'
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  ANIMATION: JASON ENGLE
  ART: LIAM BERTELSEN 
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  Shield of Faith
  LEVEL 1
  ABJURATION
  C.10 MINS
  V, S, M
  1 BONUS
  60'
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  ANIMATION: JASON ENGLE
  ART: MENG HER
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  Sanctuary
  LEVEL 1
  ABJURATION
  1 MIN
   V, S, M
   1 BONUS
  30�
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  ANIMATION: JASON ENGLE
  ART: JOSH GRINLINTON
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  Shield
  LEVEL 1
  ABJURATION
  1 ROUND
  V, S
  1 REACT
  SELF
  
  A shimmering field appears and surrounds a 
  creature of your choice within range, granting 
  it a +2 bonus to AC for the duration.
  Shield of Faith
  1ST LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Concentration,  
  up to 10 minutes
  1 Bonus Action
  V, S, M
  CLERIC | PALADIN 
  A small parchment with a bit of holy text 
  written on it.
  MATERIAL COMPONENTS
  All nonmagical food and drink within 
  a 5-foot-radius sphere centered on a 
  point of your choice within range is 
  purified and rendered free of poison 
  and disease.
  Purify Food & Drink
  1ST LEVEL TRANSMUTATION (RITUAL)
  CLERIC | DRUID | PALADIN
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  10 Feet
  (5-Foot-Radius Sphere)
  Instantaneous
  1 Action
  V, S
  You ward a creature within range against attack. Until  
  the spell ends, any creature who targets the warded 
  creature with an attack or a harmful spell must first  
  make a Wisdom saving throw. On a failed save, the 
  creature must choose a new target or lose the attack  
  or spell. This spell doesn’t protect the warded creature 
  from area effects, such as the explosion of a fireball. 
  If the warded creature makes an attack or casts a spell  
  that affects an enemy creature, this spell ends.
  Sanctuary
  1ST LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  1 Minute
  1 Bonus Action
  V, S, M
  CLERIC
  A small silver mirror.
  MATERIAL COMPONENTS
  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.
  Shield
  1ST LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  1 Round
  1 Reaction
  V, S
  SORCERER | WIZARD
  1 reaction, which you take when you are hit by 
  an attack or targeted by the magic missile spell. 
  CASTING TIME
  
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  Silent Image
  LEVEL 1
  ILLUSION
  C.10 MINS
  V, S, M
  1 ACTION
  60�
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  ANIMATION: JASON ENGLE
  ART: CHARLENE FENTON
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  Thunderwave
  LEVEL 1
  EVOCATION
  INSTANT
  V, S
  1 ACTION
  SELF
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  ANIMATION: JASON ENGLE
  ART: BEN RAVID
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  Sleep
  LEVEL 1
  ENCHANTMENT
  1 MIN
  V, S, M
  1 ACTION
  90'
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  ANIMATION: JASON ENGLE
  ART: MIMI CHIU
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  Speak with Animals
  LEVEL 1
  DIVINATION (R)
  10 MINS
  V, S
  1 ACTION
  SELF
  
  A wave of thunderous force sweeps out from you. Each 
  creature in a 15-foot cube originating from you must 
  make a Constitution saving throw. On a failed save, a 
  creature takes 2d8 thunder damage and is pushed 10 
  feet away from you. On a successful save, the creature 
  takes half as much damage and isn’t pushed. 
  In addition, unsecured objects that are completely 
  within the area of effect are automatically pushed 10 
  feet away from you by the spell’s effect, and the spell 
  emits a thunderous boom audible out to 300 feet.
  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.
  Thunderwave
  1ST LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self (15-Foot Cube)
  Instantaneous
  1 Action
  V, S
  BARD | DRUID | SORCERER | WIZARD
  You create the image of an object, a creature, or some other 
  visible phenomenon that is no larger than a 15-foot cube. 
  The image appears at a spot within range and lasts for the 
  duration. The image is purely visual; it isn’t accompanied  
  by sound, smell, or other sensory effects. 
  You can use your action to cause the image to move to any 
  spot within range. As the image changes location, you can 
  alter its appearance so that its movements appear natural for 
  the image. For example, if you create an image of a creature 
  and move it, you can alter the image so that it appears to  
  be walking. 
  Physical interaction with the image reveals it to be an illusion, 
  because things can pass through it. A creature that uses its 
  action to examine the image can determine that it is an 
  illusion with a successful Intelligence (Investigation) check 
  against your spell save DC. If a creature discerns the illusion 
  for what it is, the creature can see through the image.
  Silent Image
  1ST LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet 
  (15-Foot Cube)
  Concentration, 
  up to 10 minutes
  1 Action
  V, S, M
  BARD | SORCERER | WIZARD
  A bit of fleece.
  MATERIAL COMPONENTS
  This spell sends creatures into a magical slumber. Roll 5d8; the 
  total is how many hit points of creatures this spell can affect. 
  Creatures within 20 feet of a point you choose within range are 
  affected in ascending order of their current hit points (ignoring 
  unconscious creatures). 
  Starting with the creature that has the lowest current hit points, 
  each creature affected by this spell falls unconscious until the 
  spell ends, the sleeper takes damage, or someone uses an action 
  to shake or slap the sleeper awake. Subtract each creature’s hit 
  points from the total before moving on to the creature with the 
  next lowest hit points. A creature’s hit points must be equal to or 
  less than the remaining total for that creature to be affected. 
  Undead and creatures immune to being charmed aren’t affected 
  by this spell.
  At Higher Levels. When you cast this spell using a spell slot 
  of 2nd level or higher, roll an additional 2d8 for each slot level 
  above 1st.
  Sleep
  1ST LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  90 Feet  
  (20-Foot-Radius Sphere)
  1 Minute
  1 Action
  V, S, M
  BARD | SORCERER | WIZARD
  A pinch of fine sand, rose petals, or a cricket.
  MATERIAL COMPONENTS
  You gain the ability to comprehend and verbally 
  communicate with beasts for the duration.  
  The knowledge and awareness of many beasts  
  is limited by their intelligence, but at minimum, 
  beasts can give you information about nearby 
  locations and monsters, including whatever  
  they can perceive or have perceived within  
  the past day. You might be able to persuade a 
  beast to perform a small favor for you, at the 
  GM’s discretion.
  Speak with Animals
  1ST LEVEL DIVINATION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  10 Minutes
  1 Action
  V, S
  BARD | DRUID | RANGER
  
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  ANIMATION: JASON ENGLE
  ART: MENG HER
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  Unseen Servant
  LEVEL 1
  CONJURATION (R)
  1 HR
  V, S, M
  1 ACTION
  60'
  
  This spell creates an invisible, mindless, shapeless force that 
  performs simple tasks at your command until the spell ends.  
  The servant springs into existence in an unoccupied space on  
  the ground within range. It has AC 10, 1 hit point, and a  
  Strength of 2, and it can’t attack. If it drops to 0 hit points,  
  the spell ends. 
  Once on each of your turns as a bonus action, you can mentally 
  command the servant to move up to 15 feet and interact with 
  an object. The servant can perform simple tasks that a human 
  servant could do, such as fetching things, cleaning, mending, 
  folding clothes, lighting fires, serving food, and pouring wine. 
  Once you give the command, the servant performs the task to 
  the best of its ability until it completes the task, then waits for 
  your next command. 
  If you command the servant to perform a task that would move 
  it more than 60 feet away from you, the spell ends.
  Unseen Servant
  1ST LEVEL CONJURATION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  1 Hour
  1 Action
  V, S, M
  BARD | WARLOCK | WIZARD
  A piece of string and a bit of wood.
  MATERIAL COMPONENTS
  
  LICENCE
  The terms of the Open Gaming License Version 1.0a 
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  END OF LICENSE
  PRODUCT IDENTITY
  The  following  items  are  designated  Product  Identi-
  ty, as  defined  in  Section  1(e)  of  the  Open  Gaming  
  License Version  1.0a  and  are  subject  to  the  condi-
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  ited  to, logos,  trademarks,  graphic  design,  layouts  
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  limited  to  logos,  trademarks,  graphic  design,  lay-
  outs  and identifying  marks,
   
  The Deck of Many Animated Spells  branding,  includ-
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  All  text  created  by  Hit Point Press Inc.  not  found  
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  OGL_V5.1.pdf, 
   
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  is Open Game Content as described in Section 1(d) of 
  the License.  No portion of this work other than the 
  material designated as Open Game Content may be 
  reproduced in any form without permission.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Deck of Many - Animated Spells Master V.02 [Mar 2019]/AnimatedSpellsLevel1/tdomAnimatedSpells-level1vol2-PNP.pdf