⤝ Héroes

Kairon's Image

Resumen

Lugar de Origen: Neverwinter

Edad: 18

Raza: Tiefling

Clase: Warlock

Background: Charlatan

Alineamiento: Chaotic Neutral

Características Físicas

Estatura: 5"9

Peso: 143

Piel (Color): Ash

Ojos (Color): Golden

Pelo (Color): Black

Kairon (Warlock nivel 5)

"Juntemos las manos, hagamos una rueda, como hermanas enviadas del cielo y de la tierra. Tres vueltas por tí, tres por tí, tres por mi: son nueve, cuenta justa" - Las tres hermanas.

     "Lo justo es injusto, y lo injusto es justo." Así, Kairon fué enviado para destruir otras brujas y robarles sus secretos. Las tres brujas muy poderosas se hacen pasar por curanderas de Alurhelin, y viven a las afueras de Neverwinter. Encontraron a Kairon de chico y lo adoptaron y pactaron con él. Las brujas se asesinan entre ellas para tener más poder, nuevos secretos, y obtener objetos mágicos terribles. Si viven entre ellas, escojen a una que entrenan para éste propósito.

    Kairon creció aprendiendo secretos terribles y vendiendo productos de sus madres en Neverwinter, siempre usando trucos y mágia para engañar y aprovecharse de la gente. Siendo solitario, creaba juegos en donde tenía amigos y salía a tener aventuras, aunque éstos eran acallados por sus madres Dalhia, Elspeth, y Tarja. No se lo comieron de chico para usarlo para su propio beneficio y entrenarlo para cazar otras brujas.

Su identidad falsa es un noble Alur clérigo, llamado Cithrel Ravaren, en el oeste del mundo.

Cithrel Ravaren

Personalidad

Rasgos: I lie about almost everything without reason.

Ideales: Independence - free spirit, no one but my mothers tell me what to do (Chaotic).

Lazos: I owe everything to my mothers - horrible people that might end up in jail.

Fallas: I lie about almost everything without reason.

Aliados y Organizaciones

Kairon no forma parte de ninguna organización hasta ahora.

Tiefling


To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus -- Overlord of the Nine Hells -- into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.

Features

Alignment: Chaotic Neutral

Speed: 30

Languages: Common, Infernal

Ability Score Improvements: +1 Intelligence, +2 Charisma

Traits

Race Traits

Warlock


A wielder of magic that is derived from a bargain with an extraplanar entity.

Hit Points

Hit Die: d8

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warlock level after 1st

Abilities

Primary Abilities: Charisma

Saving Throw Proficiencies: Wisdom, Charisma

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack Modifier = your proficiency bonus + your Charisma modifier

Proficiencies

Skills: Choose 2 skills from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion

Armor and Weapon Proficiencies: Light armor, simple weapons

Tool Proficiencies: none

Statistics


Shield icon

Armor Class

12

d20 icon

Initiative

+1

d20 icon

Proficiency Bonus

+3

Eye icon

Passive Perception

11

Cross icon

Inspiration

Heart icon

Max HP

38

d20 icon

Total HitDie

5d8

Running icon

Speed

30 ft

Ability Scores

Score Ability Ability Modifier Saving Throw
8 Strength -1 -1
13 Dexterity +1 +1
14 Constitution +2 +2
11 Intelligence 0 0
12 Wisdom +1 +4
17 Charisma +3 +6

Skills

Proficient Bonus Skill Name
+1 Acrobatics
+1 Animal Handling
+3 Arcana
-1 Athletics
+6 Deception
0 History
+1 Insight
+6 Intimidation
0 Investigation
+1 Medicine
0 Nature
+1 Perception
+3 Performance
+3 Persuasion
0 Religion
+4 Sleight of Hand
+1 Stealth
+1 Survival

Poderes


∇ Tiefling spells:

Cantrips

Transmutation school image Cantrip Thaumaturgy

Transmutation • V

1 action 1 minute 30 feet

Thaumaturgy

Transmutation Cantrip

Casting Time: 1 action

Range: 30 feet

Components: V

Duration: 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range.
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You 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.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Level 1

Evocation school image 1st Hellish Rebuke

Evocation • V, S

1 reaction Instantaneous 60 feet

Hellish Rebuke

1st-level evocation

Casting Time: 1 reaction

Range: 60 feet

Components: V, S

Duration: Instantaneous

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.

Level 2

Evocation school image 2nd Darkness

Evocation • V, M

1 action Up to 10 minutes 60 feet

Darkness

2nd-level evocation (concentration)

Casting Time: 1 action

Range: 60 feet

Components: V, M (Bat fur and a drop of pitch or piece of coal.)

Duration: 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.

∇ Warlock spells:

Cantrips

Evocation school image Cantrip Eldritch Blast

Evocation • V, S

1 action Instantaneous 120 feet

Eldritch Blast

Evocation Cantrip

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Evocation school image Cantrip Fire Bolt

Evocation • V, S

1 action Instantaneous 120 feet

Fire Bolt

Evocation Cantrip

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

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

Conjuration school image Cantrip Mage Hand

Conjuration • V, S

1 action 1 minute 30 feet

Mage Hand

Conjuration Cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Illusion school image Cantrip Minor Illusion

Illusion • S, M

1 action 1 minute 30 feet

Minor Illusion

Illusion Cantrip

Casting Time: 1 action

Range: 30 feet

Components: S, M (A bit of fleece.)

Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.

Transmutation school image Cantrip Prestidigitation

Transmutation • V, S

1 action 1 hour 10 feet

Prestidigitation

Transmutation Cantrip

Casting Time: 1 action

Range: 10 feet

Components: V, S

Duration: 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.

Evocation school image Cantrip Shocking Grasp

Evocation • V, S

1 action Instantaneous Touch

Shocking Grasp

Evocation Cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

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

Necromancy school image Cantrip Spare the Dying

Necromancy • V, S

1 action Instantaneous Touch

Spare the Dying

Necromancy Cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Necromancy school image Cantrip Toll the Dead

Necromancy • V, S

1 action Instantaneous 60 feet

Toll the Dead

Necromancy Cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment.

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.

At Higher Levels:
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Xanathar's Guide to Everything, page 169.

Enchantment school image Cantrip Vicious Mockery

Enchantment • V

1 action Instantaneous 60 feet

Vicious Mockery

Enchantment Cantrip

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Level 1

Abjuration school image 1st Alarm

Abjuration • V, S, M

1 minute 8 hours 30 feet

Alarm

1st-level abjuration (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (A tiny bell and a piece of fine silver wire.)

Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Divination school image 1st Comprehend Languages

Divination • V, S, M

1 action 1 hour Self

Comprehend Languages

1st-level divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S, M (A pinch of soot and salt.)

Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Evocation school image 1st Faerie Fire

Evocation • V

1 action Up to 1 minute 60 feet

Faerie Fire

1st-level evocation (concentration)

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Conjuration school image 1st Find Familiar

Conjuration • V, S, M

1 hour Instantaneous 10 feet

Find Familiar

1st-level conjuration (ritual)

Casting Time: 1 hour

Range: 10 feet

Components: V, S, M (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier.)

Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.

Enchantment school image 1st Hex

Enchantment • V, S, M

1 bonus action Up to 1 hour 90 feet

Hex

1st-level enchantment (concentration)

Casting Time: 1 bonus action

Range: 90 feet

Components: V, S, M (The petrified eye of a newt.)

Duration: Up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

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 curse a new creature.

A remove curse cast on the target ends this spell early.

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.

Divination school image 1st Identify

Divination • V, S, M

1 minute Instantaneous Touch

Identify

1st-level divination (ritual)

Casting Time: 1 minute

Range: Touch

Components: V, S, M (A pearl worth at least 100gp and an owl feather.)

Duration: Instantaneous

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.

Enchantment school image 1st Sleep

Enchantment • V, S, M

1 action 1 minute 90 feet

Sleep

1st-level enchantment

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (A pinch of fine sand, rose petals, or a cricket.)

Duration: 1 minute

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.

Level 2

Enchantment school image 2nd Calm Emotions

Enchantment • V, S

1 action Up to 1 minute 60 feet

Calm Emotions

2nd-level enchantment (concentration)

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Up to 1 minute

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Illusion school image 2nd Invisibility

Illusion • V, S, M

1 action Up to 1 hour Touch

Invisibility

2nd-level illusion (concentration)

Casting Time: 1 action

Range: Touch

Components: V, S, M (An eyelash encased in gum arabic.)

Duration: Up to 1 hour

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.

Conjuration school image 2nd Misty Step

Conjuration • V

1 bonus action Instantaneous Self

Misty Step

2nd-level conjuration

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Instantaneous

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

Illusion school image 2nd Phantasmal Force

Illusion • V, S, M

1 action Up to 1 minute 60 feet

Phantasmal Force

2nd-level illusion (concentration)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (A bit of fleece.)

Duration: Up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

Enchantment school image 2nd Suggestion

Enchantment • V, M

1 action Up to 8 hours 30 feet

Suggestion

2nd-level enchantment (concentration)

Casting Time: 1 action

Range: 30 feet

Components: V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil.)

Duration: Up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.

Level 3

Transmutation school image 3rd Blink

Transmutation • V, S

1 action 1 minute Self

Blink

3rd-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Abjuration school image 3rd Counterspell

Abjuration • S

1 reaction Instantaneous 60 feet

Counterspell

3rd-level abjuration

Casting Time: 1 reaction

Range: 60 feet

Components: S

Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Transmutation school image 3rd Fly

Transmutation • V, S, M

1 action Up to 10 minutes Touch

Fly

3rd-level transmutation (concentration)

Casting Time: 1 action

Range: Touch

Components: V, S, M (A wing feather from any bird.)

Duration: Up to 10 minutes

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.

Illusion school image 3rd Major Image

Illusion • V, S, M

1 action Up to 10 minutes 120 feet

Major Image

3rd-level illusion (concentration)

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (A bit of fleece.)

Duration: Up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other 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. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
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, and its other sensory qualities become faint to the creature.
At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Transmutation school image3rdPlant Growth

Transmutation • V, S

1 actionInstantaneous150 feet

Plant Growth

3rd-level transmutation

Casting Time: 1 action

Range: 150 feet

Components: V, S

Duration: Instantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Conjuration school image3rdSummon Lesser Demons

Conjuration • V, S, M

1 actionUp to 1 hour60 feet

Summon Lesser Demons

3rd-level conjuration (concentration)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (A vial of blood from a humanoid killed within the past 24 hours.)

Duration: Up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

d6 / Demons Summoned
1–2 / Two demons of challenge rating 1 or lower
3–4 / Four demons of challenge rating 1/2 or lower
5–6 / Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels:
When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Xanathar's Guide to Everything, page 167.

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