Zyllis’s Spell List
Zyllis draws power from Eldrich patrons and radiant gods. Most see these powers as polar opposites never meant to co exist however they are merely two sides of the same coin. Paladins and warlocks channel very similar skills to reach very different destinations. While one sided offers protection the other debilitates the enemy, one purifies the other defiles. the same action just different directions.
Spellcasting Rules & Details
Type of Spell List you can access
Hexblade expanded Spell List
Paladin Oath of Vengeance expanded Spell List.
Spell Slot Recovery
Spell Preperation
Spellcasting Scores, DC, Bonus
Ritual Casting
Spellcasting Focus
Spell List
Cantrip | Level 1 | Level 2 | Level 3 | Level 4 |
Eldrich Blast | Shield | Blur | Elemental Weapon | Phantasmal Killer |
Prestigitation | Wrathful Smite | Branding Smite | Blink | Staggering Smite |
Sword Burst | Bane | Hold Person | Haste | - |
- | Hunter's Mark | Misty Step | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
Level 5 | Level 6 | Level 7 | Level 8 | Level 9 |
Banishing Smite | - | - | - | - |
Cone of Cold | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
- | - | - | - | - |
Bold = Prepared Spell
Cantrips
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.
At Higher Levels 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. Zarekk Karr
Prestigitation
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.
Sword Burst
Conjuration Cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: V
Duration: Instantaneous
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 1) Sooka Brast
Level 1 Spells
Shield
Source: Player's Handbook
1st-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
Components: V, S
Duration: 1 round
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.
Cure Wounds
Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.
Detect Magic
Source: Player's Handbook
divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Protection from Good and Evil
School
Casting Time: 1 action
Range: Touch
Components: V S M (Holy water/powdered silver and iron; consumed)
Duration: Conc. Up to 10 minutes
One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. 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 it.
Level 2 Spells
Branding Smite
Evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Up to 1 minute
Once you use this spell when 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
Find Steed
Conjuration
Casting Time: 10 minutes
Range: 30 feet
Components: V S
Duration: Instantaneous
A special steed, in the form you choose (usually a warhorse, pony, camel, elk, or mastiff, but your Dungeon Master may allow another), appears in an unoccupied space by your side. The magical steed has the statistics of its matching beast form, but if its Intelligence is normally lower than 6, it now becomes 6 and it gains the ability to understand one language you choose. The steed's creature type is not beast, but actually celestial, fey, or fiend according to your choice.
It otherwise behaves as a mount would, however when you are mounted and cast spells that normally target yourself, they can also affect your steed, and you are able to communicate with each other telepathically as far as 1 mile apart.
You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time.
Shatter
Evocation
Casting Time: 1 action
Range: 60 feet
Components: V S M (Chip of mica)
Duration: Instantaneous
Each creature in a 10-foot-radius sphere must make a Constitution save. A creature takes 3d8 thunder damage on a failed save or half as much on a success. A creature of inorganic material has disadvantage on the save.
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: The damage increases by 1d8 for each slot level above 2nd.
Lesser Restoration
School
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous
You touch a creature and end either one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.
Zone of truth
Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: 10 minutes
A creature that starts its turn in or enters the 15-foot sphere area you designate can no longer outright lie while in the area unless it succeeds on a Charisma saving throw. You are aware of who passes and who fails and the affected creatures are aware of the restriction.
Level 3 Spells
Magic Circle
Abjuration
Casting Time: 1 minute
Range: 10 feet
Components: V S M (Holy water/100gp of powdered silver and iron; consumed)
Duration: 1 hour
A 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a visible point on the ground appears. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to teleport or use interplanar travel, it must succeed on a Charisma save.
The creature has disadvantage on attacks against targets in the cylinder.
Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: The duration increases by 1 hour for each slot level above 3rd.
Level 4 Spells
Blight
necromancy
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous
A creature you can see must make a Constitution save. It takes 8d8 necrotic damage on a failed save, or half as much on a success. This spell has no effect on undead or constructs.
If you target a plant creature or magical plant, it saves with disadvantage, and the spell deals maximum damage. If you target a non-magical plant that isn't a creature, it automatically dies.
At Higher Levels: The damage increases by 1d8 for each slot level above 4th.
Level 5 Spells
Lv5 Spell: Banishing Smite
Abjuration
Level: 5
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
After this spell is used when you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Teleportation Circle
Conjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
Duration: 1 round
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.
A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. 2)
Mystic Arcanum
Lv6 Spell: Conjur Fey
6th-level conjuration
Casting Time 1 minute
Range 90 feet
Components V S
Duration Conc. Up to 1 hour
You summon a CR 6 or lower fey. It can also take the form of a beast. It disappears when it drops to 0 hit points or when the spell ends.
The fey is friendly to you and your companions for the duration and has its own initiative. It obeys any verbal commands you issue to it, no action required, as long as they don't violate its alignment. If you don't issue any commands to it, it will only defend itself from hostile creatures.
If your concentration is broken, you lose control of the fey and it becomes hostile towards you and your companions. An uncontrolled fey can't be dismissed by you, and it disappears 1 hour after you summoned it.