Sai Reference

Spell info for Sai Nai’lo

Burning Hands

1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and
fingers spread, a thin sheet o f flames shoots forth from
your outstretched fingertips. Each creature in a 15-foot
cone must make a Dexterity saving throw. A creature
takes 3d6 fire damage on a failed save, or half as much
damage on a successful one.
The fire ignites any flammable objects in the area that
aren’t being w orn or carried.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d6 for each slot level above 1st.

Charm Person

1st-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see within
range. It must make a W isdom saving throw, and does
so with advantage if you or your companions are fighting
it. If it fails the saving throw, it is charmed by you until
the spell ends or until you or your companions do
anything harmful to it. The charmed creature regards
you as a friendly acquaintance. When the spell ends, the
creature knows it w as charmed by you.
At Higher Levels.When you cast this spell using
a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet o f each other when
you target them.

Dancing Lights
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit o f phosphorus or w ychwood,
or a glowworm)
Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range,
making them appear as torches, lanterns, or glowing
orbs that hover in the air for the duration. You can
also combine the four lights into one glowing vaguely
humanoid form of Medium size. Whichever form you
choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the
lights up to 60 feet to a new spot within range. A light
must be within 20 feet o f another light created by this
spell, and a light winks out if it exceeds the spell’s range.

Detect Magic
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence o f magic
within 30 feet o f 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 o f magic, if any.
The spell can penetrate most barriers, but it is blocked
by 1 foot o f stone, 1 inch o f common metal, a thin sheet
of lead, or 3 feet o f wood or dirt.

Disguise Self
1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
You make yourself—including your clothing, armor,
weapons, and other belongings on your person—look
different until the spell ends or until you u se your action
to dismiss it. You can seem 1 foot shorter or taller and
can appear thin, fat, or in between. You can’t change
your body type, so you must adopt a form that has the
same basic arrangement o f limbs. Otherwise, the extent
o f the illusion is up to you.
The changes wrought by this spell fail to hold up to
physical inspection. For example, if you use this spell
to add a hat to your outfit, objects pass through the hat,
and anyone w ho touches it w ould feel nothing or would
feel your head and hair. If you use this spell to appear
thinner than you are, the hand o f someone who reaches
out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use
its action to inspect your appearance and must succeed
on an Intelligence (Investigation) check against your
spell save DC.

Faerie Fire
1st-level evocation
Casting Time: 1 action Range: 60 feet Components: V
Duration: Concentration, 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 w hen 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.

Feather Fall
1st-level transmutation
Casting Time: 1 reaction, which you take when you or a
creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or p iece o f down)
Duration: 1 minute
Choose up to five falling creatures within range. A
falling creature’s rate o f 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.

Identify
1st-level divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and
an owl feather)
Duration: Instantaneous
You choose one object that you must touch throughout
the casting o f 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 w as 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.

Mage Armor
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece o f cured leather)
Duration: 8 hours
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 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 o f 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.

Magic Missile
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
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.

Message
Transmutation cantrip
Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Minor Illusion
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit o f fleece)
Duration: 1 minute
You create a sound or an image o f 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 o f 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 o f 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.

Ray of Frost
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam o f 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.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shield
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 o f your next turn, you have a
+5 bonus to AC, including against the triggering attack,
and you take no damage from magic missile.

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.

W eb
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit o f spiderweb)
Duration: Concentration, up to 1 hour
You conjure a m ass of thick, sticky webbing at a point of
your choice within range. The w ebs fill a 20-foot cube
from that point for the duration. The w ebs are difficult
terrain and lightly obscure their area.
If the w ebs aren’t anchored between two solid m asses
(such as walls or trees) or layered across a floor, wall,
or ceiling, the conjured web collapses on itself, and the
spell ends at the start of your next turn. W ebs layered
over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the w ebs or that
enters them during its turn must make a Dexterity
saving throw. On a failed save, the creature is restrained
as long as it remains in the w ebs or until it breaks free.
A creature restrained by the w ebs can use its action to
make a Strength check against your spell save DC. If it
succeeds, it is no longer restrained.
The w ebs are flammable. Any 5-foot cube of w ebs
exposed to fire burns away in 1 round, dealing 2d4 fire
damage to any creature that starts its turn in the fire.

Sai Reference

Six Points of Light Cromage