Artificer Spells: Difference between revisions
(Created page with "= Artificer Spells = == Cantrips == === Acid Splash === {| class="wikitable" |+ Acid Splash |- | Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Shaman, Sorcerer, Warlock |- | Range: 60ft || Duration: Instant || Components: VS || Arcane |} You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damag...") |
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This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.<br> | This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.<br> | ||
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.<br> | This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.<br> | ||
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier. | |||
The Spell can repair a break or tear that's 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft) | The Spell can repair a break or tear that's 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft) | ||
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Revision as of 20:26, 24 December 2022
Artificer Spells
Cantrips
Acid Splash
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Shaman, Sorcerer, Warlock |
Range: 60ft | Duration: Instant | Components: VS | Arcane |
You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.
This Spell’s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Booming Blade
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Shaman, Warlock, Wizard |
Range: Self | Duration: 1 Round | Components: VM (a Melee Weapon) | Arcane |
You brandish the Weapon used in the Spell’s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn.
If the target willingly moves 5ft or more before then, the target takes 1d8 Thunder Damage, and the Spell ends.
This Spell’s damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Thunder Damage to the target on a hit, and the Damage the target takes for moving increases to 2d8. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 3d8) and again at 17th Level (3d8 and 4d8).
Create Bonfire
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 60ft | Duration: 1 Minute (Concentration) | Components: VS | Arcane, Primal |
You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire’s space when you cast the Spell, that moves into the bonfire's space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.
The Bonfire ignites flammable objects in its area that aren't being worn or carried.
The Spell’s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Dancing Lights
Level: Cantrip | Casting Time: 1 Action | Illusion | Artificer, Bard, Sorcerer, Wizard |
Range: 120ft Still Emanation | Duration: 1 Minute (Concentration) | Components: VSM (a bit of phosphorus or wychwood, or a glowworm) | Arcane |
You create up to 4 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 shape up to Medium Size. The lights each shed Dim Light out to a Range of 10ft no matter what form they take.
As a Bonus Action you can move the lights up to 60ft each to a new space within the Range of the Spell. If a light is ever outside the Range of the Spell or farther than 20ft from any other light created by this Spell, that light vanishes.
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).
Echoing Strike
Level: Cantrip | Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) | Evocation | Artificer, Bard, Sorcerer, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Arcane |
You hurl a wave of echoing energy at a creature you can see within Range, that creature makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Thunder Damage and is pushed 5ft away from you.
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Firebolt
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Shaman, Sorcerer, Wizard |
Range: 120ft | Duration: Instant | Components: VS | Arcane |
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.
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
Frostbite
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Arcane, Primal |
You cause numbing frost to form on one creature that you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Cold Damage and has Disadvantage on the next Weapon Attack it makes before the end of its next turn.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Green Flame Blade
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Shaman, Sorcerer, Warlock, Wizard |
Range: Self | Duration: Instant | Components: SM (a Melee Weapon) | Arcane |
You brandish the Weapon used in the Spell’s casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.
The Spell’s Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Fire Damage to the target on a hit, and the Fire Damage to the second creature increases to 1d8 + your Spellcasting Ability Modifier. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 2d8) and 17th Level (3d8 and 3d8).
Guidance
Level: Cantrip | Casting Time: 1 Reaction (when a creature that you can see with Range fails an Ability Check) | Divination | Artificer, Cleric, Druid, Shaman |
Range: 30ft | Duration: Instant | Components: VS | Divine and Primal |
You shout words of divine or primal wisdom to the creature that failed the Ability Check that triggered the casting of this Spell. You roll a d4 and add the result to the Ability Check.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Ability Check. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Ability Check. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Ability Check.
Light
Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation | Artificer, Bard, Cleric, Sorcerer, Wizard |
Range: Touch | Duration: 1 Hour | Components: VSM (a firefly or phosphorescent moss) | Arcane |
You touch one object that is no larger than 10ft in any dimension. Until the Spell ends, the object sheds Bright Light out to a Range fo 20ft, and Dim Light an additional 20ft. You choose the color of the light when you cast the Spell, and completely covering the object with something opaque blocks the light. The Spell ends if you cast it again or if dismiss it as a Free Action.
If you target an object held or worn by an unwilling creature, you make a Melee Spell Attack against that creature, casting the Spell on a hit.
The Range of both the Bright Light and the Dim Light increases by 20ft when you reach 5th Level (40ft), 11th Level (60ft), and 17th Level (80ft).
Lightning Lure
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 15ft | Duration: Instant | Components: V | Arcane, Primal |
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage.
The Spell’s Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Mage Hand
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Bard, Sorcerer, Warlock, Wizard |
Range: 30ft | Duration: 1 Minute | Components: VS | Arcane |
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as a Free Action. The hand vanishes if it is ever more than 30ft 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 30ft each time you use it. The hand can't Attack, and can only carry up to 10lbs.
The Range of this Spell and the distance the hand can be before it vanishes increases by 30ft, and the hand can lift an additional 10lbs when you reach 5th Level (60ft and 20lbs), 11th Level (90ft and 30lbs), and 17th Level (120ft and 40lbs).
Magic Stone
Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation | Artificer, Druid, Shaman, Warlock |
Range: Touch | Duration: 1 Minute | Components: VS | Primal |
You touch one to three pebbles and imbue them with magic. A creature holding one of the pebbles can make a Ranged Spell Attack with it. This Attack has a Range of 60ft and uses your Spell Attack Modifier for the Attack. The Attack also deals Bludgeoning Damage equal to 1d6 + your Spellcasting Ability Modifier. After this Attack, after the Spell ends, or if you cast the Spell again, a pebble loses its magic.
The Spell enchants three additional pebbles when you reach 5th Level (6 pebbles), 11th Level (9 pebbles), and 17th Level (12 pebbles)
Mending
Level: Cantrip | Casting Time: 1 Minute | Transmutation | Artificer, Bard, Cleric, Druid, Shaman, Sorcerer, Wizard |
Range: Touch | Duration: Instant | Components: VSM (two lodestones) | Arcane |
This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.
The Spell can repair a break or tear that's 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft)
Message
Level: Cantrip | Casting Time: 1 Action | Enchantment | Artificer, Bard, Sorcerer, Wizard |
Range: 120ft | Duration: 1 Round | Components: VSM (a short copper wire) | Arcane |
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, 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood blocks the Spell. The Spell doesn't have to follow a straight line and can travel freely around corners or through openings.
The Spell can target an additional creature when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures). Each creature targeted by the Spell hears the responses from all other creatures targeted by the Spell.
Poison Spray
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
Range: 10ft | Duration: Instant | Components: VS | Arcane, Primal |
You extend your hand toward a creature you can see within Range and project a puff of noxious gas from your palm, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d12 Poison Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
Prestidigitation
Level: Cantrip | Casting Time: 1 Action | Transmutation | Artificer, Druid, Sorcerer, Warlock, Wizard |
Range: 10ft | Duration: 1 Hour | Components: VS | Arcane |
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 a 1ft Cube.
- You chill, warm, or flavor up to a 1ft Cube 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-instant effects active at a time, and you can dismiss such an effect as a Free Action.
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).
Ray of Frost
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Shaman, Sorcerer, Wizard |
Range: 60ft | Duration: Instant | Components: VS | Arcane |
A frigid beam of 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 10ft 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).
Resistance
Level: Cantrip | Casting Time: 1 Reaction (when a creature that you can see within Range fails on a Saving Throw) | Abjuration | Artificer, Cleric, Druid |
Range: 30ft | Duration: Instant | Components: VSM (a miniature cloak) | Arcane, Divine, Primal |
You shout words of wisdom to the creature that failed the Saving Throw that triggered the casting of this Spell. You roll a d4 and add the result to the Saving Throw.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Saving Throw. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Saving Throw. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Saving Throw.
Shocking grasp
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Bard, Druid, Shaman, Sorcerer, Wizard |
Range: Touch | Duration: 1 Minute | Components: VS | Arcane, Primal |
Lightning springs from your hand to deliver a shock to a creature of your choice within Range. 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).
Shooting Star
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Cleric, Druid, Sorcerer, Warlock |
Range: 120ft | Duration: 1 Round | Components: VS | Arcane, Divine |
Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d10 Radiant Damage.
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
Spare the Dying
Level: Cantrip | Casting Time: 1 Action | Necromancy | Artificer, Cleric, Shaman |
Range: Touch | Duration: Instant | Components: VS | Divine |
You touch an creature living creature that has 0 Hit Points. The creature becomes stable. This Spell has no effect on Undead or Constructs.
Sword Burst
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Sorcerer, Warlock, Wizard |
Range: 5ft Still Emanation | Duration: Instant | Components: VS |
You create a momentary circle of spectral blades that sweep around you. All other creatures in the Emanation make a Dexterity Saving Throw. On a failed Save, a creatures takes 1d6 Force Damage
The Spell’s Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Thorn Whip
Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid |
Range: 30ft | Duration: Instant | Components: VSM (the stem of a plant with thorns) | Primal |
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in Range. Make a Ranged Spell Attack against the target. If you hit on the Attack, the target takes 1d6 Piercing Damage, and if it Large or smaller, it is pushed 10ft towards you.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Thunderclap
Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Druid |
Range: 5ft Still Emanation | Duration: Instant | Components: S | Primal |
You create a burst of thunderous sound that can be heard up to 100ft away. All other creatures within Range make a Constitution Saving Throw. On a failed Save, a creature takes 1d6 Thunder Damage.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).