Druid Spells: Difference between revisions

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You plant a terrifying phantasm of arachnids in the mind of a creature you can see within Range, forcing it to make a Charisma Saving Throw. On a failed Save, the target becomes convinced that it is covered in skittering, biting spiders until the beginning of its next turn. It takes 1d4 Psychic Damage and can't take Reactions until the beginning of its next turn due to the distracting sensations.
You plant a terrifying phantasm of arachnids in the mind of a creature you can see within Range, forcing it to make a Charisma Saving Throw. On a failed Save, the target becomes convinced that it is covered in skittering, biting spiders until the beginning of its next turn. It takes 1d4 Psychic Damage and can't take Reactions until the beginning of its next turn due to the distracting sensations.
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
<br><br>
=== Control Flames ===
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| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
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| Range: 60ft || Duration: Instant || Components: S || Primal
|}
You choose nonmagical flame that you can see within Range and that fits within a 5ft Cube. You affect it in one of the following ways:
*You instantaneously expand the flame 5ft in one direction, provided that wood or other fuel is present in the new location.
*You instantaneously extinguish the flames within the Cube.
*You double or halve the area of Bright Light and Dim Light cast by the flame, change its color, or both. The change lasts for 1 hour.
*You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).
<br><br>
=== Create Bonfire ===
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
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| 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.<br>
The Bonfire ignites flammable objects in its area that aren't being worn or carried.<br>
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
<br><br>
=== Dazzle ===
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| Level: Cantrip || Casting Time: 1 Action || Illusion || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
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| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal
|}
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.<br>
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).
<br><br>
=== Die, Insect! ===
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| Level: Cantrip || Casting Time: 1 Action || Evocation || Druid, Shaman, Sorcerer, Warlock, Wizard
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| Range: 30ft || Duration: 1 Turn (Concentration) || Components: V || Arcane
|}
You conjure a sphere of elemental flame which briefly hovers in place before flying at a nearby foe. At the end of your turn, the flame leaps at a random hostile creature within Range, that creature makes a Dexterity Saving Throw; you roll randomly to determine which enemy is affected. On a failed Save, the target takes 8 Fire Damage.<br>
The Spell's Damage increases by 8 when you reach 5th Level (16), 11th Level (24), and 17th Level (32).
<br><br>
=== Druidcraft ===
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| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Shaman
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| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
Whispering to the spirits of nature, you create one of the following effects within range:
*You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
*You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
*You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5ft Cube.
*You instantly light or snuff out a candle, a torch, or a small campfire.
*You create a scent similar to an animal's markings in a 5ft Cube within Range. This scent lasts for 24 hours.
*You create the sound of tweeting birds, creaking crickets, or similar repetitive sound in a 5ft Cube within Range. This sound lasts for 1 hour.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.
<br><br>
=== Frostbite ===
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| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
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| 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.<br>
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
<br><br>
=== Guidance ===
{| class="wikitable"
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| Level: Cantrip || Casting Time: 1 Reaction (when a creature that you can see with Range fails an Ability Check) || Divination || Artificer, Cleric, Druid, Psion, Seeker, Shaman
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| Range: 30ft || Duration: Instant || Components: VS || Divine, 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.<br>
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.
<br><br>
=== Gust ===
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| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
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| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
You seize the air and compel it to create one of the following effects at a point you can see within Range:
*One Medium or smaller creature that you choose must succeed on a Strength Saving Throw. On a failed Save the creature is pushed 5ft away from you.
*You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5lbs. The object is pushed up to 10ft away from you, however it isn't pushed with enough force to deal Damage.
*You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
You can choose an additional effect when you reach 5th Level (2 effects), 11th Level (3 effects), and 17th Level (4 effects). You can choose an effect more than once, but the target of each effect must be different.
<br><br>
=== Infestation ===
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard
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| Range: 30ft || Duration: Instant || Components: VSM (a living flea) || Primal
|}
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save the target takes 1d6 Poison Damage and is pushed 5ft in a direction of your choice.<br>
The Spell's Damage increases by 1d6 and the distance the target is pushed increases by 5ft when you reach 5th Level (2d6 and 10ft), 11th Level (3d6 and 15ft), and 17th Level (4d6 and 20ft).
<br><br>
=== Jolt ===
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| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard
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| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal
|}
A fraction of the storm's power can give life, or take it. Sparks fly from your fingertips, shocking a creature within Range. If the target is [[Conditions#Unconscious|Unconscious]], at 0 Hit Points, and making Death Saving Throws, it has Advantage on the next Death Saving Throw it makes, and the next Ability Check made to stabilize the target also is made at Advantage. If you target a creature that has at least 1 Hit Point or is [[Conditions#Unconscious|Unconscious]], at 0 Hit Points, and Stable, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d8 Lightning Damage.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
<br><br>
=== Lightning Lure ===
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| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Seeker, Shaman, Sorcerer, Warlock, Wizard
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| 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).
<br><br>
=== Magic Stone ===
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| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Shaman, Warlock
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| 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)
<br><br>
=== Mending ===
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| Level: Cantrip || Casting Time: 1 Minute || Transmutation || Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
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| 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.<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.<br>
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)
<br><br>
=== Mold Earth ===
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| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
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| Range: 30ft || Duration: Instant || Components: S || Primal
|}
You choose a portion of dirt or stone that you can see within range and that fits within a 5ft Cube. You manipulate it in one of the following ways:
*If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5ft away. This movement doesn't have enough force to deal Damage.
*You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
*If the dirt or stone you target is on the ground, you cause it to become Difficult Terrain. Alternatively, you can cause the ground to become Normal Terrain if it is already Difficult Terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have an additional effect active at a time with this Spell when you reach 5th Level (four effects), 11th Level (five effects) and 17th Level (six effects).
<br><br>
=== Poison Spray ===
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
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| 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.<br>
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
<br><br>
=== Prestidigitation ===
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| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
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| 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.<br>
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).
<br><br>
=== Primal Savagery ===
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| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Soul-Binder, Shaman
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| Range: Self || Duration: 1 Hour || Components: S || Primal
|}
You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a Melee Spell Attack against one creature within your Reach. On a hit, the target takes 1d10 Acid Damage. After you make the Attack, your teeth or fingernails return to normal.<br>
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
<br><br>
=== Produce Flame ===
{| class="wikitable"
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Psion, Shaman
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| Range: Self || Duration: 10 Minutes || Components: VS || Primal
|}
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.<br>
You can also make a Ranged Spell Attack with the Spell targeting a creature within 30ft of you. You can do so as part of the Action you use to conjure the flame or as an Action on a subsequent turn while the flame is summoned. If you hit on the Attack, you deal 1d8 Fire Damage to the target. The Spell ends if you dismiss it as a Free Action, if you cast it again, or if you make an Attack with the flame.
The flame deals an additional 1d8 Fire Damage on a hit and the flame spreads Bright Light and Dim Light an additional 10ft when you reach 5th Level (2d8 and 20ft), 11th Level (3d8 and 30ft), and 17th Level (4d8 and 40ft).
<br><br>
=== Sapping Sting ===
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| Level: Cantrip || Casting Time: 1 Action || Necromancy || Druid, Psion, Sorcerer, Soul-Binder, Warlock, Wizard
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| Range: 30ft || Duration: Instant || Components: VS || Primal
|}
You sap the vitality of one creature you can see within Range, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d4 Necrotic Damage and falls Prone.<br>
The Spell's Damage increases by 1d4 when you reach 5th Level (2d4), 11th Level (3d4), and 17th Level (4d4).
<br><br>
=== Shape Water ===
{| class="wikitable"
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| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
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| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal
|}
You choose an area of water that you can see within Range and that fits within a 5ft Cube. You manipulate it in one of the following ways:
*You instantaneously move or otherwise change the flow of the water as you direct, up to 5ft in any direction. This movement doesn't have enough force to deal Damage.
*You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
*You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
*You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this Spell multiple times, you can have no more than three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).
<br><br>
=== Shillelagh ===
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| Level: Cantrip || Casting Time: 1 Bonus Action || Transmutation || Druid, Shaman
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| Range: Touch || Duration: 1 Minute || Components: VSM (a Druidic Focus or a Quarterstaff) || Primal
|}
The item used as the Material Component for this Spell becomes imbued with nature's power. For the Duration, you can use your Spellcasting Ability instead of Strength or Dexterity for the Attack and Damage Rolls for Attacks made with the object. If you hit on an Attack with the imbued object you deal Magical Bludgeoning Damage equal to 1d8 + your Spellcasting Ability Modifier, and it has the Versatile (1d10) Property. You can use the object's Damage Die instead of the 1d8 if you choose.<br>
The imbued object gains a +1 bonus to Attack and Damage Rolls when you reach 5th Level (+1), 11th Level (+2), and 17th Level (+3)
<br><br>
=== Shocking Grasp ===
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| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard
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| 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.<br>
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
<br><br>
=== Shooting Star ===
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| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock
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| 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 1d12 Radiant Damage.<br>
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
<br><br>
=== Stone Fist ===
{| class="wikitable"
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| Level: Cantrip || Casting Time: 1 Action || Transmutation || Artificer, Druid, Shaman, Sorcerer
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| Range: Self || Duration: Instant || Components: VS || Primal
|}
You draw power from the loose earth or stone beneath you to deliver a mighty punch kick, or other blow. Make a Melee Spell Attack against a creature of your choice within your Reach. On a hit, the target takes Bludgeoning Damage equal 1d4 + your Spellcasting Ability Modifier, and is pushed 10ft away from you.<br>
You make an additional Melee Spell Attack when you reach 5th Level (two Attacks), 11th Level (three Attacks), and 17th Level (four Attacks).
<br><br>
=== Thorn Whip ===
{| class="wikitable"
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid
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| 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.<br>
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
<br><br>
=== Thunderclap ===
{| class="wikitable"
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| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Druid, Psion
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| 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.<br>
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
<br><br>
=== Unkindness ===
{| class="wikitable"
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Psion, Seeker, Soul-Binder, Warlock, Wizard
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| Range: 60ft || Duration: Instant || Components: VSM (a raven feather) || Arcane
|}
Uttering a strange incantation, you call upon multiple ravens to descend upon a target that you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Piercing Damage and it subtracts a d4 from the next Ability Check it makes before the start of its next turn.<br>
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
<br><br>
=== Venomous Spines ===
{| class="wikitable"
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard
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| Range: 60ft || Duration: Instant || Components: VS || Primal
|}
You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d6 Poison Damage.<br>
The Spell's Damage increases by 1d4 Piercing and 1d6 Poison when you reach 5th Level (2d4 and 2d6), 11th Level (3d4 and 3d6), and 17th Level (4d4 and 4d6).
<br><br>
<br><br>