Level 1: Difference between revisions

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=== Ray of Sickness ===
{| class="wikitable"
{| class="wikitable"
|+ Ray of Sickness (Shaman, Sorcerer, Wizard)
|+
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| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: 1 Action || Necromancy || Shaman, Sorcerer, Wizard
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| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Primal
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|}
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
A ray of sickening greenish energy lashes out toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 Poison Damage and it makes a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Poisoned|Poisoned]] until the end of your next turn.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
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=== Sanctuary ===
=== Sanctuary ===
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=== Searing Smite ===
{| class="wikitable"
{| class="wikitable"
|+ Searing Smite (Paladin)
|+
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| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Paladin
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Divine
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If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
The next time you hit a creature with a Melee Weapon Attack during the Spell's Duration, your Weapon flares with white-hot intensity, and the Attack deals an additional 1d6 Fire Damage to the target, and causes the target to ignite in flames. At the start of each of the targets turns until the Spell ends, it makes a Constitution Saving Throw. On a failed Save, it takes 1d6 Fire Damage. On a successful Save, the Spell ends. If the target or a creature within Reach of the target can use its Action to put out the flames, or if some other effect douses the flames, such as being submerged in water, the Spell ends.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the additional Damage dealt by the Attack increases by 1d6 for each Slot Level above 1st.
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
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:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
 


=== Shield ===
{| class="wikitable"
{| class="wikitable"
|+ Shield (Artificer, Maledictor, Sorcerer, Wizard)
|+
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| Level: 1 || Casting Time: 1 Reaction (when you are hit by an attack or targeted by the Magic Missile or the Arcane Ammunition spell) || Abjuration
| Level: 1 || Casting Time: 1 Reaction (when you are hit by an Attack or targeted by the [[Level 1#Magic Missile|Magic Missile]] or the [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spell) || Abjuration || Artificer, Maledictor, Sorcerer, Wizard
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| Range: 30ft || Duration: 1 Minute || Components: VS
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane
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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 or Arcane Ammunition.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain a +5 bonus to AC, including against the triggering Attack, and you take no Damage from the [[Level 1#Magic Missile|Magic Missile]] and [[Level 1#Arcane Ammunition|Arcane Ammunition]] Spells.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you increase the AC bonus by 1d4 for every two Slot Levels above 1st.
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=== Shield of Faith ===
=== Shield of Faith ===
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=== Silent Image ===
{| class="wikitable"
{| class="wikitable"
|+ Silent Image (Bard, Sorcerer, Wizard)
|+
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| Level: 1 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Sorcerer, Wizard
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| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece)
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece) || Arcane
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You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.