Level 1: Difference between revisions

5,390 bytes added ,  15:17, 16 January 2023
 
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| Level: 1 || Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) || Abjuration || Artificer, Druid, Maledictor, Shaman, Sorcerer, Wizard
| Level: 1 || Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) || Abjuration || Artificer, Druid, Maledictor, Seeker, Shaman, Sorcerer, Wizard
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| Range: Self || Duration: 1 Round || Components: S || Arcane, Primal
| Range: Self || Duration: 1 Round || Components: S || Arcane, Primal
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| Level: 1 || Casting Time: 1 Minute (Ritual) || Abjuration || Artificer, Maledictor, Wizard
| Level: 1 || Casting Time: 1 Minute (Ritual) || Abjuration || Artificer, Maledictor, Seeker, Wizard
|-
|-
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny bell and a piece of fine silver wire) || Arcane
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny bell and a piece of fine silver wire) || Arcane
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| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a sprinkling of holy water) || Divine
| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a sprinkling of holy water) || Divine
|}
|}
You bless up to three creatures of your choice within Range. Whenever a target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, the target can roll a d4 and add the result to the roll.
You bless up to three creatures of your choice within Range. Whenever a target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, the target can roll a d4 and add the result to the roll.<br>
:'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
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| Range: Touch || Duration: Instant || Components: VSM (powdered silver worth 25GP which the Spell consumes) || Divine
| Range: Touch || Duration: Instant || Components: VSM (powdered silver worth 25GP which the Spell consumes) || Divine
|}
|}
You preform a special religious ceremony that is infused with magic. When you cast this Spell, choose one of the following rites, the target of which must be within 10ft of you through the casting for the Spell. Several of these rites have role-play tied into them. Because of these, it is encouraged to use these in an appropriate scenario.
You preform a special religious ceremony that is infused with magic. When you cast this Spell, choose one of the following rites, the target of which must be within 10ft of you through the casting for the Spell. Several of these rites have role-play tied into them. Because of these, it is encouraged to use these in an appropriate scenario. Alternatively, you can work with your DM for a rite that is not listed but would be appropriate to the situation.
*'''Atonement.''' You touch one willing creature whose alignment has changed. You make a DC20 Wisdom (Insight) Check. On a successful Check, you restore the original alignment of the creature.
*'''Atonement.''' You touch one willing creature whose alignment has changed. You make a DC20 Wisdom (Insight) Check. On a successful Check, you restore the original alignment of the creature.
*'''Bless Water.''' You touch one vial of water. It becomes a vial of Holy Water.
*'''Bless Water.''' You touch one vial of water. It becomes a vial of Holy Water.
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This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the
This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the
conversation. The bubble also disguises lip movements to match the false conversation.<br>
conversation. The bubble also disguises lip movements to match the false conversation.<br>
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn't actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it's impossible to identify Spells by their Verbal Components alone.
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn't actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it's impossible to identify Spells by their Verbal Components alone.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Emanation increases by 5ft and Duration increases by 1 Hour for each Slot Level above 1st.
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| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Maledictor, Paladin
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Maledictor, Paladin
|-
|-
| Range: 60ft || Duration: 1 Round || Components: V || Arcane, Divine
| Range: 60ft || Duration: 1 Round || Components: V || Divine
|}
|}
You speak a one-word command to a creature that you can see within Range that can understand you, that creature makes a Wisdom Saving Throw. On a failed Save, the target follows the command to the best of its abilities until the end of its next turn. The command given cannot cause direct harm to the target of the Spell.<br>
You speak a one-word command to a creature that you can see within Range that can understand you, that creature makes a Wisdom Saving Throw. On a failed Save, the target follows the command to the best of its abilities until the end of its next turn. The command given cannot cause direct harm to the target of the Spell.<br>
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| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Bard, Cleric, Druid, Paladin, Shaman
| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Bard, Cleric, Druid, Paladin, Shaman
|-
|-
| Range: Touch || Duration: 1 Instant || Components: VS || Divine, Primal
| Range: Touch || Duration: Instant || Components: VS || Divine, Primal
|}
|}
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.<br>
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.<br>
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=== Distort Value ===
=== Distort Value ===
{| class="wikitable"
{| class="wikitable"
|+ Distort Value (Bard, Maledictor, Sorcerer, Wizard, Warlock)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Illusion
| Level: 1 || Casting Time: 1 Minute || Illusion || Bard, Maledictor, Sorcerer, Wizard, Warlock
|-
|-
| Range: Toch || Duration: 8 Hours || Components: V
| Range: Touch || Duration: 8 Hours || Components: V || Arcane
|}
|}
You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
You cast this Spell on an object no more than 1ft on any side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) Check against your Spell Save DC. These illusory embellishments or blemishes last until the Spell ends.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd level or higher, the maximum size of the object you can target with this Spell increases by 1ft for each Slot Level above 1st.
 
<br><br>


=== Divine Favor ===
{| class="wikitable"
{| class="wikitable"
|+ Divine Favor (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Cleric, Paladin
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Divine
|}
|}
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.
Your prayer empowers you with divine radiance. Until the Spell ends, your Weapon Attacks deal an additional 1d4 Radiant Damage on a hit.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the additional Radiant Damage dealt increases by 1d4 for every two Slot Levels above 1st.
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=== Earth Tremor ===
=== Earth Tremor ===
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=== Ensnaring Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Ensnaring Strike (Shaman)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration
| Level: 1 || Casting Time: 1 Bonus Action || Conjuration || Shaman
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Primal
|}
|}
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.
The next time you hit a creature with a Weapon Attack before the Spell ends, a writhing mass of thorny vines appears at the point of impact, forcing the target to make a Strength Saving Throw. On a failed Save, the target is [[Conditions#Restrained|Restrained]] by magical vines until the Spell ends. a Large or larger creature has Advantage on this Saving Throw.<br>
 
While [[Conditions#Restrained|Restrained]] in this way, the target takes 1d6 Piercing Damage at the start of each of its turns. A creature [[Conditions#Restrained|Restrained]] in this way or a creature that can reach a creature [[Conditions#Restrained|Restrained]] in this way can use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Check, the Spell ends.<br>
While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.  
'''At Higher Levels.''' If you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
<br><br>


=== Entangle ===
=== Entangle ===
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=== Expeditious Retreat ===
{| class="wikitable"
{| class="wikitable"
|+ Expeditious Retreat (Artificer, Maledictor, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Arcane
|}
|}
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
This Spell allows you to move at an incredible pace. When you cast this Spell, and as a Bonus Action on subsequent turns until the Spell ends, you can take the Dash Action.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Minutes for each Slot Level above 1st.
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=== Faerie Fire ===
=== Faerie Fire ===
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=== Feather Fall ===
{| class="wikitable"
{| class="wikitable"
|+ Feather Fall (Artificer, Bard, Maledictor, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within range falls) || Transmutation
| Level: 1 || Casting Time: 1 Reaction (when you or a creature within Range falls) || Transmutation || Artificer, Bard, Maledictor, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down)
| Range: 60ft || Duration: 1 Minute || Components: VM (a small feather or piece of down) || Arcane
|}
|}
Choose up to five falling creatures within range. A falling creature's rate of 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.
Choose up to five falling creatures within Range. A falling creature's rate of descent slows to 60ft per Round until the Spell ends. If the creatures lands before the spell ends, it takes no Falling Damage and can land on its feet, and the Spell ends for that creature.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration of this Spell increases by 1 minute for each Slot Level above 1st.
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=== Flash ===
{| class="wikitable"
{| class="wikitable"
|+ Flash (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation || Cleric, Paladin
|-
|-
| Range: 5ft || Duration: 1 Round || Components: VSM (a bit of phosphorus)
| Range: 5ft || Duration: 1 Round || Components: VSM (a bit of phosphorus) || Divine
|}
|}
You burst with blinding light that shines briefly from your skin before fading away. Each other creature within range must make a Constitution Saving Throw. On a failed saving throw, a creature is blinded until the end of your next turn, and any opportunity attacks it makes against you this turn automatically miss.<br>
You burst with blinding light that shines briefly from your skin before fading away. Each other creature within Range makes a Constitution Saving Throw. On a failed Save, a creature is [[Conditions#Blinded|Blinded]] until the end of your next turn, and any Opportunity Attacks it makes against you this turn automatically miss.<br>
Until the end of your next turn, you shed bright light in a 10-foot radius and dim light for an additional 10 feet.
Until the end of your next turn, you shed Bright Light out to a Range of 10ft, and Dim Light an additional 10ft.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of of 2nd Level or higher, the Range of this Spell increases by 5ft for each Slot Level above 1st.
<br><br>


=== Floating Disk ===
{| class="wikitable"
{| class="wikitable"
|+ Floating Disk (Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Hour (Ritual) || Conjuration
| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration || Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (a drop of mercury)
| Range: 30ft || Duration: 1 Hour || Components: VSM (a drop of mercury) || Arcane
|}
|}
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
This Spell creates a circular, horizontal plane of force, 3ft in diameter and 1 inch thick, that floats 3ft above the ground in an unoccupied space of your choice that you can see within Range. The disk remains for the Duration, and can hold up to 500lbs. If more weight is placed on it, the Spell ends, and everything on the disk falls to the ground.<br>
 
The disk is immobile while you are within 20ft of it. If you move more than 20ft away from it, the disk follows you so that it remains within 20ft of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10ft or more.<br>
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100ft from the disk, the Spell ends.<br>
 
'''At Higher Levels.''' when you cast this Spell at 2nd Level or higher, the disk can lift 250lbs more for each Slot Level above 1st.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
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=== Frost Fingers ===
{| class="wikitable"
{| class="wikitable"
|+ Frost Fingers (Shaman, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation || Shaman, Wizard
|-
|-
| Range: 15ft Cone || Duration: Instant || Components: VS
| Range: 15ft Emanated Cone || Duration: Instant || Components: VS || Arcane
|}
|}
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The cold freezes nonmagical liquids in the area that aren’t being worn or carried.
Freezing cold blasts from your fingertips. Every creatures in the area makes a Constitution Saving Throw. On a failed Save, a creatures takes 2d8 Cold Damage, or half as much Damage on a successful Save. The cold freezes non-magical liquids in the area that aren’t being worn or carried.<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.
 
<br><br>


=== Gift of Alacrity ===
{| class="wikitable"
{| class="wikitable"
|+ Gift of Alacrity (Bard, Cleric, Maledictor, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Divination
| Level: 1 || Casting Time: 1 Minute || Divination || Bard, Cleric, Maledictor, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 8 Hours || Components: VS
| Range: Touch || Duration: 8 Hours || Components: VS || Arcane
|}
|}
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
You touch a willing creature. For the Duration, the target adds 1d8 to its Initiative Rolls.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional willing creature for each Slot Level above 1st.
<br><br>


=== Glowing Coin ===
{| class="wikitable"
{| class="wikitable"
|+ Glowing Coin (Artificer, Bard, Maledictor, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Enchantment
| Level: 1 || Casting Time: 1 Minute || Enchantment || Artificer, Bard, Maledictor, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VSM (1GP, which the spell consumes)
| Range: 60ft || Duration: 1 Minute || Components: VSM (1GP, which the Spell consumes) || Arcane
|}
|}
When you cast the spell, you hurl the coin that is the spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.
When you cast the Spell, you hurl the coin used for the Spell's Material Component to point of your choice within Range. For the Duration of the Spell, the coin emits Bright Light out to a Range of 30ft and Dim Light an additional 30ft. Each creature of your choice in the Bright Light created by the coin makes a Wisdom Saving Throw. On a failed Save, a creature has Disadvantage on Wisdom (Perception) Checks and Initiative Rolls for the Duration.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the coin emits Bright Light and Dim Light an additional 15ft for each Slot Level above 1st.
<br><br>


=== Goodberry ===
=== Goodberry ===
{| class="wikitable"
{| class="wikitable"
|+ Goodberry (Druid)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute || Conjuration || Druid
| Level: 1 || Casting Time: 1 Minute || Conjuration || Druid
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=== Grease ===
{| class="wikitable"
{| class="wikitable"
|+ Grease (Artificer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Conjuration || Artificer, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute || Components: VSM (a bit of pork rind or butter)
| Range: 60ft || Duration: 1 Minute || Components: VSM (a bit of pork rind or butter)
|}
|}
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
Slick grease covers the ground in a 10ft Square centered on a point within Range, causing the area to become Difficult Terrain for the Duration.<br>
 
Any creature standing in the area when the Spell is cast, that enters the area for the first time on a turn, or ends its turn there makes a Dexterity Saving Throw. On a failed Save, a creature falls Prone.<br>
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional 10ft Square at a different point of your choice within Range for each Slot Level above 1st.
 
<br><br>


=== Guiding Bolt ===
{| class="wikitable"
{| class="wikitable"
|+ Guiding Bolt (Cleric, Shaman)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation || Cleric, Shaman
|-
|-
| Range: 120ft || Duration: 1 Round || Components: VS
| Range: 120ft || Duration: 1 Round || Components: VS || Divine
|}
|}
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
A flash of light streaks toward a creature of your choice within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 4d6 Radiant Damage, and the target is bathed in mystical glimmering light. The next Attack made against the target before the end of your next turn has Advantage.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 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 1d6 for each Slot Level above 1st.
<br><br>


{| class="wikitable"
{| class="wikitable"
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:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
:'''At Higher Levels.''' If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.


=== Halo of Glory ===
{| class="wikitable"
{| class="wikitable"
|+ Halo of Glory (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Abjuration || Cleric, Paladin
|-
|-
| Range: Touch || Duration: 10 Minutes || Components: VS
| Range: Touch || Duration: 10 Minutes || Components: VS || Divine
|}
|}
A glowing halo of light appears above the head of a creature you touch and lasts for the duration. The halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet, follows the target as it moves, and bathes the target in an impression of heavenly glory, granting it advantage on Charisma (Intimidation) and Charisma (Persuasion) checks.<br>
A glowing halo of light appears above the head of a creature you touch and lasts for the Spell's Duration. The halo sheds Bright Light out to a Range of 10ft and Dim Light an additional 10ft. It also follows the target as it moves and bathes the target in an impression of heavenly glory, causing it to add a d4 to its Strength or Charisma (Intimidation) and Charisma (Persuasion) Checks.<br>
If a creature hits the target with an attack before the spell ends, the halo shoots a ray of light at the attacker, which must make a Dexterity saving throw if it is within 60 feet of the target. On a failed saving throw, the attacker takes 2d6 Radiant Damage. The spell ends after shooting one ray.
If a creature hits the target with an Attack before the Spell ends, the halo shoots a ray of light at the Attacker if it is within 60ft of the target, which makes a Dexterity Saving Throw. On a failed Save, the Attacker takes 2d6 Radiant Damage. After shooting one ray, the Spell ends.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the number of rays the halo can shoot before the spell ends increases by one for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the number of rays the halo can shoot before the Spell ends increases by 1 for each Slot Level above 1st.
<br><br>


=== Healing Word ===
=== Healing Word ===
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| Level: 1 || Casting Time: 1 Bonus Action || Necromancy || Bard, Cleric, Druid
| Level: 1 || Casting Time: 1 Bonus Action || Necromancy || Bard, Cleric, Druid
|-
|-
| Range: 60ft || Duration: Instant || Components: V || Divine, Primal
| Range: 60ft || Duration: Instant || Components: V || Divine
|}
|}
A creature of your choice that can hear you within Range regains a number of Hit Points equal to 1d4 + your Spellcasting Ability Modifier. This spell has no effect on Undead and Constructs.<br>
A creature of your choice that can hear you within Range regains a number of Hit Points equal to 1d4 + your Spellcasting Ability Modifier. This spell has no effect on Undead and Constructs.<br>
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=== Hellish Rebuke ===
{| class="wikitable"
{| class="wikitable"
|+ Hellish Rebuke (Warlock)
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (when you are damaged by a creature within 60ft of you that you an see) || Evocation
| Level: 1 || Casting Time: 1 Reaction (when you are Damaged by a creature within 60ft of you that you an see) || Evocation || Warlock
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
You point your finger, and the creature that Damaged you is momentarily surrounded by hellish flames, it makes a Dexterity Saving Throw. On a failed Save it takes 2d10 Fire Damage, and it takes half as much Damage on a successful Save.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 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 1d10 for each Slot Level above 1st.
 
<br><br>


=== Heroism ===
{| class="wikitable"
{| class="wikitable"
|+ Heroism (Bard, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Paladin
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Divine
|}
|}
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
A willing creature you touch is imbued with bravery. Until the Spell ends, the creature is Immune to being [[Conditions#Frightened|Frightened]] and gains a number of Temporary Hit Points equal to your Spellcasting Ability Modifier at the start of each of its turns. When the Spell ends, the target loses any remaining Temporary Hit Points given by this Spell.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional willing creature within Range for each Slot Level above 1st.
 
<br><br>


=== Hex ===
{| class="wikitable"
{| class="wikitable"
|+ Hex (Maledictor, Shaman, Warlock)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment
| Level: 1 || Casting Time: 1 Bonus Action || Enchantment || Maledictor, Shaman, Warlock
|-
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (the petrified eye of a newt)
| Range: 90ft || Duration: 1 Hour || Components: VSM (the petrified eye of a newt) || Arcane
|}
|}
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
You place a curse on a creature that you can see within Range. Until the Spell ends, you deal an additional 1d6 Necrotic Damage to the target whenever you hit it with an Attack. Also, choose one Ability Score when you cast the Spell. The target has Disadvantage on Ability Checks made with the chosen Ability Score.<br>
 
If the target drops to 0 Hit Points before this Spell ends, you can use a Bonus Action on a subsequent turn to curse a new creature. A [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic cast on the target ends this Spell early.<br>
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Duration of the Spell increases to 8 Hours. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 24 Hours. When you cast this Spell using a Spell Slot of 6th Level or higher, you increase the Duration for each Slot Level above 5th.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
<br><br>
 


=== Hideous Laughter ===
{| class="wikitable"
{| class="wikitable"
|+ Hideous Laughter (Bard, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (tiny tarts and a feather that is waved in the air)
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (tiny tarts and a feather that is waved in the air) || Arcane
|}
|}
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
A creature of your choice that you can see within Range makes a Wisdom Saving Throw. On a failed Save, a creature perceives everything as hilariously funny and falls into fits of laughter, falling [[Conditions#Prone|Prone]], becoming unable to stand up, and becoming [[Conditions#Incapacitated|Incapacitated]] until the Spell ends. A creature with an Intelligence Score of 4 or less is unaffected by the Spell.<br>
 
At the end of each of the target's turns and every time it takes Damage, it can repeat the Save, ending the effect on itself on a successful Save. If a repeated Save was caused by taking Damage, it has Advantage on that Save.<br>
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature within Range.
 
<br><br>


=== Hunter's Mark ===
{| class="wikitable"
{| class="wikitable"
|+ Hunter's Mark (Maledictor)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Divination
| Level: 1 || Casting Time: 1 Bonus Action || Divination || Maledictor
|-
|-
| Range: 90ft || Duration: 1 Hour (Concentration) || Components: V
| Range: 90ft || Duration: 1 Hour (Concentration) || Components: V || Arcane
|}
|}
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
You choose a creature you can see within Range and mystically mark it as your quarry. Until the Spell ends, you deal an additional 1d6 Damage to the target whenever you hit it with an Attack. You also have Advantage on Wisdom (Perception) and (Survival) Checks you make to find the marked creature. If the target drops to 0 Hit Points before this Spell ends, you can use a Bonus Action on a subsequent turn to curse a new creature.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd or 4th Level, the Duration of the Spell increases to 8 Hours. When you cast this Spell using a Spell Slot of 5th Level or higher, the Duration increases to 24 Hours. When you cast this Spell using a Spell Slot of 6th Level or higher, you increase the Duration for each Slot Level above 5th.
<br><br>


=== Ice Knife ===
=== Ice Knife ===
Line 731: Line 754:
<br><br>
<br><br>


 
=== Identify ===
{| class="wikitable"
{| class="wikitable"
|+ Identify (Artificer, Bard, Maledictor, Shaman, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Maledictor, Shaman, Wizard
|-
|-
| Range: 90ft || Duration: 1 Hour || Components: VSM (a pearl worth at least 100GP and an owl feather)
| Range: Touch || Duration: Instant || Components: VSM (a pearl worth at least 100GP and an owl feather) || Arcane
|}
|}
You choose one object that you must touch throughout the casting of 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 was created by a spell, you learn which spell created it.
You choose one object that you must touch during the casting of 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 was created by a Spell, you learn which Spell created it.<br>
 
If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it.<br>
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature or object which you must also be touching for during the casting of the Spell for each Slot Level above 1st.
 
<br><br>


=== Illusory Script ===
{| class="wikitable"
{| class="wikitable"
|+ Illusory Script (Bard, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Bard, Warlock, Wizard
|-
|-
| Range: 90ft || Duration: 10 Days || Components: VM (a lead-based ink worth at least 10GP which the spell consumes)
| Range: 90ft || Duration: 10 Days || Components: VM (a lead-based ink worth at least 10GP which the Spell consumes) || Arcane
|}
|}
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the Duration.<br>
 
To you and any creatures you choose when you cast the Spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and Language, though the Language must be one you know. If the Spell is dispelled, the original script and the illusion both disappear. A creature with Truesight can read the hidden message.<br>
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Duration increases by 10 Days for each Slot Level above 1st.
 
<br><br>


=== Inflict Wounds ===
{| class="wikitable"
{| class="wikitable"
|+ Inflict Wounds (Cleric)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: 1 Action || Necromancy || Cleric
|-
|-
| Range: Touch || Duration: Instant || Components: VS
| Range: Touch || Duration: Instant || Components: VS || Divine
|}
|}
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Make a Melee Spell Attack against a creature of your choice within Reach. On a hit, the target takes 3d10 Necrotic Damage.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 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 1d10 for each Slot Level above 1st.
<br><br>


=== Jump ===
=== Jump ===
Line 790: Line 816:
<br><br>
<br><br>


 
=== Mage Armor ===
{| class="wikitable"
{| class="wikitable"
|+ Mage Armor (Artificer, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action (Ritual) || Abjuration
| Level: 1 || Casting Time: 1 Bonus Action (Ritual) || Abjuration || Artificer, Sorcerer, Wizard
|-
|-
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather)
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather) || Arcane
|}
|}
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.
You touch a willing creature, causing a protective magical force surrounds it until the Spell ends. The target's base AC becomes 13 + its Dexterity Modifier. The Spell ends if you dismiss the it as a Free Action.
<br><br>


=== Magic Missile ===
=== Magic Missile ===
Line 812: Line 839:
<br><br>
<br><br>


 
=== Magnify Gravity ===
{| class="wikitable"
{| class="wikitable"
|+ Magnify Gravity (Artificer, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Round || Components: VS
| Range: 60ft || Duration: 1 Round || Components: VS || Arcane
|}
|}
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
The gravity in a 10ft Radius Sphere centered on a point you can see within Range increases for a moment. Each creature in the Sphere when you cast the Spell makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Force Damage and is [[Conditions#Slowed|Slowed]], or half as much Damage on a successful Save and is not [[Conditions#Slowed|Slowed]].<br>
 
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires creatures to use an Action to make a Strength (Athletics) Check against your Spell Save DC. On a successful Save, the creature is able to move the object.<br>
Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
'''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.
<br><br>
 


=== Protection From Evil and Good ===
{| class="wikitable"
{| class="wikitable"
|+ Protection From Evil and Good (Cleric, Paladin, Shaman, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Abjuration || Cleric, Paladin, Shaman, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes)
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM ([[Adventuring Gear#Holy Water|Holy Water]] or powdered silver and iron worth at least 25GP, which the Spell consumes) || Arcane, Divine
|}
|}
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, highlings, and undead.
Until the Spell ends, one willing creature you touch is protected against certain types of creatures: Aberrations, Elementals, Highlings, and Undead.<br>
 
The protection grants several benefits. Creatures of those types have Disadvantage on Attack Rolls against the target. The target also can't be [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], or Possessed by them. If the target is already [[Conditions#Charmed|Charmed]], [[Conditions#Frightened|Frightened]], or Possessed by such a creature, the target has Advantage on any Saving Throw against the effect.<br>
The protection grants several benefits. 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 the relevant effect.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
<br><br>


=== Purify Food and Drink ===
=== Purify Food and Drink ===
Line 851: Line 879:
=== Ray of Sickness ===
=== Ray of Sickness ===
{| class="wikitable"
{| class="wikitable"
|+ Ray of Sickness (Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: 1 Action || Necromancy || Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Primal
|}
|}
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.
 
<br><br>
=== S-Z ===
 


=== Sanctuary ===
{| class="wikitable"
{| class="wikitable"
|+ Sanctuary (Artificer, Cleric, Shaman)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration || Artificer, Cleric, Shaman
|-
|-
| Range: 30ft || Duration: 1 Minute || Components: VSM (a small silver mirror)
| Range: 30ft || Duration: 1 Minute || Components: VSM (a small silver mirror) || Divine, Primal
|}
|}
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
You ward a creature of your choice within Range against Attack. Until the Spell ends, any creature that targets the warded creature with an Attack or a non-area harmful Spell first makes a Wisdom Saving Throw. On a failed Save, the creature must choose a new target or lose that Attack or Spell.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target an additional creature within Range for every two Slot Levels above 1st.
<br><br>


=== Searing Smite ===
{| class="wikitable"
{| class="wikitable"
|+ Searing Smite (Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Paladin
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
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.
<br><br>
:'''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)
|+
|-
|-
| 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
|-
|-
| Range: 30ft || Duration: 1 Minute || Components: VS
| Range: 30ft || Duration: 1 Minute || Components: VS || Arcane
|}
|}
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.
<br><br>


=== Shield of Faith ===
{| class="wikitable"
{| class="wikitable"
|+ Shield of Faith (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration || Cleric, Paladin
|-
|-
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small parchment with a bit of holy text written on it)
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small parchment with a bit of holy text written on it) || Divine
|}
|}
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the Duration.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, the bonus to AC increases by 1 for every two Slot Levels above 1st.
<br><br>


=== Silent Image ===
{| class="wikitable"
{| class="wikitable"
|+ Silent Image (Bard, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Sorcerer, Wizard
|-
|-
| 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
|}
|}
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 15ft Cube. The image appears at a point of your choice within Range and lasts for the Duration. The image is only visual; it isn't accompanied by sound, smell, or other sensory effects.<br>
 
You can use your Action to cause the image to move to any point of your choice within Range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.<br>
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its Action to examine the image 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 creature can see through the image.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can create an additional illusion for each Slot Level above 1st. Whenever you use an Action to move an illusion, you can move all of them.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.
<br><br>
 


=== Sleep ===
{| class="wikitable"
{| class="wikitable"
|+ Silvery Barbs (Bard, Maledictor, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (when a creature within range succeeds on an attack roll, ability check, or saving throw) || Enchantment
| Level: 1 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: V
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) || Arcane
|}
|}
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
This Spell sends creatures into a magical slumber in a 20ft Radius Sphere centered on a point you choice within Range. Roll 5d8, this is the total number of Hit Points affected by this Spell. Conscious creature that you can see in the area of the Spell are affected in ascending order of Hit Points.
 
Starting with the creature with the lowest current Hit Points, if its current Hit Points is equal to or less than the total number of Hit Points affected by the Spell, that creature falls [[Conditions#Unconscious|Unconscious]] until he Spell ends, it takes Damage, or another creature uses an Action to shake or slap it awake. You then subtract that creatures current Hit Points from the total number of Hit Points affected by the Spell before targeting the next creature.<br>
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
'''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.
 
<br><br>
 
{| class="wikitable"
|+ Sleep (Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard)
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket)
|}
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).<br>
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.


=== Snare ===
=== Snare ===
Line 970: Line 991:
<br><br>
<br><br>


 
=== Sudden Spark ===
{| class="wikitable"
{| class="wikitable"
|+ Sudden Spark (Artificer, Maledictor, Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Reaction (When you hit with or are hit by a melee weapon attack) || Evocation
| Level: 1 || Casting Time: 1 Reaction (when you hit on a Melee Weapon Attack or are hit by a Melee Weapon Attack) || Evocation || Artificer, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: Instant || Components: V
| Range: Self || Duration: Instant || Components: V || Arcane
|}
|}
You electrify the attacker's weapon as it strikes its target. The spell deals a creature 2d6 lightning damage on a failed Constitution saving throw, or half as much damage on a successful save. If the attack was a critical hit, the damage increases by 1d6. The spell's target is determined by who made the triggering attack.<br>
You electrify the Attacker's Weapon as it strikes it target. The effect of this Spell is determined based on whether you were hit with the triggering Attack (Defensive), or if you hit a creature with the triggering Attack (Offensive).
'''Defensive.''' If you were hit by the triggering attack, the attacker makes the Saving Throw, with disadvantage if it used a metal weapon to make the attack, on a failed Save, it also drops the weapon used in the attack.<br>
*'''Defensive.''' The creature that hit you with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if the Attack was made with a metal Weapon, and on a failed Save the target also drops the Weapon.
'''Offensive.''' If you made the triggering attack, the target of your attack makes the Saving Throw, with disadvantage if it is wearing armor made of metal, on a failed Save, it also can't take reactions until the start of your next turn.
*'''Offensive.''' The creature that you hit with the triggering Attack makes a Constitution Saving Throw. On a failed Save, it takes 2d6 Lightning Damage, or half as much Damage on a successful Save. If the Attack was a Crit, this Damage is increased by 1d6. The target has Disadvantage on this Saving Throw if it is wearing metal Armor, and on a failed Save, it can't take Reactions until the start 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 1d6 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 1d6 for each Slot Level above 1st.
 
<br><br>


=== Thunderous Smite ===
{| class="wikitable"
{| class="wikitable"
|+ Thunderous Smite (Maledictor, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Maledictor, Paladin
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
The next time you hit a creature with a Melee Weapon Attack during the Spell's Duration, your Weapon rings with thunder and is audible out to a Range of 300ft, and the Attack deals an additional 2d6 Thunder Damage to the target. Additionally, the target makes a Strength Saving Throw. On a failed Save, it is pushed 10ft away from you and is knocked [[Conditions#Prone|Prone]].<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 2d6 Thunder Damage on a hit for each Slot Level above 1st.
<br><br>


=== Thunderwave ===
=== Thunderwave ===
Line 1,019: Line 1,042:
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.<br>
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional servant for each Slot Level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create an additional servant for each Slot Level above 1st.
<br><br>
=== Warp Strike ===
{| class="wikitable"
|+
|-
| Level: 1 || Casting Time: 1 Action || Conjuration || Bard, Sorcerer, Wizard
|-
| Range: 60ft || Duration: Instant || Components: VM (a Melee Weapon) || Arcane
|}
You brandish the Weapon as the Spell's Material Component then slash with it, warping space. Choose one creature you can see within 60ft of you. Make a Melee Weapon Attack against the target using the Weapon used as the Spell's Material Component. On a hit, the Attack deals an additional 2d6 Force Damage to the target.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d6 and the Range increases by 10ft for each Slot Level above 1st.
<br><br>
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Line 1,033: Line 1,068:
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<br><br>


 
=== Wrathful Smite ===
{| class="wikitable"
{| class="wikitable"
|+ Wrathful Smite (Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Evocation
| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Paladin
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
The next time you hit a creature with a Melee Weapon Attack during the Spell's Duration, your Weapon glows purple, and the Attack deals an additional 1d6 Psychic Damage to the target. The target makes a Wisdom Saving Throw. On a failed Save, it is [[Conditions#Frightened|Frightened]] of you until the Spell ends. As an Action, the target can repeat the Save, ending the effect on a successful Save.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Attack deals an additional 1d6 Psychic Damage for each Slot Level above 1st.
<br><br>


=== Zephyr Strike ===
{| class="wikitable"
{| class="wikitable"
|+ Zephyr Strike (Artificer, Maledictor, Paladin, Shaman)
|+
|-
|-
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation
| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Paladin
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Arcane
|}
|}
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
You move like the wind. Until the Spell ends, you don't provoke Opportunity Attacks. Once before the Spell ends, you can give yourself Advantage on a Weapon Attack you make. This Attack deals an additional 1d8 Force Damage on a hit, and your Speed increases by 30ft after the Attack.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d8 Force Damage with the Attack you give yourself Advantage on, and your Speed increases by 5ft during the Duration of the Spell for each Slot Level above 1st.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
<br><br>
 


=== Zrib's Searing Coins ===
{| class="wikitable"
{| class="wikitable"
|+ Zrib's Searing Coins (Artificer, Bard, Cleric, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Cleric, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: SM (up to three golden coins worth at least 1GP each, which the spell consumes)
| Range: 60ft || Duration: Instant || Components: SM (up to 3 golden coins worth at least 1GP each, which the Spell consumes) || Arcane
|}
|}
As an Action you throw superheated gold coins at one creature within range, make a Ranged Spell Attack, on a hit, you deal 1d10 Fire Damage to the target for every Gold Coin you consumed for the material components for this spell.<br>
You throw superheated gold coins at one creature within Range. Make a Ranged Spell Attack. On a hit, the target takes 1d10 Fire Damage for each golden coin used for the Material Components of the Spell.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can consume up to two more Gold Coins worth 1GP each for the spells material components for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can consume up to 2 more golden coins worth 1GP each for the Spell's Material Component for each Slot Level above 1st.
<br><br>