Level 1: Difference between revisions

1,625 bytes added ,  15:17, 16 January 2023
 
(8 intermediate revisions by the same user not shown)
Line 236: Line 236:
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.
<br><br>
<br><br>


Line 473: Line 474:
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VS || Arcane
| 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 as a Bonus Action on subsequent 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.
<br><br>
<br><br>


Line 875: Line 877:
<br><br>
<br><br>


=== 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>


=== Sanctuary ===
=== Sanctuary ===
Line 897: Line 901:
<br><br>
<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 ===
=== Shield of Faith ===
Line 931: Line 937:
<br><br>
<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>
 
 
{| 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
|-
| Range: 60ft || Duration: Instant || Components: V
|}
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.
 
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.


=== Sleep ===
=== Sleep ===
Line 1,011: Line 1,005:
<br><br>
<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 1,046: 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>
<br><br>


Line 1,060: Line 1,068:
<br><br>
<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 ===
=== Zrib's Searing Coins ===