Artificer Spells: Difference between revisions

 
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== Level 1 ==
== Level 1 ==
=== Absorb Elements ===
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| Level: 1 || Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) || Abjuration || Artificer, Druid, Maledictor, Seeker, Shaman, Sorcerer, Wizard
|-
| Range: Self || Duration: 1 Round || Components: S || Arcane, Primal
|}
You gain Resistance to the triggering Damage Type until the start of your next turn. The next Melee Attack you make before the end of your next turn deals an additional 1d6 Damage of the Damage Type of the Type you gained Resistance to with this Spell. The Spell then ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the extra Damage dealt increases by 1d6 for each Slot Level above 1st.
<br><br>
=== Alarm ===
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| Level: 1 || Casting Time: 1 Minute (Ritual) || Abjuration || Artificer, Maledictor, Seeker, Wizard
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| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny bell and a piece of fine silver wire) || Arcane
|}
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within Range that is no larger than a 20ft Cube. Until the Spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the Spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.<br>
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.<br>
An audible alarm produces the sound of a hand bell for 1 minute that is audible out to a Range of 60ft.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Range of the Spell increases by 30ft and you can choose an area that is 20ft larger for each Slot Level above 1st.
<br><br>
=== Catapult ===
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| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Wizard
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| Range: 60ft || Duration: Instant || Components: S || Arcane
|}
Choose one object weighing 5lbs or less within Range that isn't being worn or carried by a non-willing creature. The object flies in a Line from the object to a point of your choice within 90ft of the object. When the object reaches the point you chose it falls to the ground and it stops early if it impacts a solid object. If the object would strike a creature, that creature makes a Dexterity Saving Throw. On a failed Save, the object strikes the target and stops moving. On a successful Save the object keeps flying towards the point you chose. If the object strikes a creature or surface, the object and the thing it strikes both takes 3d8 Bludgeoning Damage.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the maximum weight of the object you can target increases by 5lbs and the Damage dealt increases by 1d8 for each Slot Level above 1st.
<br><br>
=== Caustic Brew ===
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| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard
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| Range: 30x5ft Emanated Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food) || Arcane
|}
Acid streams from you in the area of the Spell. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature becomes covered in acid for the Spell's Duration. Any creature can use its Action to scrape or wash the acid off itself or another creature within 5ft of it to cause that creature to no longer be effected by the Spell. A creature coated in Acid takes 2d4 Acid Damage at the start of each of its turns.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 2d4 for each Slot Level above 1st.
<br><br>
=== Create or Destroy Water ===
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| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Cleric, Druid, Shaman
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| Range: 30ft || Duration: Instant || Components: VSM (a drop of water if creating water or a few grains of sand if destroying it) || Primal
|}
You either create or destroy water:
*'''Create Water.''' You create up to 10 gallons of clean water within Range in an open container. Alternatively, the water falls as rain in a 30ft Cube within Range, extinguishing exposed flames in the area.
*'''Destroy Water.''' You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30ft Cube within Range.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create or destroy 10 additional gallons of water, or the size of the Cube increases by 5ft, for each Slot Level above 1st.
<br><br>
=== Cure Wounds ===
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| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Bard, Cleric, Druid, Paladin, Shaman
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| 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>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Hit Points regained increases by 1d8 for each Slot Level above 1st.
<br><br>
=== Darting Duplicate ===
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| Level: 1 || Casting Time: Bonus Action || Illusion || Artificer, Bard, Maledictor, Sorcerer, Wizard
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| Range: Self || Duration: Instant || Components: VS || Arcane
|}
An illusory duplicate of you steps clumsily into a space of your choir within 5ft of you, presenting a tempting target before winking out of existence.<br>
Any creature that could make any Opportunity Attack against you makes a Wisdom Saving Throw. On a failed Save, the creature makes an Opportunity Attack against the duplicate which has no effect.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you create one more duplicate that steps into a different space of your choice within 5ft of you. When you cast this Spell using a Spell Slot of 9th Level, all creatures that make a Wisdom Saving Throw against this Spell have Disadvantage on the Save.
<br><br>
=== Detect Magic ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard
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| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Arcane, Divine, Primal
|}
For the Duration, you sense the presence of magic within the Emanation. If you sense magic in this way, you can use your Action to see a fain aura around any visible creature or object in the area that bears the magic, and you learn the School of Magic.<br>
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.<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 15ft for every Slot Level above 1st.
<br><br>
=== Disguise Self ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion || Artificer, Bard, Sorcerer, Wizard
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| Range: Self || Duration: 1 Hour || Components: VS || Arcane
|}
You make yourself--including your clothing, Armor, Weapons, and other belongings on your person--look different until the Spell ends or until you dismiss it as an Action. The limits of the Spell are as follows:
*You can only seem up to 1ft taller or 1ft shorter.
*You can't change your basic body shape and must retain your arrangement of limbs.
The changes are not physical, only illusory, and do not hold up to physical inspection. A creature can use its Action to inspect your appearance and make an Intelligence (Investigation) Check against your Spell Saving DC. On a successful Check, the creature determines you are disguised in some way magic.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, any creature that uses its Action to inspect your appearance suffers a -1 penalty to the Check for every Slot Level above 1st.
<br><br>
=== Expeditious Retreat ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Sorcerer, Warlock, Wizard
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| 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.<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>
=== Faerie Fire ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Artificer, Bard, Druid, Maledictor, Shaman
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V || Primal
|}
Choose a point you can see within Range. All objects in a 20ft Cube centered on the point are outlined in some vibrant color of light of your choice. All creatures in the area of the Spell also make a Dexterity Saving Throw. On a failed Save, a creature is also outlined in that light. For the Duration, creatures and objects outlined in the light emit Dim Light out to a Range of 10ft.<br>
Any Attack made against a creature or object outlined in the light has Advantage if the Attacker can see the creature or object. All creatures or objects coated in this light do not gain the benefits of being [[Conditions#Invisible|Invisible]]<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of Cube created by the Spell increases by 10ft for each Slot Level above 1st.
<br><br>
=== False Life ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Maledictor, Shaman, Sorcerer, Wizard
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| Range: Self || Duration: 1 Hour || Components: VSM (a small amount of alcohol or distilled spirits) || Arcane
|}
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 Temporary Hit Points for the Duration.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you gain an additional 1d4 + 4 Temporary Hit Points for each Slot Level above 1st.
<br><br>
=== Feather Fall ===
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| Level: 1 || Casting Time: 1 Reaction (when you or a creature within Range falls) || Transmutation || Artificer, Bard, Maledictor, Sorcerer, Wizard
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| 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 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.
<br><br>
=== Glowing Coin ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Minute || Enchantment || Artificer, Bard, Maledictor, Wizard
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| Range: 60ft || Duration: 1 Minute || Components: VSM (1GP, which the Spell consumes) || Arcane
|}
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>
=== Grease ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Action || Conjuration || Artificer, Wizard
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| Range: 60ft || Duration: 1 Minute || Components: VSM (a bit of pork rind or butter)
|}
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>
'''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>
=== Identify ===
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| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Maledictor, Shaman, Wizard
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| 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 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>
'''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>
=== Jump ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Maledictor, Sorcerer, Wizard
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| Range: Touch || Duration: 1 Minute || Components: VSM (a grasshopper's hind leg) || Arcane
|}
You touch a creature. The creature's Jump distance is tripled until the Spell ends.<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.
<br><br>
=== Longstrider ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Bard, Druid, Maledictor, Wizard
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| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of dirt) || Arcane
|}
You touch a creature. The target's Speed increases by 10ft until the Spell ends.<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.
<br><br>
=== Mage Armor ===
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| Level: 1 || Casting Time: 1 Bonus Action (Ritual) || Abjuration || Artificer, Sorcerer, Wizard
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| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather) || Arcane
|}
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>
=== Magnify Gravity ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard
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| Range: 60ft || Duration: 1 Round || Components: VS || Arcane
|}
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>
'''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>
=== Purify Food and Drink ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation || Artificer, Cleric, Druid, Paladin, Shaman
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| Range: 10ft || Duration: Instant || Components: VS || Divine, Primal
|}
All non-magical food and drink within a 5ft Radius Sphere centered on a point of your choice within Range is purified and rendered free of Poison and Disease.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Radius of the Sphere increases by 5ft for each Slot Level above 1st.
<br><br>
=== Sanctuary ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Bonus Action || Abjuration || Artificer, Cleric, Shaman
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| Range: 30ft || Duration: 1 Minute || Components: VSM (a small silver mirror) || Divine, Primal
|}
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>
=== Shield ===
{| class="wikitable"
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| 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 || Arcane
|}
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>
=== Sleep ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Action || Enchantment || Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard
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| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) || Arcane
|}
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>
'''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>
=== Snare ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Minute || Abjuration || Artificer, Druid, Shaman, Wizard
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| Range: Touch || Duration: 8 Hours|| Components: VSM (25ft of rope which the Spell consumes) || Primal
|}
As you cast this Spell, you use the rope to create a 5ft Radius Circle on the ground or the floor. When you finish the casting, the rope disappears and the circle becomes a magic trap.<br>
This trap is nearly invisible, requiring a successful Intelligence (Investigation) Check against your Spell Save DC to be discerned.<br>
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the Spell's area, that creature makes a Dexterity Saving Throw. On a failed Save, the target is magically hoisted into the air, leaving it hanging upside down 3ft above the ground or floor. The creature is [[Conditions#Restrained|Restrained]] there until the Spell ends.<br>
A creature [[Conditions#Restrained|Restrained]] in this way can make a Dexterity Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save. Alternatively, the creature or someone else who can reach it can use an Action to make an Intelligence (Arcana) Check against your Spell Save DC. On a successful Check, the [[Conditions#Restrained|Restrained]] effect ends. After the trap is triggered, the Spell ends when no creature is Restrained by it.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the area of the Circle increases by 5ft and the Duration of the Spell increases by 8 hours for each Slot Level above 1st.
<br><br>
=== Sudden Spark ===
{| class="wikitable"
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| 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 || Arcane
|}
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.''' 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.''' 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.
<br><br>
=== Thunderwave ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
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| Range: 15ft Still Emanation || Duration: Instant || Components: VS || Arcane, Primal
|}
A wave of thunderous force sweeps out from you. Each creature in the area makes a Constitution Saving Throw. On a failed Save, a creature takes 2d8 Thunder Damage and is pushed 10ft away from you. On a successful Save, a creature takes half as much Damage and isn't pushed.<br>
In addition, unsecured objects in the area are pushed 10ft away from you. The Spell also emits a thunderous boom, audible out to a Range of 300ft.<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.
<br><br>
=== Unseen Servant ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Action (Ritual) || Conjuration || Artificer, Bard, Druid, Sorcerer, Wizard
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a bit of string and wood) || Arcane
|}
This Spell creates an [[Conditions#Invisible|Invisible]], mindless, shapeless, Medium force that performs simple tasks at your command until the Spell ends. The servant springs into existence in an unoccupied space on the ground within Range. It has AC 10, 1 Hit Point, a Strength of 2, and it can't Attack. If it drops to 0 Hit Points, the Spell ends.<br>
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.<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.
<br><br>
=== Witch Bolt ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning) || Primal
|}
A beam of crackling, blue energy lances out toward a creature within Range, forming a sustained arc of lightning between you and the target. Make a Ranged Spell Attack against that creature. If you miss, the Spell ends. On a hit, the target takes 2d12 Lightning Damage, and its Speed is reduced to 0 and cannot be increased until the Spell ends. For the Duration of the Spell, you can use your Action to deal 2d12 Lightning Damage to the target. If you use your Action to do anything but deal this Damage, if the target is ever more than 30ft away from you, or if the target has Total Cover from you, the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the initial Damage increases by 2d12 for each Slot Level above 1st.
<br><br>
=== Zephyr Strike ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Paladin
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Arcane
|}
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.
<br><br>
=== Zrib's Searing Coins ===
{| class="wikitable"
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| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Cleric, Warlock, Wizard
|-
| Range: 60ft || Duration: Instant || Components: SM (up to 3 golden coins worth at least 1GP each, which the Spell consumes) || Arcane
|}
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 2 more golden coins worth 1GP each for the Spell's Material Component for each Slot Level above 1st.
<br><br>