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 | |||
|- | |||
| 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 | |||
|- | |||
| 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 | |||
|- | |||
| 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 | |||
|- | |||
| 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 | |||
|- | |||
| 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 | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination || Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Action (Ritual) || Illusion || Artificer, Bard, Sorcerer, Wizard | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Sorcerer, Warlock, Wizard | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Bonus Action || Evocation || Artificer, Bard, Druid, Maledictor, Shaman | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Action || Necromancy || Artificer, Maledictor, Shaman, Sorcerer, Wizard | |||
|- | |||
| 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 | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Minute || Enchantment || Artificer, Bard, Maledictor, Wizard | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Action || Conjuration || Artificer, Wizard | |||
|- | |||
| 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 | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Druid, Maledictor, Sorcerer, Wizard | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Bard, Druid, Maledictor, Wizard | |||
|- | |||
| 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 | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Warlock, Wizard | |||
|- | |||
| 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 | |||
|- | |||
| 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 | |||
|- | |||
| 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 | |||
|- | |||
| 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 | |||
|- | |||
| 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 | |||
|- | |||
| 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 === | |||
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| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Shaman, Sorcerer, Wizard | |||
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| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a twig from a tree that has been struck by lightning) || Primal | |||
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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. | |||
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=== Zephyr Strike === | |||
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| Level: 1 || Casting Time: 1 Bonus Action || Transmutation || Artificer, Maledictor, Paladin | |||
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| Range: Self || Duration: 1 Minute (Concentration) || Components: V || Arcane | |||
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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. | |||
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=== Zrib's Searing Coins === | |||
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| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Bard, Cleric, Warlock, Wizard | |||
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| Range: 60ft || Duration: Instant || Components: SM (up to 3 golden coins worth at least 1GP each, which the Spell consumes) || Arcane | |||
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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. | |||
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Latest revision as of 03:06, 22 June 2026
Artificer Spells
Cantrips
Acid Splash
| Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Shaman, Sorcerer, Warlock |
| Range: 60ft | Duration: Instant | Components: VS | Arcane |
You hurl a bubble of acid. Choose one or two creatures you can see within Range that are within 5ft of each other. A target must succeed on a Dexterity Saving Throw. On a failed Save, a target takes 1d6 Acid Damage.
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Amanuensis
| Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Sorcerer, Warlock, Wizard |
| Range: Touch | Duration: Until Dispelled (Concentration) | Components: VS | Arcane |
You touch a work with writing, such as a book, scroll, or parchment, and you touch a medium that could contain writing, such as a book, scroll or parchment. The work is copied into the medium at a rate of 250 words per minute, creating a perfect duplicate of the original. This Spell only copies non-magical text, if the work contains non-magical writing in addition to illustrations and/or magical writing, only the non-magical writing is copied to the medium. If the medium runs out of space, then the Spell ends. The Spell does not translate the copied writing, it remains in the language it was copied from.
This rate this Spell copies words increases by 250 when you reach 5th Level (500 words per minute), 11th Level (750 words per minute), and 17th Level (1,000 words per minute).
Booming Blade
| Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Seeker, Shaman, Warlock, Wizard |
| Range: Self | Duration: 1 Round | Components: VM (a Melee Weapon) | Arcane |
You brandish the Weapon used in the Spell's casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack's normal effects and then becomes sheathed in booming energy until the start of your next turn.
If the target willingly moves 5ft or more before then, the target takes 1d8 Thunder Damage, and the Spell ends.
The Spell's damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Thunder Damage to the target on a hit, and the Damage the target takes for moving increases to 2d8. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 3d8) and again at 17th Level (3d8 and 4d8).
Create Bonfire
| Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
| Range: 60ft | Duration: 1 Minute (Concentration) | Components: VS | Arcane, Primal |
You create a bonfire on the ground at a point that you can see within Range. Until the Spell ends, the magic bonfire fills a 5ft Cube. Any creature in the bonfire's space when you cast the Spell, that moves into the bonfire's space for the first time on a turn, or ends its turn there must succeed on a Dexterity Saving Throw. On a failed Save, the creature takes 1d8 Fire Damage.
The Bonfire ignites flammable objects in its area that aren't being worn or carried.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Dancing Lights
| Level: Cantrip | Casting Time: 1 Action | Illusion | Artificer, Bard, Sorcerer, Soul-Binder, Wizard |
| Range: 120ft Still Emanation | Duration: 1 Minute (Concentration) | Components: VSM (a bit of phosphorus or wychwood, or a glowworm) | Arcane |
You create up to 4 torch-sized lights within Range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely Humanoid shape up to Medium Size. The lights each shed Dim Light out to a Range of 10ft no matter what form they take.
As a Bonus Action you can move the lights up to 60ft each to a new space within the Range of the Spell. If a light is ever outside the Range of the Spell or farther than 20ft from any other light created by this Spell, that light vanishes.
The Spell creates 2 additional lights when you reach 5th Level (6 lights), 11th Level (8 lights), and 17th Level (10 lights).
Dazzle
| Level: Cantrip | Casting Time: 1 Action | Illusion | Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Warlock, Wizard |
| Range: 30ft | Duration: 1 Round | Components: VS | Arcane, Primal |
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).
Echoing Strike
| Level: Cantrip | Casting Time: 1 Action or Reaction (when you hear another creature within 60ft of you cast this Spell) | Evocation | Artificer, Bard, Psion, Sorcerer, Soul-Binder, Wizard |
| Range: 60ft | Duration: Instant | Components: VS | Arcane |
You hurl a wave of echoing energy at a creature you can see within Range, that creature makes a Constitution Saving Throw. On a failed Save, the target takes 1d6 Thunder Damage and is pushed 5ft away from you.
This Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Firebolt
| Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Shaman, Sorcerer, Wizard |
| Range: 120ft | Duration: Instant | Components: VS | Arcane |
You hurl a mote of fire at a creature or object within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d10 Fire Damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
The Spell's Damage increases by 1d10 when you reach 5th Level (2d10), 11th Level (3d10), and 17th Level (4d10).
Flashburn
| Level: Cantrip | Casting Time: 1 Action | Illusion | Artificer, Bard, Psion, Sorcerer, Wizard |
| Range: 60ft | Duration: 1 Minute (Concentration) | Components: VSM (a bit of magnesium phosphate) | Arcane |
You cause a dazzling pattern of light to appear briefly in a 5ft Cube centered on a point you choose within Range. The pattern emits Bright Light out to a Range of 15ft before immediately dissipating. A creature in the Cube and can see the pattern makes a Wisdom Saving throw. On a failed Save, the pattern is burned into its vision, causing to to subtract a d4 from the next Attack Roll or Ability Check relying on sight it makes before the Spell ends.
After this Attack or Check is made, the Spell ends on that creature and its vision returns to normal.
The size of the Cube created increases when you reach 5ft Level (10ft), 11th Level (15ft) and 17th Level (20ft)
Green Flame Blade
| Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Seeker, Shaman, Sorcerer, Warlock, Wizard |
| Range: Self | Duration: Instant | Components: SM (a Melee Weapon) | Arcane |
You brandish the Weapon used in the Spell's casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5ft of it. The second creature takes Fire Damage equal to your Spellcasting Ability Modifier.
The Spell's Damage increases when you reach certain Levels. At 5th Level, the Melee Attack deals an additional 1d8 Fire Damage to the target on a hit, and the Fire Damage to the second creature increases to 1d8 + your Spellcasting Ability Modifier. Both Damage Rolls increase by 1d8 at 11th Level (2d8 and 2d8) and 17th Level (3d8 and 3d8).
Guidance
| Level: Cantrip | Casting Time: 1 Reaction (when a creature that you can see with Range fails an Ability Check) | Divination | Artificer, Cleric, Druid, Psion, Seeker, Shaman |
| Range: 30ft | Duration: Instant | Components: VS | Divine, Primal |
You shout words of divine or primal wisdom to the creature that failed the Ability Check that triggered the casting of this Spell. You roll a d4 and add the result to the Ability Check.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Ability Check. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Ability Check. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Ability Check.
Jolt
| Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard |
| Range: 30ft | Duration: Instant | Components: VS | Arcane, Primal |
A fraction of the storm's power can give life, or take it. Sparks fly from your fingertips, shocking a creature within Range. If the target is Unconscious, at 0 Hit Points, and making Death Saving Throws, it has Advantage on the next Death Saving Throw it makes, and the next Ability Check made to stabilize the target also is made at Advantage. If you target a creature that has at least 1 Hit Point or is Unconscious, at 0 Hit Points, and Stable, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d8 Lightning Damage.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Light
| Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation | Artificer, Bard, Cleric, Psion, Seeker, Sorcerer, Soul-Binder, Wizard |
| Range: Touch | Duration: 1 Hour | Components: VSM (a firefly or phosphorescent moss) | Arcane |
You touch one object that is no larger than 10ft in any dimension. Until the Spell ends, the object sheds Bright Light out to a Range fo 20ft, and Dim Light an additional 20ft. You choose the color of the light when you cast the Spell, and completely covering the object with something opaque blocks the light. The Spell ends if you cast it again or if dismiss it as a Free Action.
If you target an object held or worn by an unwilling creature, you make a Melee Spell Attack against that creature, casting the Spell on a hit.
The Range of both the Bright Light and the Dim Light increases by 20ft when you reach 5th Level (40ft), 11th Level (60ft), and 17th Level (80ft).
Lightning Lure
| Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Druid, Seeker, Shaman, Sorcerer, Warlock, Wizard |
| Range: 15ft | Duration: Instant | Components: V | Arcane, Primal |
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15ft of you, that creature makes a Strength Saving Throw. On a failed Save the target is pushed 10ft towards you in a straight line and then takes 1d8 Lightning Damage.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Mage Hand
| Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard |
| Range: 30ft | Duration: 1 Minute | Components: VS | Arcane |
A spectral, floating hand appears at a point you choose within range. The hand lasts for the Duration or until you dismiss it as a Free Action. The hand vanishes if it is ever more than 30ft away from you or if you cast this Spell again.
You can use your Action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30ft each time you use it. The hand can't Attack, and can only carry up to 10lbs.
The Range of this Spell and the distance the hand can be before it vanishes increases by 30ft, and the hand can lift an additional 10lbs when you reach 5th Level (60ft and 20lbs), 11th Level (90ft and 30lbs), and 17th Level (120ft and 40lbs).
Magic Stone
| Level: Cantrip | Casting Time: 1 Bonus Action | Transmutation | Artificer, Druid, Shaman, Warlock |
| Range: Touch | Duration: 1 Minute | Components: VS | Primal |
You touch one to three pebbles and imbue them with magic. A creature holding one of the pebbles can make a Ranged Spell Attack with it. This Attack has a Range of 60ft and uses your Spell Attack Modifier for the Attack. The Attack also deals Bludgeoning Damage equal to 1d6 + your Spellcasting Ability Modifier. After this Attack, after the Spell ends, or if you cast the Spell again, a pebble loses its magic.
The Spell enchants three additional pebbles when you reach 5th Level (6 pebbles), 11th Level (9 pebbles), and 17th Level (12 pebbles)
Mending
| Level: Cantrip | Casting Time: 1 Minute | Transmutation | Artificer, Bard, Cleric, Druid, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard |
| Range: Touch | Duration: Instant | Components: VSM (two lodestones) | Arcane |
This Spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former damage.
This Spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
You can also use this Spell to heal a Damaged Construct. When you do, the Construct can use its Reaction to expend a Hit Die, rolling the Hit Die and regaining a number of Hit Points equal to the result of the Hit Die + its Constitution Modifier.
The Spell can repair a break or tear that's 1ft larger in any dimension when you reach 5th Level (2ft), 11th Level (3ft), and 17th Level (4ft)
Message
| Level: Cantrip | Casting Time: 1 Action | Enchantment | Artificer, Bard, Psion, Seeker, Sorcerer, Soul-Binder, Wizard |
| Range: 120ft | Duration: 1 Round | Components: VSM (a short copper wire) | Arcane |
You point your finger toward a creature within Range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this Spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood blocks the Spell. The Spell doesn't have to follow a straight line and can travel freely around corners or through openings.
The Spell can target an additional creature when you reach 5th Level (up to 2 creatures), 11th Level (up to 3 creatures), and 17th Level (up to 4 creatures). Each creature targeted by the Spell hears the responses from all other creatures targeted by the Spell.
Noisome Peal
| Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Bard, Shaman, Sorcerer, Warlock, Wizard |
| Range: 60ft | Duration: Instant | Components: VS | Arcane, Primal |
You create a loud, distracting ringing sound in the ears of a creature you can see within Range, forcing it to make a Constitution Saving Throw. On a failed Save, the target takes 1d8 Thunder Damage, and any Concentration Saving Throw made as a result of this Damage is made at Disadvantage. A creature that cannot hear automatically succeeds the Saving Throw against this Spell.This Spell produces a thunderous boom that is audible out to a Range of 50ft.
The Spell's Damage increases by 1d8 and the distance that the boom is audible to increases by 50ft when you reach 5th Level (2d8 and 100ft), 11th Level (3d8 and 150ft), and 17th Level (4d8 and 200ft).
Poison Spray
| Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
| Range: 10ft | Duration: Instant | Components: VS | Arcane, Primal |
You extend your hand toward a creature you can see within Range and project a puff of noxious gas from your palm, the target makes a Constitution Saving Throw. On a failed Save, the target takes 1d12 Poison Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
Prestidigitation
| Level: Cantrip | Casting Time: 1 Action | Transmutation | Artificer, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard |
| Range: 10ft | Duration: 1 Hour | Components: VS | Arcane |
This Spell is a minor magical trick that novice Spellcasters use for practice. You create one of the following magical effects within Range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than a 1ft Cube.
- You chill, warm, or flavor up to a 1ft Cube of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).
Ray of Frost
| Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Seeker, Shaman, Sorcerer, Wizard |
| Range: 60ft | Duration: Instant | Components: VS | Arcane |
A frigid beam of blue-white light streaks toward a creature within Range. Make a Ranged Spell Attack against the target. On a hit, it takes 1d8 Cold Damage and its Speed is reduced by 10ft until the start of your next turn.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Resistance
| Level: Cantrip | Casting Time: 1 Reaction (when a creature that you can see within Range fails on a Saving Throw) | Abjuration | Artificer, Psion, Cleric, Druid, Seeker, Soul-Binder |
| Range: 30ft | Duration: Instant | Components: VSM (a miniature cloak) | Arcane, Divine, Primal |
You shout words of wisdom to the creature that failed the Saving Throw that triggered the casting of this Spell. You roll a d4 and add the result to the Saving Throw.
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Saving Throw. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Saving Throw. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Saving Throw.
Shocking Grasp
| Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard |
| Range: Touch | Duration: 1 Minute | Components: VS | Arcane, Primal |
Lightning springs from your hand to deliver a shock to a creature of your choice within Range. Make a Melee Spell Attack against the target. You have Advantage on the Attack Roll if the target is wearing Armor made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can't take Reactions until the start of its next turn.
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
Shooting Star
| Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock |
| Range: 120ft | Duration: 1 Round | Components: VS | Arcane, Divine |
Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d12 Radiant Damage.
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
Spare the Dying
| Level: Cantrip | Casting Time: 1 Action | Necromancy | Artificer, Cleric, Shaman |
| Range: 5ft | Duration: Instant | Components: VS | Divine |
You point to a living creature within Range that has 0 Hit Points. The creature becomes stable. This Spell has no effect on Undead or Constructs.
The Spell's Range increases by 15ft when you reach 5th Level (20ft), 11th Level (35ft), and 17th Level (50ft).
Stone Fist
| Level: Cantrip | Casting Time: 1 Action | Transmutation | Artificer, Druid, Shaman, Sorcerer |
| Range: Self | Duration: Instant | Components: VS | Primal |
You draw power from the loose earth or stone beneath you to deliver a mighty punch kick, or other blow. Make a Melee Spell Attack against a creature of your choice within your Reach. On a hit, the target takes Bludgeoning Damage equal 1d4 + your Spellcasting Ability Modifier, and is pushed 10ft away from you.
You make an additional Melee Spell Attack when you reach 5th Level (two Attacks), 11th Level (three Attacks), and 17th Level (four Attacks).
Sword Burst
| Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Psion, Sorcerer, Warlock, Wizard |
| Range: 5ft Still Emanation | Duration: Instant | Components: VS | Arcane |
You create a momentary circle of spectral blades that sweep around you. All other creatures in the Emanation make a Dexterity Saving Throw. On a failed Save, a creatures takes 1d6 Force Damage
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Thorn Whip
| Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid |
| Range: 30ft | Duration: Instant | Components: VSM (the stem of a plant with thorns) | Primal |
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in Range. Make a Ranged Spell Attack against the target. If you hit on the Attack, the target takes 1d6 Piercing Damage, and if it Large or smaller, it is pushed 10ft towards you.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Thunderclap
| Level: Cantrip | Casting Time: 1 Action | Evocation | Artificer, Druid, Psion |
| Range: 5ft Still Emanation | Duration: Instant | Components: S | Primal |
You create a burst of thunderous sound that can be heard up to 100ft away. All other creatures within Range make a Constitution Saving Throw. On a failed Save, a creature takes 1d6 Thunder Damage.
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
Venomous Spines
| Level: Cantrip | Casting Time: 1 Action | Conjuration | Artificer, Druid, Shaman, Sorcerer, Warlock, Wizard |
| Range: 60ft | Duration: Instant | Components: VS | Primal |
You launch tiny spines tipped with venom at a creature you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d4 Piercing Damage and 1d4 Poison Damage.
The Spell's Damage increases by 1d4 Piercing and 1d4 Poison when you reach 5th Level (2d4 and 2d4), 11th Level (3d4 and 3d4), and 17th Level (4d4 and 4d4).
Level 1
Absorb Elements
| 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.
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.
Alarm
| 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 |
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.
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.
An audible alarm produces the sound of a hand bell for 1 minute that is audible out to a Range of 60ft.
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.
Catapult
| Level: 1 | Casting Time: 1 Action | Transmutation | Artificer, Sorcerer, Wizard |
| 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.
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.
Caustic Brew
| Level: 1 | Casting Time: 1 Action | Evocation | Artificer, Shaman, Sorcerer, Wizard |
| 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.
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.
Create or Destroy Water
| Level: 1 | Casting Time: 1 Action | Transmutation | Artificer, Cleric, Druid, Shaman |
| 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.
Cure Wounds
| Level: 1 | Casting Time: 1 Action | Necromancy | Artificer, Bard, Cleric, Druid, Paladin, Shaman |
| 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.
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.
Darting Duplicate
| Level: 1 | Casting Time: Bonus Action | Illusion | Artificer, Bard, Maledictor, Sorcerer, Wizard |
| 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.
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.
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.
Detect Magic
| Level: 1 | Casting Time: 1 Minute (Ritual) | Divination | Artificer, Bard, Cleric, Druid, Paladin, Maledictor, Shaman, Sorcerer, Wizard |
| 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.
This Emanation is blocked by 1ft of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.
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.
Disguise Self
| Level: 1 | Casting Time: 1 Action (Ritual) | Illusion | Artificer, Bard, Sorcerer, Wizard |
| 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.
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.
Expeditious Retreat
| Level: 1 | Casting Time: 1 Bonus Action | Transmutation | Artificer, Maledictor, Sorcerer, Warlock, Wizard |
| 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.
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.
Faerie Fire
| Level: 1 | Casting Time: 1 Bonus Action | Evocation | Artificer, Bard, Druid, Maledictor, Shaman |
| 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.
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 Invisible
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.
False Life
| Level: 1 | Casting Time: 1 Action | Necromancy | Artificer, Maledictor, Shaman, Sorcerer, Wizard |
| 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.
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.
Feather Fall
| 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) | 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.
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.
Glowing Coin
| Level: 1 | Casting Time: 1 Minute | Enchantment | Artificer, Bard, Maledictor, Wizard |
| 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.
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.
Grease
| Level: 1 | Casting Time: 1 Action | Conjuration | Artificer, Wizard |
| 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.
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.
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.
Identify
| Level: 1 | Casting Time: 1 Minute (Ritual) | Divination | Artificer, Bard, Maledictor, Shaman, Wizard |
| 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.
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.
Jump
| Level: 1 | Casting Time: 1 Bonus Action | Transmutation | Artificer, Druid, Maledictor, Sorcerer, Wizard |
| 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.
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.
Longstrider
| Level: 1 | Casting Time: 1 Bonus Action | Transmutation | Artificer, Bard, Druid, Maledictor, Wizard |
| 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.
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.
Mage Armor
| Level: 1 | Casting Time: 1 Bonus Action (Ritual) | Abjuration | Artificer, Sorcerer, Wizard |
| 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.
Magnify Gravity
| Level: 1 | Casting Time: 1 Action | Transmutation | Artificer, Sorcerer, Warlock, Wizard |
| 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 Slowed, or half as much Damage on a successful Save and is not Slowed.
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.
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.
Purify Food and Drink
| Level: 1 | Casting Time: 1 Action (Ritual) | Transmutation | Artificer, Cleric, Druid, Paladin, Shaman |
| 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.
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.
Sanctuary
| Level: 1 | Casting Time: 1 Bonus Action | Abjuration | Artificer, Cleric, Shaman |
| 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.
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.
Shield
| 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 | 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 Magic Missile and Arcane Ammunition Spells.
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.
Sleep
| Level: 1 | Casting Time: 1 Action | Enchantment | Artificer, Bard, Maledictor, Shaman, Sorcerer, Wizard |
| 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 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.
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
| Level: 1 | Casting Time: 1 Minute | Abjuration | Artificer, Druid, Shaman, Wizard |
| 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.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) Check against your Spell Save DC to be discerned.
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 Restrained there until the Spell ends.
A creature 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 Restrained effect ends. After the trap is triggered, the Spell ends when no creature is Restrained by it.
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.
Sudden Spark
| 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.
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.
Thunderwave
| Level: 1 | Casting Time: 1 Action | Evocation | Artificer, Bard, Druid, Shaman, Sorcerer, Wizard |
| 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.
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.
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.
Unseen Servant
| 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 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.
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.
If you command the servant to perform a task that would move it more than 60ft away from you, the Spell ends.
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.
Witch Bolt
| 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.
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.
Zephyr Strike
| 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.
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.
Zrib's Searing Coins
| 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.
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.