Level 1: Difference between revisions

1,011 bytes added ,  18:37, 25 December 2022
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=== Beast Bond ===
=== Beast Bond ===
{| class="wikitable"
{| class="wikitable"
|+ Beast Bond
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Divination || Druid, Shaman
| Level: 1 || Casting Time: 1 Action || Divination || Druid, Shaman
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| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fur wrapped in cloth) || Primal
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fur wrapped in cloth) || Primal
|}
|}
You establish a telepathic link with one Beast you touch that is friendly to you or Charmed by you. The Spell fails if the Beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
You establish a telepathic link with one Beast you touch that is friendly to you or Charmed by you. The Spell fails if the Beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the Beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the Beast gains Advantage on Attacks it makes a creature that you can see within 5ft of you.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional Beast and the Beasts gain Advantage on Attacks against creatures 5ft farther than you for every Slot Level above 1st.
<br><br>


=== Bless ===
{| class="wikitable"
{| class="wikitable"
|+ Bless
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment || Cleric, Paladin
| Level: 1 || Casting Time: 1 Action || Enchantment || Cleric, Paladin
Line 105: Line 107:
| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a sprinkling of holy water) || Divine
| Range: 30ft || Duration: 10 Minutes (Concentration) || Components: VSM (a sprinkling of holy water) || Divine
|}
|}
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
You bless up to three creatures of your choice within Range. Whenever a target makes an Attack Roll, Ability Check, or Saving Throw before the Spell ends, the target can roll a d4 and add the result to the roll.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
:'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target one additional creature for each Slot Level above 1st.
 
<br><br>


=== Blade Ward ===
{| class="wikitable"
{| class="wikitable"
|+ Blade Ward (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Abjuration || Bard, Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
|}
You extend your hand and trace a sigil of warding in the air. Until the end of the duration, you have Resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks.
You extend your hand and trace a sigil of warding in the air. Until the Spell ends, you have Resistance to Bludgeoning, Piercing, and Slashing Damage.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 3rd Level or higher, you can target a willing creature within 30ft of you. That creature also gains the benefits of the Spell for the Duration. You can target an additional creature in this way for every two Slot Levels above 1st.
<br><br>


=== Burning Hands ===
{| class="wikitable"
{| class="wikitable"
|+ Burning Hands (Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation || Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: Instant || Components: VS
| Range: 15ft Emanated Cone || Duration: Instant || Components: VS || Arcane
|}
|}
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in the area of the Spell makes a Dexterity Saving Throw. On a failed Save, a target takes 3d6 Fire Damage. The fire ignites any flammable objects in the area that aren't being worn or carried.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slots of 2nd Level or higher, the Damage increases by 1d6 for each Slot Level above 1st.
 
<br><br>


=== Catapult ===
{| class="wikitable"
{| class="wikitable"
|+ Catapult (Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Transmutation
| Level: 1 || Casting Time: 1 Action || Transmutation || Artificer, Sorcerer, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: S
| Range: 60ft || Duration: Instant || Components: S || Arcane
|}
|}
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
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 objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the 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>


=== Cause Fear ===
{| class="wikitable"
{| class="wikitable"
|+ Cause Fear (Maledictor, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Necromancy
| Level: 1 || Casting Time: 1 Action || Necromancy || Maledictor, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V || Arcane
|}
|}
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You awaken the sense of mortality in one creature you can see within Range. You cannot target Constructs or Undead with this Spell. The target makes a Wisdom Saving Throw. On a failed Save the target becomes Frightened of you for the Duration of the Spell. The Frightened creature can repeat this Saving throw at the end of each of its turns, ending the effect on itself on a successful Save.<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. The creatures must be within 30 feet of each other when you target them.
'''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>


=== Caustic Brew ===
{| class="wikitable"
{| class="wikitable"
|+ Caustic Brew (Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation || Artificer, Shaman, Sorcerer, Wizard
|-
|-
| Range: 30ft Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food)
| Range: 30x5ft Emanated Line || Duration: 1 Minute (Concentration) || Components: VSM (a bit of rotten food) || Arcane
|}
|}
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
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.
'''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>


=== Ceremony ===
{| class="wikitable"
{| class="wikitable"
|+ Ceremony (Cleric, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Hour (Concentration) || Abjuration
| Level: 1 || Casting Time: 1 Hour (Ritual) || Abjuration || Cleric, Paladin
|-
|-
| Range: Touch || Duration: Instant || Components: VSM (25 gp worth of powdered silver, which the spell consumes)
| Range: Touch || Duration: Instant || Components: VSM (powdered silver worth 25GP which the Spell consumes) || Divine
|}
|}
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
You preform a special religious ceremony that is infused with magic. When you cast this Spell, choose one of the following rites, the target of which must be within 10ft of you through the casting for the Spell. Several of these rites have role-play tied into them. Because of these, it is encouraged to use these in an appropriate scenario.
:'''Atonement.''' You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
*'''Atonement.''' You touch one willing creature whose alignment has changed. You make a DC20 Wisdom (Insight) Check. On a successful Check, you restore the original alignment of the creature.
:'''Bless Water.''' You touch one vial of water and cause it to become holy water.
*'''Bless Water.''' You touch one vial of water. It becomes a vial of Holy Water.
:'''Coming of Age.''' You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
*'''Coming of Age.''' You touch one willing creature that has recently matured significantly. For the next 10 days, whenever the target makes an Ability Check, it rolls a d4 and adds the result to the Check.
:'''Dedication.''' You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
*'''Dedication.''' You touch one willing creature that wishes to be dedicated to your religion. For the next 10 days, whenever the target makes a Saving Throw, it rolls a d4 and adds the result to the Save.
:'''Funeral Rite.''' You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
*'''Knighting.''' You touch one willing creature that desires to become a warrior of the divine. For the next 10 days, whenever the target makes an Attack Roll, it rolls a d4 and adds the result to the Attack.
:'''Wedding.''' You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
*'''Funeral Rite.''' You touch one corpse. For the next 10 days, the target cannot be raised as an Undead by any means short of the Wish Spell.
 
*'''Wedding.''' You touch two willing adult creatures that wish to be bonded together by marriage. For the next 10 days, each creature gains a +2 bonus to its AC while it is within 30ft of the other creature.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can perform the chosen rite an additional time with a different target for each Slot Level above 1st.
<br><br>


=== Chaos Bolt ===
{| class="wikitable"
{| class="wikitable"
|+ Chaos Bolt (Sorcerer)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer
|-
|-
| Range: 120ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder), If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
You hurl an undulating, warbling mass of chaotic energy at one creature in Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 2d8 + 1d6 Damage. Choose one of the d8s. The number rolled on that die determines the Damage Type of the Attack, 1 (Acid), 2 (Cold), 3 (Fire), 4 (Force), 5 (Lightning), 6 (Poison), 7 (Psychic), 8 (Thunder). If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30ft of it. Repeat the Spell Attack targeting that creature. A creature can only be affected by this Spell once for each casting.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you deal an additional 1d6 Damage when you hit on the Spell Attack.
 
<br><br>


=== Charm Person ===
{| class="wikitable"
{| class="wikitable"
|+ Charm Person (Bard, Druid, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Druid, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
| Range: 30ft || Duration: 1 Hour || Components: VS || Arcane
|}
|}
You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
You attempt to Charm a Humanoid you can see within Range. The target makes a Wisdom Saving Throw, however it has Advantage on the Save if your or your companions are fighting it. On a failed Save the target is Charmed by you for the Duration of the Spell. When the Spell ends, the creature knows it was Charmed by you.<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. The creatures must be within 30 feet of each other when you target them.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, you can target an additional creature for each Slot Level above 1st.
 
<br><br>


=== Chromatic Orb ===
{| class="wikitable"
{| class="wikitable"
|+ Chromatic Orb (Shaman, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Wizard
|-
|-
| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP)
| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP) || Arcane
|}
|}
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
You hurl a 4 inch diameter sphere of energy at a creature that you can see within Range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder Damage. Make a Ranged Spell Attack against the target. On a hit, you deal 3d8 Damage of Type you chose.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, the Damage increases by 1d8 for each Slot Level above 1st.
 
<br><br>


=== Cloak of Secrets ===
{| class="wikitable"
{| class="wikitable"
|+ Cloak of Secrets (Bard, Maledictor, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Action || Illusion || Bard, Maledictor, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 1 Hour || Components: S
| Range: 5ft Still Emanation || Duration: 1 Hour || Components: S || Arcane
|}
|}
This spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the
This Spell forms an invisible bubble that filters all speech coming from inside the affected area so that creatures outside hear a completely different version of the
conversation. The bubble also disguises lip movements to match the false conversation.
conversation. The bubble also disguises lip movements to match the false conversation.<br>
 
Any creature listening to the conversation can use its Action to make a Wisdom (Insight) Check against your Spell Save DC. On a successful Check, the creature realizes that the apparent conversation doesn't actually make any sense. The bubble also obscures the Verbal Components of Spells cast within the area so it's impossible to identify Spells by their Verbal Components alone.
Any creature listening to the conversation for at least 1 round can attempt to make a Wisdom (Insight) against your Spell Save DC to realize that the apparent conversation doesn't actually make any sense. The bubble also obscures the verbal components of spells cast within the area so it's impossible to identify spells by their verbal components alone.
<br><br>
 


=== Color Spray ===
{| class="wikitable"
{| class="wikitable"
|+ Color Spray (Maledictor, Sorcerer, Wizard)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Illusion
| Level: 1 || Casting Time: 1 Action || Illusion || Maledictor, Sorcerer, Wizard
|-
|-
| Range: 15ft Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue)
| Range: 15ft Emanated Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue) || Arcane
|}
|}
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, 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.<br>
 
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 creatures Blinded until the end of your next turn. 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>
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, roll an additional 3d10 for each Slot Level above 1st.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
<br><br>
 


=== Command ===
{| class="wikitable"
{| class="wikitable"
|+ Command (Bard, Cleric, Maledictor, Paladin)
|+
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
| Level: 1 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Maledictor, Paladin
|-
|-
| Range: 60ft || Duration: 1 Round || Components: V
| Range: 60ft || Duration: 1 Round || Components: V || Arcane, Divine
|}
|}
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
You speak a one-word command to a creature that you can see within Range that can understand you, that creature makes a Wisdom Saving Throw. On a failed Save, the target follows the command to the best of its abilities until the end of its next turn. The command given cannot cause direct harm to the target of the Spell.<br>
 
Some common commands and their effects are described below, but you can, and are encouraged to create some of your own. If you give a command not listed below, the DM determines how the target behaves. If the target cannot follow your command, the Spell ends.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
*'''Approach.''' The target attempts to get as close to you as possible.
:'''Approach.''' The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
*'''Drop.''' The target uses its Action to drop all objects it is holding and does nothing else.
:'''Drop.''' The target drops whatever it is holding and then ends its turn.
*'''Flee.''' The target attempt to get as far away from you as possible.
:'''Flee.''' The target spends its turn moving away from you by the fastest available means.
*'''Grovel.''' The target falls Prone and does nothing else.
:'''Grovel.''' The target falls prone and then ends its turn.
*'''Halt.''' The target does nothing except remain in its current position.
:'''Halt.''' The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
*'''Silence.''' The target does not speak and attempts to make as little noise as possible otherwise.
:'''Silence.''' The target stops speaking for the duration of the spell.
*'''Speak.''' The target speaks as much as possible and makes as much noise as it possibly can.
:'''Speak.''' The target speaks for the duration of the spell.
'''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. All targets of the Spell follow the same one word command.
 
<br><br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
 


=== Compelled Duel ===
{| class="wikitable"
{| class="wikitable"
|+ Compelled Duel (Maledictor, Paladin)
|+ Compelled Duel (Maledictor, Paladin)