Level 1: Difference between revisions

4,219 bytes added ,  01:39, 28 July 2022
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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 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.
:'''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, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
{| class="wikitable"
|+ Charm Person (Bard, Druid, Sorcerer, Warlock, Wizard)
|-
| Level: 1 || Casting Time: 1 Action || Enchantment
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| Range: 30ft || Duration: 1 Hour || Components: VS
|}
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.
:'''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.
{| class="wikitable"
|+ Chromatic Orb (Sorcerer, Wizard)
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| Level: 1 || Casting Time: 1 Action || Evocation
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| Range: 90ft || Duration: Instant || Components: VSM (a diamond worth at least 50GP)
|}
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.
:'''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.
{| class="wikitable"
|+ Color Spray (Sorcerer, Wizard)
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| Level: 1 || Casting Time: 1 Action || Illusion
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| Range: 15ft Cone || Duration: Instant || Components: VSM (a pinch of powder or sand that is colored red, yellow, and blue)
|}
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).
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 2d10 for each slot level above 1st.
{| class="wikitable"
|+ Command (Bard, Cleric Paladin)
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| Level: 1 || Casting Time: 1 Action || Enchantment
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| Range: 60ft || Duration: 1 Round || Components: V
|}
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.
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 moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
:Drop.''' The target drops whatever it is holding and then ends its turn.
:Flee.''' The target spends its turn moving away from you by the fastest available means.
:Grovel.''' The target falls prone and then ends its turn.
:'''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 stops speaking for the duration of the spell.
:'''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 affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.