Level 1: Difference between revisions

3,774 bytes added ,  11:14, 28 July 2022
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If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
{| class="wikitable"
|+ Ice Knife (Druid, Sorcerer, Wizard)
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| Level: 1 || Casting Time: 1 Action || Conjuration
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| Range: 60ft || Duration: 1 Hour || Components: SM (a drop of water or piece of ice)
|}
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
:'''At Higher Level.'''' When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
{| class="wikitable"
|+ Identify (Bard, Wizard)
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
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| Range: 90ft || Duration: 1 Hour || Components: VSM (a pearl worth at least 100GP and an owl feather)
|}
You choose one object that you must touch throughout 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.
{| class="wikitable"
|+ Illusory Script (Bard, Warlock, Wizard)
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| Level: 1 || Casting Time: 1 Minute (Ritual) || Divination
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| Range: 90ft || Duration: 10 Days || Components: VM (a lead-based ink worth at least 10GP which the spell consumes)
|}
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
{| class="wikitable"
|+ Inflict Wounds (Cleric)
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| Level: 1 || Casting Time: 1 Action || Necromancy
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| Range: Touch || Duration: Instant || Components: VS
|}
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
{| class="wikitable"
|+ Jetting Magic Missiles (Sorcerer, Warlock, Wizard)
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| Level: 1 || Casting Time: 1 Action || Necromancy
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| Range: Touch || Duration: Instant || Components: VSM (1GP)
|}
You create three twisting, whistling, darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the material component increases by 1GP, for each slot level above 1st.