Level 1: Difference between revisions

400 bytes added ,  20:57, 24 December 2022
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== Level 1 Spells ==
= Level 1 Spells =
 
== A-C ==
=== A-C ===
=== Absorb Elements ===
 
{| class="wikitable"
{| class="wikitable"
|+ Absorb Elements (Druid, Maledictor, Shaman, Sorcerer, Wizard)
|+ Absorb Elements
|-
|-
| Level: 1 || Casting Time: 1 Reaction || Abjuration
| Level: 1 || Casting Time: 1 Reaction (when you take Acid, Cold, Fire, Lighting, or Thunder Damage) || Abjuration || Artificer, Druid, Maledictor, Shaman, Sorcerer, Wizard
|-
|-
| Range: Self || Duration: 1 Round || Components: S
| Range: Self || Duration: 1 Round || Components: S || Arcane, Primal
|}
|}
When you take acid, cold, fire, lightning, or thunder damage, you can cast this spell to capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
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 increases by 1d6 for each slot level above 1st.
'''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 ===
{| class="wikitable"
{| class="wikitable"
|+ Alarm (Maledictor, Wizard)
|+ Alarm
|-
|-
| Level: 1 || Casting Time: 1 Minute (Ritual) || Abjuration
| Level: 1 || Casting Time: 1 Minute (Ritual) || Abjuration || Artificer, Maledictor, Wizard
|-
|-
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny bell and a piece of fine silver wire)
| 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 20-foot 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.
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>
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.<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.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
<br><br>
 


=== Animal Friendship ===
{| class="wikitable"
{| class="wikitable"
|+ Animal Friendship (Bard, Druid, Shaman)
|+ Animal Friendship
|-
|-
| Level: 1 || Casting Time: 1 Action || Enchantement
| Level: 1 || Casting Time: 1 Action || Enchantement || Bard, Druid, Shaman
|-
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food)
| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food) || Primal
|}
|}
This spell lets you convince a Beast that you mean it no harm. Choose a Beast that you can see within range. It must see and hear you. If the Beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
Choose a Beast that you can see within range. It must see and hear you. If the Beast's Intelligence is 4 or higher, the Spell fails. Otherwise, the Beast makes a Wisdom Saving Throw. On a failed Save, the target is Charmed by you for the Spell's Duration. The Spell ends early if you or one of your companions harms the target.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast 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 Beast for each Slot Level above 1st.
 
<br><br>


=== Arcane Ammunition ===
{| class="wikitable"
{| class="wikitable"
|+ Arcane Ammunition (Sorcerer, Warlock, Wizard)
|+ Arcane Ammunition
|-
|-
| Level: 1 || Casting Time: 1 Action || Evocation
| Level: 1 || Casting Time: 1 Action || Evocation || Sorcerer, Warlock, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VSM (1GP)
| Range: Touch || Duration: Instant || Components: VSM (1GP, which the Spell's consumes) || Arcane
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|}
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.
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 dart. On a hit, a dart deals 2d4 Force Damage to the target.<br>
 
If you score a Crit on one of the darts, you roll an additional d4 for the Damage before doubling it. If you roll a 1 on the d20 for the Attack, all the darts miss and blow up in your face, dealing 1 Force Damage to you for each dart created by the Spell.<br>
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.
:'''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.
<br><br>
 


=== Armor of Faethon ===
{| class="wikitable"
{| class="wikitable"
|+ Armor of Faethon (Maledictor, Warlock)
|+ Armor of Faethon (Maledictor, Warlock)
|-
|-
| Level: 1 || Casting Time: 1 Action || Abjuration
| Level: 1 || Casting Time: 1 Action || Abjuration || Maledictor, Warlock
|-
|-
| Range: Self || Duration: 1 Hour || Components: VSM (a cup of water)
| Range: Self || Duration: 1 Hour || Components: VSM (a cup of water) || Arcane
|}
|}
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 Acid damage.
A protective magical force surrounds you, manifesting as a spectral frost that covers you all objects you're wearing or carrying. You gain 5 Temporary Hit Points for the Duration. If a creature hits you with a Melee Attack while you have these Temporary Hit Points, that creature takes 5 Acid Damage.<br>
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the acid damage increase by 5 for each slot.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 2nd Level or higher, both the Temporary Hit Points and the Acid Damage increase by 5 for each Slot Level above 1st.
 
<br><br>


=== Arms of Brokhziqiel ===
{| class="wikitable"
{| class="wikitable"
|+ Arms of Darkness (Warlock)
|+ Arms of Darkness
|-
|-
| Level: 1 || Casting Time: 1 Action || Conjuration
| Level: 1 || Casting Time: 1 Action || Conjuration || Warlock
|-
|-
| Range: Self || Duration: Instant || Components: VS
| Range: 10ft Still Emanation || Duration: Instant || Components: VS || Arcane
|}
|}
You invoke the power of darkness. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
You invoke the power of the Aberrant Lord, Brokhziqiel. Tendrils of dark energy erupt from you. Each creature in the Emanation make a Strength Saving Throw. On a failed Save, a creature takes 2d6 Necrotic Damage and can't take Reactions until the end 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.
'''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>


=== Bane ===
{| class="wikitable"
{| class="wikitable"
|+ Bane (Bard, Cleric)
|+ Bane (Bard, Cleric)