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== Level 1 Spells == | |||
=== A-C === | |||
{| class="wikitable" | |||
|+ Absorb Elements (Druid, Sorcerer, Wizard) | |||
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| Level: 1 || Casting Time: 1 Reaction || Abjuration | |||
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| Range: Self || Duration: 1 Round || Components: S | |||
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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. | |||
:'''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. | |||
{| class="wikitable" | |||
|+ Alarm (Wizard) | |||
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| Level: 1 || Casting Time: 1 Minute (Duration) || Abjuration | |||
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| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny bell and a piece of fine silver wire) | |||
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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. | |||
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 10 seconds within 60 feet. | |||
{| class="wikitable" | |||
|+ Animal Friendship (Bard, Druid) | |||
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| Level: 1 || Casting Time: 1 Action || Enchantement | |||
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| Range: 30ft || Duration: 24 Hours || Components: VSM (a morsel of food) | |||
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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. | |||
:'''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. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Blade Ward (Bard, Sorcerer, Warlock, Wizard) | |+ Blade Ward (Bard, Sorcerer, Warlock, Wizard) | ||
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| Level: 1 || Casting Time: 1 Action || Abjuration | | Level: 1 || Casting Time: 1 Action || Abjuration | ||
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| Range: Self || Duration: 1 Minute (Concentration) || Components: | | Range: Self || Duration: 1 Minute (Concentration) || Components: VS | ||
|} | |} | ||
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 end of the duration, you have Resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks. |