4,244
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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" | |||
|+ Hideous Laughter (Bard, Druid) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (tiny tarts and a feather that is waved in the air) | |||
|} | |||
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. | |||
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. | |||
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{| class="wikitable" | {| class="wikitable" | ||
|+ Longstrider (Bard, Druid Wizard) | |+ Longstrider (Bard, Druid, Wizard) | ||
|- | |- | ||
| Level: 1 || Casting Time: 1 Action || | | Level: 1 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of dirt) | | Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of dirt) | ||
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You touch a creature. The target's speed increases by 10 feet until the spell ends. | You touch a creature. The target's speed increases by 10 feet until the spell ends. | ||
:'''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. | ||
{| class="wikitable" | |||
|+ Mage Armor (Sorcerer, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Touch || Duration: 8 Hours || Components: VSM (a piece of cured leather) | |||
|} | |||
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | |||
{| class="wikitable" | |||
|+ Magic Missile (Sorcerer, Warlock, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Evocation | |||
|- | |||
| Range: 120ft || Duration: Instant || Components: VS | |||
|} | |||
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Amplify Gravity (Sorcerer, Warlock, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Transmutation | |||
|- | |||
| Range: 60ft || Duration: 1 Round || Components: VS | |||
|} | |||
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. | |||
Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. | |||
:'''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" | |||
|+ Protection From Evil and Good (Cleric, Paladin, Warlock, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Abjuration | |||
|- | |||
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (holy water or powdered silver and iron, which the spell consumes) | |||
|} | |||
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. | |||
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect. | |||
{| class="wikitable" | |||
|+ Protection Food and Drink (Cleric, Druid, Paladin) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action (Ritual) || Transmutation | |||
|- | |||
| Range: 10ft || Duration: Instant || Components: VS | |||
|} | |||
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. | |||
{| class="wikitable" | |||
|+ Ray of Sickness (Sorcerer, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Necromancy | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: VS | |||
|} | |||
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. | |||
:'''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. | |||
=== S-Z === | |||
{| class="wikitable" | |||
|+ Ray of Sickness (Sorcerer, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration | |||
|- | |||
| Range: 30ft || Duration: 1 Minute || Components: VSM (a small silver mirror) | |||
|} | |||
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. | |||
{| class="wikitable" | |||
|+ Searing Smite (Paladin) | |||
|- | |||
| Level: 1 || Casting Time: 1 Bonus Action || Evocation | |||
|- | |||
| Range: Self || Duration: 1 Minute (Concentration) || Components: V | |||
|} | |||
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends. | |||
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot. | |||
{| class="wikitable" | |||
|+ Shield (Sorcerer, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Reaction (when you are hit by an attack or targeted by the Magic Missile or the Jetting Magic Missile spell) || Abjuration | |||
|- | |||
| Range: 30ft || Duration: 1 Minute || Components: VS | |||
|} | |||
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile or Jetting Magic Missile. | |||
{| class="wikitable" | |||
|+ Shield of Faith (Cleric, Paladin) | |||
|- | |||
| Level: 1 || Casting Time: 1 Bonus Action || Abjuration | |||
|- | |||
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a small parchment with a bit of holy text written on it) | |||
|} | |||
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. | |||
{| class="wikitable" | |||
|+ Silent Image (Bard, Sorcerer, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Illusion | |||
|- | |||
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece) | |||
|} | |||
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. | |||
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. | |||
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. | |||
{| class="wikitable" | |||
|+ Silvery Barbs (Bard, Sorcerer, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Reaction (when a creature within range succeeds on an attack roll, ability check, or saving throw) || Enchantment | |||
|- | |||
| Range: 60ft || Duration: Instant || Components: V | |||
|} | |||
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. | |||
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time. | |||
{| class="wikitable" | |||
|+ Sleep (Bard, Sorcerer, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action || Enchantment | |||
|- | |||
| Range: 90ft || Duration: 1 Minute || Components: VSM (a pinch of fine sand, rose petals, or a cricket) | |||
|} | |||
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). | |||
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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. Undead and creatures immune to being charmed aren’t affected by this spell. | |||
:'''At Higher Levels.''' When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. | |||
{| class="wikitable" | |||
|+ Snare (Druid, Wizard) | |||
|- | |||
| Level: 1 || Casting Time: 1 Minute || Abjuration | |||
|- | |||
| Range: Touch || Duration: 8 Hours|| Components: VSM (25 feet of rope which the spell consumes) | |||
|} | |||
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. | |||
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. | |||
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. | |||
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it. | |||
{| class="wikitable" | |||
|+ Speak With Animals (Bard, Druid) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination | |||
|- | |||
| Range: Self || Duration: 10 Minutes || Components: VS | |||
|} | |||
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. | |||
{| class="wikitable" | |||
|+ Speak With Animals (Bard, Druid) | |||
|- | |||
| Level: 1 || Casting Time: 1 Action (Ritual) || Divination | |||
|- | |||
| Range: Self || Duration: 10 Minutes || Components: VS | |||
|} |