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Atskadan

Spells

Oct 22nd, 2014
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  1. A l a r m
  2. 1st-level abjuration (ritual)
  3. Casting Time: 1 minute
  4. Range: 30 feet
  5. Components: V, S, M (a tiny bell and a piece of
  6. fine silver wire)
  7. Duration: 8 hours
  8. You set an alarm against unwanted intrusion. Choose
  9. a door, a window, or an area within range that is no
  10. larger than a 20-foot cube. Until the spell ends, an alarm
  11. alerts you whenever a Tiny or larger creature touches
  12. or enters the w arded area. When you cast the spell, you
  13. can designate creatures that w on’t set off the alarm. You
  14. also choose whether the alarm is mental or audible.
  15. A mental alarm alerts you with a ping in your mind
  16. if you are within 1 mile o f the warded area. This ping
  17. awakens you if you are sleeping.
  18. An audible alarm produces the sound o f a hand bell
  19. for 10 seconds within 60 feet.
  20.  
  21. B u r n i n g H a n d s
  22. 1st-level evocation
  23. Casting Time: 1 action
  24. Range: Sel f (15-foot cone)
  25. Components: V, S
  26. Duration: Instantaneous
  27. As you hold your hands with thumbs touching and
  28. fingers spread, a thin sheet o f flames shoots forth from
  29. your outstretched fingertips. Each creature in a 15-foot
  30. cone must make a Dexterity saving throw. A creature
  31. takes 3d6 fire damage on a failed save, or half as much
  32. damage on a successful one.
  33. The fire ignites any flammable objects in the area that
  34. aren’t being w orn or carried.
  35. At Higher Levels. When you cast this spell using a
  36. spell slot o f 2nd level or higher, the damage increases by
  37. 1d6 for each slot level above 1st.
  38.  
  39. C h r o m a t i c O rb
  40. 1st-level evocation
  41. Casting Time: 1 action
  42. Range: 90 feet
  43. Components: V, S, M (a diamond worth at least 50 gp)
  44. Duration: Instantaneous
  45. You hurl a 4-inch-diameter sphere o f energy at a
  46. creature that you can see within range. You choose
  47. acid, cold, fire, lightning, poison, or thunder for the type
  48. o f orb you create, and then make a ranged spell attack
  49. against the target. If the attack hits, the creature takes
  50. 3d8 damage o f the type you chose.
  51. At Higher Levels. When you cast this spell using a
  52. spell slot o f 2nd level or higher, the damage increases by
  53. 1d8 for each slot level above 1st.
  54.  
  55. M a g e A r m o r
  56. 1st-level abjuration
  57. Casting Time: 1 action
  58. Range: Touch
  59. Components: V, S, M (a piece o f cured leather)
  60. Duration: 8 hours
  61. You touch a willing creature who isn’t wearing armor,
  62. and a protective magical force surrounds it until the
  63. spell ends. The target’s base AC becomes 13 + its
  64. Dexterity modifier. The spell ends if the target dons
  65. armor or if you dismiss the spell as an action.
  66.  
  67. M a g i c M i s s il e
  68. 1st-level evocation
  69. Casting Time: 1 action
  70. Range: 120 feet
  71. Components: V, S
  72. Duration: Instantaneous
  73. You create three glowing darts o f magical force. Each
  74. dart hits a creature o f your choice that you can see
  75. within range. A dart deals 1d4 + 1 force damage to its
  76. target. The darts all strike simultaneously, and you can
  77. direct them to hit one creature or several.
  78. At Higher Levels. When you cast this spell using a
  79. spell slot of 2nd level or higher, the spell creates one
  80. more dart for each slot level above 1st.
  81.  
  82. P r o t e c t io n f r o m Ev i l a n d G o o d
  83. 1st-level abjuration
  84. Casting Time: 1 action
  85. Range: Touch
  86. Components: V, S, M (holy water or powdered silver
  87. and iron, which the spell consumes)
  88. Duration: Concentration up to 10 minutes
  89. Until the spell ends, one willing creature you
  90. touch is protected against certain types of
  91. creatures: aberrations, celestials, elementals, fey,
  92. fiends, and undead.
  93. The protection grants several benefits. Creatures of
  94. those types have disadvantage on attack rolls against
  95. the target. The target also can’t be charmed, frightened,
  96. or p os sessed by them. If the target is already charmed,
  97. frightened, or p ossessed by such a creature, the target
  98. has advantage on any new saving throw against the
  99. relevant effect.
  100.  
  101. Sh ie l d
  102. 1st-level abjuration
  103. Casting Time: 1 reaction, which you take when you are
  104. hit by an attack or targeted by the magic missile spell
  105. Range: Self
  106. Components: V, S
  107. Duration: 1 round
  108. An invisible barrier of magical force appears and
  109. protects you. Until the start o f your next turn, you have a
  110. +5 bonus to AC, including against the triggering attack,
  111. and you take no damage from magic missile.
  112.  
  113. W i t c h B o l t
  114. 1st-level evocation
  115. Casting Time: 1 action
  116. Range: 30 feet
  117. Components: V, S, M (a twig from a tree that has been
  118. struck by lightning)
  119. Duration: Concentration, up to 1 minute
  120. A beam of crackling, blue energy lances out toward
  121. a creature within range, forming a sustained arc o f
  122. lightning between you and the target. Make a ranged
  123. spell attack against that creature. On a hit, the target
  124. takes 1d12 lightning damage, and on each o f your turns
  125. for the duration, you can use your action to deal 1d12
  126. lightning damage to the target automatically. The spell
  127. ends if you use your action to do anything else. The spell
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