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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) |
43 | + | |
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 | C u r e W o u n d s | |
56 | 1st-level evocation | |
57 | Casting Time: 1 action | |
58 | Range: Touch | |
59 | Components: V, S | |
60 | Duration: Instantaneous | |
61 | A creature you touch regains a number o f hit points | |
62 | equal to 1d8 + your spellcasting ability modifier. This | |
63 | spell has no effect on undead or constructs. | |
64 | At Higher Levels. When you cast this spell using a | |
65 | spell slot o f 2nd level or higher, the healing increases by | |
66 | 1d8 for each slot level above 1st. | |
67 | ||
68 | ||
69 | M a g e A r m o r | |
70 | 1st-level abjuration | |
71 | Casting Time: 1 action | |
72 | Range: Touch | |
73 | Components: V, S, M (a piece o f cured leather) | |
74 | Duration: 8 hours | |
75 | You touch a willing creature who isn’t wearing armor, | |
76 | and a protective magical force surrounds it until the | |
77 | spell ends. The target’s base AC becomes 13 + its | |
78 | Dexterity modifier. The spell ends if the target dons | |
79 | armor or if you dismiss the spell as an action. | |
80 | ||
81 | M a g i c M i s s il e | |
82 | 1st-level evocation | |
83 | Casting Time: 1 action | |
84 | Range: 120 feet | |
85 | Components: V, S | |
86 | Duration: Instantaneous | |
87 | You create three glowing darts o f magical force. Each | |
88 | dart hits a creature o f your choice that you can see | |
89 | within range. A dart deals 1d4 + 1 force damage to its | |
90 | target. The darts all strike simultaneously, and you can | |
91 | direct them to hit one creature or several. | |
92 | At Higher Levels. When you cast this spell using a | |
93 | spell slot of 2nd level or higher, the spell creates one | |
94 | more dart for each slot level above 1st. | |
95 | ||
96 | P r o t e c t io n f r o m Ev i l a n d G o o d | |
97 | 1st-level abjuration | |
98 | Casting Time: 1 action | |
99 | Range: Touch | |
100 | Components: V, S, M (holy water or powdered silver | |
101 | and iron, which the spell consumes) | |
102 | Duration: Concentration up to 10 minutes | |
103 | Until the spell ends, one willing creature you | |
104 | touch is protected against certain types of | |
105 | creatures: aberrations, celestials, elementals, fey, | |
106 | fiends, and undead. | |
107 | The protection grants several benefits. Creatures of | |
108 | those types have disadvantage on attack rolls against | |
109 | the target. The target also can’t be charmed, frightened, | |
110 | or p os sessed by them. If the target is already charmed, | |
111 | frightened, or p ossessed by such a creature, the target | |
112 | has advantage on any new saving throw against the | |
113 | relevant effect. | |
114 | ||
115 | Sh ie l d | |
116 | 1st-level abjuration | |
117 | Casting Time: 1 reaction, which you take when you are | |
118 | hit by an attack or targeted by the magic missile spell | |
119 | Range: Self | |
120 | Components: V, S | |
121 | Duration: 1 round | |
122 | An invisible barrier of magical force appears and | |
123 | protects you. Until the start o f your next turn, you have a | |
124 | +5 bonus to AC, including against the triggering attack, | |
125 | and you take no damage from magic missile. | |
126 | ||
127 | W i t c h B o l t | |
128 | 1st-level evocation | |
129 | Casting Time: 1 action | |
130 | Range: 30 feet | |
131 | Components: V, S, M (a twig from a tree that has been | |
132 | struck by lightning) | |
133 | Duration: Concentration, up to 1 minute | |
134 | A beam of crackling, blue energy lances out toward | |
135 | a creature within range, forming a sustained arc o f | |
136 | lightning between you and the target. Make a ranged | |
137 | spell attack against that creature. On a hit, the target | |
138 | takes 1d12 lightning damage, and on each o f your turns | |
139 | for the duration, you can use your action to deal 1d12 | |
140 | lightning damage to the target automatically. The spell | |
141 | ends if you use your action to do anything else. The spell |