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- A l a r m
- 1st-level abjuration (ritual)
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a tiny bell and a piece of
- fine silver wire)
- Duration: 8 hours
- 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 w arded area. When you cast the spell, you
- can designate creatures that w on’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 o f the warded area. This ping
- awakens you if you are sleeping.
- An audible alarm produces the sound o f a hand bell
- for 10 seconds within 60 feet.
- B u r n i n g H a n d s
- 1st-level evocation
- Casting Time: 1 action
- Range: Sel f (15-foot cone)
- Components: V, S
- Duration: Instantaneous
- As you hold your hands with thumbs touching and
- fingers spread, a thin sheet o f flames shoots forth from
- your outstretched fingertips. Each creature in a 15-foot
- cone must make a Dexterity saving throw. A creature
- takes 3d6 fire damage on a failed save, or half as much
- damage on a successful one.
- The fire ignites any flammable objects in the area that
- aren’t being w orn or carried.
- At Higher Levels. When you cast this spell using a
- spell slot o f 2nd level or higher, the damage increases by
- 1d6 for each slot level above 1st.
- C h r o m a t i c O rb
- 1st-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
- You hurl a 4-inch-diameter sphere o f energy at a
- creature that you can see within range. You choose
- acid, cold, fire, lightning, poison, or thunder for the type
- o f orb you create, and then make a ranged spell attack
- against the target. If the attack hits, the creature takes
- 3d8 damage o f the type you chose.
- At Higher Levels. When you cast this spell using a
- spell slot o f 2nd level or higher, the damage increases by
- 1d8 for each slot level above 1st.
- C u r e W o u n d s
- 1st-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- A creature you touch regains a number o f hit points
- equal to 1d8 + your spellcasting ability modifier. This
- spell has no effect on undead or constructs.
- At Higher Levels. When you cast this spell using a
- spell slot o f 2nd level or higher, the healing increases by
- 1d8 for each slot level above 1st.
- M a g e A r m o r
- 1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a piece o f cured leather)
- Duration: 8 hours
- 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.
- M a g i c M i s s il e
- 1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- You create three glowing darts o f magical force. Each
- dart hits a creature o f 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.
- P r o t e c t io n f r o m Ev i l a n d G o o d
- 1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (holy water or powdered silver
- and iron, which the spell consumes)
- Duration: Concentration up to 10 minutes
- 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 p os sessed by them. If the target is already charmed,
- frightened, or p ossessed by such a creature, the target
- has advantage on any new saving throw against the
- relevant effect.
- Sh ie l d
- 1st-level abjuration
- Casting Time: 1 reaction, which you take when you are
- hit by an attack or targeted by the magic missile spell
- Range: Self
- Components: V, S
- Duration: 1 round
- An invisible barrier of magical force appears and
- protects you. Until the start o f your next turn, you have a
- +5 bonus to AC, including against the triggering attack,
- and you take no damage from magic missile.
- W i t c h B o l t
- 1st-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a twig from a tree that has been
- struck by lightning)
- Duration: Concentration, up to 1 minute
- A beam of crackling, blue energy lances out toward
- a creature within range, forming a sustained arc o f
- lightning between you and the target. Make a ranged
- spell attack against that creature. On a hit, the target
- takes 1d12 lightning damage, and on each o f your turns
- for the duration, you can use your action to deal 1d12
- lightning damage to the target automatically. The spell
- ends if you use your action to do anything else. The spell
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