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dd5:spells1

Spells: Level 1

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Absorb Elements

  • School: Abjuration
  • Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • Range: Self
  • Components: S
  • Duration: 1 round

The spell captures 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.

Alarm

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Burning Hands

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (15' cone)
  • Components: V, S
  • Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15' 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 worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Catapult

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Charm Person

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 30'
  • Components: V, S
  • Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

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 above 1st. The creatures must be within 30' of each other when you target them.

Chromatic Orb

  • School: Evocation
  • Casting Time: 1 action
  • Range: 90'
  • Components: V, S, M (a diamond worth at least 50 gp)
  • Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of 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.

Color Spray

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Comprehend Languages

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Cure Wounds

  • School: Evocation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A creature you touch regains a number of 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 of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Detect Magic

  • School: Divination
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 min

For the duration, you sense the presence of magic within 30' of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1' of stone, 1“ of common metal, a thin sheet of lead, or 3' of wood or dirt.

Disguise Self

  • School: Illusion
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1' shorter or taller and can appear this, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Divine Favor

  • School: Evocation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

Earth Tremor

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (10' radius)
  • Components: V, S
  • Duration: Instant

You cause a tremor in the ground in a 10' radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Expeditious Retreat

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

False Life

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Feather Fall

  • School: Transmutation
  • Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
  • Range: 60 feet
  • Components: V, M (a small feather or piece of down)
  • Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of decent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Faerie Fire

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Find Familiar

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Fog Cloud

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120'
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Grease

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Healing Word

  • School: Evocation
  • Casting Time: 1 bonus action
  • Range: 60'
  • Components: V
  • Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Hellish Rebuke

  • School: Evocation
  • Casting Time: 1 reaction
  • Range: 60'
  • Components: V, S
  • Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Heroism

  • School: Enchantment
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

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.

Hex

  • School: Enchantment
  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (the petrified eye of a newt)
  • Duration: Concentration, up to 1 hour

You place a curse upon a creature you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

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.

Hunter's Mark

  • School: Divination
  • Casting Time: 1 bonus action
  • Range: 90'
  • Components: V
  • Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

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 hrs.

Ice Knife

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 60'
  • Components: S, M (a drop of water or piece of ice)
  • Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5' of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.

Identify

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Illusory Script

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Jump

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: VSM (a grasshopper's hind leg)
  • Duration: 1 minute

You touch a creature. The creature's jump distance is tripled until the spell ends.

Longstrider

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Mage Armor

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of 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.

Magic Missile

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120'
  • Components: V, S
  • Duration: Instantaneous

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.

Protection from Evil and Good

  • School: 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 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.

Purify Food and Drink

  • School: Transmutation (ritual)
  • Casting Time: 1 action
  • Range: 10'
  • Components: V, S
  • Duration: Instant

All nonmagical food and drink within a 5' radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Ray of Sickness

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Searing Smite

  • School: Evocation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 min

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 its turns until teh 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' 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 level above 1st.

Shield

  • School: 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 of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Silent Image

  • School: Illusion
  • Casting Time: 1 action
  • Range: 60'
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes

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.

Sleep

  • School: Enchantment
  • Casting Time: 1 action
  • Range: 90'
  • Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • Duration: 1 minute

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.

Tasha's Hideous Laughter

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Tenser's Floating Disk

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Thunderous Smite

  • School: Evocation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 min

The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300' of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10' away from you and knocked prone.

Thunderwave

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (15' cube)
  • Components: V, S
  • Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

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.

Unseen Servant

  • School: x
  • Casting Time: x
  • Range: x
  • Components: x
  • Duration: x

XXX

Witch Bolt

  • School: Evocation
  • Casting Time: 1 action
  • Range: 30'
  • 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 of 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 of 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 also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

dd5/spells1.txt · Last modified: 2017/12/04 22:17 by tara