Artificer Spells in Terra | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Artificer Spells

Artificer Cantrips

 

Acid Splash

Action Type:

1 action

Range:

60 feet

Spell Type:

Instantaneous

Spell Description:

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
At Higher Levels
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Booming Blade

Action Type:

1 action

Range:

Self (5-foot radius)

Spell Type:

1 round

Spell Material cost:

a melee weapon worth at least 1 sp

Spell Description:

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At Higher Levels
At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).  

Create Bonfire

Action Type:

1 action

Range:

60 feet

Spell Type:

Concentration, up to 1 minute

Spell Description:

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.
At Higher Levels
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

Dancing Lights

Action Type:

1 action

Range:

120 feet

Spell Type:

Concentration, up to 1 minute

Spell Material cost:

a bit of phosphorus or wychwood, or a glowworm

Spell Description:

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.  

Fire Bolt

Action Type:

1 action

Range:

120 feet

Spell Type:

Instantaneous

Spell Description:

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).  

Frostbite

Action Type:

1 action

Range:

60 feet

Spell Type:

Instantaneous

Spell Description:

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At Higher Levels
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Green-Flame Blade

Action Type:

1 action

Range:

Self (5-foot radius)

Spell Type:

Instantaneous

Spell Material cost:

a melee weapon worth at least 1 sp

Spell Description:

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At Higher Levels
At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).  

Guidance

Action Type:

1 action

Range:

Touch

Spell Type:

Concentration, up to 1 minute

Spell Description:

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.  

Light

Action Type:

1 action

Range:

Touch

Spell Type:

1 hour

Spell Description:

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.  

Lightning Lure

Action Type:

1 action

Range:

Self (15-foot radius)

Spell Type:

Instantaneous

Spell Description:

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

Mage Hand

Action Type:

1 action

Range:

30 feet

Spell Type:

1 minute

Spell Description:

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can’t attack, activate magical items, or carry more than 10 pounds.  

Magic Stone

Action Type:

1 bonus action

Range:

Touch

Spell Type:

1 minute

Spell Description:

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.   If you cast this spell again, the spell ends early on any pebbles still affected by it.  

Mending

Action Type:

1 minute

Range:

Touch

Spell Type:

Instantaneous

Spell Material cost:

two lodestones

Spell Description:

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.  

Message

Action Type:

1 action

Range:

120 feet

Spell Type:

1 round

Spell Material cost:

a short piece of copper wire

Spell Description:

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.  

Poison Spray

Action Type:

1 action

Range:

10 feet

Spell Type:

Instantaneous

Spell Description:

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At Higher Levels
This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).  

Prestidigitation

Action Type:

1 action

Range:

10 feet

Spell Type:

Up to 1 hour

Spell Description:

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.  

Ray of Frost

Action Type:

1 action

Range:

60 feet

Spell Type:

Instantaneous

Spell Description:

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

Resistance

Action Type:

1 action

Action Type:

Touch

Spell Type:

Concentration, up to 1 minute

Spell Description:

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.  

Shocking Grasp

Action Type:

1 action

Range:

Touch

Spell Type:

Instantaneous

Spell Description:

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At Higher Levels
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

Spare the Dying

Action Type:

1 action

Range:

Touch

Spell Type:

Instantaneous

Spell Description:

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.  

Sword Burst

Action Type:

1 action

Range:

Self (5-foot radius)

Spell Type:

Instantaneous

Spell Description:

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Thorn Whip

Action Type:

1 action

Range:

30 feet

Spell Type:

Instantaneous

Spell Material cost:

the stem of a plant with thorns

Spell Description:

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Thunderclap

Action Type:

1 action

Range:

Self (5-foot radius)

Spell Type:

Instantaneous

Spell Description:

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
At Higher Levels
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Artificer LV 1 Spells

 

Absorb Elements

Action Type:

1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage

Range:

Self

Spell Type:

1 round

Spell Description:

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

Action Type:

1 action

Range:

30 feet

Spell Type:

8 hours

Spell Material cost:

a tiny bell and a piece of fine silver wire

Spell Description:

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 warded area. When you cast the spell, you can designate creatures that won’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 of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.  

Catapult

Action Type:

1 action

Range:

60 feet

Spell Type:

Instantaneous

Spell Description:

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.  
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.  

Cure Wounds

Action Type:

1 action

Range:

Touch

Spell Type:

Instantaneous

Spell Description:

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

Action Type:

1 action

Range:

Self

Spell Type:

Concentration, up to 10 minutes

Spell Description:

For the duration, you sense the presence of magic within 30 feet 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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  

Disguise Self

Action Type:

1 action

Range:

Self

Spell Type:

1 hour

Spell Description:

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 foot shorter or taller and can appear thin, 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.  

Expeditious Retreat

Action Type:

1 bonus action

Range:

Self

Spell Type:

Concentration, up to 10 minutes

Spell Description:

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.  

Faerie Fire

Action Type:

1 action

Range:

60 feet

Spell Type:

Concentration, up to 1 minute

Spell Description:

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).   Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.  

False Life

Action Type:

1 action

Range:

Self

Spell Type:

1 hour

Spell Material cost:

a small amount of alcohol or distilled spirits

Spell Description:

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.  

Feather Fall

Action Type:

1 reaction, which you take when you or a creature within 60 feet of you falls

Range:

60 feet

Spell Type:

1 minute

Spell Material cost:

a small feather or piece of down

Spell Description:

Choose up to five falling creatures within range. A falling creature’s rate of descent 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.  

Grease

Action Type:

1 action

Range:

60 feet

Spell Type:

1 minute

Spell Material cost:

a bit of pork rind or butter

Spell Description:

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.  

Identify

Action Type:

1 minute

Range:

Touch

Spell Type:

Instantaneous

Spell Material cost:

a pearl worth at least 100 gp and an owl feather

Spell Description:

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.   If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.  

Jump

Action Type:

1 action

Range:

Touch

Spell Type:

1 minute

Spell Material cost:

a grasshopper’s hind leg

Spell Description:

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

Longstrider

Action Type:

1 action

Range:

Touch

Spell Type:

1 hour

Spell Material cost:

a pinch of dirt

Spell Description:

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.  

Purify Food and Drink

Action Type:

1 action

Range:

10 feet

Spell Type:

Instantaneous

Spell Description:

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.  

Sanctuary

Action Type:

1 bonus action

Range:

30 feet

Spell Type:

1 minute

Spell Material cost:

a small silver mirror

Spell Description:

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.   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.  

Snare

Action Type:

1 minute

Range:

Touch

Spell Type:

Until dispelled or triggered

Spell Material cost:

30 feet of cord or rope, which is consumed by the spell

Spell Description:

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.   The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.   The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.  

Tasha's Caustic Brew

Action Type:

1 action

Range:

Self (30-foot line)

Spell Type:

Concentration, up to 1 minute

Spell Material cost:

a bit of rotten food

Spell Description:

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels
When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!