1st Level Wizard Spells in The Cleansed Realm | World Anvil
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1st Level Wizard Spells

Absorb Elements

LEVEL
1st
CASTING TIME
1 Reaction*
RANGE/AREA
Self
COMPONENTS
S
DURATION
1 Round
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Acid
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.   *which you take when you take acid, cold, fire, lightning, or thunder damage  

Alarm (R)

LEVEL
1st
CASTING TIME
1 Minute (R)
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
8 Hours
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
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 awakes you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.   *(a tiny bell and a piece of fine silver wire)  

Burning Hands

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (15 ft. cone)
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Fire
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-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a filed 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

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Bludgeoning
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.  

Cause Fear (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
V
DURATION
(C) 1 Minute
SCHOOL
Necromancy
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Frightened
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   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. The creatures must be within 30 feet of each other when you target them.  

Charm Person

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Charmed
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 level above 1st. The creatures must be within 30 feet of each other when you target them.  

Chromatic Orb

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
90 ft.
COMPONENTS
V, S, M*
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Acid
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 choose.   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.   *(a diamond worth at least 50 gp)  

Color Spray

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (15 ft. cone)
COMPONENTS
V, S, M*
DURATION
1 Round
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Blinded
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).   Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature within the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.   *(a pinch of powder or sand that is colored red, yellow, and blue)  

Comprehend Languages

LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
Self
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Social
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't prat of a written language.   *(a pinch of soot and salt)  

Detect Magic (C) (R)

LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
Self (30 ft. sphere)
COMPONENTS
V, S
DURATION
(C) 10 Minutes
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
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.   This spell can penetrate most barriers, but it 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

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Shapechanging
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 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 you spell save DC.  

Earth Tremor

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
10 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Bludgeoning
You cause a tremor in the ground within range. 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, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.   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 (C)

LEVEL
1st
CASTING TIME
1 Bonus Action
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
(C) 10 Minutes
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Movement
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action of each of your turns until the spell ends, you can take the Dash action.  

False Life

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Necromancy
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
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.   *(a small amount of alcohol or distilled spirits)  

Feather Fall

LEVEL
1st
CASTING TIME
1 Reaction*
RANGE/AREA
60 ft.
COMPONENTS
V, M**
DURATION
1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Exploration
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.   *which you take when you or a creature within 60 feet of you falls   **(a small feather or piece of down)  

Find Familiar (R)

LEVEL
1st
CASTING TIME
1 Hour
RANGE/AREA
10 ft.
COMPONENTS
V, S, M*
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Summoning
You gain the service of a familiar, a spirit that takes an animal form you choose bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.   Your familiar act independently of you, but it always obeys your commands. In combat, it rolls its own imitative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.   When the familiar drips to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocked dimension, it leaves behind in its space anything it was wearing or carrying.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.   *(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)  

Floating Disk (R)

LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Movement
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.   This disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.   If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.   *(a drop of mercury)  

Fog Cloud (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
120 ft. (20 ft. sphere)
COMPONENTS
V, S
DURATION
(C) 1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
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 of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.  

Grease

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft. (10 ft. square)
COMPONENTS
V, S, M*
DURATION
1 Minute
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Prone
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.   *(a bit of pork rind or butter)  

Hideous Laughter (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Prone
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.   *(tiny tarts and a feather that is waved in the air)  

Ice Knife

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft. (5 ft. sphere)
COMPONENTS
S, M*
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
DES Save
DAMAGE/EFFECT
Piercing
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target and each creature within 5 feet of it 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.   *(a drip of water or a piece of ice)  

Identify (R)

LEVEL
1st
CASTING TIME
1 Minute (R)
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
Instantaneous
SCHOOL
Divination
ATTACK/SAVE
None
DAMAGE/EFFECT
Detection
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 spell 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.   *(a pearl worth at least 100 gp and an owl feather)  

Illusory Script (R)

LEVEL
1st
CASTING TIME
1 Minute (R)
RANGE/AREA
Touch
COMPONENTS
S, M*
DURATION
10 Days
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Communication
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear.   A creature with truesight can read the hidden message.   *(a lead-based ink worth at least 10 gp, which the spell consumes)  

Jump

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
1 Minute
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Movement
You touch a creature. The creature's jump distance is tripled until the spell ends.   *(a grasshopper's hind leg)  

Longstrider

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
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.   *(a pinch of dirt)  

Mage Armor

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
8 Hours
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
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.   *(a piece of cured leather)  

Magic Missile

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
120 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Force
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 (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
(C) 10 Minutes
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberration, 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.   *(holy water or powdered silver and iron, which the spell consumes)  

Ray of Sickness

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Necromancy
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Poison
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.   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.  

Shield

LEVEL
1st
CASTING TIME
1 Reaction*
RANGE/AREA
Self
COMPONENTS
V, S
DURATION
1 Round
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Warding
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.   *which you take when you are hit by an attack or targeted by the magic missile spell  

Silent Image (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
60 ft. (15 ft. cube)
COMPONENTS
V, S, M*
DURATION
(C) 10 Minutes
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
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.   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.   *(a bit of fleece)  

Sleep

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
90 ft. (20 ft. sphere)
COMPONENTS
V, S, M*
DURATION
1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Unconscious
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.   *(a pinch of fine sand, rose petals, or a cricket)  

Snare

LEVEL
1st
CASTING TIME
1 Minute
RANGE/AREA
Touch
COMPONENTS
S, M*
DURATION
8 Hours
SCHOOL
Abjuration
ATTACK/SAVE
DES Save
DAMAGE/EFFECT
Restrained
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.   This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.   The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.   A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcane) check against your spell save DC. On a success, the restrained effect ends.   After the trap is triggered, the spell ends when no creature is restrained by it.   *(25 feet of rope, which the spell consumes)  

Tasha's Hideous Laughter (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Prone
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.   *(tiny tarts and a feather that is waved in the air)  

Tasha's Caustic Brew (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (30 ft. line)
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Acid
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 of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.   *(a bit of rotten food)  

Tenser's Floating Dick (R)

LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Movement
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.   The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, not could it leave such a pit if it was created at the bottom.   If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.   *(a drop of mercury)  

Thunderwave

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
Self (15 ft. cube)
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Thunder
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 10feet 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. On a successful save, the creature takes half as much damage and isn't pushed.   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 (R)

LEVEL
1st
CASTING TIME
1 Action (R)
RANGE/AREA
60 ft.
COMPONENTS
V, S, M*
DURATION
1 Hour
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If t drops to 0 hit points, the spell ends.   Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The sevant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the comman, the servant performs the taskto the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.   *(a bit of string and of wood)  

Witch Bolt (C)

LEVEL
1st
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Lightning
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lighning 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 damge 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.   *(a twig from a tree that has been struck by lightning)

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