S.1. First Level Spells - JulTob/DnD GitHub Wiki

1st Level


  • Absorb Elements

    • Level: 1st-level

    • 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

    • Description

      • The spell captures some of the incoming energy from a specific damage type—acid, cold, fire, lightning, or thunder—and stores it within you for your next melee attack.
    • Effects:

      • Resistance: You have resistance to the triggering damage type until the start of your next turn.
      • Bonus Damage: The first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type.
    • 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.

Beast Bond

  • Level: 1st-level

  • School: Divination

  • Casting Time: 1 action

  • Range: Touch

  • Components: V, S, M (a bit of fur wrapped in a cloth)

  • Duration: Concentration, up to 10 minutes

  • Description

    • You establish a telepathic link with one beast you touch that is friendly to you or charmed by you.
  • Effects:

    • The spell creates a telepathic link between you and the beast for the duration.
    • While the beast is within line of sight, the beast can understand your telepathic messages, and it can telepathically communicate simple emotions and concepts back to you.
    • While the link is active, the beast has advantage on attack rolls against any creature within 5 feet of you that you can see.
  • Limitations:

    • The spell only works on beasts that are friendly to you or are charmed by you.
    • The beast must remain within line of sight to maintain the telepathic link.

Catapult

  • Level: 1st-level
  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

Description

You 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. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

Effects:

  • Object Selection: Choose an object weighing 1 to 5 pounds within 60 feet.
  • Trajectory: The object flies in a straight line for up to 90 feet.
  • Impact: If the object hits a creature, that creature must make a Dexterity saving throw.
  • Damage: On a failed save, the target takes 3d8 bludgeoning damage. If the object hits a solid surface, both the object and the surface take the same damage.

Scaling:

  • 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.

Limitations:

  • The object must not be worn or carried by another creature.
  • The spell requires a clear line of flight for the object from its starting point to its final destination.
  • The spell stops early if the object impacts a solid surface or a creature.

Practical Uses:

  • Combat: Use this spell to hurl objects at enemies, dealing significant damage.
  • Environmental Interaction: You can use the spell to knock items off shelves, hit switches, or otherwise interact with the environment at a distance.

Cause Fear

  • Level: 1st-level
  • School: Necromancy
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Description

You awaken the sense of mortality in one creature that 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, with disadvantage if you are within line of sight, ending the effect on itself on a success.

Effects:

  • Target: One creature within 60 feet.
  • Fear: The target must succeed on a Wisdom saving throw or become frightened of you for the duration.
  • Frightened Condition: While frightened, the target has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight, and the target can't willingly move closer to the source of its fear.
  • Saving Throw: The target can repeat the saving throw at the end of each of its turns, with disadvantage if you are within line of sight.
  • Ending the Spell: The spell ends if the target succeeds on the saving throw.

Limitations:

  • Constructs and Undead: The spell does not affect constructs or undead.
  • Concentration: The spell requires concentration, which means the caster must maintain focus to keep the spell active.

Practical Uses:

  • Crowd Control: Useful for disabling a single opponent by inducing fear, potentially forcing them to retreat or act less effectively in combat.
  • Tactical Retreat: Can create an opening for the caster or allies to escape by making the target unwilling to approach.
  • Psychological Warfare: Effective in unsettling opponents, possibly leading to strategic advantages in combat.

Vocal Component:

  • Verbal (V): The caster must be able to speak to cast the spell, invoking a fearsome utterance that triggers the effect.

Ceremony

  • Level: 1st-level
  • School: Abjuration
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
  • Duration: Instantaneous (varies depending on the rite performed)

Description

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 5 feet of you throughout the casting.

Rites:

1. Atonement

  • Effect: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

2. Bless Water

  • Effect: You touch one vial of water and cause it to become holy water.

3. Coming of Age

  • Effect: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

4. Dedication

  • Effect: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the saving throw. A creature can benefit from this rite only once.

5. Funeral Rite

  • Effect: You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.

6. Wedding

  • Effect: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite only once.

Components:

  • Verbal (V): The caster must recite incantations as part of the ceremony.
  • Somatic (S): The caster must make gestures during the ritual.
  • Material (M): 25 gp worth of powdered silver, which is consumed by the spell.

Practical Uses:

  • Atonement: Useful for restoring a creature's original alignment, potentially after a moral or ethical lapse.
  • Bless Water: Converts regular water into holy water, which can be used against undead or fiends.
  • Coming of Age: Grants a young adult a temporary boost to ability checks, useful in rites of passage or important tasks.
  • Dedication: Provides a temporary bonus to saving throws, signifying the target's dedication to a deity.
  • Funeral Rite: Protects a corpse from becoming undead, ensuring peaceful rest.
  • Wedding: Grants a bonus to AC for newlyweds, symbolizing their bond and protection of each other.

Limitations:

  • Casting Time: The spell requires 1 hour to cast, making it impractical in combat situations.
  • Material Component: Requires 25 gp worth of powdered silver, consumed upon casting.

Strategic Applications:

  • Roleplaying: Adds depth to religious ceremonies, allowing characters to participate in significant cultural or religious rituals.
  • Protection: Some rites offer protection from undead, enhance abilities, or provide temporary defensive bonuses.
  • Utility: The spell's flexibility makes it useful in various social, religious, and cultural scenarios.

Chaos Bolt

  • Level: 1st-level
  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

Description

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below:

  • 1: Acid
  • 2: Cold
  • 3: Fire
  • 4: Force
  • 5: Lightning
  • 6: Poison
  • 7: Psychic
  • 8: Thunder

Special Effect

  • Chaotic Leap: If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

Components:

  • Verbal (V): The caster must utter words of power to cast the spell.
  • Somatic (S): The caster must gesture with their hands to shape the chaotic energy.

Damage Type Determination:

  • The damage type is determined randomly based on the roll of one of the d8s, adding an element of unpredictability to the spell.

Practical Uses:

  • Versatile Damage: The spell can potentially deal a wide range of damage types, making it versatile against various enemies.
  • Chain Reaction: The chance for the spell to jump to another target adds a strategic layer, potentially allowing for multiple attacks in one casting.

Limitations:

  • Unpredictable Damage Type: The randomness of the damage type can be a drawback if a specific type is needed to bypass resistances or vulnerabilities.
  • Single Target: Unless the chaotic leap effect occurs, the spell only affects one target at a time.

Strategic Applications:

  • Combat Versatility: Useful for dealing with enemies that have resistances, as the damage type is varied.
  • Potential for Multiple Targets: In situations with clustered enemies, the chaotic leap effect can help in hitting multiple foes.

Earth Tremor

  • Level: 1st-level
  • School: Evocation
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

Description

Earth Tremor is a 1st-level evocation spell that causes a localized tremor in the ground, potentially knocking creatures prone and creating difficult terrain.

Effects:

  • Area of Effect: The spell affects a 10-foot radius centered on the caster.
  • Saving Throw: Each creature other than the caster within the affected area must make a Dexterity saving throw.
  • Damage: On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.
  • Difficult Terrain: If the ground in the area is loose earth or stone, it becomes difficult terrain until cleared. Each 5-foot square portion requires at least 1 minute to clear by hand.

Components:

  • Verbal (V): The caster must utter a magical phrase to invoke the tremor.
  • Somatic (S): The caster must perform a specific gesture to cause the ground to shake.

Strategic Applications:

  • Crowd Control: Earth Tremor is useful for controlling groups of enemies in close proximity, particularly when they are clustered around the caster.
  • Knocking Prone: Knocking creatures prone can be especially advantageous for melee allies, granting them advantage on attack rolls against prone targets.
  • Terrain Manipulation: Creating difficult terrain can slow down pursuing enemies or hinder their ability to escape, providing strategic advantages during combat.

Limitations:

  • Short Range: The spell only affects a 10-foot radius around the caster, requiring close proximity to enemies.
  • Limited Damage: The damage output (1d6 bludgeoning) is relatively low, especially considering the spell's area of effect.
  • Dexterity Saving Throw: The effectiveness of the spell depends on the enemies failing their Dexterity saving throws, making it less reliable against agile foes.
  • Self-Centered Effect: The tremor originates from the caster, which means they need to be in the middle of the action, potentially putting themselves at risk.

Notes:

  • Earth Tremor is a solid choice for early-level spellcasters who want a combination of damage, crowd control, and terrain manipulation in a single spell.
  • The spell's ability to create difficult terrain can be leveraged in tactical situations, such as blocking narrow passages or controlling chokepoints.
  • While not the most powerful spell in terms of raw damage, Earth Tremor excels in situations where knocking enemies prone or altering the battlefield can turn the tide of combat.