Spell/List/Divine/1: Difference between revisions

From Kronopolis and the Flat Plane
< Spell‎ | List‎ | Divine
Created page with "<noinclude>{{ScuffedMenu |offset=6em |Cantrip {{!}} 1st {{!}} 2nd {{!}} 3rd {{!}} 4th {{!}} 5th {{!}} 6th {{!}} 7th {{!}} 8th {{!}} 9th }}{{also|Category:1st-Level Divine Spell}}</noinclude> {{#invoke:spell|list|category=1st-Level..."
Tag: wikieditor
 
No edit summary
Tag: wikieditor
 
Line 1: Line 1:
<noinclude>{{ScuffedMenu
<noinclude>{{:Spell/List/Divine/ScuffedMenu}}{{also|[[:Category:1st-Level Divine Spell]]}}</noinclude>
|offset=6em
|[[Spell/List/Divine/0|Cantrip]] {{!}} [[Spell/List/Divine/1|1st]] {{!}} [[Spell/List/Divine/2|2nd]] {{!}} [[Spell/List/Divine/3|3rd]] {{!}} [[Spell/List/Divine/4|4th]] {{!}} [[Spell/List/Divine/5|5th]] {{!}} [[Spell/List/Divine/6|6th]] {{!}} [[Spell/List/Divine/7|7th]] {{!}} [[Spell/List/Divine/8|8th]] {{!}} [[Spell/List/Divine/9|9th]]
}}{{also|[[:Category:1st-Level Divine Spell]]}}</noinclude>
{{#invoke:spell|list|category=1st-Level_Divine_Spell}}
{{#invoke:spell|list|category=1st-Level_Divine_Spell}}

Latest revision as of 09:35, 17 January 2024

1 → Cantrip | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th

See also: Category:1st-Level Divine Spell.


Burdened Steps

→ Burdened Steps

1st Level
Theme(s)
Divine
Occult
Domain(s)
Illusion
Casting Time Standard Action (3 AP)
Range 20 meters
Component(s) V, S
Duration Concentration, 1 minute

The target must succeed with a Fortitude save, or become Slowed and only able to use Walk as a movement action, for the duration.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, you may target 1 additional creature, for each slot level above 1st.

In addition, the range is increased by 5 meters, for every second slot level above 1st.

Spell Level Targets Range
1st (Base) 1 20 meters
2nd 2 20 meters
3rd 3 25 meters
4th 4 25 meters
5th 5 30 meters
6th 6 30 meters
7th 7 35 meters
8th 8 35 meters
9th 9 40 meters

Burning Fan

→ Burning Fan

1st Level
Theme(s)
Arcane
Divine
Domain(s)
Fire
Casting Time Standard Action (3 AP)
Range Self
Area Cone, 5 meter
Component(s) V, S
Duration Instantaneous

Creatures within the area must succeed with a Reflex contest or suffer 3d6 heat damage, or half on a success.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d6, for each slot level above 1st.

Spell level Damage
1st (Base) 3d6
2nd 4d6
3rd 5d6
4th 6d6
5th 7d6
6th 8d6
7th 9d6
8th 10d6
9th 11d6

Chaos Bolt

→ Chaos Bolt

1st Level
Theme(s)
Arcane
Divine
Domain(s)
Chaos
Casting Time Standard Action (3 AP)
Range 40 meter
Component(s) V, S
Duration Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range.

  • You make a ranged spell attack against the target. On a hit, the target suffer 2d10 damage. Choose one of the d10s. The number rolled on that die determines the attack's damage type, as shown below.
d10 Damage Type
1 Acid
2 Cold
3 Electrical
4 Heat
5 Necrotic
6 Poison
7 Psychic
8 Sonic
9 Spiritual
10 Source

If you roll the same number on both d10s, the chaotic energy leaps from the target to a different creature of your choice within 10 meters 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.

Power Increase
When you cast this spell at a higher level, You roll an additional d10, for each spell level above 1st. Counting doubles as usual. If you roll a triple, you may instead turn the hit into a critical hit. If you roll a quadruple, each creature within 10 meters are also affected.


Hail of Blades

→ Hail of Blades

1st Level
Theme(s)
Arcane
Divine
Domain(s)
Metal
Casting Time Standard Action (3 AP)
Range 20 meter
Area Cylinder, 2 meter radius, 14 meter high
Component(s) V, S, M
Duration Instantaneous

Choose an area within range. Each creature within that area must succeed with a Reflex contest, or suffer 3d6 slashing damage.

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

Spell level Damage
1st (Base) 3d6
2nd 5d6
3rd 7d6
4th 9d6
5th 11d6
6th 13d6
7th 15d6
8th 17d6
9th 19d6

No Rest For The Wicked

→ No Rest For The Wicked

1st Level
Theme(s)
Divine
Occult
Domain(s)
Mind
Casting Time Reaction
Range Self
Component(s) V, S
Duration Instantaneous

As a reaction to being Charmed, Frightened, Incapacitated, or being put in an unconscious state by magical means by another creature, you immediately end the mentioned conditions, Dash towards that creature and becoming inflicted with Madness.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, X for each slot level above 3rd.



Reconstruct Body

→ Reconstruct Body

1st Level
Theme(s)
Divine
Occult
Domain(s)
Body
Casting Time Standard Action (3 AP)
Range Touch
Component(s) V, S, M
Duration Instantaneous

You touch a creature's body, twisting it painfully and dealing 5d4 necrotic damage, or half if they succeed with a Fortitude check.

While casting this spell you may choose to restore 5d4 hit points to a creature by twisting the body with a restoring intent.

When suffering damage from this spell your next Fortitude check within 1 minute has advantage, and if used with a restoring intent, falling below 0 hit points does not impose an immediate Exhaustion.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, hit points suffered and gained are increased by 2d4 for each slot level above 1st.


Sight Beam

→ Sight Beam

1st Level
Theme(s)
Arcane
Divine
Domain(s)
Knowledge
Casting Time Standard Action (3 AP)
Range 20 meter
Area 5 meter
Component(s) S
Duration Instantaneous

  • You fire a sight beam in a straight line, bouncing on walls and roofs up to 3 times, passing through menial objects such as chairs, tables and boxes. You gain a snapshot of the area, as if your eyes travelled along the line.
    • Contents of enclosed objects, such as boxes and chests, are not revealed.
    • The beam cannot pass through doors.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, the beam bounces 1 additional time, and the area increase by 1 meter (up to 10 meters) for each spell slot level above 1st.

Spell level Bounces Area
1st(base) 3 times 5 meter
2nd 4 times 6 meter
3rd 5 times 7 meter
4rd 6 times 8 meter
5th 7 times 9 meter
6th 8 times 10 meter
7th 9 times
8th 10 times
9th 11 times

Spike Floor

→ Spike Floor

1st Level
Theme(s)
Arcane
Divine
Domain(s)
Metal
Casting Time Standard Action (3 AP)
Range 20 meter
Area 10 meter radius
Component(s) V, S
Duration Concentration, up to 1 hour

You create a field of sharp, jagged spikes on the floor within a 20-foot radius centered on a point you choose within range. The spikes are Difficult Terrain and deal 1d4 piercing damage to any creature that enters or ends their turn within the area.

Power Increase:
When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the spikes increases by 1d4 for each slot level above 1st.


True Strike

→ True Strike

1st Level
Theme(s)
Arcane
Divine
Primal
Domain(s)
Knowledge
Casting Time Standard Action (3 AP)
Range 20 meters
Component(s) S
Duration Concentration, 1 minute

You bolster the target creatures senses. The targets next d4 attacks ignore disadvantage, deal double damage towards temporary hit points, and the physical damage type is the most beneficial for the attacker, regardless of which attack was used.

Power Increase
When you cast this spell using a spell slot of 2nd level or higher, the number of targets this spell may affect is increased by 1, for each slot level above 1st.

Level No. Targets
1st 1
2nd 2
3rd 3
4th 4
5th 5
6th 6
7th 7
8th 8
9th 9