See also: Category:1st-Level Divine Spell.
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, for the duration, become Slowed and only able to use Walk as a movement action.
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
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 | Concentration, 1 minute |
"You endlessly spew forth fire in front of you."
- For the duration, all creatures inside the area must immediately overcome the spellcast with their Dex AL or suffer 2d6 heat damage. When a creature enters or end their turn inside the area, they must also overcome the spellcast.
- You may as a bonus action choose a new area, creatures between the old and new area count as entering the area.
- While your concentration hold, you are slowed and cannot cast any other spells.
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) |
2d6 |
2nd | 3d6 |
3rd | 4d6 |
4th | 5d6 |
5th | 6d6 |
6th | 7d6 |
7th | 8d6 |
8th | 9d6 |
9th | 10d6 |
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
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 Dex AL 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
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, you gain +1 AL and +1 to attack rolls, for each slot level above 1st.
Spell Level |
+AL +Attack |
---|---|
1st (Base) |
- |
2nd | +1 |
3rd | +2 |
4rd | +3 |
5rd | +4 |
6rd | +5 |
7rd | +6 |
8rd | +7 |
9rd | +8 |
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 | 1 minute |
- A target creature succeed with a Fortitude check or suffer 5d4 necrotic damage, or half as much on a success. In addition, for the duration, the next Fortitude check has advantage.
- After suffering damage from this spell, you may choose to restore 5d4 hit points to the target creature, and if their hit point went below 1 forgo any consequence of the dying condition.
Power Increase
When you cast this spell at level 2 or higher, hit points suffered and gained are increased by 2d4, for each spell level above 1.
Spell Level |
Damage & Restoration |
---|---|
1st (Base) |
5d4 |
2nd | 7d4 |
3rd | 9d4 |
4rd | 11d4 |
5rd | 13d4 |
6rd | 15d4 |
7rd | 17d4 |
8rd | 19d4 |
9rd | 21d4 |
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. The beam is not visible.
- 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
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
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 |