Arcane 1st Level Spells


Spell NameSchoolCasting TimeRangeDurationComponentsClasses Available
Absorb ElementsAbjuration1 ReactionSelf1 roundSSorcerer, Wizard
Acid StreamEvocation1 Action10 m lineInstantaneousV, S, MSorcerer, Wizard
AlarmAbjuration1 Action10 m8 HoursV, S, MWizard
Armor of AgathysAbjuration1 ActionSelf1 hourV, S, MWarlock
Arms of HadarConjuration1 ActionSelf (3m)1 InstantaneousV, SWarlock
BaneEnchantment1 Action10mConcentration, up to 1 minuteV, S, MBard, Wizard
Call FireEvocation1 Action5m coneInstantaneousV, SSorcerer, Wizard
CatapultTransmutation1 Action20 mInstantaneousSSorcerer, Wizard
Cause FearIllusion1 ActionSelf (5m Radius)Concentration, up to 1 minuteV, SSorcerer, Warlock, Wizard
Chaos BoltEvocation1 Action50mInstantaneousSSorcerer
Charm PersonEnchantment1 Action10 m1 HourV, SBard, Sorcerer, Warlock, Wizard
Chromatic OrbEvocation1 Action30 mInstantaneousV, S, MSorcerer, Wizard
Color SprayIllusion1 Action5m Cone1 roundV, S, MBard, Sorcerer, Wizard
Comprehend LanguagesDivination1 ActionSelf1 hourV, S, MBard, Sorcerer, Warlock, Wizard
Detect MagicDivination1 ActionSelfConcentration, up to 10 minutesV, SBard, Sorcerer, Wizard
Disguise SelfIllusion1 ActionSelf1 hourV, SBard, Sorcerer, Wizard
Dissonant WhispersEnchantment1 Action20mInstantaneousVBard
Distort ValueIllusion1 MinuteTouch8 hoursVBard, Sorcerer, Warlock, Wizard
Earth TremorEvocation1 ActionSelf (3m radius)InstantaneousV, SBard, Sorcerer, Wizard
Expeditious RetreatTransmutation1 Bonus ActionSelfConcentration, up to 10 minutesV, SSorcerer, Warlock, Wizard
False LifeNecromancy1 ActionSelf1 hourV, S, MBard, Sorcerer, Wizard
Faerie FireIllusion1 Action20mConcentration, up to 1 minuteVBard, Sorcerer, Wizard
Feather FallTransmutation1 Reaction20 m1 minuteV, MBard, Sorcerer, Wizard
Find FamiliarConjuration1 Hour3 mInstantaneousV, S, MBard, Wizard
Flash SnapIllusion1 ActionSelf (5 m cone)1 roundV, S, MSorcerer, Warlock, Wizard
Fog CloudConjuration1 Action40 mConcentration, up to 1 hourV, SBard, Sorcerer, Wizard
Frost ConeEvocation1 ActionSelf (5 m cone)InstantaneousV, SSorcerer, Wizard
Gift of AlacrityDivination1 MinuteTouch8 hoursV, SBard, Wizard
GreaseConjuration1 Action20 m1 minuteV, S, MBard, Sorcerer, Wizard
Guiding HandDivination1 Minute1 m10 MinutesV, SBard, Wizard
Healing ElixirConjuration1 HourSelf1 WeekV, S, MBard, Warlock, Wizard
Hellish RebukeEvocation1 Reaction30mInstantaneousV, SWarlock
HexEnchantment1 Bonus Action30mConcentration, up to 1 hourV, S, MWarlock
Ice KnifeEvocation1 Action20 mInstantaneousS, MBard, Sorcerer, Wizard
IdentifyDivination1 MinuteTouchInstantaneousV, S, MBard, Wizard
Illusory ScriptIllusion1 MinuteTouch2 WeeksS, MBard, Warlock, Wizard
JauntConjuration1 Bonus ActionSelfInstantaneousV, SWarlock, Wizard
JumpTransmutation1 ActionTouch1 minuteV, S, MSorcerer, Wizard
Mage ArmorAbjuration1 ActionTouch8 hoursV, S, MSorcerer, Wizard
Magic MissileEvocation1 Action40 mInstantaneousV, SSorcerer, Wizard
Magnify GravityTransmutation1 Action20 m1 roundV, SWizard
Maniacal LaughterEnchantment1 Action10 mConcentration, up to 1 minuteV, S, MBard, Warlock, Wizard
Neural PauseEvocation1 Action15mInstantaneousV, SBard, Sorcerer, Warlock, Wizard
Protection from Evil and GoodAbjuration1 ActionTouchConcentration, up to 10 minutesV, S, MWarlock, Wizard
Ray of SicknessNecromancy1 Action20 mInstantaneousV, SSorcerer, Warlock, Wizard
Rupturing PulseEvocation1 Action15mInstantaneousV, S, MSorcerer, Wizard
Sense EmotionDivination1 Action30 mConcentration, up to 1 minuteV, SBard, Warlock, Wizard
ShieldAbjuration1 ReactionSelf1 roundV, SSorcerer, Wizard
Silent ImageIllusion1 Action20 mConcentration, up to 10 minutesV, S, MBard, Sorcerer, Wizard
Silvery BarbsEnchantment1 Reaction20mInstantaneousV, S, MBard, Sorcerer, Warlock, Wizard
SleepEnchantment1 Action30 m1 minuteV, S, MBard, Sorcerer, Wizard
SnareAbjuration1 MinuteTouchUntil dispelled or triggeredV, S, M*Wizard
ThunderwaveEvocation1 ActionSelf (5m cube)InstantaneousV, SBard, Sorcerer, Wizard
Unseen ServantConjuration1 Action20 m1 hourV, S, MBard, Warlock, Wizard
Witch BoltEvocation1 Action10 mConcentration, up to 1 minuteV, S, MSorcerer, Warlock, Wizard
  • Absorb Elements - When you take Acid, Cold, Fire, Lightning, or Thunder Damage you can use this Spell as a Reaction to reduce the Damage taken by ½. In doing so your next Melee Weapon Attack (if made within 1 minute) deals an additional 1d10 Damage of that type

  • Acid Stream - You create a 10m line of acid that launches from your hand, all Creatures in the area must make a Reflex Save or be covered in the sticky Acid. A Creature takes 3d4 Acid Damage if they have the Acid on them at the start of their turn. This Acid can be removed by spending an Action wiping it off, doing so deals the Creature 1d4 Acid Damage. This Damage increases by 1d4 for each higher Spell Slot used. 

  • Alarm - You spend 1 minute creating a magical wire around a shape up to 3 square meters in area, such as a window or doorway, creating an invisible barrier only you can see across the plane of the wire. Whenever you do so, name all Creatures you allow to pass, this Spell will not trigger if they move through it. Any undesignated Creature that passes this space sets off the alarm, which you immediately hear inside your head as a loud bell and you also know exactly where this alarm has gone off.

  • Armor of Agathys - A protective magical force surrounds you, manifesting commonly as a spectral ice that covers you and your gear. You gain 5 Shielding for the duration. If a Creature hits you with a Melee Attack while you have this Shielding it takes 5 Cold Damage. The Damage and Shielding increases by 5 for each higher Spell Slot used.

  • Arms of Hadar - You pull the arms of the Great Hunger briefly through a portal, these tendril strike out at any creatures within 3m of you. Every creature one of these creatures must make a Fortitude Save, taking 3d4 Necrotic Damage and losing its Reaction until its next turn on a Failure. On a Success it only takes ½ the Damage. This Damage increases by 2d4 for every Spell Level higher. 

  • Bane - Choose 3 Creatures that you can see within Range, they each must make a Will Save. On a Failure they must roll an additional 1d4 on their Attack Rolls or Saves and subtract the value from the total. You can target an additional Creature for every higher level Spell Slot used.

  • Call Fire - Extend your hands and a cone of Fire launches forward, all Creatures within the range must make a Reflex Save or take 3d6 Fire Damage, half as much on a Successful Save. This Damage increases by 1d6 for each extra Mana you spend on casting it. 

  • Catapult - Select an object that weighs no more than 3kg that you can see within range. Launch it 20m from that spot in any direction as if it is a projectile, making a Spell Attack Roll in doing so. On a hit it deals 3d6 Damage of a type that depends on the object launched. This Damage increases by 1d6 for each extra Mana you spend on casting it. 

  • Cause Fear - Produce a Shroud of others’ worst fears, all Creatures within 5m that can see the illusions must make a Will Save. On a Failure they are scared of you and take 1d6 Psychic Damage. On a Success they only take the Psychic Damage. They can repeat this Save at the end of each of their subsequent turns, taking additional Damage only on a Failure. The Psychic Damage dealt increases by 1d6 for each extra Mana you spend on casting it. 

  • Chaos Bolt - Target a Creature you can see within Range and send a bolt of semi-random energy at it, making a Spell Attack Roll. On a hit roll a d8, determining the Damage type from the column below. You deal 1d10 + 1d8 +  1d6 Damage of that type. In addition if you roll the same number on any pair of these dice the Damage leaps to the closest Creature to the target, which takes ½ the Damage. Finally, you gain an additional 1d8 Damage for each additional Spell Level used. 

    • 1 - Acid

    • 2 - Cold

    • 3 - Fire 

    • 4 - Force

    • 5 - Lightning

    • 6 - Poison

    • 7 - Psychic

    • 8 - Thunder

  • Charm Person - Select a person you can see within range and who understands your language. They must make a Will Save. On a Failure they are charmed by you for the duration and you have Advantage on all Charisma Checks against them. When the spell ends the Creature knows what you did to it and will likely become hostile. Creatures who pass the save know that a spell was cast but not of what would’ve happened to them upon a Failure unless they already understand the spell. You can spend additional Mana to increase the number of people affected by 1. 

  • Chromatic Orb (M* - a 50GP Diamond) - You target a Creature within Range that you can see, select Acid, Cold, Fire, Lightning, or Thunder, and launch an orb of that energy type at the Creature by making a Spell Attack. On a Hit it deals 3d8 Damage of that type. This Damage increases by 1d8 for each extra Mana you spend on casting it. 

  • Color Spray - A cone of lights extends out in a cone from you, dazzling lights with flashes of colors striking at the minds of all creatures within the cone. Roll 6d12 and total up how much HP this spell will affect. You target creatures affected by this Spell starting with the one with the lowest HP (ignoring unconscious creatures or blind creatures). Subtract the HP of the first creature and if there’s any amount of your total left that Creature is blinded and you move on to the next creature. You can roll an additional 2d12 for every Spell Level higher than 1st. 

  • Comprehend Languages - For the duration you can understand any type of written language that you read, though you read about 1 page of text per minute using this

  • Detect Magic - For the duration you can detect the presence of magical elements within 120ft, if you can see it you can observe how powerful the magic is. 

  • Disguise Self - You make yourself (including 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 make yourself appear up to .5m difference in height 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. These 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.

  • Dissonant Whispers - Target a Creature within range that can hear you with your voice, forcing it to make a Will Save to resist the pain. On a Failed Save it takes 3d6 Psychic Damage and must immediately use its Reaction (if still available) to move its Movement Speed away from you. It shouldn’t try to move over hazardous terrain however, such as a fire or pit. On a Successful Save it takes ½ the Damage and isn’t required to move. 

  • Distort Value - Spending 1 Minute focusing on an object you can touch allows you to make it appear twice or half as valuable for the next 8 hours though this can be seen through with a thorough and high Investigation check

  • Earth Tremor - Send out harsh movements under the ground 10m around you, all creatures in the area then making a Reflex Save. On a Failure they take 2d6 Bludgeoning Damage and are knocked prone, only taking ½ Damage and not falling on a Success

  • Expeditious Retreat - After casting this spell you can Dash as a Bonus Action and you do not provoke opportunity attacks on turns where you use this Dash

  • False Life - You gain 1d10 Shield HP for the duration. This increases by 1d10 for each higher Level Spell Slot you spend on casting it. 

  • Faerie Fire - Pick a point you can see within range, causing any object within 10m to become outlined in a neon light (with your choice of color). Any Creature in the area when the spell is cast is also outlined in light if it fails a Reflex Save. For the duration, objects and affected creatures shed dim light in a 3m 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. 

    • If it was already Invisible (via an Ability or Spell) this spell ends it similar to Dispel Magic.

  • Feather Fall - Target up to 6 Creatures you can see within the distance that are in Free Fall, and as a Reaction you can reduce their current falling speed to a rate that will not be harmful to them and they will not accelerate any further. 

  • Find Familiar (M* - 10GP of Charcoal) - Focus on a spot to summon a creature that appears like a small animal but is actually a Celestial, Elemental, Fae, or Fiend (you choose) that looks like one. They follow your command and while within 50m you can dim your own senses to view the world through theirs.   

  • Flash Snap - Snap your finger and all creatures within a 5m cone that can see you must make a Fortitude Save. On a Failure they are Dazed until the start of your next turn. 

  • Fog Cloud - Target a point within Range, you create a 5m Radius Cloud of Dense Fog that cannot be easily seen through that you can move up to 10m as a Bonus Action on your subsequent turns. 

  • Frost Cone - Create a Cone of cold wind, all creatures within the Area must make a Fortitude Save or take 2d8 Cold Damage and have half speed on its next turn, only taking half damage on a successful save. This Damage increases by 1d8 for each extra Mana you spend on casting it. 

  • Gift of Alacrity - Creatures with this gift have Advantage on Initiative for the duration and can relinquish the gift to Succeed on a Reflex Save they Failed as a Reaction. 

  • Grease - Summon a 5m radius circle of a slippery oil on a surface within range that you can see. Any creature that enters the area must make a Reflex Save or fall prone, any attempts to stand in this area require a Creature’s full Movement. 

  • Guiding Hand (M* - A well made map of the area) - You focus for 1 Minute on a Map and a location on it you want to get to. After 1 Minute a golden hand appears over the map and points you in the direction that leads directly to it. This hand lasts for 10 minutes above the map while it is out. However you can instead spend the 10 minutes after the hand appears to have the hand reroute you on a better path if the direct path isn’t passable for you. 

  • Healing Elixir (M* - 10GP of Healing Herbs) - Spend 1 Hour focusing your Magic on a bottle and summon a Common Healing Potion into it. For 1 Week this potion (while within 10m of you) function like it should. Because each one holds a special Conjuration symbol a Spellcaster can only have 1 of these active at a time.

  • Hellish Rebuke - When you are hit by an Attack (from a Creature you can see) you can use your Reaction to release flames that lick at your attacker. The target must make a Reflex Save, taking 2d10 Fire Damage on a Failure, or ½ as much on a Success. The damage increases by an additional 1d10 for every Spell Level higher than that. 

  • Hex - Target a Creature you can see within range with your Bonus Action, sending a small magic circle around that Creature. For the duration when you deal damage with an Attack to that Creature it takes an additional 1d6 Necrotic Damage. In addition choose 1 Attribute, the target has Disadvantage on ability Checks with that Attribute. If the target drops to 0HP while this Spell is active you can use a Bonus Action to transfer this Spell to a different creature. Finally, you always know where the target of your Spell is if it’s within 10km of you. When you cast this Spell with a higher level Spell Slot the additional Damage increases by another 1d6 and the duration increases by 2 hours. 

  • Ice Spike - Send out an icicle to a Creature within Range and make a Spell Attack Roll, it deals 1d10 Piercing Damage on a hit. Either way when it hits its point all Creatures within 5m must make a Reflex Save or take 1d6 Cold Damage. This Damage increases by 1d10 and 1d6 for each extra Mana you spend on casting it. 

  • Identify (M* - A pearl worth 50GP) - You focus on an object for 1 Minute and learn its Magical abilities as well as some suggestions about its history. 

  • Illusory Script - Inscribe magic words onto an object for 1 minute, the test glows if you want it to and cannot be removed by magical means for up to 2 weeks. You can also set it to be Invisible, only revealing itself to Creatures that you designate while the Creature looks at it. 

  • Jaunt - A swirling magic cloud is all that remains of you as you are targeted by an attack or spell (one that only targets you) by a target you can see and reappear randomly 5m away. This disappearance is so sudden that you need to roll a 1d4 to determine where you end up. In order from lowest roll to highest, you could teleport to the North, South, East, or West. This causes the Roll to have Disadvantage on the Roll or Advantage on the Roll if it requires a Save, however if this allows you to leave an area of effect or to break line of sight (for a Spell that requires as much) then the Attack or Spell fails. However in doing so the Attacker doesn’t expend their Action to do so, allowing them to retarget another Creature. If there is no other target for them then they do expend their Action.

  • Jump - For the duration your Jumping distance (both forward and upward) is doubled and when you use your Bonus Action to set up a jump this is further increased by 10ft

  • Mage Armor - For the duration (when you’re not wearing armor) your AC is equal to 13 + your Dexterity Modifier

  • Magic Missile - You summon 3 magical arrows in front of you and launch them at any target you can see within range. Each arrow deals 1d4 Force Damage. The amount of arrows increases by 1 for each extra mana used to cast this spell. 

  • Magnify Gravity - Point to a part of the floor in range, a 3m radius sphere forms in the area that pulls Creatures towards the ground. Each creature in the area must make a Fortitude Save, on a Failure they take 3d4 Force Damage and are knocked prone. They only take ½ Damage and have half movement speed on a success. The Damage increases by 1d4 for each additional Mana spent.

  • Maniacal Laughter - Target a creature within range that you can see, they must make a Will Save and on a failure they take 1d6 Psychic Damage and are incapacitated by maniacal laughter while you hold Concentration on the spell. They can repeat the save at the end of each of their turns. A creature incapable of laughter isn’t affected by the spell.

  • Neural Pulse - Target a Creature you can see within Range, making a Spell Attack Roll to unleash a small pulse aimed at their mind. On a hit they take 1d6 Lighting Damage and are Dazed on their next turn. This damage increases by 1d6 for each Spell Level above 1st. 

  • Protection from Evil and Good - Select a type of Creature such as Demon or Undead, while the spell is active that type of Creature has Disadvantage on Attacks against you and you have Advantage on Saves against their effects.

  • Ray of Sickness - Target a Creature within Range you can see, make a Spell Attack Roll. On a hit you deal 3d6 Poison Damage and the target must make a Fortitude Save. On a Failure the target is poisoned for 1 Minute. This Damage increases by 1d6 for each additional Mana spent. 

  • Rupturing Pulse - Select a point within range and cause a burst of energy to emanate out from it. Any Creatures within 5m must make a Fortitude Save, taking 4d6 Thunder Damage on a Failed Save or ½ as much on a Success. This increases by 2d6 for each Spell Level higher than 1st. 

  • Sense Emotion - Target a creature you can see within range, after casting the spell you must keep them under those conditions for 1 minute. After a minute you gain a brief and accurate insight into their current emotional state and have Advantage on Insight Checks made against them for the next hour. This only works for humanoids with a similar assortment of emotions as yours, e.x. not on Werewolves or Celestial or Fiends. You can spend 1 additional mana to cause this effect to occur instantly instead. 

  • Shield - As a reaction summon a magical wall of force that raises your AC by +5 until the start of your next turn. You can spend 1 extra mana to increase the bonus AC from this spell by 1. 

  • Silent Image - Create a moving illusion (no larger than a 2m cube) that you can control at will at a point that you can see within range. It can be changed as long as you hold concentration.

  • Silvery Barbs - As a Reaction you send out hostile distracting words towards a Creature you can see within Range when they make a d20 Roll. The triggering creature must roll another d20 and take that roll if it’s a lower result. Then choose another creature within range, they gain advantage on their next d20 roll (lasting up to 1 minute). This effect does not stack. 

  • Sleep - Target a number of creatures up to your Spellcasting Modifier that you can see within range, then roll 3d8. If the total is more than their current HP they fall into a brief light sleep. Each additional Spell Slot higher you spend increases the dice rolled by 2d8. A creature sleeping in this way can be woken by a different creature spending an Action to shake it awake or a significantly loud noise or powerful light that occurs nearby. 

  • Snare (M* - a sturdy hempen rope) - Spend 1 minute setting up a rope trap that becomes concealed after casting. This can be seen with a Investigation Check equal to your Spell Save DC. When an unaware creature activates this trap they must make a Reflex Save (with Disadvantage if unaware of the trap and Advantage if seen) and on a Failure they are pulled by the trap, restrained, and take 1d6 Bludgeoning Damage. They must make an Athletics or Acrobatics check to escape equal to your Spell Save DC. For each extra mana you spend on this spell the DC increases by 1 and the damage taken increases by 1d6. 

  • Thunderwave - All creatures within 5m of you must make a Fortitude Save as you send out a blast of cacophonous noise. On a failure they take 2d10 Thunder Damage and are pushed back 5m (unsecured objects within range that weigh less than 5kg are pushed back automatically by the same distance). On a Success they take half damage and are not pushed. You can spend an extra mana to increase this damage by 1d10 and push targets by an extra 3m. 

  • Unseen Servant - This spell creates an invisible, mindless, shapeless, Medium-sized 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 it 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 3m and interact with an object. The servant 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 command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

  • Witch Bolt - Select a target in range that you can see and make a Spell Attack Roll, on a hit bolts of lightning arc between you and the target. You deal 1d12 Lightning Damage and for the duration you can recast this spell as a Bonus Action to immediately deal another 1d12 Lightning Damage on subsequent turns. You can spend a higher Level Spell Slot to increase this damage (both initial and recurring) by 1d12

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Arcane 2nd Level Spells

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Invocations