Level 1 Spells
Level 1; Casting Time 1 min.; Components V,S,M; Range L (30 ft.); AoE 20ft. cube; Duration 8 hours
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 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 awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 ft.
Level 1; Casting Time 1 Action; Components V,S,M; Range S; Duration 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
You gain 5 temporary HP for the duration. If a creature hits you with a melee attack while you have this temporary HP, the creature takes 5 withering damage.
At higher level: when you empower this spell, both the withering damage and temporary HP increase by 5 for each level above 1st.
Level 1; Casting Time 1 Action, Components V,S,M; Range L (30 ft.), Duration C (1 min.)
Up to three creatures of your choice that you can see within range must make a Saving (Dexterity) throw against your Spell DC. Whenever a target that fails this throw makes an Attack roll or a Saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the Attack roll or Saving throw.
At higher level: when you empower this spell, you can target one additional creature for every level above 1st.
Level 1; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration C (1 min.)
You bless up to three creatures of your choice within range. Whenever a target makes an Attack roll or a Saving throw before the spell ends, the target can roll a d4 and add the number rolled to the Attack roll or Saving throw.
At higher level: when you empower this spell, you can target one additional creature for every level above 1st.
Level 1; Casting Time 1 Action; Components V,S, Range S; AoE 15ft. cone; Duration I
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 Saving throw against your Spell DC. A creature takes 1d6 fire damage on a failure, or half as much damage on a success. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 1st.
Level 1; Casting Time 1 hour; Components V, S, M; Range C, Duration I
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 10 feet of you throughout the casting.
Atonement – You touch one willing creature whose moral beliefs have changed, and you make a DC 20 Charisma (Insight) check. On a successful check, you restore the target to its original state.
Bless Water – You touch one vial of water (no more than 1 pint) and cause it to become holy water. The holy water restores no FP when drank.
Coming of Age – 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 in a lifetime.
Dedication – You touch one humanoid who wishes to be dedicated to Pravus’ 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 save. A creature can benefit from this rite only once in a lifetime.
Funeral Rite – You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
Wedding – You touch at least two 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 again only if widowed.
Level 1; Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration I
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged Attack (Spellcasting) roll against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.
d8 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Type | Electricity | Fire | Force | Holy | Ice | Mental | Sonic | Toxic |
If you roll the same number on both d8s, the chaotic energy can leap from the target to a creature of your choice within 30 feet of it or stay on the target if there is no other creature in range. Regardless of who is the new target, make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.
At higher level: when you empower the spell, the damage increases by 1d4 for every level above 1st.
Level 1; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration 1 hour
You attempt to charm a humanoid you can see within range. It must make a Saving (Charisma) throw against your Spell DC, and does so with advantage if you or your companions are fighting it. If it fails the check, 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 level: when you empower this spell, you can target one additional creature for every level above 1st. The creatures must be within 30 ft. of each other when you target them.
Level 1; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); Duration I
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose electricity, fire, ice, sonic or toxic for the type of orb you create, and then make an Attack (Spellcasting) roll against the target. If the attack hits, the creature takes 2d8 damage of the type you chose.
At higher level: when you empower the spell, the damage increases by 1d8 for every level above 1st.
Level 1; Casting Time 1 Action; Components V,S; Range S; AoE 15ft. cone; Duration 1 round
A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many HP of creatures this spell can effect. 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 HP, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s HP from the total before moving on to the creature with the next lowest HP. A creature’s HP must be equal to or less than the remaining total for the creature to be affected.
At higher level: when you empower the spell, roll an additional 2d10 for each level above 1st.
Level 1; Casting Time 1 Action; Components V, Range L (60 ft.); Duration 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Saving (Charisma) throw against your Spell DC or follow the command on its next turn. The spell has no effect if the target doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If the target can’t follow your command, the spell ends.
Approach – The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop – The target drops whatever it is holding and then ends its turn.
Flee – The target spends its turn moving away from you by the fastest available means.
Grovel – The target falls prone and then ends its turn.
Halt – The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At higher level: when you empower this spell, you can target one additional creature for every level above 1st. The creatures must be within 30 ft. of each other when you target them.
Level 1; Casting Time 1 Action; Components V; Range L (30 ft.); Duration C (1 min.)
You attempt to compel a creature into a duel. One creature that you can see within range must make a Saving (Intelligence) throw against your Spell DC. On a failure, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on Attack rolls against creatures other than you, and must make a Saving (Intelligence) throw against the same DC each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Level 1; Casting Time 1 Action; Components V,S,M; Range S; Duration 1 hour
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 of 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 glyph, such as an arcane sigil, that isn’t part of a written language.
Level 1; Casting Time 1 Action; Components V,S; Range S; AoE 30ft. sphere; Duration C (10 min.)
For the duration, you know if there is a heretic, a Faith Keeper or a being originating from the Radiance, the Bangle fields or the Crossroads within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The 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.
Level 1; Casting Time 1 Action; Components V,S; Range S; AoE 30ft. sphere; Duration C (10 minutes)
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. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Level 1; Casting Time 1 Action; Components V; Range L (60 ft.); Duration I
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Saving (Intelligence) throw against your Spell DC. On a failure, it takes 2d6 mental damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 1st.
Level 1; Casting Time 1 Action; Components V, S; Range S; Duration 1 hour
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 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 (Arcana, Perception) check against your Spell Save DC.
Level 1: Casting Time 1 Bonus Action; Components V, Range S; Duration C (1 min.)
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Saving (Dexterity) throw against your Spell DC or be restrained by the magical vines until the spell ends. Creatures whose size is 15×15 ft. or bigger have advantage on this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this spell, the target takes 1d4 normal damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make an Strength (Escape Artist) check against your Spell DC. On a success, the target is freed.
At higher level: when you empower the spell, the damage increases by 1d4 for every level above 1st.
Level 1; Casting Time Reaction; Components V,M; Range L (60 ft.); Duration 1 minute
When you or a creature within 60 ft. of you falls, choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 ft. 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.
Level 1; Casting Time 1 Action; Components V,S; Range L (120 ft.); AoE 20 ft. sphere; Duration C (1 hour)
You create a 20-foot-diametr 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 level: when you empower the spell, the diametr of the fog increases by 20 ft. for each level above 1st.
Level 1; Casting Time 1 Bonus Action; Components V, Range S; AoE 5ft. sphere; Duration C (1 min.)
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Saving (Dexterity) throw against your Spell DC. A creature takes 1d6 normal damage on a failure, or half as much damage on a success.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 1st, to a maximum of 6d6.
Level 1; Casting Time Reaction; Components V,S; Range L (60 ft.); Duration I
When you are being damaged by a creature within 60 feet of you that you can see, you point your finger, and that creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Saving (Dexterity) throw against your Spell DC. It takes 1d8 fire damage on a failure, or half as much damage on a success.
At higher level: when you empower the spell, the damage increases by 1d8 for every level above 1st.
Level 1; Casting Time 1 Action; Components V,S; Range C; Duration C (1 min.)
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary HP equal to your Spellcasting modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary HP from this spell.
At higher level: when you empower this spell, you can target one additional creature for every level above 1st.
Level 1; Casting Time 1 Bonus Action; Components V; Range L (90 ft.) Duration C (1 hour)
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Intelligence (Tracking) checks you make to find it. If the target drops to 0 HP before this spell ends, you can use a bonus action on the same turn or your next turn to mark a new creature.
At higher level: when you empower this to 3rd level, you can maintain your concentration on the spell for up to 8 hours. When you empower this to 5th level, you can maintain your concentration on the spell for up to 24 hours.
Level 1; Casting Time 1 minute; Components V,S; Range C; Duration I
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 special properties, and how many charges it has, if any. You learn whether any spells 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 through the casting, you learn what spells, if any, are currently affecting it.
Level 1; Casting Time 1 min.; Components S, M; Range C; Duration 10 days
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. Creatures that ignore illusions can read the original message.
Level 1; Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration I
You create two glowing darts of crackling magic. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At higher level: when you empower the spell, you create one more dart for every level above 1st.
Level 1; Casting Time 1 Bonus Action; Components V, S, M; Range L (30 ft.); Duration 1 min.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Saving (Intelligence) throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Level 1; Casting Time Reaction; Components V,S; Range S; Duration 1 round
When you are hit by an attack or targeted by the magic missile spell, 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.
Level 1; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); AoE 15ft. cube; Duration C (10 min.)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-ft. 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 (Arcana, Perception) check against your Spell DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Level 1; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 20 ft. sphere; Duration 1 min.
This spell sends creatures into a magical slumber. Roll 4d8, the total is how many HP of creatures this spell can affect. Creatures within 20 ft. of a point you choose within range are affected in ascending order of their current HP (ignoring unconscious creatures). Starting with the creature that has the lowest current HP, 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 HP from the total before moving on to the creature with the next lowest HP. A creature’s HP must be equal to or less than the remaining total for that creature to be affected.
At higher level: when you empower the spell, roll an additional 1d8 for every level above 1st.
Level 1; Casting Time 1 Action; Components V,S; Range S; Duration 10 min.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you.
Level 1; Casting Time 1 Action; Components V,S; Range C; Duration 10 min.
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you have. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic and repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Level 1; Casting Time 1 Action; Components V,S; Range S; AoE 15ft. cube; Duration I
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Saving throw against your Spell DC. On a failure, a creature takes 2d6 sonic damage and is pushed 10 feet away from you. On a success, 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 by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 1st.
Level 1; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration C (1 min.)
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make an Attack (Spellcasting) throw against that creature. On a hit, the target takes 1d8 electricity damage, and on each of your turns for the duration, you can use your action to deal 1d8 electricity damage 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 level: when you empower the spell, the damage increases by 1d8 for every level above 1st.
Level 1; Casting Time 1 Bonus Action; Components V; Range S; Duration C (1 min.)
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 mental damage. Additionally, if the target is a creature, it must make a Saving (Charisma) throw against your Spell DC or be frightened of you until the spell ends. As an action, the creature can make an Charisma check against your Spell DC to steel its resolve and end this spell.