BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Practical Schema

Artificer Arcanis of the First Order

SRD

Alarm

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a tiny bell and a piece of fine silver wire
Duration: 8 hours
Damage/Effect: Detection
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 Tiny or larger 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 feet.
Available for: Ranger, Wizard, Artificer

SRD

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Artificer

SRD

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Detection
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, and you learn its school of magic, if any.

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.

  • Abjuration - a glowing nimbus of white
  • Conjuration - an ethereal cerulean fog
  • Divination - a translucent gray mist
  • Enchantment - a teasing, verdant tryst of fey hues (light green)
  • Evocation - an ebb and flow of opposing oranges and blues
  • Illusion - a basic brown with subtle hints of depth
  • Necromancy - a viscous, oily residue (black and dark purple with prismatic rainbows)
  • Transmutation - a lustrous golden sheen
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Artificer

SRD

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Shapechanging
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 (Investigation) check against your spell save DC.
Available for: Bard, Sorcerer, Wizard, Artificer

SRD

Expeditious Retreat

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Movement
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Available for: Sorcerer, Warlock, Wizard, Artificer

SRD

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (20 ft. cube)
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Debuff
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot 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.
Available for: Bard, Druid, Artificer

SRD

False Life

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small amount of alcohol or distilled spirits
Duration: 1 hour
Damage/Effect: Buff
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Available for: Sorcerer, Wizard, Artificer

SRD

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft.
Components: Verbal, Material
Materials: a small feather or piece of down
Duration: 1 minute
Damage/Effect: Exploration
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet 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.
Available for: Bard, Sorcerer, Wizard, Artificer

SRD

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (10 ft. square)
Components: Verbal, Somatic, Material
Materials: a bit of pork rind or butter
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Prone
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Available for: Wizard, Artificer

SRD

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 min.
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pearl worth 100 gp
Duration: Instant
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Available for: Bard, Wizard, Artificer

SRD

Jump

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a grasshopper's hind leg
Duration: 1 minute
Damage/Effect: Movement
You touch a creature. The creature's jump distance is tripled until the spell ends.
Available for: Druid, Ranger, Sorcerer, Wizard, Artificer

SRD

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of dirt
Duration: 1 hour
Damage/Effect: Buff
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Druid, Ranger, Wizard, Artificer

SRD

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10ft. (5 ft. sphere)
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Utility
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Available for: Cleric, Druid, Paladin, Artificer

SRD

Sanctuary

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small silver mirror
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Buff
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 Wisdom saving 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, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Available for: Cleric, Artificer

Comments

Please Login in order to comment!