Datio's Spells
List of Datio's Spells
Lv1
Lv2
Lv3
All spheres must be within 10 feet
This spell does not gain additional effects when upcasting, all creatures share the same effect
Lv4
Lv5
Lv6
Lv7
Lv9
Lv1
Virtue
1-level Abjuration
Casting Time: 1 bonus action
Range/Area: 30ft
Components: Verbal
Duration: 1 round
You select one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d6 + your wisdom modifier. The temporary hit points are lost when the spell ends.
At higher levels: Add one 1d6 per level Available for: WIS
Resistance
1-level Abjuration
Casting Time: 1 reaction
Range/Area: 60ft
Components: Verbal
Duration: Concentration, up to 1 minute
You select one willing creature. Once before the spell ends, the target can roll 1d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
At higher levels: Add 1d4 per 2 levels Mending
1-level Transmutation
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can only reconect materials, not replace missing material
At higher levels: Repair an additional break or tear is no larger than 1 foot in any dimension on an object per level
This spell does not effect multiple objects when it is upcast This spell can only reconect materials, not replace missing material
Cure Wounds
1-level Evocation
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
A creature you touch regains a number of hit points equal to 1d8 + your wisdom modifier. This spell has no effect on undead, constructs or cyborgs.
At higher levels: Add 1d8 per level Available for: INT, WIS
Healing Word
1-level Abjuration
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
A creature of your choice that you can see within range regains hit points equal to 1d4 + your wisdom modifier. This spell has no effect on undead, constructs or cyborgs.
At higher levels: Add 1d4 per level Available for: WIS, CHA
Spare The Dying
2-level Necromancy
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Healing Spirit
2-level Conjuration
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Concentration, up to 1 minute
You summon a spirit projection to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent projection of your choice.
Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d8 hit points to that creature (no action required). This spell has no effect on undead, constructs or cyborgs. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your wisdom modifier. After healing that number of times, the spirit disappears.
At higher levels: The spirit can heal one additional time per level Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d8 hit points to that creature (no action required). This spell has no effect on undead, constructs or cyborgs. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your wisdom modifier. After healing that number of times, the spirit disappears.
Available for: INT, WIS
Aid
2-level Abjuration
Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: 8 hour
Your spell bolsters your allies with toughness and resolve. Choose a creature within range. The target’s hit point maximum and current hit points increase by 5 for the duration.
At higher levels: A target’s hit points are increase by an additional 5 per level Available for: INT, WIS
Lesser Restoration
2-level Abjuration
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
You touch a creature and can end either one lesser disease or one condition afflicting it. The condition can be blinded, charmed, deafened, paralyzed, or poisoned.
Available for: WIS
Prayer of Healing
2-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerCasting Time: 10 minutes
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Instant
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your wisdom modifier. This spell has no effect on undead, constructs or cyborgs.
At higher levels: Add 1d8 per level Purify Food and Drink
3-level Transmutation
Casting Time: 1 action
Range/Area: 10ft
Components: Verbal, Somatic
Duration: Instant
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.
At higher levels: Purify an additional 5-foot-radius sphere per level
All spheres must be within 10 feet
Sanctuary
3-level Abjuration
Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: 1 minute
You ward a creature against attacks. 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 equal to or higher than you Save DC. 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.
You can target yourself with this spell
At higher levels: Add 1 to this spells Save DC per level You can target yourself with this spell
Enhance Ability
3-level Transmutation
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, up to 1 Hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains the effect until the spell ends.
At higher levels: You can target one additional creature per level
- Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bull’s Strength. The target has advantage on Strength checks, and their carrying capacity doubles.
- Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
- Eagle’s Splendor. The target has advantage on Charisma checks.
- Fox’s Cunning. The target has advantage on Intelligence checks.
- Owl’s Wisdom. The target has advantage on Wisdom checks.
This spell does not gain additional effects when upcasting, all creatures share the same effect
Mass Healing Word
3-level Evocation
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your wisdom modifier. This spell has no effect on undead, constructs or cyborgs.
At higher levels: Add 1d4 per level Available for: WIS, CHA
Aura of Vitality
3-level Abjuration
Casting Time: 1 bonus action
Range/Area: Self (30ft radius)
Components: Verbal
Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
At higher levels: Add 1d6 per level Available for: INT, WIS
Aura of Life
4-level Abjuration
Casting Time: 1 action
Range/Area: Self (30ft radius)
Components: Verbal, Somatic
Duration: Concentration, up to 10 minute
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Any creature in radius that does not benefits from one of the previous effects heals 1d8 health
This spell has no effect on undead, constructs or cyborgs.
At higher levels: Add 1d8 per level Available for: INT, WIS
Death Ward
4-level Abjuration
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
This spell can not affect any creature that has 1 or less hit points
This spell can not prevent any damage/action that would instantaneously kill the creature at max health
At higher levels: The duration of this spell increases by 1 hour per level Greater Restoration
5-level Abjuration
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:
At higher levels: Increase the level of curse this spell can remove by 1 per level - One effect that charmed or petrified the target
- One curse, including the target’s attunement to a cursed magic item (5th level or lower)
- Any reduction to one of the target’s ability scores
- One effect reducing the target’s hit point maximum
Mass Cure Wounds
5-level Abjuration
Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instant
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.
At higher levels: Add 1d8 per level Available for: INT, WIS
Heal
6-level Abjuration
Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: Instant
Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.
At higher levels: The healing increases by 10 per level Available for: INT, WIS
Regenerate
7-level Transmutation
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: 5 pounds of flesh
Duration: 10 minutes
A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.
At higher levels: The duration of this spell increases by 10 minutes per level Available for: INT, WIS
Power Word: Heal
9-level Abjuration
Casting Time: 1 bonus action
Range/Area: 60ft
Components: Verbal
Duration: Instant
A wave of healing energy washes over a creature you touch. The target regains up to 200 hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead, constructs or cyborgs.
At higher levels: You can target one additional creature per level

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