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Thunderwave Compelled Duel

1st-level evocation 1st-level enchantment


Casting Time: 1 action, Range: Self (15-foot cube) Casting Time: 1 bonus action, Range: 30 feet
Components: V, S, Duration: Instantaneous Components: V, Duration: Concentration, up to 1 minute

A wave of thunder sweeps out from you. Each creature in a One creature that you can see within range must make a Wisdom
15-foot cube originating from you must make a Constitution saving throw. On a failed save, the creature has disadvantage on
saving throw. On a failed save, the creature takes 2d8 thunder attack rolls against creatures other than you, and must make a
damage and is pushed 10 feet away from you. On a successful Wisdom saving throw each time it attempts to move to a space more
save, the creature takes half damage and isn’t pushed. than 30 feet away from you; if it succeeds on this saving throw, this
Unsecured objects completely within the area of effect are spell doesn’t restrict the target’s movement for that turn.
pushed 10 feet away from you by the spell’s effect, and the spell
emits a thunderous boom audible out to 300 feet. The spell ends if you attack or cast a harmful spell against any other
Damage increases by 1d8 for each slot level above 1st. creature, 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.

Feather Fall Sanctuary


1st-level transmutation 1st-level abjuration
Casting Time: 1 reaction, which you take when you or Casting Time: 1 bonus action, Range: 30 feet
a creature within 60 feet of you falls Components: V, S, M (a small silver mirror)
Range: 60 feet Duration: 1 minute
Components: V, M (a small feather or piece of down)
Duration: 1 minute 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
Choose up to five falling creatures within range. A must first make a Wisdom saving throw. On a failed save, the creature must
falling creature’s rate of descent slows to 60 feet per choose a new target or lose the attack or spell. This spell doesn’t protect the
round until the spell ends. If the creature lands before warded creature from area effects, such as the explosion of a fireball.
the spell ends, it takes no falling damage and can land If the warded creature makes an attack, casts a spell that affects an enemy,
on its feet, and the spell ends for that creature. or deals damage to another creature, this spell ends.

Jarro’s Lightning Bloom Warding Bond


2nd level necromancy 2nd-level abjuration
Casting Time: 1 action, Range: Touch Casting Time: 1 action, Range: Touch
Components: V S, Duration: Instantaneous Components: V, S, M (a pair of platinum rings worth at least 50 gp each,
which you and target must wear for the duration)
You touch a creature siphoning out the electricity in Duration: 1 hour
its body, blooming out like flowers of lightning into
yourself. Make a melee spell attack against a This spell wards a willing creature you touch and creates a mystic connection
creature within your reach. On a hit, the target between you and the target until the spell ends.
takes 4d4 lightning damage, and you regain hit While the target is within 60 feet of you, it gains a +1 bonus to AC and saving
points equal to half the amount of damage dealt. throws, and resistance to all damage. Each time it takes damage, you take the
At Higher Levels. When you cast this spell using a same amount of damage.
spell slot of 3rd level or higher, the damage The spell ends if you drop to 0 hit points or if you and the target become
increases by 2d4 for each slot level above 2nd. separated by more than 60 feet. It also ends if the spell is cast again on either
of the connected creatures. You can also dismiss the spell as an action.

Aid Find Steed


2nd-level abjuration 2nd-level conjuration
Casting Time: 1 action, Range: 30 feet Casting Time: 10 minutes, Range: 30 feet
Components: V, S, M (a tiny strip of white cloth) Components: V, S, Duration: Instantaneous
Duration: 8 hours
You summon Arc. While mounted, you can make any spell you cast that
Your spell bolsters your allies with toughness and targets only you also target your steed.
resolve. Choose up to three creatures within When it drops to 0 hit points, it disappears. You can also dismiss your steed
range. Each target’s hit point maximum and at any time as an action, causing it to disappear. Casting this spell again
current hit points increase by 5 for the duration. summons the same steed with restored health
Target’s hit points increase by an additional 5 for
each slot level above 2nd. While your steed is within 1 mile of you, you can communicate with each
other telepathically. You can’t have more than one steed bonded by this spell at
a time. As an action, you can release the steed from its bond at any time,
causing it to disappear.

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