Animated Spells: Level 1 Vol 1
Animated Spells: Level 1 Vol 1
Animated Spells: Level 1 Vol 1
CARDS
animated spells
LEVEL 1 VOL 1
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Bane LEVEL
ENCHANTMENT
1
BlesS LEVEL
ENCHANTMENT
1
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Animal Friendship Alarm
1ST LEVEL ENCHANTMENT 1ST LEVEL ABJURATION (RITUAL)
This spell lets you convince a beast that you You set an alarm against unwanted intrusion. Choose
a door, a window, or an area within range that is no
mean it no harm. Choose a beast that you can larger than a 20-foot cube. Until the spell ends, an
see within range. It must see and hear you. If alarm alerts you whenever a Tiny or larger creature
the beast’s Intelligence is 4 or higher, the spell touches or enters the warded area. When you cast the
fails. Otherwise, the beast must succeed on a spell, you can designate creatures that won’t set off the
alarm. You also choose whether the alarm is mental
Wisdom saving throw or be charmed by you or audible.
for the spell’s duration. If you or one of your A mental alarm alerts you with a ping in your mind
companions harms the target, the spells ends. if you are within 1 mile of the warded area. This ping
At Higher Levels. When you cast this spell awakens you if you are sleeping.
using a spell slot of 2nd level or higher, you An audible alarm produces the sound of a hand bell
for 10 seconds within 60 feet.
can affect one additional beast for each slot
MATERIAL COMPONENTS
level above 1st.
A tiny bell and a piece of fine silver wire.
MATERIAL COMPONENTS
A morsel of food.
Bless Bane
1ST LEVEL ENCHANTMENT 1ST LEVEL ENCHANTMENT
You bless up to three creatures of your choice Up to three creatures of your choice that you
within range. Whenever a target makes an attack can see within range must make Charisma
roll or a saving throw before the spell ends, the saving throws. Whenever a target that fails
target can roll a d4 and add the number rolled this saving throw makes an attack roll or a
to the attack roll or saving throw. saving throw before the spell ends, the target
At Higher Levels. When you cast this spell must roll a d4 and subtract the number rolled
using a spell slot of 2nd level or higher, you can from the attack roll or saving throw.
target one additional creature for each slot level At Higher Levels. When you cast this spell
above 1st. using a spell slot of 2nd level or higher, you
MATERIAL COMPONENTS can target one additional creature for each
slot level above 1st.
A sprinkling of holy water.
MATERIAL COMPONENTS
A drop of blood.
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Charm Person Burning Hands
1ST LEVEL ENCHANTMENT 1ST LEVEL EVOCATION
You attempt to charm a humanoid you can see As you hold your hands with thumbs touching
within range. It must make a Wisdom saving and fingers spread, a thin sheet of flames shoots
throw, and does so with advantage if you or your forth from your outstretched fingertips. Each
companions are fighting it. If it fails the saving creature in a 15-foot cone must make a Dexterity
throw, it is charmed by you until the spell ends or saving throw. A creature takes 3d6 fire damage
until you or your companions do anything harmful on a failed save, or half as much damage on a
to it. The charmed creature regards you as a friendly successful one.
acquaintance. When the spell ends, the creature
The fire ignites any flammable objects in the area
knows it was charmed by you.
that aren’t being worn or carried.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target At Higher Levels. When you cast this spell using
one additional creature for each slot level above 1st. a spell slot of 2nd level or higher, the damage
The creatures must be within 30 feet of each other increases by 1d6 for each slot level above 1st.
when you target them.
You speak a one-word command to a creature you can see within A dazzling array of flashing, colored light springs from
range. The target must succeed on a Wisdom saving throw or follow
the command on its next turn. The spell has no effect if the target is
your hand. Roll 6d10; the total is how many hit points of
undead, if it doesn’t understand your language, or if your command creatures this spell can effect. Creatures in a 15-foot cone
is directly harmful to it. originating from you are affected in ascending order of
Some typical commands and their effects follow. You might issue their current hit points (ignoring unconscious creatures
a command other than one described here. If you do so, the GM and creatures that can’t see).
determines how the target behaves. If the target can’t follow your
Starting with the creature that has the lowest current hit
command, the spell ends.
points, each creature affected by this spell is blinded until
Approach. The target moves toward you by the shortest and most the spell ends. Subtract each creature’s hit points from
direct route, ending its turn if it moves within 5 feet of you.
the total before moving on to the creature with the next
Drop. The target drops whatever it is holding and then ends its turn. lowest hit points. A creature’s hit points must be equal
Flee. The target spends its turn moving away from you by the fastest to or less than the remaining total for that creature to
available means. be affected.
Grovel. The target falls prone and then ends its turn.
At Higher Levels. When you cast this spell using a spell
Halt. The target doesn’t move and takes no actions. A flying creature slot of 2nd level or higher, roll an additional 2d10 for each
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.
slot level above 1st.
At Higher Levels. When you cast this spell using a spell slot of 2nd MATERIAL COMPONENTS
level or higher, you can affect one additional creature for each slot
level above 1st. The creatures must be within 30 feet of each other A pinch of powder or sand that is colored red, yellow,
when you target them. and blue.
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create or destory water Comprehend Languages
1ST LEVEL TRANSMUTATION 1ST LEVEL DIVINATION (RITUAL)
For the duration, you know if there is an A creature you touch regains a number of hit
aberration, celestial, elemental, fey, fiend, or points equal to 1d8 + your spellcasting ability
undead within 30 feet of you, as well as where modifier. This spell has no effect on undead
the creature is located. Similarly, you know or constructs.
if there is a place or object within 30 feet
of you that has been magically consecrated At Higher Levels. When you cast this spell
or desecrated. using a spell slot of 2nd level or higher, the
healing increases by 1d8 for each slot level
The spell can penetrate most barriers, but it is above 1st.
blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood
or dirt.
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Detect Poison & Disease Detect Magic
1ST LEVEL DIVINATION (RITUAL) 1ST LEVEL DIVINATION (RITUAL)
For the duration, you can sense the presence For the duration, you sense the presence of
and location of poisons, poisonous creatures, magic within 30 feet of you. If you sense
and diseases within 30 feet of you. You magic in this way, you can use your action to
also identify the kind of poison, poisonous see a faint aura around any visible creature or
creature, or disease in each case. 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 The spell can penetrate most barriers, but it is
metal, a thin sheet of lead, or 3 feet of wood blocked by 1 foot of stone, 1 inch of common
or dirt. metal, a thin sheet of lead, or 3 feet of wood
or dirt.
MATERIAL COMPONENTS
A yew leaf.
CLERIC | DRUID | PALADIN | RANGER BARD | CLERIC | DRUID | PALADIN | RANGER | SORCERER | WIZARD
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Expeditious Retreat Entangle
1ST LEVEL TRANSMUTATION 1ST LEVEL CONJURATION
Bolstering yourself with a necromantic Each object in a 20-foot cube within range is
facsimile of life, you gain 1d4 + 4 temporary outlined in blue, green, or violet light (your
hit points for the duration. choice). Any creature in the area when the
At Higher Levels. When you cast this spell spell is cast is also outlined in light if it fails
using a spell slot of 2nd level or higher, you a Dexterity saving throw. For the duration,
gain 5 additional temporary hit points for objects and affected creatures shed dim light
each slot level above 1st. in a 10-foot radius.
MATERIAL COMPONENTS
Any attack roll against an affected creature or
object has advantage if the attacker can see it,
A small amount of alcohol or distilled spirits. and the affected creature or object can’t benefit
from being invisible.
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Find Familiar Feather Fall
1ST LEVEL CONJURATION (RITUAL) 1ST LEVEL TRANSMUTATION
You gain the service of a familiar, a spirit that takes an animal form V, M 1 Minute
you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl,
poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
Appearing in an unoccupied space within range, the familiar has the
statistics of the chosen form, though it is a celestial, fey, or fiend (your Choose up to five falling creatures within range.
choice) instead of a beast. A falling creature’s rate of descent slows to 60 feet
Your familiar acts independently of you, but it always obeys your
commands. In combat, it rolls its own initiative and acts on its own
per round until the spell ends. If the creature lands
turn. A familiar can’t attack, but it can take other actions as normal. before the spell ends, it takes no falling damage
When the familiar drops to 0 hit points, it disappears, leaving behind and can land on its feet, and the spell ends for
no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate that creature.
with it telepathically. Additionally, as an action, you can see through
your familiar’s eyes and hear what it hears until the start of your next CASTING TIME
turn, gaining the benefits of any special senses that the familiar has.
During this time, you are deaf and blind with regard to your own senses. 1 reaction, which you take when you or a creature
As an action, you can temporarily dismiss your familiar. It disappears into
a pocket dimension where it awaits your summons. Alternatively, you can
within 60 feet of you falls.
dismiss it forever. As an action while it is temporarily dismissed, you can
cause it to reappear in any unoccupied space within 30 feet of you. MATERIAL COMPONENTS
You can’t have more than one familiar at a time. If you cast this spell
while you already have a familiar, you instead cause it to adopt a new A small feather or piece of down.
form. Choose one of the forms from the above list. Your familiar
transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can
deliver the spell as if it had cast the spell. Your familiar must be within 100
feet of you, and it must use its reaction to deliver the spell when you cast it.
If the spell requires an attack roll, you use your attack modifier for the roll.
MATERIAL COMPONENTS
10 gp worth of charcoal, incense, and herbs that must be consumed by
fire in a brass brazier.
A drop of mercury.
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