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Forgotten 1st Level Spells
> ### Revising Spells > *Following on my previous "Forgotten Feats" and "Forgotten Spells", today we are revising subpar 1st level spells to make them worth taking!*
| Revised 1st-Level Spells | |:---:| | *Ceremony, Chaos Bolt, Color Spray* | | *Divine Favor, Hex, hunter's Mark* | | *Ice Knife, Jump, Long Strider* | | *Searing Smite, Sleep, Snare* | | *Tenser's Floating Disc, Thunderous Smite* | | *Witch Bolt, Wrathful Smite* | #### Ceremony *1st level Evocation* ___ - **Casting Time:** 1 action (Ritual) - **Range:** Touch - **Components:** V, S, M (~~25 gp worth of powdered silver, which the spell consumes~~ **A vial of water that worth at least 1 gp. The spell consumes the water contained in the vial.**) - **Duration:** Instantaneous ___ You perform one of several religious ceremonies. When you cast the spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting. \columnbreak
### *Art Credit :* *Wizards of the Coast*
**Atonement.** You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. **On fail, you can't use atonement on that target until you finish a long rest, unless you expend 25 gp worth of silver powder.**
**Bless Water.** ~~You touch one vial of water and cause it to become holy water.~~ **The vial of water used as component becomes a vial of holy water for the next 24 hours. You can make the water to be permanently turned into holy water by expending 25 gp worth of silver powder.**
**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.~~ **The target can permanently increase one of its ability scores by 1 (it can't be its current highest ability score). If it does so, it should also permanently decrease an other of its ability score by 1 (it can't be its current lowest ability score), as it lets behind him its childish behaviors to gain in maturity and become a complete member of the society.** A creature can benefit from this rite only once. \pagebreak
**Dedication.** You touch ~~one humanoid who wishes~~ **up to 6 humanoids who wish** to be dedicated to your god’s service. For the next 24 hours, whenever **one of** the targets makes a saving throw, it can roll a d4 and add the number rolled to the save, **as it is under the protection of your god. The spell then ends for that creature**. ~~A creature can benefit from this rite only once.~~
**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.
**Investiture.** You touch one willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no effect. Instead, the target can cast this spell once without having to expend a spell slot or use material components. If the target doesn’t cast the spell within ~~1~~ **8 hours**, the invested spell is lost.
**Soul Bind** *(Replaces the Wedding ceremony)*. **You touch 2 humanoids that are willing to bind their destinies together. When you do so, the two partners must choose one of the following vows, and gain the according benefit until one of them die or become the target of a new Soul Bind Ceremony. To use the effect from their vow, both targets must be within 10 feet of each other.** - **Vow of Mutual Aid.** When one of the partners takes the Help action to help the other, it can roll 1d4 and add the result to the attack or ability check. Once it has used this bonus, it can't use it again until it finishes a long rest. - **Vow of Mutual Protection.** When one of the partners is targeted by an attack or must roll a saving throw, the other can use its reaction to roll 1d4 and add the result to the AC and to all the saving throws of its partner until the end of the turn. Once it has used this reaction, it can't do it again until it finishes a long rest. - **Vow of Mutual Sharing.** When one of the partners should regain hit points or gain temporary hit points, it can use a reaction to only gain half of those hit points or temporary hit points. If it does so, its partner also gains that same amount. Once it has used this reaction, it can't do it again until it finishes a long rest.
#### Chaos Bolt *1st level Evocation* ___ - **Casting Time:** 1 action - **Range:** ~~120 feet~~ **90 feet** - **Components:** V, S - **Duration:** Instantaneous ___ You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 ~~+ 1d6~~ damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. | d8 | Damage Type | |:---:|:-----------:| | 1 | Acid| | 2 | Cold | | 3 | Fire | | 4 | Thunder | | 5 | Lightning | | 6 | Poison | | 7 | Force | | 8 | Psychic | If you roll ~~the same number on both d8s~~ **an even number on the attack roll**, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
**NEW : Using metamagic with this spell costs 1 less sorcery point *(to a minimum of 0)*. You can use the twin spell metamagic on this spell.**
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, each target takes ~~1d6~~ **1d8** extra damage of the type rolled for each slot level above 1st. #### Color Spray *1st level Illusion* ___ - **Casting Time:** ~~1 action~~ **1 bonus action** - **Range:** Self (15-foot cone) - **Components:** V, S, M (A pinch of powder or sand that is colored red, yellow, and blue) - **Duration:** 1 round ___ A dazzling array of flashing, colored light springs from your hand. ~~Roll 6d10, the total is how many hit points 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), **must succeed a dexterity saving throw or be blinded until the spell ends.**
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, ~~roll an additional 2d10~~ **the size of the cone affected by that spell increases by 5 feet** for each slot level above 1st. #### Divine Favor *1st level Evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ Your prayer empowers you with divine radiance. ~~Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit~~. **Once per turn until the spell ends, when you hit a target with an attack, you can choose that the target takes an extra 1d8 radiant damage.** \pagebreak #### Hex *1st level Enchantment* ___ - **Casting Time:** 1 bonus action - **Range:** 90 feet - **Components:** V, S, M (the petrified eye of a newt) - **Duration:** Concentration, up to 1 hour **(You can concentrate on an other warlock spell or an other warlock feature at the same time you concentrate on Hex. Both spells/features end if you loose your concentration.)** ___ You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
#### Hunter's Mark *1st level Divination* ___ - **Casting Time:** 1 bonus action - **Range:** 90 feet - **Components:** V - **Duration:** Concentration, up to 1 hour **(You can concentrate on an other ranger spell or an other ranger feature at the same time you concentrate on Hunter's Mark. Both spells/features end if you loose your concentration.)** ___ 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 Wisdom (Perception) or Wisdom (Survival) check you make to find it.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. \columnbreak #### Ice Knife *1st level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M (a drop of water or piece of ice) - **Duration:** Instantaneous ___ You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage ~~Hit or miss,~~ **and** the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded ~~must succeed on a Dexterity saving throw or~~ take 2d6 cold damage.
**At Higher Levels.** ~~When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.~~ **When you cast this spell using a spell slot of 3rd- or 4th-level, you can create and fling one more shard of ice. You can fling it at the same target, or choose to throw it on an other creature within range. When you cast this spell using a spell slot of 5th-level or higher, you can create and fling up to 3 shards of ice.**
#### Jump *1st level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a grasshopper’s hind leg) - **Duration:** 1 minute ___ You touch a creature. ~~The creature’s jump distance is tripled until the spell ends.~~ **When it jumps, the creature moves 3 feet for every 1 foot of movement it spends.**
**NEW : 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.
#### Long Strider *1st level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (A pinch of dirt) - **Duration:** ~~1 hour~~ **8 hours** ___ 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.
\pagebreak #### Searing Smite *1st level Evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute **(You can concentrate on an other paladin spell that doesn't have the word "smite" in its name at the same time your concentrate on that spell. Both spells end if you loose your concentration.)** ___ The next time you hit a creature with a melee weapon attack before the the spell ends, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.
At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
#### Sleep *1st level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (A pinch of fine sand, rose petals, or a cricket) - **Duration:** 1 minute ___ This spell sends creatures into a magical slumber. ~~Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell~~ **Each creature within 20 feet of a point you choose within range must succeed a Constitution saving throw with a DC of 11 or it** 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 hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.~~ Undead and creatures immune to being charmed aren’t affected by this spell. **Charmed creatures make the constitution saving throw with disadvantage, and creatures that are currently fighting make the constitution saving throw with advantage.**
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, ~~roll an additional 2d8 for each slot level above 1st.~~ **The DC of the constitution saving throw increases by 1 for each spell level above 1st.** \columnbreak #### Snare *1st level Abjuration* ___ - **Casting Time:** 1 minute **(ritual)** - **Range:** Touch - **Components:** V, S, M (30 feet of cord or rope, which is **temporarily** consumed by the spell. *See below.*) - **Duration:** Until dispelled or triggered ___ While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.
The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.
The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.
**You can choose to end the spell early as an action. When the spell ends, the rope or cord you used for the material component reapears on the ground where the spell was set up.**
#### Thunderous Smite *1st level Evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute **(You can concentrate on an other paladin spell that doesn't have the word "smite" in its name at the same time your concentrate on that spell. Both spells end if you loose your concentration.)** ___ The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
**NEW :** **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d6 for each slot. \pagebreak #### Tenser's Floating Disc *1st level Conjuration* ___ - **Casting Time:** 1 action (ritual) - **Range:** 30 feet - **Components:** V, S, M (a drop of mercury) - **Duration:** ~~1 hour~~ **8 hours** ___ This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it were created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. **Moreover, you can choose to end the spell early as an action.**
#### Witch Bolt *1st level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a twig from a tree that has been struck by lightning) - **Duration:** Concentration, up to 1 minute ___ 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 a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and ~~on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else.~~ **at the start of each of its turns for the spell duration, if the target is within 30 feet of you and doesn't have total cover from you, it automatically takes 1d12 lightning damage.** ~~The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.~~ **If the target is not within 30 feet of you (or if it has total cover from you) at the start of its turn, the spell ends.** **You must use one free hand to maintain the arc, but you can use your other hand freely (for making weapon attacks, using objects, casting a spell etc.) while concentrating on that spell.**
**At Higher Levels.** ~~When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.~~ **When you cast this spell using a 3rd or 4th level spell, the target takes an additional 1d12 lightning damage every time it should take damage from that spell (for a total of 2d12). The damage is also increased by 1d12 when you use a 5th or 6th level spell slot (for a total of 3d12), and when you use a 7th or higher spell slot (4d12).**
#### Wrathful Smite *1st level Evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute **(You can concentrate on an other paladin spell that doesn't have the word "smite" in its name at the same time your concentrate on that spell. Both spells end if you loose your concentration.)** ___ The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
**NEW :** **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d6 for each slot.
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