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## Artificer Spells
#### Destructive Charm *1st-level transmutation* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours ___ You channel destructive magic into a small trinket, an ounce of liquid, a paper charm, or any other Tiny nonmagical object within your grasp. Once before the spell ends, a creature holding the object can use its action to call upon its power. The creature chooses a point within 30 feet of it, and each creature within 5 feet of that point must make a Dexterity saving throw. A target takes 2d6 cold, fire or lightning damage (chosen when you cast the spell) on a failure and half as much on a success. Then the object is destroyed. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ___ ***Spell Lists.*** Artificer, Witch
#### Flaming Geyser *1st-level evocation* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a pint of oil, which is consumed by the spell) - **Duration:** Until dispelled or triggered ___ While you cast this spell, you use the oil to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the surface absorbs the oil 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 to evade the erupting flames that sprout from the ground. A creature takes 2d8 fire damage on a failed saving throw or half as much damage on a successful one. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ___ ***Spell Lists.*** Artificer \columnbreak
#### Resounding Shot *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ The next time you hit a creature with a ranged attack before the spell ends, this spell creates a reverberating echo audible up to 300 feet away. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a target takes 1d10 thunder damage and it's deafened for the duration of the spell. On a successful save, the creature takes half damage, but suffers no other effect. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ___ ***Spell Lists.*** Artificer
#### Restorative Charm *1st-level transmutation* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours ___ You channel healing magic into a small trinket, an ounce of liquid, a paper charm, or any other Tiny nonmagical object within your grasp. Once before the spell ends, a creature holding the object can use its action to heal itself or another creature within 5 feet of it. The target regains 2d6 hit points, and then the object is destroyed. ___ ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st. ___ ***Spell Lists.*** Artificer, Witch