Pathfinder to 5e (Level 1)

Level 1

Animate Rope

1st-level Transmutation

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (Rope made of organic material)

V, S, M (Rope made of organic material) Duration: Concentration, up to 1 minute

You can animate a nonliving rope-like object. The maximum size of the rope if 50 ft. assuming a robe 1 in. in diameter. A rope over 1 in. in diameter is not affected by this spell.

The possible commands are coil (form a neat, coiled stack), coil and knot, loop, loop and knot, tie and knot, and the opposites of all of the above (uncoil, and so forth). You can give one command each round as a move action, as if directing an active spell.

A rope that is thrown at a creature while under the effect of a spell can attempt to restrain the creature. Unless otherwise noted, the rope is considered an improvised weapon with the stats of a hempen rope. A creature holding the rope can make a ranged weapon attack with the rope against a Large or smaller creature. On a successful hit, the target is restrained. As its action each turn the creature can attempt a Strength check against your spell save DC to break the rope. The creature will also be freed if an section of the rope affected by the spell is severed.

The rope can also be used as a trip line. A creature that is not moving at half speed while moving over the rope must succeed on a Dexterity saving throw or be knocked prone.

Deathwatch

1st-level Necromany

Casting Time: 1 action

1 action Range: Self(30-foot cone)

Self(30-foot cone) Components: V, S

V, S Duration: Concentration, up to 10 minutes

Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, dying (at 0 hits but still alive), fragile (less than half hit points), wounded (more than half total hit points), healthy(alive and at maximum hit points), or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.

Detect Secrets

1st-level Divination

Casting Time: 1 action

1 action Range: Self (30-foot radius)

Self (30-foot radius) Components: V, S

V, S Duration: Concentration, up to 1 minute

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.

You are also aware of the presence of any traps set in the area. The location of these traps are revealed, but not the nature of them nor the method of disarming them if any.

The method or mechanism to open or unlock any of these secret areas is not revealed by this spell.

Endure Elements

1st-level Abjuration (ritual)

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: 24 Hours

You touch a willing creature to grant it protection from the hottest and coldest places on the planet. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Entropic Shield

1st-level illusion

Casting Time: 1 action

1 action Range: Self

Self Components: S, M (A small mirror)

S, M (A small mirror) Duration: Concentration, up to 1 minute

A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Any ranged attack rolls against you are made at disadvantage.

Erase

1st-level Transmutation (ritual)