Livspoeng
Kyndigheter
Marksman
| Niva | Dyktighetsbonus | Egenskaper | Technique Points | Cantrips Known | Spells Known |
|---|---|---|---|---|---|
| 1 | + 2 | Practiced Hands Techniques | 2 | 0 | 0 |
| 2 | + 2 | Practiced Hands Techniques | 2 | 0 | 0 |
| 3 | + 2 | Practiced Hands Techniques | 3 | 0 | 0 |
| 4 | + 2 | Practiced Hands Techniques | 4 | 0 | 0 |
| 5 | + 3 | Practiced Hands Techniques | 5 | 4 | 4 |
| 6 | + 3 | Practiced Hands Techniques | 6 | 4 | 4 |
| 7 | + 3 | Practiced Hands Techniques | 7 | 4 | 5 |
| 8 | + 3 | Practiced Hands Techniques | 8 | 4 | 5 |
| 9 | + 4 | Practiced Hands Techniques | 9 | 4 | 6 |
| 10 | + 4 | Practiced Hands Techniques | 10 | 5 | 6 |
| 11 | + 4 | Practiced Hands Techniques | 11 | 5 | 7 |
| 12 | + 4 | Practiced Hands Techniques | 12 | 5 | 7 |
| 13 | + 5 | Practiced Hands Techniques | 13 | 5 | 8 |
| 14 | + 5 | Practiced Hands Techniques | 14 | 5 | 8 |
| 15 | + 5 | Practiced Hands Techniques | 15 | 5 | 9 |
| 16 | + 5 | Practiced Hands Techniques | 16 | 5 | 9 |
| 17 | + 6 | Practiced Hands Techniques | 17 | 5 | 10 |
| 18 | + 6 | Practiced Hands Techniques | 18 | 5 | 10 |
| 19 | + 6 | Practiced Hands Techniques | 19 | 5 | 11 |
| 20 | + 6 | Practiced Hands Techniques | 20 | 5 | 11 |
Spell Slots per Spell Level
| Niva | Dyktighetsbonus | Egenskaper | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Practiced Hands Techniques | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Practiced Hands Techniques | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Practiced Hands Techniques | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Practiced Hands Techniques | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Practiced Hands Techniques | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Practiced Hands Techniques | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Practiced Hands Techniques | 4 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Practiced Hands Techniques | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Practiced Hands Techniques | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Practiced Hands Techniques | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Practiced Hands Techniques | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Practiced Hands Techniques | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Practiced Hands Techniques | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Practiced Hands Techniques | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Practiced Hands Techniques | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Practiced Hands Techniques | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Practiced Hands Techniques | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Practiced Hands Techniques | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Practiced Hands Techniques | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Practiced Hands Techniques | 4 | 3 | 3 | 3 | 2 |
Klassetrolldommer
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 13
Niva 14
Niva 15
Niva 16
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 7
Niva 8
Niva 9
Kjente Trolldommer-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Kjente Trolldommer | 0 | 0 | 0 | 0 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 |
Kasterutvikling
Cantrip-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Kjent | 0 | 0 | 0 | 0 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
Startutstyr
Klasseegenskaper
Practiced Hands (Level 1)
Your skill in the art of thrown weapons isn't easily contested. The time you've spent honing your craft has allowed you to discover more efficient throwing methods than just using brute strength. Any weapon with the thrown property, that you have proficiency with, is also considered to have the finesse property.
Techniques (Level 1)
Your training and practice has lead you to special techniques for your thrown weapons. You've found ways to do more than just embed darts into your enemies.
Starting at 1st level, you learn two of the follow techniques of your choice. You gain another one at 7th and 14th level. Your access to these techniques is represented by a number of Technique Points. Your marksman level determines the number of points you have, as shown in the Technique Points column of the Marksman table. You can spend these points to use various techniques available to you. You regain all expended technique points when you finish a short or long rest. You can only use one technique per attack, unless otherwise noted.
Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Technique
Blunt Throw
When you hit a creature with a thrown weapon attack, you can spend 1 technique point to try to shove a large or smaller creature. You use your Technique Save DC instead of making an Strength (Athletics) check for the shove.
You can instead spend 2 technique points to try to shove a larger creature.
Calculated Throw
When you make a thrown weapon attack on your turn, you can spend 1 technique point to line up a target further away. The range for your attack is doubled.
You can use Calculated Throw even if you have already used a different Technique during the attack.
Deflect Projectile
When a creature you can see hits a target within 60 feet of you with a ranged weapon attack, you can attempt to deflect the projectile. As a reaction, you can spend 2 technique points and make a thrown weapon attack against the projectile. The AC is equal to the original attack roll. On a hit, you successfully deflect the incoming attack.
As part of the same reaction, you can spend 2 more technique points to try to redirect the projectile towards another creature within 5 feet of the original target. The creature must make a Dexterity saving throw. On a failed save, the creature is hit by the original projectile.
Disarming Throw
When you hit a creature with a thrown weapon attack, you can spend 2 technique points to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Disorienting Throw
When you hit a creature with a thrown weapon attack, you can spend 2 technique points to attempt to disorient the target. The target must make a Wisdom saving throw. On a failed save, the creature is under the effects of the confusion spell until the end of its next turn.
A target that succeeds on the saving throw has advantage against this technique for the next 24 hours.
Fighting Style (Level 2)
At level 2, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Marksman Archetype (Level 3)
At 3rd level, you choose an archetype that you strive to emulate in your ranged combat style. Your choice grants features at 3rd level, and again at 6th, 10th, and 15th level.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Martial Versatility (Level 4)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your thrown weapon practice:
Replace a fighting style you know with another fighting style available to marksmen.
Replace one technique you know with a different technique.
Velocity Spellcasting (Level 5)
Beginning at 5th level, you gain the ability to cast modified spells. In your research to further the versatility of your weaponry, you learned that you can infuse certain spells and effects into them. While stationary, the spells dissipate almost instantly without activating. However, you discovered that when thrown, the momentum can keep the spell active just long enough for it to reach its target.
Due to the specific nature of your spell research, you are not able to cast spells in the traditional way. Instead, you can only cast your spells using the Spell Slinger feature.
Cantrips
You learn four cantrips from the marksman spell list. You learn an additional marksman cantrip of your choice at 10th level, as shown in the Cantrips Known column of the Marksman table.
Spell Slots
The Marksman table shows how many spell slots you have to cast your marksman spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell grease and have a 1st-level and a 2nd-level spell slot available, you can cast it using either slot.
Spells Known of 1st Level and Higher
You know four 1st-level and two 2nd-level spells of your choice from the marksman spell list.
The Spells Known column of the Marksman table shows when you learn more marksman spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 9th level in this class, you can learn one new spell of 2nd or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the marksman spells you know and replace it with another spell from the marksman spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your marksman spells, since you learn your spells through trial and error with your weapons. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a marksman spell you cast.
Spell
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your marksman spells.
Spell Slinger (Level 5)
Once per turn when you make a thrown weapon attack, you can cast a spell and infuse it into the weapon. The spell activates when it hits something, using the hit object or creature as the spell's target. If the spell affects mulitple creatures within its range, the projectile is considered the origin of the spell. If the spell targets a cone, the direction the weapon was travelling dictates the direction of the cone. If the spell requires a ranged spell attack, it instead forces the target to make a Dexterity saving throw, having no effect on a success. Spells still require concentration if necessary.
If a spell targets a number of creatures, including spells that do so when cast at a higher level, you can make multiple attacks using the same instance of the spell. After you use the Spell Slinger feature to cast the spell and attack a creature, you can use any additional attacks on your turn to add another creature to the spell. You can only target a number of creatures up to the spell's limit, and cannot target the same creature with the same instance of the spell. If a spell specifies that the chosen targets must be within a certain distance of each other, such as the slow spell, you can ignore that distance.
You are only able to infuse certain spells into your weapons, and as such can only infuse spells from the marksman spell list. If you gain the ability to cast spells via another class's Spellcasting or Pact Magic feature. You may cast any of your spells normally if the spell exists on that class's spell list.
Marksman Archetype Feature (Level 6)
At 6th level, you gain a feature granted by your Marksman Archetype.
Enchanted Projectiles (Level 7)
At 7th level, you're able to start bridging the gap between your mundane weapons and your newly discovered magic. Any attack you make with the Spell Slinger or the Conjure Weapons features are considered to be magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Magical Techniques (Level 7)
Starting at 7th level, you've new discovered new ways to interact with magic, and are able to learn some new techniques that make use of it.
When you choose Techniques, you have access to the following addtional options:
Deflect Magic
When a creature you can see hits a single creature within 60 feet of you with a ranged spell attack, you can attempt to dispel the magic mid-flight. As a reaction, you can spend 2 technique points and make a thrown weapon attack against the spell. The AC is equal to the original attack roll. On a hit, you successfully deflect the incoming spell.
Forceful Spell
When you cast a spell that deals damage using the Spell Slinger feature, you can spend 1 technique point to change the damage type of the spell to force damage.
You can use Forceful Spell even if you have already used a different Technique during the attack.
Offset Magic
When you hit a creature with a thrown weapon attack using the Spell Slinger feature, you can cause the spell to leap a short distance from the target. You can spend 2 technique points to change the spell target (or origin) to a creature (or location) within 10 feet of the original target.
You can use Offset Magic even if you have already used a different Technique during the attack.
Techniques (Level 7)
At 7th level, you learn an additional technique.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Cantrip Versatility (Level 8)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Velocity Spellcasting feature with another cantrip from the marksman spell list.
Conjure Weapons (Level 9)
At 9th level, your spell research has shown you a way to conjure weapons out of thin air. You can now make a thrown weapon attack with an empty hand, as you mime the gesture to throw a weapon. As the weapon would leave your hand, a shimmering, semi-translucent weapon appears as if you had thrown it.
The weapon takes the form of any simple or martial weapon that has the thrown property. The weapon deals 1d10 or 0 (your choice) of bludgeoning, piercing, or slashing damage (your choice), and has the finesse, light, and thrown (range 30/120) properties. Upon striking a target, it shatters into harmless motes of light that continue the momentum, passing thorugh creatures and objects before disappearing a few seconds later.
You can use this feature in tandem with the Spell Slinger feature.
Mystic Guidance (Level 9)
Starting at 9th level, your magic begins to alter the tragectory of your throws, sometimes in impossible ways. You're able to hit targets that would normally be near impossible to hit. Whenever you make a thrown weapon attack, you ignore half cover and three-quarters cover.
Marksman Archetype Feature (Level 10)
At 10th level, you gain a feature granted by your Marksman Archetype.
Extra Attack (Level 11)
Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Techniques: Echo Sling (Level 11)
At 11th level, you are able to infuse more magic at once, and as such can duplicate the effects of of your spells. You learn the following technique:
Echo Sling
After you use the Spell Slinger feature to cast a spell, you can spend 3 technique points to use it again if you are able to make another attack. The spell cast must be the same as the first attack, but it does not have to have the same target. A spell of 1st-level or higher requires a second spell slot.
If a spell requires concentration, you can still cast it twice using this technique. However, both instances of the spell count as the same concentration.
You cannot use this technique and and add a target to the first instance of the spell at the same time. Upon using this technique, the first spell cannot have creatures added to it using additional attacks.
You can only use the Echo Sling technique once per turn.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Velocity Downcasting (5th level) (Level 13)
Starting at 13th level, you've discovered a method in which throwing your weapons even faster allows you to cast certain spells more efficiently. You learn a 5th level spell from the marksman spell list. It counts as a marksman spell for you, but it doesn't count against the number of spells you know. You can cast this spell using a 4th-level spell slot.
Additionally, pick a 2nd-level or 3rd-level marksman spell that you already know, you can cast this spell using a 1st-level or 2nd-level spell slot respectively.
You can only cast these spells at a lower level using the Spell Slinger feature. These spells also retain their original level for the purposes of spells such as dispel magic.
At 18th level, you learn an additional spell and can cast it and another spell at a lower level. You learn a 6th-level spell and can cast it using a 5th-level spell slot. You can also pick a 4th-level or 5th-level spell that you already know to cast using a 3rd-level or 4th-level spell slot respectively.
Mystic Predictions (Level 14)
At 14th level, you're able to further trust the magic guiding your throws, letting you hit targets out of your sight. Whenever a creature you can see moves into full cover or becomes unseen to you, you know its location until it moves 30 feet away from where you last saw it. The creature cannot benefit from cover while you know their location in this way. Attacks targeted at such creatures travel the shortest distance to the target, without hitting an obstacle. However, you cannot target a creature in this way if an obstacle, such as a door, fully obstructs the path.
Techniques (Level 14)
At 14th level, you learn an additional technique.
Marksman Archetype Feature (Level 15)
At 15th level, you gain a feature granted by your Marksman Archetype.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Velocity Downcasting (6th level) (Level 18)
You learn a 6th level spell from the marksman spell list. It counts as a marksman spell for you, but it doesn't count against the number of spells you know. You can cast this spell using a 5th-level spell slot.
Additionally, pick a 4th-level or 5th-level marksman spell that you already know, you can cast this spell using a 4th-level or 5th-level spell slot respectively.
You can only cast these spells at a lower level using the Spell Slinger feature. These spells also retain their original level for the purposes of spells such as dispel magic.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Magical Synergy (Level 20)
At 20th level, you've fully weaved your weapons and magic together as one, and as such are able to harness the momentum of your throws into power for your spells. You gain a bonus to your Spell Save DC equal to your Dexterity modifier.
Multiklassing
Multiklassekrav
{"dex":13,"int":13}
Underklasser
Underklasse-egenskaper
Arsonist
Arsonist (Level 3)
The Arsonist specializes in fire, as the name suggests. Not every Arsonist uses fire to the point of insanity though, it may be as simple as fire being the element they have the strongest affinity for. In either case, escaping a fight with an Arsonist unscathed is a challenge most do not succeed.
Techniques: Power Over Accuracy
At 3rd level, you begin to specialize your method of combat, and can throw your weapons with much more power, at the cost of your accuracy. You learn the following technique:
Power Over Accuracy
Whenever you make a thrown weapon attack, you can spend 1 technique point and make the attack with a -3 penalty to the attack roll. On a hit, your weapon deals additional damage equal to your proficiency bonus. At 7th level, the damage type of the additional damage changes to fire.
Scorched Experiences
Due to your dealings in fire, you've built up a natural resistance to it, as your body learns from its mistakes. You gain resistance to fire damage.
Techniques: Power Over Accuracy (Level 3)
At 3rd level, you begin to specialize your method of combat, and can throw your weapons with much more power, at the cost of your accuracy. You learn the following technique:
Power Over Accuracy
Whenever you make a thrown weapon attack, you can spend 1 technique point and make the attack with a -3 penalty to the attack roll. On a hit, your weapon deals additional damage equal to your proficiency bonus. At 7th level, the damage type of the additional damage changes to fire.
Scorched Experiences (Level 3)
Due to your dealings in fire, you've built up a natural resistance to it, as your body learns from its mistakes. You gain resistance to fire damage.
Arsonist's Cookbook (Level 6)
You learn additional spells when you reach certain levels in this class, as shown on the Arsonist Spells table. Each of these spells counts as a marksman spell for you, but it doesn't count against the number of marksman spells you know.
| Marksman Level | Spells |
|---|---|
6th | |
9th | |
13th | elemental bane (fire only), wall of fire |
17th |
Incendiary Magic (Level 6)
Starting at 6th level, your mastery over fire begins to shape your other magic. Whenever you cast a spell that deals damage, you can choose to change the damage type to fire.
Additionally, if an attack's original damage type was fire, it burns even hotter. Creatues with immunity to fire damage instead have resistance for your attacks, and creatures with resistance instead take normal damage. At 15th level, creatures do not have resistance or immunity to fire damage from any of your attacks.
Explosive Shot (Level 10)
Starting at 10th level, you can intentionally cause instability in the spells that you cast, causing explosions on hit. Whenever you make a thrown weapon attack using the Spell Slinger feature, you can also choose to make the spell unstable. Once the weapon reaches its destination or impacts against a solid surface, it explodes. Each creature within 5 feet of the weapon must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 fire damage on a failed save, or half as much damage on a success. Nonmagical weapons used for this feature are destroyed upon exploding.
You can use this feature a number of times equal to your Intelligence modifier, and regain all expended uses after a short or long rest.
Hellish Inferno (Level 15)
At 15th level, your fire magic knows no bounds, able to engulf anything in its path. Whenever a spell you cast deals fire damage, you can roll one additional damage die.
Additionally, you gain a +2 bonus to your spell save DC for any spell you cast that deals fire damage.
Tactician
Tactician (Level 3)
Marksmen who follow the path of the Tactician are the ones that value strategy over brute force. Instead of beating an opponent into submission at risk of your own life, the clearer path is to use other creatures' strength against themselves. The battlefield is like a chess match, with you overseeing the board from above.
Techniques: Disrupt Mobility
At 3rd level, you begin to specialize your method of combat, and are able to trip up those who try to reposition around you. You learn the following technique:
Disrupt Mobility
When a creature you can see within 30 feet of you moves on the ground, you can attempt to trip them. As a reaction, you can spend 2 technique points to throw a weapon into the ground in front of them. The creature must make a Dexterity saving throw. On a failed save, the creature falls prone, and it's speed is reduced by 10 feet until the end of your next turn. On a success, the creature doesn't fall prone, but still has their speed reduced as they dodge the obstacle.
A creature that doesn't provoke opportunity attacks automatically succeeds on its saving throw.
Spacial Awareness
Starting at 3rd level, your mastery over the battlefield begins to become apparent. Enemies near you are no longer a hindrance to your attacks, and enemies will find you much harder to pin down. Being within 5 feet of a hostile creature doesn't impose disadvantage on your thrown attack rolls.
Additionally, on your turn, if you are within 5 feet of an enemy, you can use your reaction to move 10 feet. This movement does not provoke opportunity attacks. You can do this a number of times equal to your Dexterity modifier, and regain all expended uses when you finish a long rest.
Tactician's Spellbook (Level 6)
You learn additional spells when you reach certain levels in this class, as shown on the Tactician Spells table. Each of these spells counts as a marksman spell for you, but it doesn't count against the number of marksman spells you know.
| Marksman Level | Spells |
|---|---|
6th | |
9th | |
13th | |
17th |
Ricochet (Level 6)
Starting at 6th level, making ricochet-like throws becomes child's play to you. Once per turn, when you hit a creature with a thrown weapon attack, you can have it bounce off the creature and hit another target. The second target must be within the weapon's normal range from the creature. If the new target is a creature, they must make a Dexterity saving throw against your Technique save DC or be hit by the weapon.
This attack can add a target to an appropriate spell as if you made multiple attacks, as listed in the Spell Slinger feature.
For example, if you hit a creature with a handaxe while casting the cause fear spell, the first creature is the first target of the spell. You can then ricochet the weapon to another creature within 20 feet (normal handaxe range), dealing the normal weapon damage on a hit, and adding the creature as a second target to the spell.
Own the Battlefield (Level 10)
At 10th level, you're able to make better use of spells designed to shape the battlefield in your favor. Whenever you cast a spell that doesn't directly deal damage, that also affects a circle or cube, you can double the size of the area. Spells that deal damage to a creature when it enters the spell's area or starts its turn there, such as cloud of daggers, are also affected by this feature.
For example, the darkness spell would affect a 30-foot radius sphere, and the web spell would affect a 40-foot cube.
Selective Interference (Level 15)
At 15th level, your command over the battlefield becomes so strong that you are able to alter your spells as to not hinder your allies. Whenever you cast a spell, you can define a number of creatures equal to your Intelligence modifer (minimum of 1). A chosen creature is immune to all effects of that spell except for damage.
For example, the erupting earth spell would still deal damage to a chosen creature, but would not become difficult terrain for them.