Editing D&D 5e spell changes
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|{{SAI|Ray of Frost}}||-||Can freeze a water or blood surface to become an ice surface. Hitting a target standing on such a surface will also freeze said surface and force everyone standing in it to roll a Dexterity saving throw or be knocked prone. | |{{SAI|Ray of Frost}}||-||Can freeze a water or blood surface to become an ice surface. Hitting a target standing on such a surface will also freeze said surface and force everyone standing in it to roll a Dexterity saving throw or be knocked prone. | ||
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|{{SAI|Resistance (Cantrip)|Resistance}}||-||The bonus to saving throws is applied automatically until the spell ends. Using it once does not end the spell | |{{SAI|Resistance (Cantrip)|Resistance}}||-||The bonus to saving throws is applied automatically until the spell ends. Using it once does not end the spell. | ||
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|{{SAI|Sacred Flame}}||-||- | |{{SAI|Sacred Flame}}||-||- | ||
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|{{SAI|True Strike}}||Range increased from 30 ft to 60 ft||While the spell's description says two turns, it is effectively until the end of the caster's next turn like in D&D 5e. This is because the spell's duration includes the turn on which it was cast. Unlike in 5e, the advantage can be used with an attack roll made on the same turn the spell is cast. | |{{SAI|True Strike}}||Range increased from 30 ft to 60 ft||While the spell's description says two turns, it is effectively until the end of the caster's next turn like in D&D 5e. This is because the spell's duration includes the turn on which it was cast. Unlike in 5e, the advantage can be used with an attack roll made on the same turn the spell is cast. | ||
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|{{SAI|Vicious Mockery}}||-||The spell causes the caster to make a verbal quip which is voice acted | |{{SAI|Vicious Mockery}}||-||The spell causes the caster to make a verbal quip which is voice acted. | ||
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|{{SAI|Spiritual Weapon}}||-||The weapon is considered a creature and can be directly attacked. It has AC 10, 20 HP, and all ability scores 10; it has immunity to psychic and poison damage, and resistance to all other damage types except Force. Upcasting the spell adds 8 HP for every 2 extra slot levels, in addition to the damage increase. | |{{SAI|Spiritual Weapon}}||-||The weapon is considered a creature and can be directly attacked. It has AC 10, 20 HP, and all ability scores 10; it has immunity to psychic and poison damage, and resistance to all other damage types except Force. Upcasting the spell adds 8 HP for every 2 extra slot levels, in addition to the damage increase. | ||
The weapon behaves like a summoned creature, with its own turn in the initiative order, rather than requiring the caster to use a bonus action to activate it. Unlike in 5e, it is not possible for the same caster to summon more than one at a time. | The weapon behaves like a summoned creature, with its own turn in the initiative order, rather than requiring the caster to use a bonus action to activate it. Unlike in 5e, it is not possible for the same caster to summon more than one at a time. | ||
A limited set of weapon types are available: greataxe, greatsword, halberd, maul, spear, and trident. The weapon can use the [[Weapon actions]] associated with the selected weapon type. However, the save DC for these is fairly low (fixed at 12) and does not scale with the spell slot level or any of the caster's stats. | A limited set of weapon types are available: greataxe, greatsword, halberd, maul, spear, and trident. The weapon can use the [[Weapon actions]] associated with the selected weapon type. However, the save DC for these is fairly low (fixed at 12) and does not scale with the spell slot level or any of the caster's stats. | ||
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