User:Toancaro/Template:SpellTable: Difference between revisions
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tables = spells | tables = spells | ||
| fields=_pageName=spell, name, classes, description, spell_school, action_type=casttime, damage_type=damage, is_concentration=conc, is_ritual=ritual, spell_level=level, can_upcast=upcastable, spell_range=range, aoe, aoe_size=area, has_attack_roll=attack, damage_save=save, condition_duration=duration | | fields=_pageName=spell, name, classes, description, spell_school, action_type=casttime, damage_type=damage, is_concentration=conc, is_ritual=ritual, spell_level=level, can_upcast=upcastable, spell_range=range, aoe, aoe_size=area, has_attack_roll=attack, damage_save=save, condition_duration=duration | ||
| where={{{where| | | where={{{where|classes HOLDS "Wizard"}}} | ||
| intro={{User:Toancaro/Template:SpellTable/Header}} | | intro={{User:Toancaro/Template:SpellTable/Header}} | ||
| outro={{User:Toancaro/Template:SpellTable/Footer}} | | outro={{User:Toancaro/Template:SpellTable/Footer}} |
Revision as of 16:05, 8 January 2024
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Acid Splash | Conjuration | Sorcerer Wizard |
DEX | 18m | 2m | Throw a bubble of acid that damages each creature it hits. | ||||||
Animate Dead | Necromancy | Cleric Wizard |
3m | Animate a corpse to create an undead servant while not in combat. | ||||||||
Arcane Gate | Conjuration | Sorcerer Warlock Wizard |
18m | Create two linked teleportation portals within range. All creatures, including enemies, may travel between the two portals as a free action. The game's pathfinding will automatically navigate through a portal if it is the shorter route. | ||||||||
Arcane Lock | Abjuration | Wizard | 1.5m | Close a door or container with a magical lock. It can no longer be lockpicked or opened with | .||||||||
Banishment | Abjuration | Cleric Paladin Sorcerer Warlock Wizard |
CHA | 18m | Temporarily your target to another plane of existence. | |||||||
Bestow Curse | Necromancy | Bard Cleric Wizard |
WIS | 1.5m | Curse a creature with your touch. The curse either bestows Disadvantage on Ability checks and Saving throws, Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions. The effect of the curse is based on the variant selected, and lasts for 10 turns. | |||||||
Blade Ward | Abjuration | Bard Cleric Sorcerer Warlock Wizard |
0 | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. | ||||||||
Blight | Necromancy | Druid Sorcerer Warlock Wizard |
9m | Deals 8d8Necrotic to a target. Plants take maximum damage from this spell, and have Disadvantage on the Saving throw against it. | ||||||||
Blindness | Necromancy | Bard Cleric Sorcerer Wizard |
18m | Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage and the foe attacks with Disadvantage. | ||||||||
Blink | Transmutation | Sorcerer Wizard |
0 | Available only in combat. At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. | ||||||||
Blur | Illusion | Sorcerer Wizard |
0 | Attackers have Disadvantage on Attack rolls against you. | ||||||||
Bone Chill | Necromancy | Sorcerer Warlock Wizard |
18m | Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack rolls. | ||||||||
Burning Hands | Evocation | Sorcerer Wizard |
DEX | 0 | 5m | Each flammable target is hit with 3d6Fire damage. | ||||||
Chain Lightning | Evocation | Sorcerer Wizard |
18m | Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within range. | ||||||||
Charm Person | Enchantment | Bard Druid Sorcerer Warlock Wizard |
WIS | 18m | Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. | |||||||
Chromatic Orb | Evocation | Sorcerer Wizard |
18m | Hurl a sphere of energy. It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. | ||||||||
Circle of Death | Necromancy | Sorcerer Warlock Wizard |
18m | 9m | Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. | |||||||
Cloud of Daggers | Conjuration | Bard Sorcerer Warlock Wizard |
18m | Conjure a cloud of spinning daggers that attack anyone inside. | ||||||||
Cloudkill | Conjuration | Sorcerer Wizard |
18m | Craft a large cloud that inflicts 5d8Poison damage per turn. You can reposition the cloud every turn. | ||||||||
Colour Spray | Illusion | Sorcerer Wizard |
0 | 5m | creatures up to a combined 33 Hit Points. | |||||||
Cone of Cold | Evocation | Sorcerer Wizard |
0 | 9m | Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. | |||||||
Confusion | Enchantment | Bard Druid Sorcerer Wizard |
18m | 6m | Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. | |||||||
Conjure Elemental | Conjuration | Druid Wizard |
18m | Bend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you. | ||||||||
Conjure Minor Elemental | Conjuration | Druid Wizard |
18m | Conjure a minor elemental to fight alongside you. | ||||||||
Counterspell | Abjuration | Sorcerer Warlock Wizard |
m | Try to stop a spell being cast. | ||||||||
Create Undead | Necromancy | Cleric Warlock Wizard |
3m | Create a corpse as a heinous mummy that fights by your side. | ||||||||
Crown of Madness | Enchantment | Bard Sorcerer Warlock Wizard |
WIS | 18m | Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. | |||||||
Dancing Lights | Evocation | Bard Sorcerer Wizard |
18m | 9m | Illuminate a 9 m / 30 ft radius. | |||||||
Darkness | Evocation | Sorcerer Warlock Wizard |
18m | Create a cloud of magical darkness that and inflicts to creatures within. Creatures cannot make ranged attacks into or out of it. | ||||||||
Darkvision | Transmutation | Druid Ranger Sorcerer Wizard |
1.5m | Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. | ||||||||
Detect Thoughts | Divination | Bard Sorcerer Wizard |
0 | Focus your mind to read the thoughts of certain creatures while talking to them. | ||||||||
Dimension Door | Conjuration | Bard Sorcerer Warlock Wizard |
2m | Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium. | ||||||||
Disguise Self | Illusion | Bard Sorcerer Wizard |
0 | Magically change all aspects of your appearance. | ||||||||
Disintegrate | Transmutation | Sorcerer Wizard |
9m | Shoot a thin green ray from your finger. If the spell reduces the target to 0 hit points, it disintegrates into a crumbly ash. | ||||||||
Dominate Person | Enchantment | Bard Sorcerer Wizard |
18m | a nearby humanoid. Allies are unaffected. | ||||||||
Enhance Leap | Transmutation | Druid Ranger Sorcerer Wizard |
1.5m | Triple a creature's Jumping distance. | ||||||||
Enlarge/Reduce | Transmutation | Sorcerer Wizard |
9m | Make a creature larger or smaller. Either option has a duration of 10 turns. This affects their weapon damage and Strength Checks and Saving throws. | ||||||||
Evard's Black Tentacles | Conjuration | Wizard | STR | 18m | 6m | Tentacles sprout from the ground, turning the area into , attacking and creatures within. | ||||||
Expeditious Retreat | Transmutation | Sorcerer Warlock Wizard |
0 | Gain immediately and as a bonus action on each of your turns until this spell ends. | ||||||||
Eyebite | Necromancy | Bard Sorcerer Warlock Wizard |
WIS | 18m | Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. | |||||||
False Life | Necromancy | Sorcerer Wizard |
0 | Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. | ||||||||
Fear | Illusion | Bard Sorcerer Warlock Wizard |
WIS | 0 | 9m | Targets drop everything and become : they have Disadvantage on Ability Checks and Attack Rolls. | ||||||
Feather Fall | Transmutation | Bard Sorcerer Wizard |
0 | 9m | You and nearby allies gain Immunity to Falling damage. | |||||||
Feign Death | Necromancy | Bard Cleric Druid Wizard |
1.5m | Put an ally in a protective coma. They become Resistant to all damage except Psychic. Disease and Poison no longer have any effect. Removed when . | ||||||||
Find Familiar | Conjuration | Wizard | 18m | Summon a familiar, a fey spirit that takes an animal form of your choosing | ||||||||
Fire Bolt | Evocation | Sorcerer Wizard |
18m | Hurl a mote of fire. | ||||||||
Fire Shield | Evocation | Wizard | 0 | Wreathe your body in flames that shed light in a 3 m / 10 ft radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks. | ||||||||
Fireball | Evocation | Sorcerer Wizard |
18m | 4m | Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity for 8d6Fire damage. | |||||||
Flaming Sphere | Conjuration | Druid Wizard |
18m | 2m | Summon a Flaming Sphere that deals 2d6Fire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere. | |||||||
Flesh to Stone | Transmutation | Warlock Wizard |
CON | 18m | Atrophy a foe, them until they temporarily turn to stone. | |||||||
Fog Cloud | Conjuration | Druid Ranger Sorcerer Wizard |
18m | 5m | Create a cloud of dense fog to and creatures within. | |||||||
Friends | Enchantment | Bard Sorcerer Warlock Wizard |
9m | Gain Advantage on Checks against a non-hostile creature. | ||||||||
Gaseous Form | Transmutation | Sorcerer Warlock Wizard |
1.5m | Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. | ||||||||
Globe of Invulnerability | Abjuration | Sorcerer Wizard |
18m | 3m | Create a barrier that makes creatures and objects inside it Immune to all damage. | |||||||
Glyph of Warding | Abjuration | Bard Cleric Wizard |
9m | 4m | Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger. The glyph will last until triggered, or until a Long Rest. | |||||||
Grant Flight | Transmutation | Sorcerer Warlock Wizard |
1.5m | Bestow the ability to upon yourself or an ally. | ||||||||
Grease | Conjuration | Wizard | 18m | Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall . | ||||||||
Greater Invisibility | Illusion | Bard Sorcerer Wizard |
1.5m | Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. | ||||||||
Gust of Wind | Evocation | Druid Sorcerer Wizard |
0 | 12m | Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown . | |||||||
Haste | Transmutation | Sorcerer Wizard |
9m | Target yourself or an ally to become . The creature has a +2 bonus to Armour Class, Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn. | ||||||||
Hold Monster | Enchantment | Bard Sorcerer Warlock Wizard |
18m | a creature. It can't Move, Act, or React. Attacks from within 3 m / 10 ft are always Critical Hits. | ||||||||
Hold Person | Enchantment | Bard Cleric Druid Sorcerer Warlock Wizard |
18m | Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition. | ||||||||
Hypnotic Pattern | Illusion | Bard Sorcerer Warlock Wizard |
18m | 9m | creatures that can see the pattern. They cannot attack you. They cannot move nor act. | |||||||
Ice Knife | Conjuration | Druid Sorcerer Wizard |
18m | 2m | Throw a shard of ice that deals 1d10Piercing damage. It explodes and deals 2d6Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. | |||||||
Ice Storm | Evocation | Druid Sorcerer Wizard |
18m | 6m | Impel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range, dealing Bludgeoning and Cold damage. It also creates an Ice surface that lasts 2 turns. | |||||||
Invisibility | Illusion | Bard Sorcerer Warlock Wizard |
1.5m | Touch a creature to turn it . Attacks against it have Disadvantage. It attacks with Advantage. | ||||||||
Knock | Transmutation | Bard Sorcerer Wizard |
18m | Unlock an object that is held shut by a mundane lock. | ||||||||
Light | Evocation | Bard Cleric Sorcerer Wizard |
1.5m | Infuse an object with an aura of light. | ||||||||
Lightning Bolt | Evocation | Sorcerer Wizard |
0 | 30m | Call forth a blast of lightning that hits all creatures in the line of the eruption. | |||||||
Longstrider | Transmutation | Bard Druid Ranger Wizard |
1.5m | Increase a creature's Movement Speed by 3 m / 10 ft. | ||||||||
Mage Armour | Abjuration | Sorcerer Wizard |
1.5m | Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. | ||||||||
Mage Hand | Conjuration | Bard Sorcerer Warlock Wizard |
18m | Create a spectral hand that can manipulate and interact with objects.
Duration: 10 turns. This cantrip can only be cast once per short rest. |
||||||||
Magic Missile | Evocation | Sorcerer Wizard |
18m | Create three darts of magical force, each dealing 1d4 + 1Force damage to its target. The darts always hit their target, and can each be targeted individually. | ||||||||
Magic Weapon | Transmutation | Paladin Wizard |
1.5m | Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. | ||||||||
Melf's Acid Arrow | Evocation | Wizard | 18m | Shoot a green arrow that bursts in a spray of acid. Deals 4d4Acid damage immediately and 2d4Acid damage at the end of the target's next turn. If the spell misses, the target still takes half the initial damage, but no damage at the end of its next turn. | ||||||||
Minor Illusion | Illusion | Bard Sorcerer Warlock Wizard |
18m | Create an illusion that compels nearby creatures to investigate. | ||||||||
Mirror Image | Illusion | Sorcerer Warlock Wizard |
0 | Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. | ||||||||
Misty Step | Conjuration | Sorcerer Warlock Wizard |
18m | Surrounded by silver mist, you teleport to an unoccupied space you can see. | ||||||||
Otiluke's Freezing Sphere | Evocation | Wizard | 1.5m | Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use. | ||||||||
Otiluke's Resilient Sphere | Evocation | Wizard | DEX | 9m | Enclose a target in a sphere of shimmering force, reducing its movement speed by half, and blocking all incoming and spell effects. | |||||||
Otto's Irresistible Dance | Enchantment | Bard Wizard |
9m | Cause a creature to start dancing, making it unable to take Actions or Move. Its attackers have Advantage on Attack rolls. | ||||||||
Phantasmal Force | Illusion | Bard Sorcerer Wizard |
18m | Deal damage to a creature each turn. The type of damage changes to the last type of damage the creature suffered. | ||||||||
Phantasmal Killer | Illusion | Wizard | WIS | 18m | Haunt a creature with illusions of its greatest fears. It takes 4d10Psychic Damage per turn, cannot move, has Disadvantage on Ability Checks and Attack Rolls | |||||||
Planar Binding | Abjuration | Bard Cleric Druid Wizard |
18m | Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally. | ||||||||
Poison Spray | Conjuration | Druid Sorcerer Warlock Wizard |
CON | 3m | Project a puff of noxious gas, dealing 1d12Poison to a target. | |||||||
Polymorph | Transmutation | Bard Druid Sorcerer Wizard |
18m | Transform a creature into a harmless sheep. | ||||||||
Protection from Energy | Abjuration | Cleric Druid Ranger Sorcerer Wizard |
1.5m | Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. | ||||||||
Protection from Evil and Good | Abjuration | Cleric Paladin Warlock Wizard |
1.5m | Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. | ||||||||
Ray of Enfeeblement | Necromancy | Warlock Wizard |
18m | Weaken a foe: they deal half damage with weapon attacks using Strength. | ||||||||
Ray of Frost | Evocation | Sorcerer Wizard |
18m | Reduces the target's Movement Speed by 3 m / 10 ft. | ||||||||
Ray of Sickness | Necromancy | Sorcerer Wizard |
18m | Possibly the target. | ||||||||
Remove Curse | Abjuration | Cleric Paladin Warlock Wizard |
1.5m | Touch a creature or object to remove all Curses and Hexes affecting it. | ||||||||
Scorching Ray | Evocation | Sorcerer Wizard |
18m | Hurl 3 rays of fire. Each ray deals 2d6Fire damage. | ||||||||
See Invisibility | Divination | Bard Sorcerer Wizard |
0 | Become able to see creatures, and possibly reveal them to others. | ||||||||
Seeming | Illusion | Bard Sorcerer Wizard |
18m | Disguise up to 4 members of your adventuring party. | ||||||||
Shatter | Evocation | Bard Sorcerer Warlock Wizard |
18m | 3m | Damages all nearby creatures and objects. | |||||||
Shield | Abjuration | Sorcerer Wizard |
0 | When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from . These effects last until the start of your next turn. | ||||||||
Shocking Grasp | Evocation | Sorcerer Wizard |
1.5m | The target cannot use Reactions. This spell has Advantage on creatures with metal Armour. | ||||||||
Sleep | Enchantment | Bard Sorcerer Wizard |
18m | Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. | ||||||||
Sleet Storm | Conjuration | Druid Sorcerer Wizard |
18m | Call forth a storm that douses fire, creates an Ice surface, and forces spellcasters to succeed at a Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall on a failed Dexterity Saving throw. |