|
|
Line 8: |
Line 8: |
| {{User:Toancaro/Template:TabbedSpellTable|where={{#var:queryLearnableSpells}} AND NOT {{#var:queryGaleLearnedSpells}}}} | | {{User:Toancaro/Template:TabbedSpellTable|where={{#var:queryLearnableSpells}} AND NOT {{#var:queryGaleLearnedSpells}}}} |
| ===Spells to learn=== | | ===Spells to learn=== |
| {{User:Toancaro/Template:TabbedSpellTable|where={{#var:querySpellsLearnable}} AND (classes HOLDS "Wizard") AND NOT {{#var:queryGaleLearnedSpells}}}} | | {{User:Toancaro/Template:TabbedSpellTable|where={{#var:querySpellsLearnable}} AND (classes HOLDS "Wizard" AND is_npc = false OR is_npc IS NULL) AND NOT {{#var:queryGaleLearnedSpells}}}} |
Revision as of 18:41, 3 June 2024
Gale
Learned spells
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
 |
 |
 |
D |
Description |
 |
Burning Hands |
Evocation |
Sorcerer
Wizard |
 |
|
|
|
|
0 |
5m |
 |
Each flammable target is hit with 3d6 Fire damage. |
 |
Charm Person |
Enchantment |
Bard
Druid
Sorcerer
Warlock
Wizard |
 |
|
|
|
|
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 3d8 Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
 |
Colour Spray |
Illusion |
Sorcerer
Wizard |
 |
|
|
|
|
0 |
5m |
|
Blind creatures up to a combined 33 Hit Points. |
 |
Expeditious Retreat |
Transmutation |
Sorcerer
Warlock
Wizard |
 |
 |
|
|
|
0 |
|
|
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
 |
False Life |
Necromancy |
Sorcerer
Wizard |
 |
|
|
|
|
0 |
|
|
Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. |
 |
Feather Fall |
Transmutation |
Bard
Sorcerer
Wizard |
 |
|
 |
|
|
0 |
9m |
|
You and nearby allies gain Immunity to Falling damage. |
 |
Fog Cloud |
Conjuration |
Druid
Ranger
Sorcerer
Wizard |
 |
 |
|
|
|
18 m |
5m |
|
Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
 |
Grease |
Conjuration |
Wizard |
 |
|
|
|
|
18 m |
|
|
Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone. |
 |
Ice Knife |
Conjuration |
Druid
Sorcerer
Wizard |
 |
|
|
 |
|
18 m |
2m |
 |
Throw a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an Ice surface. On miss, the shard of ice still explodes. |
 |
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. |
 |
Magic Missile |
Evocation |
Sorcerer
Wizard |
 |
|
|
|
|
18 m |
|
 |
Create three darts of magical force, each dealing 1d4 + 1 Force damage to its target.
The darts always hit their target, and can each be targeted individually. |
 |
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 Sickness |
Necromancy |
Sorcerer
Wizard |
 |
|
|
 |
CON |
18m |
|
 |
Possibly Poisons the target. |
 |
Sleep |
Enchantment |
Bard
Sorcerer
Wizard |
 |
|
|
|
|
18m |
|
|
Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
 |
Thunderwave |
Evocation |
Bard
Druid
Sorcerer
Wizard |
 |
|
|
|
|
1.5m |
5m |
 |
Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage. |
 |
Witch Bolt |
Evocation |
Sorcerer
Warlock
Wizard |
 |
 |
|
 |
|
18m |
|
 |
Link yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning each turn by activating it. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
 |
 |
 |
D |
Description |
 |
Blur |
Illusion |
Sorcerer
Wizard |
 |
 |
|
|
|
0 |
|
|
Attackers have Disadvantage on Attack rolls against you. |
 |
Cloud of Daggers |
Conjuration |
Bard
Sorcerer
Warlock
Wizard |
 |
 |
|
|
|
18m |
|
 |
Conjure a cloud of spinning daggers that attack anyone inside. |
 |
Crown of Madness |
Enchantment |
Bard
Sorcerer
Warlock
Wizard |
 |
 |
|
|
WIS |
18 m |
|
|
Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
 |
Darkness |
Evocation |
Sorcerer
Warlock
Wizard |
 |
 |
|
|
|
18m |
|
|
Create a cloud of magical darkness that Heavily Obscures and inflicts Blind 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. |
 |
Enlarge/Reduce |
Transmutation |
Sorcerer
Wizard |
 |
 |
|
|
|
9 m |
|
|
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. |
 |
Flaming Sphere |
Conjuration |
Druid
Wizard |
 |
 |
|
|
|
18m |
2m |
 |
Summon a Flaming Sphere that deals 2d6 Fire 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. |
 |
Hold Person |
Enchantment |
Bard
Cleric
Druid
Sorcerer
Warlock
Wizard |
 |
 |
|
|
WIS |
18m |
|
|
Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within 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. |
 |
Invisibility |
Illusion |
Bard
Sorcerer
Warlock
Wizard |
 |
 |
|
|
|
1.5m |
|
|
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
 |
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 4d4 Acid damage immediately and 2d4 Acid 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. |
 |
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 |
 |
|
|
|
|
18 m |
|
|
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
 |
Ray of Enfeeblement |
Necromancy |
Warlock
Wizard |
 |
 |
|
 |
|
18m |
|
|
Weaken a foe: they deal half damage with weapon attacks using Strength. |
 |
Scorching Ray |
Evocation |
Sorcerer
Wizard |
 |
|
|
 |
|
18m |
|
 |
Hurl 3 rays of fire. Each ray deals 2d6 Fire damage. |
 |
See Invisibility |
Divination |
Bard
Sorcerer
Wizard |
 |
|
|
|
|
0 |
|
|
Become able to see Invisible creatures, and possibly reveal them to others. |
 |
Web |
Conjuration |
Sorcerer
Wizard |
 |
 |
|
|
|
18m |
4m |
|
Cover an area in thick, flammable webbing that can Enweb creatures within.
An ally can use its Help action to try and tear away the webs. |
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
 |
 |
 |
D |
Description |
 |
Animate Dead |
Necromancy |
Cleric
Wizard |
 |
|
|
|
|
3 m |
|
|
Animate a corpse to create an undead servant while not in combat. |
 |
Bestow Curse |
Necromancy |
Bard
Cleric
Wizard |
 |
 |
|
|
|
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. |
 |
Fear |
Illusion |
Bard
Sorcerer
Warlock
Wizard |
 |
 |
|
|
|
0 |
9m |
|
Targets drop everything and become Fearful: they must flee from you and have Disadvantage on Ability Checks and Attack Rolls. |
 |
Feign Death |
Necromancy |
Bard
Cleric
Druid
Wizard |
 |
|
|
|
|
1.5 m |
|
|
Put an ally in a protective coma. They become Resistant to all damage except Psychic. Disease and poison no longer have any effect. |
 |
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. |
 |
Glyph of Warding |
Abjuration |
Bard
Cleric
Wizard |
 |
|
|
|
|
9 m |
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 Fly upon yourself or an ally. |
 |
Haste |
Transmutation |
Sorcerer
Wizard |
 |
 |
|
|
|
9 m |
|
|
Target yourself or an ally to become Hastened. 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. |
 |
Hypnotic Pattern |
Illusion |
Bard
Sorcerer
Warlock
Wizard |
 |
 |
|
|
WIS |
18m |
9m |
|
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act. |
 |
Lightning Bolt |
Evocation |
Sorcerer
Wizard |
 |
|
|
|
|
0 |
30m |
 |
Call forth a blast of lightning that hits all creatures in the line of the eruption. |
 |
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. |
 |
Remove Curse |
Abjuration |
Cleric
Paladin
Warlock
Wizard |
 |
|
|
|
|
1.5m |
|
|
Touch a creature or object to remove all Curses and Hexes affecting it. |
 |
Sleet Storm |
Conjuration |
Druid
Sorcerer
Wizard |
 |
 |
|
|
|
18 m |
|
|
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 Prone on a failed Dexterity Saving throw. |
 |
Slow |
Transmutation |
Sorcerer
Wizard |
 |
 |
|
|
WIS |
18m |
|
|
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
 |
Vampiric Touch |
Necromancy |
Warlock
Wizard |
 |
 |
|
 |
|
1.5m |
|
 |
Touch an enemy to siphon their life force and regain half as many Hit Points. |
No results
No results
No results
Not learned spells
|
Name |
Spell School |
Classes |
C |
C |
R |
A |
 |
 |
 |
D |
Description |
 |
Banishment |
Abjuration |
Cleric
Paladin
Sorcerer
Warlock
Wizard |
 |
 |
|
|
CHA |
18m |
|
|
Temporarily Banish your target to another plane of existence. |
 |
Blight |
Necromancy |
Druid
Sorcerer
Warlock
Wizard |
 |
|
|
|
|
9 m |
|
 |
Deals 8d8 Necrotic to a target. Plants take maximum damage from this spell, and have Disadvantage on the Saving throw against it. |
 |
Confusion |
Enchantment |
Bard
Druid
Sorcerer
Wizard |
 |
 |
|
|
WIS |
18m |
6m |
|
Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. |
 |
Conjure Minor Elemental |
Conjuration |
Druid
Wizard |
 |
|
|
|
|
18 m |
|
|
Conjure a minor elemental to fight alongside you. |
 |
Dimension Door |
Conjuration |
Bard
Sorcerer
Warlock
Wizard |
 |
|
|
|
|
50 m |
|
|
Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium. |
 |
Evard's Black Tentacles |
Conjuration |
Wizard |
 |
 |
|
|
|
18 m |
6m |
 |
Tentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within. |
 |
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. |
 |
Greater Invisibility |
Illusion |
Bard
Sorcerer
Wizard |
 |
 |
|
|
|
1.5 m |
|
|
Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
 |
Ice Storm |
Evocation |
Druid
Sorcerer
Wizard |
 |
|
|
|
|
18 m |
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. |
 |
Phantasmal Killer |
Illusion |
Wizard |
 |
 |
|
|
WIS |
18m |
|
 |
Haunt a creature with illusions of its greatest fears. It takes 4d10 Psychic Damage per turn, cannot move, has Disadvantage on Ability Checks and Attack Rolls |
 |
Polymorph |
Transmutation |
Bard
Druid
Sorcerer
Wizard |
 |
 |
|
|
WIS |
18 m |
|
|
Transform a creature into a harmless sheep. |
 |
Stoneskin |
Abjuration |
Druid
Sorcerer
Wizard |
 |
 |
|
|
|
1.5m |
|
|
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. |
 |
Wall of Fire |
Evocation |
Druid
Sorcerer
Wizard |
 |
 |
|
|
|
18 m |
|
 |
Create a blazing wall of fire, Burning anyone who dares stand too close. Deals Fire to anything that moves into or starts it's turn in the area. |
Spells to learn
User:Toancaro/Template:TabbedSpellTable