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* [[File:Command Halt.png|frameless|upright=0.1|link=Command (Halt)]] [[Command (Halt)]] | * [[File:Command Halt.png|frameless|upright=0.1|link=Command (Halt)]] [[Command (Halt)]] | ||
* [[File:Create Water.png|frameless|upright=0.1|link=Create or Destroy Water]] [[Create or Destroy Water]] | * [[File:Create Water.png|frameless|upright=0.1|link=Create or Destroy Water]] [[Create or Destroy Water]] | ||
* [[File:Cure Wounds Icon.png|frameless|upright=0.1|link=Cure Wound]] [[Cure Wound]] | * [[File:Cure Wounds Icon.png|frameless|upright=0.1|link=Cure Wound]] [[Cure Wound]] | ||
* [[File:Disguise Self Icon.png|frameless|upright=0.1|link=Disguise Self]] [[Disguise Self]] | * [[File:Disguise Self Icon.png|frameless|upright=0.1|link=Disguise Self]] [[Disguise Self]] |
Revision as of 17:42, 24 July 2022
Main Page > Character Abilities > Spell
Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experiences, knowledges or innate abilities to create magical Effects or deal damage to enemies or heal their allies.
- All spellcasters are proficient with Spell Attacks. When they make an Attack Rolls with a Spells, they will roll:
d20 + Proficiency Bonus + Spellcasting Ability’s Modifiers (Charisma, Intelligence or Wisdom)
Spell Slots
Spell Slots are the spellcasters' resource to cast Spells. Once Spell Slots are depleted, they can only be replenished through a Long Rest.
- Certain classes like Wizard and some Druid's subclass have ability to regain a certain amount of Spell Slots once per day.
- Warlock only need to take a Short Rest to fully recharge their Spell Slots.
Spellcasting Ability Modifier
Affects your chance of success with certain spells, and sometimes how powerful they are.
Each class uses a different Ability Modifier for spellcasting:
- Wizard uses Intelligence as their Spellcasting Ability Modifier.
- Cleric, Ranger, Druid uses Wisdom as their Spellcasting Ability Modifier.
- Bard, Paladin, Sorcerer, Warlock uses Charisma as their Spellcasting Ability Modifier.
Concentration
Concentration Spells require the caster to put focus into the spell in order to maintain its effects. If the caster loses Concentration, the spell ends prematurely.
When the caster takes damage, they make a Constitution Saving Throw d20 + Constitution Modifier
to maintain Concentration. The result must match or exceed a DC of 10 or half the number of damage they received.
- Ways you can lose Concentration while maintaining Concentration Spells:
- Fail Concentration Checks by taking damage.
- Casting another Concentration Spell.
- Being affected by Conditions such as Downed, Sleeping, Rage, etc.
Prepared Spells
Prepared Spells are Spells that certain spellcasting classes have to prepare each day in order to cast them. In turn, these classes know many spells from low levels and will eventually learn all spells from their respective class' spell list.
The number of Prepared Spells each class can have at a time is Spellcasting Ability Modifier + Class Level
(Minimum of 1 spell).
Known Spells
Known Spells are memorized Spells by certain spellcasting classes, these spells are Always Prepared. In turn, these classes know fewer spells from low levels and will be unable to learn all spells from their respective class' spell list.
- Classes that use Known Spells:
- Arcane Trickster (Rogue)
- Bard
- Eldritch Knight (Fighter)
- Ranger
- File:Sorcerer Class Icon 2.png Sorcerer
- Warlock
List Of Spells
All Spells
Cantrips
Cantrips are type of Spells that can be cast at will without expending Spell Slots.
List of Cantrips:
- File:Acid Splash Icon 2.png Acid Splash
- File:Blade Ward Icon 2.png Blade Ward
- File:Chill Touch Icon 2.png Chill Touch
- File:Dancing Lights Icon 2.png Dancing Lights
- File:Eldritch Blast Icon 2.png Eldritch Blast
- File:Fire Bolt Icon 2.png Fire Bolt
- File:Friends Icon 2.png Friends
- File:Guidance Icon 2.png Guidance
- Light
- File:Mage Hand Icon 2.png Mage Hand
- File:Minor Illusion Icon 2.png Minor Illusion
- File:Poison Spray Icon 2.png Poison Spray
- Produce Flame
- File:Ray Of Frost Icon 2.png Ray of Frost
- File:Resistance Icon 2.png Resistance
- File:Sacred Flame Icon 2.png Sacred Flame
- Shillelagh
- File:Shocking Grasp Icon 2.png Shocking Grasp
- Thaumaturgy
- File:Thorn Whip Icon 2.png Thorn Whip
- File:True Strike Icon 2.png True Strike
1st Level Spells
1st Level Spells are Spells that consume 1st level Spell Slots when cast.
List of 1st Level Spells:
- File:Animal Friendship Icon 2.png Animal Friendship
- Armour of Agathys
- File:Arms Of Hadar Icon 2.png Arms of Hadar
- File:Bane Icon 2.png Bane
- File:Bless Icon 2.png Bless
- File:Burning Hands Icon 2.png Burning Hands
- Charm Person
- File:Chromatic Orb Icon 2.png Chromatic Orb
- Colour Spray
- Command (Halt)
- Create or Destroy Water
- Cure Wound
- Disguise Self
- Dissonant Whispers
- Ensnaring Strike
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Find Familiar
- Fog Cloud
- Goodberry
- Guiding Bolt
- Grease
- Hail of Thorns
- Healing Word
- Hellish Rebuke
- Hex
- Hunter's Mark
- Inflict Wounds
- Jump
- Longstrider
- Mage Armour
- Magic Missile
- Protection from Evil and Good
- Ray of Sickness
- Shield of Faith
- Sleep
- Speak with Animals
- Tasha's Hideous Laughter
- Thunderwave
- Witch Bolt
2nd Level Spells
2nd Level Spells are Spells that consume 2nd level Spell Slots when cast.
List of 2nd Level Spells:
- Aid
- Barkskin
- Blindness
- Blur
- Cloud of Daggers
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Entangle
- Flame Blade
- Flaming Sphere
- Heat Metal
- Hold Person
- Invisibility
- Lesser Restoration
- Melf's Acid Arrow
- Mirror Image
- Misty Step
- Moonbeam
- Pass Without Trace
- Prayer of Healing
- Protection from Poison
- Ray of Enfeeblement
- Scorching Ray
- Shatter
- Silence
- Spike Growth
- Web