Spells: Difference between revisions

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Spells are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge or innate ability, or via the use of scrolls and magical items.
Spells are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge or innate ability, or via the use of scrolls and magical items.


Similarly to class actions, most spells are cast by taking an {{action}}, but some are cast by taking a {{action|bonus}} or a {{action|reaction}}.
All spells have levels –  a measure of how powerful a spell is, as well as how difficult it is to cast it, and generally require a [[Spells#Spell slots|spell slot]] of the sufficient level. Spells cast from scrolls {{em|do not}} rely on spell slots to be cast.
 
However, unlike class actions, all spells have levels –  a measure of how powerful a spell is, as well as how difficult it is to cast it and most spells can be interrupted by {{SAI|Counterspell}} before they are cast. Additionally, many spells cannot be cast by {{Cond|Silenced}} creatures.


=== Spellcasting ability ===
=== Spellcasting ability ===
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Spells learned from taking levels in a class will use that class' spellcasting ability modifier. Spells from other sources use the spellcasting ability of the class the creature most recently took a {{em|first}} level in.{{note|A level 5 wizard that takes 1 level in sorcerer will use Charisma as their spellcasting ability for non-wizard spells, even if they later take more levels in wizard. However, if they take a level in cleric, they will use Wisdom as their spellcasting ability modifier instead, as this is their most recently acquired class.}}{{note|Fighters and rogues will only provide their spellcasting ability if they are level 3 and have the appropriate subclass ([[Eldritch Knight]] and [[Arcane Trickster]] respectively).}}
Spells learned from taking levels in a class will use that class' spellcasting ability modifier. Spells from other sources use the spellcasting ability of the class the creature most recently took a {{em|first}} level in.{{note|A level 5 wizard that takes 1 level in sorcerer will use Charisma as their spellcasting ability for non-wizard spells, even if they later take more levels in wizard. However, if they take a level in cleric, they will use Wisdom as their spellcasting ability modifier instead, as this is their most recently acquired class.}}{{note|Fighters and rogues will only provide their spellcasting ability if they are level 3 and have the appropriate subclass ([[Eldritch Knight]] and [[Arcane Trickster]] respectively).}}


=== Saves and attacks ===
=== Casting spells ===
While some spells automatically hit their targets ({{SAI|Magic Missile}}, {{SAI|Sleep}}), others either allow targeted creatures to attempt to [[Saving throw|save]] against the spell, or require the caster to make an [[Attack roll|attack roll]] against the target's [[Armour Class|AC]].
Similarly to class actions, most spells are cast by taking an {{action}}, but some are cast by taking a {{action|bonus}} or a {{action|reaction}}.
 
Most spells can be interrupted by {{SAI|Counterspell}} before they are cast. Additionally, many spells cannot be cast by {{Cond|Silenced}} creatures.


==== Spell saves ====
==== Spell saves ====
Harmful spells which create a surface, target an area or a specific  point in space ({{SAI|Fireball}}), or affect a character directly ({{SAI|Hold Person}}), usually allow targeted creatures to attempt to save against the spell, ignoring or reducing the spell's effect.
Harmful spells which create a surface, target an area or a specific  point in space ({{SAI|Fireball}}), or affect a character directly ({{SAI|Hold Person}}), often allow targeted creatures to attempt to [[Saving throw|save]] against the spell, ignoring or reducing the spell's effect.


The [[Difficulty Class]] (DC) of these saves – called ''spell save DC'' – is generally based on the caster's spellcasting DC:
The [[Difficulty Class]] (DC) of these saves – called ''spell save DC'' – is generally based on the caster's spellcasting DC:
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==== Spell attack rolls ====
==== Spell attack rolls ====
Some harmful spells require the caster to make an attack roll in order to determine if it's a hit or miss.  
Some harmful spells require the caster to make an [[Attack roll|attack roll]] against the target's [[Armour Class|AC]] in order to determine if it's a hit or miss.  


Spells in the form of rays (like {{SAI|Ray of Enfeeblement}}) or projectiles (like {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}) often require attacks rolls.
Spells in the form of rays (like {{SAI|Ray of Enfeeblement}}) or projectiles (like {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}) often require attacks rolls.