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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.


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 the caster to expend a [[Spells#Spell slots|spell slot]] of sufficient level. Spells cast from scrolls {{em|do not}} rely on spell slots to be cast.
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}}.
 
However, unlike class actions, spells have levels –  a measure of how powerful a spell is, as well as how difficult it is to cast it, and generally require the caster to expend a [[Spells#Spell slots|spell slot]] of sufficient level. Spells cast from scrolls {{em|do not}} rely on spell slots to be cast.
 
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).}}


=== Casting spells ===
=== Spell saves ===
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 ====
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.
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.


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<div style="text-align: center; font-weight:bold;">{{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div>
<div style="text-align: center; font-weight:bold;">{{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div>


==== Spell attack rolls ====
=== Spell attack rolls ===
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.  
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.  


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=== Concentration ===
=== Concentration ===
{{hatnote|Main article: [[Concentration]]}}
{{hatnote|Main article: [[Concentration]]}}
[[File:Concentration_Example.webp|thumb|300px|right|Concentration icon in the hotbar. Clicking "X" will end concentration.]]Spells with the {{Concentration}} tag require the caster to focus on that spell for its duration. A caster may only maintain the effect of one concentration spell at a time.
[[File:Concentration_Example.webp|thumb|300px|right|Concentration icon in the hotbar. Clicking "X" will end concentration.]]Spells with the {{Concentration}} tag require the caster to focus on that spell for its duration. A caster may only maintain the effect of one concentration spell at a time. If concentration on a spell is broken, the spell's effects are ended.
 
When a creature concentrating on a spell takes damage, they make a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher.{{note|Constitution saves are sometimes erroneously referred to as a ''Constitution checks''.}} If the save fails, the spell is interrupted, and its effects ended.
 
Some conditions – such as {{Cond|Downed}} or {{Cond|Sleeping}} – also interrupt conditions, without allowing a save.
 
Concentration is also ended when another concentration spell is cast, or when a long rest is taken.


Concentration can be manually interrupted at any time via the ''x'' on the concentrated spell's icon, next to the caster's main portrait.
==== Ending concentration ====
Although concentration normally lasts for a spell's full duration, or until another concentration spell is cast, there are multiple ways for concentration to break:
; Manually : Concentration can be manually interrupted at any time via the ''x'' on the concentrated spell's icon, next to the caster's main portrait.
; Taking damage : When a creature concentrating on a spell takes damage, they make a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher.{{note|Constitution saves are sometimes erroneously referred to as a ''Constitution checks''.}} If the save fails, concentration ends.
; Conditions Some conditions – such as {{Cond|Downed}} or {{Cond|Sleeping}} – also interrupt conditions, without allowing a save.
; Long rests : Taking a long rest ends concentration.


== Spellcasters ==
== Spellcasters ==