Gale
Learned spells
((name = "Fire Bolt" OR name = "Ray of Frost" OR name = "Shocking Grasp" OR name = "Bone Chill" OR name = "Colour Spray" OR name = "Magic Missile" OR name = "Grease" OR name = "Ice Knife" OR name = "Feather Fall" OR name = "False Life" OR name = "Burning Hands" OR name = "Protection from Evil and Good" OR name = "Fog Cloud" OR name = "Mage Armour" OR name = "Expeditious Retreat" OR name = "Charm Person" OR name = "Chromatic Orb" OR name = "Sleep" OR name = "Thunderwave" OR name = "Witch Bolt" OR name = "Ray of Sickness" OR name = "Enlarge/Reduce" OR name = "Scorching Ray" OR name = "Crown of Madness" OR name = "Web" OR name = "Magic Weapon" OR name = "Ray of Enfeeblement" OR name = "Melf's Acid Arrow" OR name = "See Invisibility" OR name = "Mirror Image" OR name = "Detect Thoughts" OR name = "Blur" OR name = "Cloud of Daggers" OR name = "Darkness" OR name = "Hold Person" OR name = "Misty Step" OR name = "Darkvision" OR name = "Flaming Sphere" OR name = "Invisibility" OR name = "Glyph of Warding" OR name = "Gaseous Form" OR name = "Haste" OR name = "Feign Death" OR name = "Animate Dead" OR name = "Hypnotic Pattern" OR name = "Lightning Bolt" OR name = "Grant Flight" OR name = "Slow" OR name = "Fear" OR name = "Bestow Curse" OR name = "Remove Curse" OR name = "Vampiric Touch" OR name = "Protection from Energy" OR name = "Sleet Storm") AND (is_npc = false OR is_npc IS NULL))
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Name |
Spell School |
Classes |
C |
C |
R |
A |
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D |
Description |
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Burning Hands |
Evocation |
Sorcerer Wizard |
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DEX |
0 |
5m |
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Each flammable target is hit with 3d6Fire damage. |
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Charm Person |
Enchantment |
Bard Druid Sorcerer Warlock Wizard |
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WIS |
18m |
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Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue. |
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Chromatic Orb |
Evocation |
Sorcerer Wizard |
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18m |
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Hurl a sphere of energy.
It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
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Colour Spray |
Illusion |
Sorcerer Wizard |
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0 |
5m |
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Blind creatures up to a combined 33 Hit Points. |
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Expeditious Retreat |
Transmutation |
Sorcerer Warlock Wizard |
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0 |
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Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
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False Life |
Necromancy |
Sorcerer Wizard |
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0 |
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Bolster yourself with a necromantic facsimile of life to gain 7 temporary hit points. |
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Feather Fall |
Transmutation |
Bard Sorcerer Wizard |
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0 |
9m |
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You and nearby allies gain Immunity to Falling damage. |
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Fog Cloud |
Conjuration |
Druid Ranger Sorcerer Wizard |
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18m |
5m |
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Create a cloud of dense fog to Heavily Obscure and Blind creatures within. |
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Grease |
Conjuration |
Wizard |
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18m |
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Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone. |
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Ice Knife |
Conjuration |
Druid Sorcerer Wizard |
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18m |
2m |
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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. |
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Mage Armour |
Abjuration |
Sorcerer Wizard |
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1.5m |
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Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. |
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Magic Missile |
Evocation |
Sorcerer Wizard |
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18m |
|
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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. |
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Protection from Evil and Good |
Abjuration |
Cleric Paladin Warlock Wizard |
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1.5m |
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Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. |
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Ray of Sickness |
Necromancy |
Sorcerer Wizard |
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18m |
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Possibly Poisons the target. |
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Sleep |
Enchantment |
Bard Sorcerer Wizard |
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18m |
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Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points. |
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Thunderwave |
Evocation |
Bard Druid Sorcerer Wizard |
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CON |
1.5m |
5m |
|
Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Thunder damage. |
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Witch Bolt |
Evocation |
Sorcerer Warlock Wizard |
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|
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18m |
|
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Link yourself to a target with a bolt of lightning. Deal an additional 1d12Lightning each turn by activating it. |
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Name |
Spell School |
Classes |
C |
C |
R |
A |
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D |
Description |
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Blur |
Illusion |
Sorcerer Wizard |
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0 |
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Attackers have Disadvantage on Attack rolls against you. |
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Cloud of Daggers |
Conjuration |
Bard Sorcerer Warlock Wizard |
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18m |
|
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Conjure a cloud of spinning daggers that attack anyone inside. |
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Crown of Madness |
Enchantment |
Bard Sorcerer Warlock Wizard |
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WIS |
18m |
|
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Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Darkness |
Evocation |
Sorcerer Warlock Wizard |
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18m |
|
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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. |
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Darkvision |
Transmutation |
Druid Ranger Sorcerer Wizard |
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1.5m |
|
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Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft. |
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Detect Thoughts |
Divination |
Bard Sorcerer Wizard |
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0 |
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Focus your mind to read the thoughts of certain creatures while talking to them. |
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Enlarge/Reduce |
Transmutation |
Sorcerer Wizard |
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9m |
|
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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. |
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Flaming Sphere |
Conjuration |
Druid Wizard |
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18m |
2m |
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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. |
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Hold Person |
Enchantment |
Bard Cleric Druid Sorcerer Warlock Wizard |
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18m |
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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. |
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Invisibility |
Illusion |
Bard Sorcerer Warlock Wizard |
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1.5m |
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Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
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Magic Weapon |
Transmutation |
Paladin Wizard |
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1.5m |
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Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls. |
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Melf's Acid Arrow |
Evocation |
Wizard |
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18m |
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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. |
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Mirror Image |
Illusion |
Sorcerer Warlock Wizard |
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0 |
|
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Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. |
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Misty Step |
Conjuration |
Sorcerer Warlock Wizard |
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|
|
|
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18m |
|
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Surrounded by silver mist, you teleport to an unoccupied space you can see. |
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Ray of Enfeeblement |
Necromancy |
Warlock Wizard |
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|
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18m |
|
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Weaken a foe: they deal half damage with weapon attacks using Strength. |
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Scorching Ray |
Evocation |
Sorcerer Wizard |
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|
|
|
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18m |
|
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Hurl 3 rays of fire. Each ray deals 2d6Fire damage. |
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See Invisibility |
Divination |
Bard Sorcerer Wizard |
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0 |
|
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Become able to see Invisible creatures, and possibly reveal them to others. |
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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 |
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|
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3m |
|
|
Animate a corpse to create an undead servant while not in combat. |
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Bestow Curse |
Necromancy |
Bard Cleric Wizard |
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|
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|
WIS |
1.5m |
|
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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 |
|
|
|
|
WIS |
0 |
9m |
|
Targets drop everything and become Fearful: they have Disadvantage on Ability Checks and Attack Rolls. |
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Feign Death |
Necromancy |
Bard Cleric Druid Wizard |
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|
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1.5m |
|
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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 Helped. |
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Gaseous Form |
Transmutation |
Sorcerer Warlock Wizard |
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|
|
|
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1.5m |
|
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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. |
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Glyph of Warding |
Abjuration |
Bard Cleric Wizard |
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|
|
|
|
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. |
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Grant Flight |
Transmutation |
Sorcerer Warlock Wizard |
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|
|
|
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1.5m |
|
|
Bestow the ability to Fly upon yourself or an ally. |
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Haste |
Transmutation |
Sorcerer Wizard |
|
|
|
|
|
9m |
|
|
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 |
|
|
|
|
|
18m |
9m |
|
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act. |
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Lightning Bolt |
Evocation |
Sorcerer Wizard |
|
|
|
|
|
0 |
30m |
|
Call forth a blast of lightning that hits all creatures in the line of the eruption. |
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Protection from Energy |
Abjuration |
Cleric Druid Ranger Sorcerer Wizard |
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|
|
|
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1.5m |
|
|
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
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Remove Curse |
Abjuration |
Cleric Paladin Warlock Wizard |
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|
|
|
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1.5m |
|
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Touch a creature or object to remove all Curses and Hexes affecting it. |
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Sleet Storm |
Conjuration |
Druid Sorcerer Wizard |
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|
|
|
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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 Prone on a failed Dexterity Saving throw. |
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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. |
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Vampiric Touch |
Necromancy |
Warlock Wizard |
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|
|
|
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1.5m |
|
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Touch an enemy to siphon their life force and regain half as many Hit Points. |
No results
No results
No results