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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}}.
=== Spell levels ===
All spells have a level –  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.


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.
Level 0 spells are called ''cantrips'', and can always be cast at will, without expending a spell slot.
 
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).}}
== Spell properties ==
Every spell belongs to a school school which defines its purpose, a range at which it can be cast and a target or [[Area|area of effect]]. The spell's effects may apply only when cast, or the spell may have a duration (measured in ''turns'').
Most spells can be interrupted by {{SAI|Counterspell}} before they are cast, and, spells with a ''verbal'' component cannot be cast by {{Cond|Silenced}} creatures.
=== Casting time ===
Spells are typically cast by taking an {{action}}, but some are cast by taking a {{action|bonus}} or a {{action|reaction}}.


=== Spell saves ===
=== Spell saves ===
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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. If concentration on a spell is broken, the spell's effects are ended.
[[File:Concentration_Example.webp|thumb|300px|right|Concentration icon in the hotbar. Clicking "X" will end concentration.]]
Most spells with a duration require {{Concentration}} to maintain 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.


==== Ending concentration ====
==== Ending concentration ====
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* {{class|Arcane Trickster}}
* {{class|Arcane Trickster}}
* {{class|Eldritch Knight}}
* {{class|Eldritch Knight}}
=== Known spells ===
Known spells are spells generally learned from taking levels in a class with the Spellcasting or Pact Magic features. Each caster class has access to its own list of spells, though there is significant overlap between classes.
The following classes must learn spells through leveling up:
* {{Class|Arcane Trickster}}
* {{Class|Bard}}
* {{Class|Eldritch Knight}}
* {{Class|Ranger}}
* {{Class|Sorcerer}}
* {{Class|Wizard}}
* {{Class|Warlock}}
All of these classes, with the exception of Wizard, also have access to the Replacement Spell feature, which allows them to swap a known spell each time a new level is taken in them. While wizards do not have access to this feature, they can instead learn new spells from scrolls, without needing to give up an already known spell.
The following classes automatically learn all their available spells when a level is taken in them:
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
==== Prepared spells ====
[[File:Prepared Spells Icon.webp|24px]]
Some casters
Prepared spells are spells that must be prepared beforehand in order to be cast. Preparing spells is only possible outside of combat. Spellcasters that primarily utilize this type of spells are known as ''prepared spellcasters'', to set them apart from classes that cast spells spontaneously (''spontaneous spellcasters''). They includes:
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
* {{Class|Wizard}}
The number of prepared spells each class can have at a time is equal to {{InfoBlob|spellcasting ability modifier + class level) (minimum of 1)}}
Additionally, spells granted by [[Race|racial features]] or by certain class features (such as by [[Cleric|cleric Domains]]) are considered ''inherent'' and are always prepared.


=== Spell slots ===
=== Spell slots ===
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Spell slots gained from Pact Magic are calculated differently than those gained from Spellcasting. As such, levels taken in warlock are ignored when calculating ESL.
Spell slots gained from Pact Magic are calculated differently than those gained from Spellcasting. As such, levels taken in warlock are ignored when calculating ESL.


==== Ritual spells ====
==== Replenishing spell slots ====
Depleted spell slots are generally regained by taking a rest, though there are other means to restore them:
* Some characters, including {{class|Wizard}}s and some {{class|Druid}} subclasses, have features which let them regain a small number of spell slots in between long rests.
* {{class|Wild Magic Barbarian}}s have access to the [[Bolstering Magic]] feature, allowing them or an ally to recover a few low level spell slots when they Rage.
* Items such as the {{RarityItem|Pearl of Power Amulet}} or {{RarityItem|Spellcrux Amulet}} allow for the recovery of spell slots once per long rest.
* The [[Arcane Cultivation]] line of [[Elixirs]] grants the user a temporary additional spell slot of a specific level from 1st to 4th, depending on the elixir. While this doesn't technically replenish an existing slot, the practical effect is the same.
 
=== Ritual spells ===
When a {{Icon|Ritual_Spell_Icon.png|24px}} ritual spell is cast outside of combat/turn-based mode, it does not consume spell slots and is effectively free to cast. Ritual spells consume spell slots as normal in combat/turn-based mode.
When a {{Icon|Ritual_Spell_Icon.png|24px}} ritual spell is cast outside of combat/turn-based mode, it does not consume spell slots and is effectively free to cast. Ritual spells consume spell slots as normal in combat/turn-based mode.


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* {{SAI|Speak with Dead|w=40}}
* {{SAI|Speak with Dead|w=40}}
{{div col end}}
{{div col end}}
==== Replenishing spell slots ====
Depleted spell slots are generally regained by taking a rest, though there are other means to restore them:
* Some characters, including {{class|Wizard}}s and some {{class|Druid}} subclasses, have features which let them regain a small number of spell slots in between long rests.
* {{class|Wild Magic Barbarian}}s have access to the [[Bolstering Magic]] feature, allowing them or an ally to recover a few low level spell slots when they Rage.
* Items such as the {{RarityItem|Pearl of Power Amulet}} or {{RarityItem|Spellcrux Amulet}} allow for the recovery of spell slots once per long rest.
* The [[Arcane Cultivation]] line of [[Elixirs]] grants the user a temporary additional spell slot of a specific level from 1st to 4th, depending on the elixir. While this doesn't technically replenish an existing slot, the practical effect is the same.


==== Other uses of spell slots ====
==== Other uses of spell slots ====
Some Wizard subclass features (such as [[Arcane Ward]] and [[Grim Harvest]]) and the Paladin's [[Divine Smite]] ability have varying effects depending on level of the spell or spell slot used to power them.
Some Wizard subclass features (such as [[Arcane Ward]] and [[Grim Harvest]]) and the Paladin's [[Divine Smite]] ability have varying effects depending on level of the spell or spell slot used to power them.
{{h3|Known spells}}
Known spells are spells generally learned from taking levels in a class with the Spellcasting feature. Every class has access to its own list of spells, though there is significant overlap between classes.
The following classes must learn spells through leveling up:
* {{Class|Arcane Trickster}}
* {{Class|Bard}}
* {{Class|Eldritch Knight}}
* {{Class|Ranger}}
* {{Class|Sorcerer}}
* {{Class|Wizard}}
* {{Class|Warlock}}
All of these classes, with the exception of Wizard, also have access to the Replacement Spell feature, which allows them to swap a known spell each time a new level is taken in them. While wizards do not have access to this feature, they can instead learn new spells from scrolls, without needing to give up an already known spell.
The following classes automatically learn all their available spells when a level is taken in them:
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
==== Prepared spells ====
[[File:Prepared Spells Icon.webp|24px]]
Some casters
Prepared spells are spells that must be prepared beforehand in order to be cast. Preparing spells is only possible outside of combat. Spellcasters that primarily utilize this type of spells are known as ''prepared spellcasters'', to set them apart from classes that cast spells spontaneously (''spontaneous spellcasters''). They includes:
* {{Class|Cleric}}
* {{Class|Druid}}
* {{Class|Paladin}}
* {{Class|Wizard}}
The number of prepared spells each class can have at a time is equal to {{InfoBlob|spellcasting ability modifier + class level) (minimum of 1)}}
Additionally, spells granted by [[Race|racial features]] or by certain class features (such as by [[Cleric|cleric Domains]]) are considered ''inherent'' and are always prepared.


== Spell list ==
== Spell list ==
{{hatnote|See [[All spells]] for the complete list.}}
{{hatnote|See [[All spells]] for the complete list.}}


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