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(Created page with "__TOC__ {{#lst:User:Toancaro/List of utilities spells/Variables|variables}} ==Armour Class buff spells== These are spells that increase {{Armour Class}}.<nowiki />{{#arrayslice: spellsArmourClassBuff1 | spellsArmourClassBuff | 0 | 25}}<nowiki />{{#vardefine: querySpellsArmourClassBuff1 | {{#arrayprint: spellsArmourClassBuff1 | OR | @ | name = "@" }}}}<nowiki />{{#vardefine: queryNamesSpellsArmourClassBuff1 | {{#replace:{{#var: querySpellsArmourClassBuff1}} | OR | <nowik...") |
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==Armour Class buff spells== | ==Armour Class buff spells== | ||
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==Armour Class debuff spells== | ==Armour Class debuff spells== | ||
* {{Condition|Acid|inline=true}} reduces {{Armour Class}} by 2. | |||
* {{Condition|Dazed|inline=true}} loses the [[Dexterity]] bonus to {{ArmourClass}}. | |||
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Latest revision as of 07:46, 24 May 2024
Armour Class buff spells[edit | edit source]
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
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Mage Armour | Abjuration | Sorcerer Wizard |
1.5m | Surround an unarmoured creature in a protective magical force. Its Armour Class increases to 13 + its Dexterity modifier. | ||||||||
Shield | Abjuration | Sorcerer Wizard |
0 | When you are about to be hit by an enemy, use your Reaction to increase your Armour Class by 5. You also take no damage from . These effects last until the start of your next turn. | ||||||||
Shield of Faith | Abjuration | Cleric Paladin |
18m | Surround a creature with a shimmering field of magic that increases its Armour Class by 2. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Barkskin | Transmutation | Druid Ranger |
1.5m | Touch a willing creature to toughen its skin and increase its Armour Class up to 16. | ||||||||
Mirror Image | Illusion | Sorcerer Warlock Wizard |
0 | Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class by 3. | ||||||||
Warding Bond | Abjuration | Cleric | 1.5m | Ward an ally. They gain resistance to all damage, and a +1 bonus to their Armour Class and Saving throws. |
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Armour Class debuff spells[edit | edit source]
- reduces Armour Class by 2.
- loses the Dexterity bonus to Armour Class.
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Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Chromatic Orb | Evocation | Sorcerer Wizard |
18m | Hurl a sphere of energy. It deals 3d8Thunder damage, or 2d8 Acid, Cold, Fire, Lightning or Poison damage and creates a surface. |
Name | Spell School | Classes | C | C | R | A | D | Description | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Melf's Acid Arrow | Evocation | Wizard | 18m | 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. | ||||||||
Spiritual Weapon | Evocation | Cleric | 18m | Create a floating, spectral weapon of your choice that attacks your enemies alongside you. The weapon is Ethereal, Immune to Psychic and Poison damage, and Resistant to all other Damage Types. Duration: 10 turns. Only one Spiritual Weapon may be summoned at any time. |
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