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** [[File:Create Water.png|frameless|upright=0.1|link=]] [[Create Water]] | ** [[File:Create Water.png|frameless|upright=0.1|link=]] [[Create Water]] | ||
** [[File:Destroy Water Icon 64px.png|frameless|upright=0.1|link=]] [[Destroy Water]] | ** [[File:Destroy Water Icon 64px.png|frameless|upright=0.1|link=]] [[Destroy Water]] | ||
* [[File:Cure Wounds Icon.png|frameless|upright=0.1|link=Cure | * [[File:Cure Wounds Icon.png|frameless|upright=0.1|link=Cure Wounds]] [[Cure Wounds]] | ||
* [[File:Disguise Self Icon.png|frameless|upright=0.1|link=Disguise Self]] [[Disguise Self]] | * [[File:Disguise Self Icon.png|frameless|upright=0.1|link=Disguise Self]] [[Disguise Self]] | ||
* [[File:Dissonant Whispers Icon.png|frameless|upright=0.1|link=Dissonant Whispers]] [[Dissonant Whispers]] | * [[File:Dissonant Whispers Icon.png|frameless|upright=0.1|link=Dissonant Whispers]] [[Dissonant Whispers]] |
Revision as of 13:24, 30 April 2022
Main Page > Character Abilities > Spell
Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experiences, knowledges or innate abilities to create magical Effects or deal damage to enemies or heal their allies.
- All spellcasters are proficient with Spell Attacks. When they make an Attack Rolls with a Spells, they will roll:
d20 + Proficiency Bonus + Spellcasting Ability’s Modifiers (Charisma, Intelligence or Wisdom)
Spell Slots
Spell Slots File:Spell Slots Icon.png are the spellcasters' resource to cast Spells. Once Spell Slots are depleted, they can only be replenished through a Long Rest.
- Certain classes like Wizard and some Druid's subclass have ability to regain a certain amount of Spell Slots once per day.
- Warlock only need to take a Short Rest to fully recharge their Spell Slots.
Concentration
Concentration Spells require the caster to put focus into the spell in order to maintain its effects. If the caster loses Concentration, the spell ends prematurely.
When the caster takes damage, they make a Constitution Saving Throw d20 + Constitution Modifier
to maintain Concentration. The result must match or exceed a DC of 10 or half the number of damage they received.
- Ways you can lose Concentration while maintaining Concentration Spells:
- Fail Concentration Checks by taking damage.
- Casting another Concentration Spell.
- Being affected by Conditions such as Downed, Sleeping, Rage, etc.
Prepared Spells
Prepared Spells are Spells that certain spellcasting classes have to prepare each day in order to cast them. In turn, these classes know many spells from low levels and will eventually learn all spells from their respective class' spell list.
The number of Prepared Spells are Class' Spellcasting Ability Modifier + Class Level
.
Known Spells
Known Spells are memorized Spells by certain spellcasting classes, these spells are Always Prepared. In turn, these classes know fewer spells from low levels and will be unable to learn all spells from their respective class' spell list.
- Classes that use Known Spells:
- Arcane Trickster (Rogue)
- Bard
- Eldritch Knight (Fighter)
- Ranger
- File:Sorcerer Class Icon 2.png Sorcerer
- Warlock
List Of Spells
All Spells
Cantrips
Cantrips are type of Spells that can be cast at will without expending Spell Slots
List of Cantrips:
- Acid Splash
- Blade Ward
- File:Chill Touch Icon.png Chill Touch
- Dancing Lights
- Eldritch Blast
- Fire Bolt
- Friends
- Light
- Mage Hand
- Minor Illusion
- Poison Spray
- Produce Flame
- Ray of Frost
- Resistance
- Sacred Flame
- Shillelagh
- Shocking Grasp
- Thaumaturgy
- Thorn Whip
- True Strike
1st Level Spells
1st Level Spells are Spells that consume 1st level Spell Slots when cast.
List of 1st Level Spells:
- Animal Friendship
- Armour of Agathys
- Arms of Hadar
- Bane
- Bless
- Burning Hands
- Charm Person
- Chromatic Orb
- Colour Spray
- Command (Halt)
- Create or Destroy Water
- Cure Wound
- Disguise Self
- Dissonant Whispers
- Ensnaring Strike
- Expeditious Retreat
- Faerie Fire
- False Life
- Feather Fall
- Find Familiar
- Fog Cloud
- Goodberry
- Guiding Bolt
- Grease
- Hail of Thorns
- Healing Word
- Hellish Rebuke
- Hex
- Hunter's Mark
- Inflict Wounds
- Jump
- Longstrider
- Lunar Mend
- Mage Armour
- Magic Missile
- Protection from Evil and Good
- Ray of Sickness
- Shield of Faith
- Sleep
- Speak with Animals
- Tasha's Hideous Laughter
- Thunderwave
- Witch Bolt
2nd Level Spells
2nd Level Spells are Spells that consume 2<nd level Spell Slots when cast.
List of 2nd Level Spells:
- Aid
- Barkskin
- Blindness
- Blur
- Cloud of Daggers
- Crown Of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Entangle
- Flame Blade
- Flaming Sphere
- Heat Metal
- Hold Person
- Invisibility
- Lesser Restoration
- Melf's Acid Arrow
- Mirror Image
- Misty Step
- Moonbeam
- Pass Without Trace
- Prayer of Healing
- Protection from Poison
- Ray of Enfeeblement
- Scorching Ray
- Shatter
- Silence
- Spike Growth
- Web