User:Toancaro/List of utilities spells: Difference between revisions

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/>{{#arraydefine: spellsArmourClassBuff | Shield of Faith,Warding Bond,Mage Armour,Shield}}<nowiki
/>{{#arraydefine: spellsArmourClassBuff | Shield of Faith,Warding Bond,Mage Armour,Shield}}<nowiki
/>{{#arraydefine: spellsArmourClassDebuff | }}<nowiki
/>{{#arraydefine: spellsArmourClassDebuff | }}<nowiki
/>{{#arraydefine: spellsAttackRollBuff | Magic Weapon,Shillelagh}}<nowiki
/>{{#arraydefine: spellsAttackRollBuff | Magic Weapon,Shillelagh,Bless}}<nowiki
/>{{#arraydefine: spellsAttackRollDebuff | Bane}}<nowiki
/>{{#arraydefine: spellsAttackRollDebuff | Bane}}<nowiki
/>{{#arraydefine: spellsAttackRollAdvantage | Ensnaring Strike,Blindness,True Strike,Entangle,Fog Cloud,Grease,Ice Knife}}<nowiki
/>{{#arraydefine: spellsAttackRollAdvantage | Ensnaring Strike,Blindness,True Strike,Entangle,Fog Cloud,Grease,Ice Knife,Command,Sleep}}<nowiki
/>{{#arraydefine: spellsAttackRollDisadvantage | Ensnaring Strike,Blindness,Vicious Mockery,Bone Chill,Protection from Evil and Good,Entangle,Fog Cloud}}<nowiki
/>{{#arraydefine: spellsAttackRollDisadvantage | Ensnaring Strike,Blindness,Vicious Mockery,Bone Chill,Protection from Evil and Good,Entangle,Fog Cloud,Dissonant Whispers}}<nowiki
/>{{#arraydefine: spellsSavingThrowBuff | Resistance}}<nowiki
/>{{#arraydefine: spellsSavingThrowBuff | Resistance,Bless}}<nowiki
/>{{#arraydefine: spellsSavingThrowDebuff | Bane}}<nowiki
/>{{#arraydefine: spellsSavingThrowDebuff | Bane,Sleep}}<nowiki
/>{{#arraydefine: spellsSavingThrowAdvantage | }}<nowiki
/>{{#arraydefine: spellsSavingThrowAdvantage | }}<nowiki
/>{{#arraydefine: spellsSavingThrowDisadvantage | Ensnaring Strike,Entangle,Grease,Ice Knife}}<nowiki
/>{{#arraydefine: spellsSavingThrowDisadvantage | Ensnaring Strike,Entangle,Grease,Ice Knife,Command}}<nowiki
/>{{#arraydefine: spellsAbilityCheckAdvantage | Guidance,Friends,Thaumaturgy,Animal Friendship}}<nowiki
/>{{#arraydefine: spellsAbilityCheckAdvantage | Guidance,Friends,Thaumaturgy,Animal Friendship,Charm Person}}<nowiki
/>{{#arraydefine: spellsAbilityCheckDisadvantage | }}<nowiki
/>{{#arraydefine: spellsAbilityCheckDisadvantage | Dissonant Whispers,Hex}}<nowiki
/>{{#arraydefine: spellsConditionProtection | Protection from Evil and Good}}<nowiki
/>{{#arraydefine: spellsConditionProtection | Protection from Evil and Good,Heroism}}<nowiki
/>{{#arrayunion: spellsAll | spellsArmourClassBuff | spellsArmourClassDebuff | spellsAttackRollBuff | spellsAttackRollDebuff | spellsAttackRollAdvantage | spellsAttackRollDisadvantage | spellsSavingThrowBuff | spellsSavingThrowDebuff | spellsSavingThrowAdvantage | spellsSavingThrowDisadvantage | spellsAbilityCheckAdvantage | spellsAbilityCheckDisadvantage | spellsConditionProtection}}<nowiki
/>{{#arrayunion: spellsAll | spellsArmourClassBuff | spellsArmourClassDebuff | spellsAttackRollBuff | spellsAttackRollDebuff | spellsAttackRollAdvantage | spellsAttackRollDisadvantage | spellsSavingThrowBuff | spellsSavingThrowDebuff | spellsSavingThrowAdvantage | spellsSavingThrowDisadvantage | spellsAbilityCheckAdvantage | spellsAbilityCheckDisadvantage | spellsConditionProtection}}<nowiki



Revision as of 10:01, 15 January 2024

All

These are all spells on this page.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Bone Chill Bone Chill Necromancy Necromancy Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Attack roll 18m Damage Types Prevent the target from healing until your next turn. An undead target receives Disadvantage Icon.png Disadvantage on Attack rolls.
Friends Friends Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 9m Gain Advantage Icon.png Advantage on Charisma Charisma Checks against a non-hostile creature.
Guidance Guidance Divination Divination Cleric Cleric
Druid Druid
Action Concentration 1.5m The target gains D4 Physical.png +1d4 bonus to Ability checks. Duration: 10 turns
Resistance (Cantrip) Resistance Abjuration Abjuration Cleric Cleric
Druid Druid
Action Concentration 1.5m Make a target more resistant to spell effects and conditions: it receives a D4 Physical.png +1d4 bonus to Saving throws.
Shillelagh Shillelagh Transmutation Transmutation Druid Druid Bonus Action 0 Quarterstaff or Club Required. Your staff or club becomes magical: it deals D8 Physical.png 1d8 + Wisdom ModifierDamage TypesBludgeoning damage, and uses your Spellcasting Ability for Attack rolls.
Thaumaturgy Thaumaturgy Transmutation Transmutation Cleric Cleric Action 0 Gain Advantage Icon.png Advantage on Intimidation and Performance Checks.
True Strike True Strike Divination Divination Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Gain Advantage Icon.png Advantage on your next Attack roll.
Vicious Mockery Vicious Mockery Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Insult a creature: it has Disadvantage Icon.png Disadvantage on its next Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Bane (spell) Bane Enchantment Enchantment Bard Bard
Cleric Cleric
Action Concentration 9m Up to 3 creatures receive a D4 Physical.png -1d4 penalty to Attack rolls and Saving throws.
Bless Bless Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action Concentration 9m Bless up to 3 creatures. They gain a D4 Slashing.png +1d4 bonus to Attack rolls and Saving throws.
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 18m Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects.
Dissonant Whispers Dissonant Whispers Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Frighten Frighten a creature: they'll have Disadvantage Icon.png Disadvantage on Ability checks and Attack rolls and they cannot move.
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Shield (spell) Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blindness Blindness Necromancy Necromancy Bard Bard
Cleric Cleric
Sorcerer Sorcerer
Wizard Wizard
Action 18m Limit a foe's sight range. It is easier to hit, and the creature will miss more often. Attack rolls against it have Advantage Icon.png Advantage and the foe attacks with Disadvantage Icon.png Disadvantage.
Magic Weapon Magic Weapon Transmutation Transmutation Paladin Paladin
Wizard Wizard
Action Concentration 1.5m Infuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack rolls and Damage Rolls.
Warding Bond Warding Bond Abjuration Abjuration Cleric Cleric Action 1.5m Ward an ally. They gain resistance to all damage, and a +1 bonus to their Armour Class Armour Class and Saving throws.

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Armour Class

Armour Class buff spells

These are spells that increase Armour Class Armour Class.

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Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Mage Armour Mage Armour Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Surround an unarmoured creature in a protective magical force. Its Armour Class Armour Class increases to 13 + its Dexterity modifier.
Shield (spell) Shield Abjuration Abjuration Sorcerer Sorcerer
Wizard Wizard
Reaction 0 When you are about to be hit by an enemy, use your Reaction to increase your Armour Class Armour Class by 5. You also take no damage from Magic Missile Magic Missile. These effects last until the start of your next turn.
Shield of Faith Shield of Faith Abjuration Abjuration Cleric Cleric
Paladin Paladin
Bonus Action Concentration 18m Surround a creature with a shimmering field of magic that increases its Armour Class Armour Class by 2.

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Armour Class debuff spells

These are spells that decrease Armour Class Armour Class.

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Attack roll

Attack roll buff spells

These are spells that increase Attack roll.

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Attack roll debuff spells

These are spells that decrease Attack roll.

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Attack roll advantage

These are spells that give Advantage Icon.png Advantage on Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 18m Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects.
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.
Sleep Sleep Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 18m Put creatures into a magical slumber. Select targets up to a combined 24 Hit Points.

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Attack roll disadvantage

These are spells that give Disadvantage Icon.png Disadvantage on Attack roll.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Dissonant Whispers Dissonant Whispers Enchantment Enchantment Bard Bard Action WIS 18m Damage Types Frighten Frighten a creature: they'll have Disadvantage Icon.png Disadvantage on Ability checks and Attack rolls and they cannot move.
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.
Fog Cloud Fog Cloud Conjuration Conjuration Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 5m Create a cloud of dense fog to Heavily Obscure Heavily Obscure and Blind Blind creatures within.
Protection from Evil and Good Protection from Evil and Good Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Protect an ally against the attacks and powers of Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.

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Saving throw

Saving throw buff spells

These are spells that increase Saving throw.

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Saving throw debuff spells

These are spells that decrease Saving throw.

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Saving throw advantage

These are spells that give Advantage Icon.png Advantage on Saving throw.

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Saving throw disadvantage

These are spells that give Disadvantage Icon.png Disadvantage on Saving throw.

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Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Command Command Enchantment Enchantment Cleric Cleric
Paladin Paladin
Action 18m Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. The target must succeed on a Wisdom saving throw in order to resist the effects.
Ensnaring Strike Ensnaring Strike Conjuration Conjuration Ranger Ranger Action Concentration Attack roll m Damage Types Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6Damage TypesPiercing damage at the start of each turn. An ally can use their Help Action to try and tear away the vines.
Entangle Entangle Conjuration Conjuration Druid Druid Action Concentration 18m 3m Vines sprout from the ground, turning it into Difficult Terrain Difficult Terrain and possibly Entangling Entangling creatures within.
Grease Grease Conjuration Conjuration Wizard Wizard Action 18m Cover the ground in flammable grease. It becomes Difficult Terrain and creatures within can fall Prone Prone.
Ice Knife Ice Knife Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m 2m Damage Types Throw a shard of ice that deals 1d10Damage TypesPiercing damage. It explodes and deals 2d6Damage TypesCold damage to anyone nearby. It leaves an Ice Ice surface. On miss, the shard of ice still explodes.

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Ability check

Ability check advantage

These are spells that give Advantage Icon.png Advantage on Ability check.

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Ability check disadvantage

These are spells that give Disadvantage Icon.png Disadvantage on Ability check.

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Condition

Condition protection

These are spells that give protection against some conditions.

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