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Spells: Difference between revisions
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* [[File:Seeming Icon.png|frameless|upright=0.1|link=Seeming]] [[Seeming]] | * [[File:Seeming Icon.png|frameless|upright=0.1|link=Seeming]] [[Seeming]] | ||
* [[File:Telekinesis Icon.png|frameless|upright=0.1|link=Telekinesis]] [[Telekinesis]] | * [[File:Telekinesis Icon.png|frameless|upright=0.1|link=Telekinesis]] [[Telekinesis]] | ||
* [[File: | * [[File:Spell_WallOfStone.png|frameless|upright=0.1|link=Wall of Stone]] [[Wall of Stone]] | ||
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* [[File:Spell_Abjuration_ArcaneGate.png|frameless|upright=0.1|link=Arcane Gate]] [[Arcane Gate]] | * [[File:Spell_Abjuration_ArcaneGate.png|frameless|upright=0.1|link=Arcane Gate]] [[Arcane Gate]] | ||
* [[File:Blade Barrier Icon.png|frameless|upright=0.1|link=Blade Barrier]] [[Blade Barrier]] | * [[File:Blade Barrier Icon.png|frameless|upright=0.1|link=Blade Barrier]] [[Blade Barrier]] | ||
* [[File: | * [[File:Spell_Evocation_ChainLightning.png|frameless|upright=0.1|link=Chain Lightning]] [[Chain Lightning]] | ||
* [[File: | * [[File:Spell_CircleOfDeath.png|frameless|upright=0.1|link=Circle of Death]] [[Circle of Death]] | ||
* [[File:Conjure Elemental Icon.png|frameless|upright=0.1|link=Conjure Elemental]] [[Conjure Elemental]] | * [[File:Conjure Elemental Icon.png|frameless|upright=0.1|link=Conjure Elemental]] [[Conjure Elemental]] | ||
* [[File:Create Undead Icon.png|frameless|upright=0.1|link=Create Undead]] [[Create Undead]] | * [[File:Create Undead Icon.png|frameless|upright=0.1|link=Create Undead]] [[Create Undead]] | ||
* [[File: | * [[File:Spell_Transmutation_Disintegrate.png|frameless|upright=0.1|link=Disintegrate]] [[Disintegrate]] | ||
* [[File: | * [[File:Spell_Eyebite_Panicked.png|frameless|upright=0.1|link=Eyebite]] [[Eyebite]] | ||
* [[File:Flesh to Stone Icon.png|frameless|upright=0.1|link=Flesh to Stone]] [[Flesh to Stone]] | * [[File:Flesh to Stone Icon.png|frameless|upright=0.1|link=Flesh to Stone]] [[Flesh to Stone]] | ||
* [[File: | * [[File:Spell_Abjuration_GlobeOfInvulnerability.png|frameless|upright=0.1|link=Globe of Invulnerability]] [[Globe of Invulnerability]] | ||
* [[File:Harm Icon.png|frameless|upright=0.1|link=Harm]] [[Harm]] | * [[File:Harm Icon.png|frameless|upright=0.1|link=Harm]] [[Harm]] | ||
* [[File:Heal Icon.png|frameless|upright=0.1|link=Heal]] [[Heal]] | * [[File:Heal Icon.png|frameless|upright=0.1|link=Heal]] [[Heal]] |
Revision as of 16:25, 9 August 2023
Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experience, knowledge, or innate ability to create magical Effects, deal damage to enemies, or heal their allies.
See: List of all spells
All spellcasters are proficient with Spell Attacks. When they make an Attack Roll with a Spell, they roll against the target's Armour Class (or AC):
Spells which do not invoke an Attack Roll often require the target to roll a Saving Throw against the spellcaster's spellcasting Difficulty Class (or DC):
Spell Slots
Spell Slots are the spellcasters' Resource used to cast Spells. Once Spell Slots are depleted, they can only be regained through a Long Rest, with the following notable exceptions:
- Certain classes like Wizard and some Druid subclasses have the ability to regain a small number of Spell Slots once per Long Rest.
- Warlocks only need to take a Short Rest to fully regain their Spell Slots.
Spell Slot Levels
Each Spell Slot has a level that corresponds to the level of spells that can be cast using that slot: Level 1, Level 2, Level 3, and so on.
Cantrips do not consume any spell slots and are effectively an infinite resource.
Due to their unique mechanics, the spell slots of a Warlock are colored differently, like so:
Upcasting
Upcasting refers to when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, area of effect, targets, or other effects when upcast, but some spells gain no additional benefit. Warlock spells are always upcast to their highest known spell level.
Spell Slot Amount
ESL | Spell Slots per Spell Level | |||||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | |
1 | 2 | - | - | - | - | - |
2 | 3 | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - |
4 | 4 | 3 | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - |
6 | 4 | 3 | 3 | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - |
8 | 4 | 3 | 3 | 2 | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - |
10 | 4 | 3 | 3 | 3 | 2 | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 |
12 | 4 | 3 | 3 | 3 | 2 | 1 |
The total amount of spell slots a spellcaster would get is dependent upon their Effective Spellcaster Level (ESL). For full spellcasters (s, s, s, s, and s) this is exactly their class level (A level 5 wizard has an Effective Spellcaster Level of 5); "Half-spellcasters" ( s and s), are not considered spellcasters until class level 2, at which point their Effective Spellcaster Level is their class level halved. "One-third-spellcasters" ( s and s) are all subclasses that can only be taken at class level three, their Effective Spellcaster Level is their class level divided by three. For the purpose of determining Spell Slot Distribution the Effective Spellcaster Level is rounded up.
Once the Effective Spellcaster Level is known, one can consult the following table to find out their character's spell slot distribution:
The number of spell slot for each level across ESL has no clear pattern, but when a spell level opens up does have an identifiable pattern. The maximum spell level a spellcaster has access to is their ESL halved and then rounded up.
s are unique in this regard, their spell slots are all of a uniform level, matching the highest spell slot available of a normal full spellcaster class until spell level 5, which is the highest level spell slot warlocks can have. They also simply gain a spell slot at class level 1,2, and 11.
Concentration
Main page: Concentration
Concentration is another type of resource a spellcaster has. Certain spells require the caster to continuously put focus into the spell in order to maintain its effects, such spells are called Concentration spells, and this requirement will be clearly labeled with the Concentration tag in the spell's description. The caster may still do other actions while concentrating, but are at risk of losing said concentration under certain circumstances. If the caster loses Concentration, the spell ends prematurely. A caster can only concentrate on one spell at a time, said spell will be shown on top of/next to the caster's portrait.
When the caster takes damage, they must 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, whichever is higher.
- Ways you can lose Concentration while maintaining Concentration Spells:
- Failing a Concentration Check by taking damage.
- Casting another Concentration Spell.
- Being affected by Conditions such as Downed, Sleeping, Rage, etc.
- Voluntarily ending the concentration effect. (This is done by clicking the x button on the concentrated spell's icon on top of/next to the caster's portrait)
Spellcasting Ability and Proficiency
Every class, even non-spellcasters, has an ability specifically designated to represent their ability to cast spells. This ability would be that class's Spellcasting Ability, the Ability Score Modifier of said Spellcasting Ability is directly added to the difficulty for which the spellcaster's targets face when trying to mitigate the effects of most spells from said spellcaster. This added difficulty-to-resist is more simply known as the spellcaster's Spellcasting Ability Modifier.
Non-spellcasters typically only cast spells by using magical items (which include scrolls), however, they are not considered Proficient spellcasters. Whereas actual Spellcasters are considered Proficient at spellcasting, whether with learned spells or magical items. Spellcasting Proficiency has similar function to Spellcasting Ability Modifier.
For more details, see the Saving Throw and Attack Roll pages for a comprehensive explanation of how the Spellcasting Ability Modifier and Spellcasting Proficiency is applied.
Each class uses a different Ability Score Modifier for spellcasting:
- Intelligence (INT): s, s*†, and s*†.
- Wisdom (WIS): s, s, s, and s*.
- Charisma (CHA):s, s, s, s, and s*.
*Non-spellcasters
†These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasses (s and s)
NB: Occasionally, specific spells will designate its own Spellcasting Ability regardless of the class in question, this is most commonly a result of spells obtained via racial features.Prepared Spells
Prepared Spells are Spells that must be prepared beforehand in order to be cast, this can only be done outside of combat. Spellcasters that primarily utilizes this type of spells are known as Prepared Spellcasters. This includes:
These spellcasters will need to anticipate which spells would be useful in advance. In exchange, these classes will have access to every class-level-appropriate spell in their Spell List.
Uniquely, Wizards are prepared casters that can only choose a subset of eligible spells to be learnt on leveling up, but are allowed to learn more spells by transcribing scrolls.
The number of Prepared Spells each class can have at a time is equal to (Spellcasting Ability Modifier + Class Level) (Minimum of 1)
For this purpose a Paladin's class level is halved and rounded down.
Known Spells
Known Spells are spells permanently memorized by a spellcaster, meaning these Spells are functionally Always Prepared. Spellcasters that primarily utilizes this type of spells are known as Spontaneous Spellcasters. This includes:
These spellcasters will not need to worry about spell preparation. In exchange, they can only learn a subset of their class's Spell List.
Spontaneous Spellcasters have access to the Replacement Spell feature, which allows them to swap a known spell each time they level up.
Additionally, Spells granted by Races or by certain Subclasses (such as Cleric Domains) are considered "inherent" and is Always Prepared. This happens even if the character in question has a class that is normally is a Prepared Spellcaster.
Ritual Spells
Ritual spells are a special type of spell. When a Ritual Spell is cast outside of combat, they do not consume spell slots and are effectively free to cast. They consume spell slots as normal in-combat.
All Spells
Note: These lists will be auto-generated in the near future, once all spell pages use Template:SpellPage. Don't spend too much time updating these lists manually, as your work will be replaced by the auto-generated lists.
Cantrips
- Cantrips are Spells that do not cost Spell Slots to cast.
Level 1 Spells
- Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.
- Animal Friendship
- Armour of Agathys
- Arms of Hadar
- Bane
- Bless
- Burning Hands
- Charm Person
- Chromatic Orb
- Colour Spray
- Command
- Compelled Duel
- Create or Destroy Water
- Cure Wounds
- Disguise Self
- Dissonant Whispers
- Divine Favour
- Enhance Leap
- Ensnaring Strike (Melee)
- Ensnaring Strike (Ranged)
- Entangle
- 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
- Ice Knife
- Inflict Wounds
- Longstrider
- Mage Armour
- Magic Missile
- Protection from Evil and Good
- Ray of Sickness
- Sanctuary
- Searing Smite
- Shield
- Shield of Faith
- Sleep
- Speak with Animals
- Tasha's Hideous Laughter
- Thunderous Smite
- Thunderwave
- Witch Bolt
- Wrathful Smite
Level 2 Spells
- Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.
- Aid
- Arcane Lock
- Barkskin
- Blindness
- Blur
- Branding Smite
- Calm Emotions
- Cloud of Daggers
- Crown of Madness
- Darkness
- Darkvision
- Detect Thoughts
- Enhance Ability
- Enlarge/Reduce
- Enthrall
- Flame Blade
- Flaming Sphere
- Gust of Wind
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Lesser Restoration
- Magic Weapon
- Melf's Acid Arrow
- Mirror Image
- Misty Step
- Moonbeam
- Pass Without Trace
- Phantasmal Force
- Prayer of Healing
- Protection from Poison
- Ray of Enfeeblement
- Scorching Ray
- See Invisibility
- Shatter
- Silence
- Spike Growth
- Spiritual Weapon
- Warding Bond
- Web
Level 3 Spells
- Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.
- Animate Dead
- Beacon of Hope
- Bestow Curse
- Blinding Smite
- Blink
- Call Lightning
- Conjure Barrage
- Counterspell
- Crusader's Mantle
- Daylight
- Elemental Weapon
- Fear
- Feign Death
- Fireball
- Fly
- Gaseous Form
- Glyph of Warding
- Haste
- Hunger of Hadar
- Hypnotic Pattern
- Mass Healing Word
- Lightning Arrow
- Lightning Bolt
- Plant Growth
- Protection from Energy
- Remove Curse
- Revivify
- Sleet Storm
- Slow
- Speak with Dead
- Spirit Guardians
- Stinking Cloud
- Vampiric Touch
- Warden of Vitality
Level 4 Spells
- Level 4 Spells are Spells that consume Level 4 Spell Slots when cast.
Level 5 Spells
- Level 5 Spells are Spells that consume Level 5 Spell Slots when cast.
Level 6 Spells
- Level 6 Spells are Spells that consume Level 6 Spell Slots when cast.
- Arcane Gate
- Blade Barrier
- Chain Lightning
- Circle of Death
- Conjure Elemental
- Create Undead
- Disintegrate
- Eyebite
- Flesh to Stone
- Globe of Invulnerability
- Harm
- Heal
- Heroes' Feast
- File:Otiluke's Freezing Sphere Icon.png Otiluke's Freezing Sphere
- File:Otto's Irresistible Dance Icon.png Otto's Irresistible Dance
- Planar Ally
- Sunbeam
- File:Wall of Ice Icon.png Wall of Ice
- File:Wall of Thorns Icon.png Wall of Thorns
- File:Wind Walk Icon.png Wind Walk
Spell Properties Table
Note: This table will be auto-generated in the near future, once all spell pages use Template:SpellPage. Don't spend too much time updating this table manually, as your work will be replaced by the auto-generated table.
Trivia
- Some spells were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Spell Changes.