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User:Toancaro/Playthroughs/Tactician

Gale

Learned spells

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.
Fire Bolt Fire Bolt Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Hurl a mote of fire.
Ray of Frost Ray of Frost Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Reduces the target's Movement Speed by 3 m / 10 ft.
Shocking Grasp Shocking Grasp Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 1.5m Damage Types The target cannot use Reactions. This spell has Advantage Icon.png Advantage on creatures with metal Armour.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Burning Hands Burning Hands Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action DEX 0 5m Damage Types Each flammable target is hit with 3d6Damage TypesFire damage.
Charm Person Charm Person Enchantment Enchantment Bard Bard
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action WIS 18m Charm a humanoid to prevent it from attacking you. You gain Advantage Icon.png Advantage on Charisma Checks in dialogue.
Chromatic Orb Chromatic Orb Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Hurl a sphere of energy. It deals 3d8Damage TypesThunder damage, or 2d8 Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning or Damage TypesPoison damage and creates a surface.
Colour Spray Colour Spray Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action 0 5m Blind Blind creatures up to a combined 33 Hit Points.
Expeditious Retreat Expeditious Retreat Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Bonus Action Concentration 0 Gain Dash Dash immediately and as a bonus action on each of your turns until this spell ends.
False Life False Life Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action 0 Bolster yourself with a necromantic facsimile of life to gain HP Icon.png 7 temporary hit points.
Feather Fall Feather Fall Transmutation Transmutation Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Bonus Action Ritual 0 9m You and nearby allies gain Immunity to Falling damage.
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. Prerequisite: The target can't be wearing Armour.
Magic Missile Magic Missile Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 18m Damage Types Create three darts of magical force, each dealing 1d4 + 1Damage TypesForce damage to its target. The darts always hit their target, and can each be targeted individually.
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.
Ray of Sickness Ray of Sickness Necromancy Necromancy Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Possibly Poisons Poisons the target.
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.
Thunderwave Thunderwave Evocation Evocation Bard Bard
Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action CON 1.5m 5m Damage Types Release a wave of thunderous force that pushes away all creatures and objects in an area, while also dealing Damage TypesThunder damage.
Witch Bolt Witch Bolt Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Damage Types Link yourself to a target with a bolt of lightning. Deal an additional 1d12Damage TypesLightning each turn by activating it.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Blur Blur Illusion Illusion Sorcerer Sorcerer
Wizard Wizard
Action Concentration 0 Attackers have Disadvantage Icon.png Disadvantage on Attack rolls against you.
Cloud of Daggers Cloud of Daggers Conjuration Conjuration Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Damage Types Conjure a cloud of spinning daggers that attack anyone inside.
Crown of Madness Crown of Madness Enchantment Enchantment Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 18m Instill madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
Darkness Darkness Evocation Evocation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Create a cloud of magical darkness that Heavily Obscures Heavily Obscures and inflicts Blind Blind to creatures within. Creatures cannot make ranged attacks into or out of it.
Darkvision (spell) Darkvision Transmutation Transmutation Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action 1.5m Grant a creature the ability to see in the dark out to a range of 12 m / 40 ft.
Detect Thoughts Detect Thoughts Divination Divination Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action Concentration Ritual 0 Focus your mind to read the thoughts of certain creatures while talking to them.
Enlarge/Reduce Enlarge/Reduce Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration 9m Make a creature larger or smaller. Either option has a duration of 10 turns. This affects their weapon damage and Strength Checks and Saving throws.
Flaming Sphere Flaming Sphere Conjuration Conjuration Druid Druid
Wizard Wizard
Action Concentration 18m 2m Damage Types Summon a Flaming Sphere that deals 2d6Damage TypesFire damage to nearby enemies and objects. It also sheds bright light in a 6 m / 20 ft radius, and dim light for an additional 6 m / 20 ft. Duration: 10 turns. You can move the sphere.
Hold Person Hold Person Enchantment Enchantment Bard Bard
Cleric Cleric
Druid Druid
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m Hold a humanoid enemy still. They can't Move, Act, or React. Attacks from within  Range: 3 m / 10 ft are always Critical Hits. At the end of each turn, the affected creature can make a Wisdom Saving throw to end this condition.
Invisibility (spell) Invisibility Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Touch a creature to turn it Invisible Invisible. Attacks against it have Disadvantage Icon.png Disadvantage. It attacks with Advantage Icon.png Advantage.
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.
Melf's Acid Arrow Melf's Acid Arrow Evocation Evocation Wizard Wizard Action Attack roll 18m Damage Types Shoot a green arrow that bursts in a spray of acid. Deals 4d4Damage TypesAcid damage immediately and 2d4Damage TypesAcid 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.
Mirror Image Mirror Image Illusion Illusion Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action 0 Create 3 illusory duplicates of yourself to distract attackers. Each duplicate increases your Armour Class Armour Class by 3.
Misty Step Misty Step Conjuration Conjuration Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Bonus Action 18m Surrounded by silver mist, you teleport to an unoccupied space you can see.
Ray of Enfeeblement Ray of Enfeeblement Necromancy Necromancy Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 18m Weaken a foe: they deal half damage with weapon attacks using Strength.
Scorching Ray Scorching Ray Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action Attack roll 18m Damage Types Hurl 3 rays of fire. Each ray deals 2d6Damage TypesFire damage.
See Invisibility (spell) See Invisibility Divination Divination Bard Bard
Sorcerer Sorcerer
Wizard Wizard
Action 0 Become able to see Invisible Invisible creatures, and possibly reveal them to others.
Web Web Conjuration Conjuration
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m 4m Cover an area in thick, flammable webbing that can Enweb Enweb creatures within. An ally can use its Help action to try and tear away the webs.

Name Spell School Classes C C R A Saving Throw Icon.png Range Icon.png D Description
Animate Dead Animate Dead Necromancy Necromancy Cleric Cleric
Wizard Wizard
Action 3m Animate a corpse to create an undead servant while not in combat.
Bestow Curse Bestow Curse Necromancy Necromancy Bard Bard
Cleric Cleric
Wizard Wizard
Action Concentration WIS 1.5m Curse a creature with your touch. The curse either bestows Disadvantage Icon.png Disadvantage on Ability checks and Saving throws, Disadvantage Icon.png Disadvantage on Attack rolls, lets you deal additional damage to the target, or robs it of its Actions. The effect of the curse is based on the variant selected, and lasts for 10 turns.
Fear Fear Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration WIS 0 9m Targets drop everything and become Fearful Fearful: they have Disadvantage Icon.png Disadvantage on Ability Checks and Attack Rolls.
Feign Death Feign Death Necromancy Necromancy Bard Bard
Cleric Cleric
Druid Druid
Wizard Wizard
Action 1.5m Put an ally in a protective coma. They become Resistant to all damage except Damage TypesPsychic. Disease and Poison no longer have any effect. Removed when Helped Helped.
Gaseous Form Gaseous Form Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.
Glyph of Warding Glyph of Warding Abjuration Abjuration Bard Bard
Cleric Cleric
Wizard Wizard
Action 9m 4m Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy the selected magical effect will trigger. The glyph will last until triggered, or until a Long Rest.
Grant Flight Grant Flight Transmutation Transmutation Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 1.5m Bestow the ability to Fly Fly upon yourself or an ally.
Haste Haste Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration 9m Target yourself or an ally to become Hastened Hastened. The creature has a +2 bonus to Armour Class Armour Class, Advantage Icon.png Advantage on Dexterity Saving throws, its Movement Speed is doubled, and can take one additional Action per turn.
Hypnotic Pattern Hypnotic Pattern Illusion Illusion Bard Bard
Sorcerer Sorcerer
Warlock Warlock
Wizard Wizard
Action Concentration 18m 9m Hypnotise Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move nor act.
Lightning Bolt Lightning Bolt Evocation Evocation Sorcerer Sorcerer
Wizard Wizard
Action 0 30m Damage Types Call forth a blast of lightning that hits all creatures in the line of the eruption.
Protection from Energy Protection from Energy Abjuration Abjuration Cleric Cleric
Druid Druid
Ranger Ranger
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 1.5m Touch a creature to grant it Resistance to Damage TypesAcid, Damage TypesCold, Damage TypesFire, Damage TypesLightning, or Damage TypesThunder damage.
Remove Curse Remove Curse Abjuration Abjuration Cleric Cleric
Paladin Paladin
Warlock Warlock
Wizard Wizard
Action 1.5m Touch a creature or object to remove all Curses and Hexes affecting it.
Sleet Storm Sleet Storm Conjuration Conjuration Druid Druid
Sorcerer Sorcerer
Wizard Wizard
Action Concentration 18m Call forth a storm that douses fire, creates an Ice Ice surface, and forces spellcasters to succeed at a Concentration Concentration Saving throw in order to maintain Concentration. Ice is a surface that is considered Difficult Terrain. Creatures moving through it have their Movement Speed halved, and will fall Prone Prone on a failed Dexterity Saving throw.
Slow Slow Transmutation Transmutation Sorcerer Sorcerer
Wizard Wizard
Action Concentration WIS 18m Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit.
Vampiric Touch Vampiric Touch Necromancy Necromancy Warlock Warlock
Wizard Wizard
Action Concentration Attack roll 1.5m Damage Types Touch an enemy to siphon their life force and regain half as many Hit Points.

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