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Spells are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge or innate ability, or via the use of scrolls and magical items. | Spells are created from the Weave, the magical energies of the multiverse. They are conjured through experience, knowledge or innate ability, or via the use of scrolls and magical items. | ||
All spells have levels – a measure of how powerful a spell is, as well as how difficult it is to cast it, and generally require a [[Spells#Spell slots|spell slot]] of the sufficient level. Spells cast from scrolls {{em|do not}} rely on spell slots to be cast. | |||
=== Spellcasting ability === | === Spellcasting ability === | ||
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Spells learned from taking levels in a class will use that class' spellcasting ability modifier. Spells from other sources use the spellcasting ability of the class the creature most recently took a {{em|first}} level in.{{note|A level 5 wizard that takes 1 level in sorcerer will use Charisma as their spellcasting ability for non-wizard spells, even if they later take more levels in wizard. However, if they take a level in cleric, they will use Wisdom as their spellcasting ability modifier instead, as this is their most recently acquired class.}}{{note|Fighters and rogues will only provide their spellcasting ability if they are level 3 and have the appropriate subclass ([[Eldritch Knight]] and [[Arcane Trickster]] respectively).}} | Spells learned from taking levels in a class will use that class' spellcasting ability modifier. Spells from other sources use the spellcasting ability of the class the creature most recently took a {{em|first}} level in.{{note|A level 5 wizard that takes 1 level in sorcerer will use Charisma as their spellcasting ability for non-wizard spells, even if they later take more levels in wizard. However, if they take a level in cleric, they will use Wisdom as their spellcasting ability modifier instead, as this is their most recently acquired class.}}{{note|Fighters and rogues will only provide their spellcasting ability if they are level 3 and have the appropriate subclass ([[Eldritch Knight]] and [[Arcane Trickster]] respectively).}} | ||
=== | === Casting spells === | ||
Similarly to class actions, most spells are cast by taking an {{action}}, but some are cast by taking a {{action|bonus}} or a {{action|reaction}}. | |||
Most spells can be interrupted by {{SAI|Counterspell}} before they are cast. Additionally, many spells cannot be cast by {{Cond|Silenced}} creatures. | |||
==== Spell saves ==== | ==== Spell saves ==== | ||
Harmful spells which create a surface, target an area or a specific point in space ({{SAI|Fireball}}), or affect a character directly ({{SAI|Hold Person}}), | Harmful spells which create a surface, target an area or a specific point in space ({{SAI|Fireball}}), or affect a character directly ({{SAI|Hold Person}}), often allow targeted creatures to attempt to [[Saving throw|save]] against the spell, ignoring or reducing the spell's effect. | ||
The [[Difficulty Class]] (DC) of these saves – called ''spell save DC'' – is generally based on the caster's spellcasting DC: | The [[Difficulty Class]] (DC) of these saves – called ''spell save DC'' – is generally based on the caster's spellcasting DC: | ||
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==== Spell attack rolls ==== | ==== Spell attack rolls ==== | ||
Some harmful spells require the caster to make an attack roll in order to determine if it's a hit or miss. | Some harmful spells require the caster to make an [[Attack roll|attack roll]] against the target's [[Armour Class|AC]] in order to determine if it's a hit or miss. | ||
Spells in the form of rays (like {{SAI|Ray of Enfeeblement}}) or projectiles (like {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}) often require attacks rolls. | Spells in the form of rays (like {{SAI|Ray of Enfeeblement}}) or projectiles (like {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}) often require attacks rolls. |