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Spells: Difference between revisions

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; Intelligence : [[Fighter]], [[Rogue]], [[Wizard]].
; Intelligence : [[Fighter]], [[Rogue]], [[Wizard]].
; Wisdom : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; Wisdom : [[Cleric]], [[Druid]], [[Monk]], [[Ranger]].
; Charisma: [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
; Charisma : [[Barbarian]], [[Bard]], [[Paladin]], [[Sorcerer]], [[Warlock]].
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Each spell belongs to a [[School|school]] which defines its purpose, as well as a range at which it can be cast and a target or [[Area|area of effect]]. The spell's effects may apply only when cast, or the spell may have a duration (measured in ''turns'').
Each spell belongs to a [[School|school]] which defines its purpose, as well as a range at which it can be cast and a target or [[Area|area of effect]]. The spell's effects may apply only when cast, or the spell may have a duration (measured in ''turns'').


Most spells can be interrupted by {{SAI|Counterspell}} before they are cast, and, spells with a ''verbal'' component cannot be cast by {{Cond|Silenced}} creatures.
Most spells can be interrupted by {{SAI|Counterspell}} before they are cast, and spells with a ''verbal'' component cannot be cast by {{Cond|Silenced}} creatures.


=== Casting time ===
=== Casting time ===
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=== Spell attack rolls ===
=== Spell attack rolls ===
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.  
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 a 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.
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{{hatnote|Main article: [[Concentration]]}}
{{hatnote|Main article: [[Concentration]]}}
[[File:Concentration_Example.webp|thumb|300px|right|Concentration icon in the hotbar. Clicking "X" will end concentration.]]
[[File:Concentration_Example.webp|thumb|300px|right|Concentration icon in the hotbar. Clicking "X" will end concentration.]]
Most spells with a duration require {{Concentration}} to maintain for its duration. A caster may only maintain the effect of one concentration spell at a time. If concentration on a spell is broken, the spell's effects are ended.
Most spells with a duration require {{Concentration}} to maintain them for the duration. A caster may only maintain the effect of one concentration spell at a time. If concentration on a spell is broken, the spell's effects are ended immediately.


==== Ending concentration ====
==== Ending concentration ====
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; Manually : Concentration can be manually interrupted at any time via the ''x'' on the concentrated spell's icon, next to the caster's main portrait.
; Manually : Concentration can be manually interrupted at any time via the ''x'' on the concentrated spell's icon, next to the caster's main portrait.
; Taking damage : When a creature concentrating on a spell takes damage, they make a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher.{{note|Constitution saves are sometimes erroneously referred to as a ''Constitution checks''.}} If the save fails, concentration ends.
; Taking damage : When a creature concentrating on a spell takes damage, they make a Constitution save against a DC equal to half the damage taken, or 10, whichever is higher.{{note|Constitution saves are sometimes erroneously referred to as a ''Constitution checks''.}} If the save fails, concentration ends.
; Conditions : Some conditions – such as {{Cond|Downed}} or {{Cond|Sleeping}} – also interrupt conditions, without allowing a save.
; Conditions : Some conditions – such as {{Cond|Downed}} or {{Cond|Sleeping}} – also interrupt concentration, without allowing a save.
; Long rests : Taking a long rest ends concentration.
; Long rests : Taking a long rest ends concentration.


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=== Prepared spells ===
=== Prepared spells ===
[[File:Prepared Spells Icon.webp|24px]]
[[File:Prepared Spells Icon.webp|24px]]
Some casters – known as ''prepared spellcasters'' to set them apart from ''spontaneous spellcasters'' – need to prepare a selection of their spells in order to cast to cast them. Preparing spells is only possible outside of combat.
Some casters – known as ''prepared spellcasters'' to set them apart from ''spontaneous spellcasters'' – need to prepare a selection of their spells in order to cast them. Preparing spells is only possible outside of combat.


Prepared spellcasters include:
Prepared spellcasters include:
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A caster's available Spellcasting spell slots are determined by the their effective spellcaster level (ESL). A full caster's ESL is exactly their class level, whereas the ESL of half-casters and one-third casters is equal to half and one third their level, respectively, rounded up.
A caster's available Spellcasting spell slots are determined by the effective spellcaster level (ESL). A full caster's ESL is exactly their class level, whereas the ESL of half-casters and one-third casters is equal to half and one third their level, respectively, rounded up.


When multiple classes with the Spellcasting feature are chosen for a character, the character's ESL is instead the ESL of every individual spellcasting class that the character has, each rounded down, and then summed up.
When multiple classes with the Spellcasting feature are chosen for a character, the character's ESL is instead the ESL of every individual spellcasting class that the character has, each rounded down, and then summed up.


==== Pact Magic ====
==== Pact Magic ====
Warlocks do not cast spells through the Spellcasting feature, but through their unique Pact Magic feature. Spells casted via Pact Magic are always cast at the highest available Pact Magic spell slots, which are replenished on a short rest.
Warlocks do not cast spells through the Spellcasting feature, but through their unique Pact Magic feature. Spells cast via Pact Magic are always cast using the highest available Pact Magic spell slots, which are replenished on a short rest.


Distinguishing them from Spellcasting spell slots, Pact Magic spell slots have a unique colour: {{SpellSlot|1 Warlock|2|w=24}}
Distinguishing them from Spellcasting spell slots, Pact Magic spell slots have a unique colour: {{SpellSlot|1 Warlock|2|w=24}}

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