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character:elisia:spells [2022/10/08 14:54] – [Cantrips] Cindercharacter:elisia:spells [2023/03/16 14:58] – [Spell List] Cinder
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-=====Spell List===== 
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-**Multiclass Spell casting Level** If Applicable \\ 
-Class 1 LV + Class 2 LV = Multi-class caster level 
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-^ Character Level ^ Class Leveled ^ Slots Gained ^ Spells Gained ^  ^ Character Level ^ Class Leveled ^ Slots Gained ^ Spells Gained ^ 
-| Level 1: |  |  |  |  | Level 11: |  |  |  | 
-| Level 2: |  |  |  |  | Level 12: |  |  |  | 
-| Level 3: |  |  |  |  | Level 13: |  |  |  | 
-| Level 4: |  |  |  |  | Level 14: |  |  |  | 
-| Level 5: |  |  |  |  | Level 15: |  |  |  | 
-| Level 6: |  |  |  |  | Level 16: |  |  |  | 
-| Level 7: |  |  |  |  | Level 17: |  |  |  | 
-| Level 8: |  |  |  |  | Level 18: |  |  |  | 
-| Level 9: |  |  |  |  | Level 19: |  |  |  | 
-| Level 10: |  |  |  |  | Level 20: |  |  |  | 
-| Cantrips: |  |  |  |  | Bonus: |  |  |  | 
-   
  
 ====Spellcasting Rules & Details==== ====Spellcasting Rules & Details====
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 <WRAP box> <WRAP box>
 ^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^  ^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^ 
-Spell Spell Spell Spell Spell +Mind Sliver   Shield Gust of Wind Lightning Bolt Galder's Speedy Courier  
-Spell Spell Spell | Spell | Spell +Light         Arms of Hadar Silence Counter Spell | 
-Spell Spell Spell Spell Spell +Shape Water   Creat or Destory water 
-Spell Spell Spell Spell Spell +Eldrich Blast 
-Spell Spell Spell Spell Spell |+Mage Hand     - | 
 +| Chill Touch | - | - | - | - |
 ^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ ^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^
-Spell Spell Spell Spell Spell +
-Spell Spell Spell Spell Spell +
-Spell Spell Spell Spell Spell +
-Spell Spell Spell Spell Spell +
-Spell Spell Spell Spell Spell |+|
  
 //Bold = Prepared Spell// //Bold = Prepared Spell//
  
 </WRAP> </WRAP>
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-You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. 
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-At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. 
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-At 1st level, you know two 1st-level spells of your choice from the warlock spell list. \\ Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list 
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-You know two 1st-level spells of your choice from the sorcerer spell list. \\ Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list 
  
  
  
 +==== Meta Magic ====
  
 ====Cantrips==== ====Cantrips====
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 If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.++ If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.++
  
-++Shocking Grasp | \\ +
-//Evocation cantrip// \\ +
-**Casting Time:** 1 action \\ +
-**Range:** Touch \\ +
-**Components:** V, S \\ +
-**Duration:** Instantaneous \\ +
-Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. \\ +
-**At Higher Levels** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). +++
  
 ++Mage Hand | \\ ++Mage Hand | \\
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 **At Higher Levels** The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. ++ **At Higher Levels** The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. ++
  
-**Minor Illusion** +
-  *Illusion cantrip +
-  *Casting Time: 1 action +
-  *Range: 30 feet +
-  *Components: S, M (a bit of fleece) +
-  *Duration: 1 minute \\ +
-You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. \\ +
-If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. \\ +
-If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. \\ +
-If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.+
  
 ====Level 1 Spells==== ====Level 1 Spells====
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 At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ++ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. ++
  
-**Create or Destroy water** //Source: Player's Handbook// \\ +++ Create or Destroy water| \\ 
-  *1st-level transmutation +//Source: Player's Handbook// \\ 
-  *Casting Time: 1 action +1st-level transmutation \\ 
-  *Range: 30 feet +**Casting Time:** 1 action \\ 
-  *Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) +**Range:** 30 feet \\ 
-  *Duration: Instantaneous \\+**Components:** V, S, M (a drop of water if creating water or a few grains of sand if destroying it) \\ 
 +**Duration:** Instantaneous \\
 You either create or destroy water. \\ You either create or destroy water. \\
-  *Create WaterYou create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. +**Create Water** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. \\ 
-  *Destroy WaterYou destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.+**Destroy Water** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. \\ 
 +__At Higher Levels__. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. ++
  
-At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. +++ Thunderwave | \\ 
- +//Source: Player's Handbook// \\ 
-**Thunderwave** //Source: Player's Handbook// \\ +1st-level evocation \\ 
-  *1st-level evocation +**Casting Time:** 1 action \\ 
-  *Casting Time: 1 action +**Range:** Self (15-foot cube) \\ 
-  *Range: Self (15-foot cube) +**Components:** V, S \\ 
-  *Components: V, S +**Duration:** Instantaneous \\
-  *Duration: Instantaneous \\+
 A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. \\ A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. \\
-In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. +In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. \\ 
- +__At Higher Levels__. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ++
-At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.+
 ====Level 2 Spells==== ====Level 2 Spells====
  
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 ++ Galder's Speedy Courier |. \\ ++ Galder's Speedy Courier |. \\
 //Source: Lost Laboratory of Kwalish// //Source: Lost Laboratory of Kwalish//
-conjuration \\ +//conjuration// \\ 
-Casting Time: 1 action \\ +**Casting Time:** 1 action \\ 
-Range: 10 feet \\ +**Range:** 10 feet \\ 
-Components: V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) \\ +**Components:** V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) \\ 
-Duration: 10 minutes \\+**Duration:** 10 minutes \\
 You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. \\ You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body. \\
  
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 ++ Summon Arbritration | \\ ++ Summon Arbritration | \\
-Source: Tasha's Cauldron of Everything \\ +//Source: Tasha's Cauldron of Everything// \\ 
-4th-level conjuration \\ +//conjuration// \\ 
-Casting Time: 1 action \\ +**Casting Time:** 1 action \\ 
-Range: 90 feet \\ +**Range:** 90 feet \\ 
-Components: V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) \\ +**Components:** V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) \\ 
-Duration: Concentration, up to 1 hour \\+**Duration:** Concentration, up to 1 hour \\
 You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. \\ You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. \\
  
 The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger. \\ The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger. \\
- +**At Higher Levels** When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block. \\ ++
-At Higher LevelsWhen you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block. \\ +++
  
 ++ Storm Sphere | \\ ++ Storm Sphere | \\
-Source: Xanathar's Guide to Everything \\ +//Source: Xanathar's Guide to Everything// \\ 
-4th-level evocation \\ +//evocation// \\ 
-Casting Time: 1 action \\ +**Casting Time:** 1 action \\ 
-Range: 150 feet \\ +**Range:** 150 feet \\ 
-Components: V, S \\ +**Components:** V, S \\ 
-Duration: Concentration, up to 1 minute \\+**Duration:** Concentration, up to 1 minute \\
 A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. \\ A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. \\
  
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 Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. \\ Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. \\
  
-At Higher LevelsWhen you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. +++**At Higher Levels** When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. ++
  
 ====Level 5 Spells==== ====Level 5 Spells====
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 ---- ----
-===== Sorcerer Spell casting ===== 
- 
-**Spell casting** \\ 
-An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. 
- 
-**Cantrips** \\ 
-At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. 
- 
-**Spell Slots** \\ 
-The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 
- 
-**Spells Known of 1st Level and Higher** \\ 
-You know two 1st-level spells of your choice from the sorcerer spell list. 
- 
-The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. 
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-Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. 
- 
-**Spell-casting Ability** \\ 
-Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. 
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-Spell save DC = 8 + your proficiency bonus + your Charisma modifier 
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-Spell attack modifier = your proficiency bonus + your Charisma modifier 
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-**Spell casting Focus** \\ 
-You can use an arcane focus as a spellcasting focus for your sorcerer spells. 
-===== Warlock Spell casting ===== 
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-Pact Magic 
-Your arcane research and the magic bestowed on you by your patron have given you facility with spells. 
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-Expanded Spell List 
-The Fathomless lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. 
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-Lurker Expanded Spells 
-Spell Level Spells 
-1st Create or Destroy Water, Thunderwave 
-2nd Gust of Wind, Silence 
-3rd Lightning Bolt, Sleet Storm 
-4th Control Water, Summon Elemental 
-5th Bigby's Hand (appears as a tentacle), Cone of Cold 
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-Cantrips 
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-You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. 
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-Spell Slots 
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-The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. 
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-For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. 
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-Spells Known of 1st Level and Higher 
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-At 1st level, you know two 1st-level spells of your choice from the warlock spell list. 
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-The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. 
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-Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. 
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-Spellcasting Ability 
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-Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. 
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-Spell save DC = 8 + your proficiency bonus + your Charisma modifier 
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-Spell attack modifier = your proficiency bonus + your Charisma modifier 
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-Spellcasting Focus 
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-You can use an arcane focus as a spellcasting focus for your warlock spells. 
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- 
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-**Multiclass Spell casting Level** \\ 
-Sorcerer Lv + 0 = Multi-class caster level 
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-**Max Multicasting level is 6** \\ 
-4 1st level, 3 2nd Level, 3 3rd Level 
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-^ Character Level ^ Class Leveled ^ Slots Gained ^ Spells Gained ^  ^ Character Level ^ Class Leveled ^ Slots Gained ^ Spells Gained ^ 
-| Level 1: | Warlock  | 1 1st | 2CnTp, 2 1st |  | Level 11: |  |  |  | 
-| Level 2: | Sorcerer | 2 1st | 4cnTp, 2 1st |  | Level 12: |  |  |  | 
-| Level 3: |  |  |  |  | Level 13: |  |  |  | 
-| Level 4: |  |  |  |  | Level 14: |  |  |  | 
-| Level 5: |  |  |  |  | Level 15: |  |  |  | 
-| Level 6: |  |  |  |  | Level 16: |  |  |  | 
-| Level 7: |  |  |  |  | Level 17: |  |  |  | 
-| Level 8: |  |  |  |  | Level 18: |  |  |  | 
-| Level 9: |  |  |  |  | Level 19: |  |  |  | 
-| Level 10: |  |  |  |  | Level 20: |  |  |  | 
-| Cantrips: |  |  |  |  | Bonus: |  |  |  | 
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-====Spellcasting Rules & Details==== 
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-**Type of Spell List you can access** 
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-**Spell Slot Recovery** 
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-Warlock 
-  *Short or Long rest to recover all warlock spell slots. 
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-Sorcerer 
-  *Long rest to recover all Sorcerer spell slots. 
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-**Spell Preperation** 
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-**Spellcasting Scores, DC, Bonus** 
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-Warlock & Sorcerer 
-  * Spell save DC = 8 + your proficiency bonus + your Charisma modifier 
-  * Spell attack modifier = your proficiency bonus + your Charisma modifier 
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-**Ritual Casting** \\ 
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-**Spellcasting Focus** 
  
-Warlock & Sorcerer 
-  * You can use an arcane focus as a spellcasting focus for your warlock spells 
  
  • character/elisia/spells.txt
  • Last modified: 7 months ago
  • by Cinder