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character:valefor:spells [2023/05/23 14:12] Cindercharacter:valefor:spells [2023/05/24 09:09] – [Level 2 Spells] Cinder
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 ====Cantrips==== ====Cantrips====
-Level 1 = 2 Cantrips \\ 
-Level 4 = 3 Cantrips \\ 
-Level 10 = 4 Cantrips \\ 
  
 +++ Eldritch Blast | \\ //Evocation cantrip// \\
 +**Casting Time:** 1 action \\
 +**Range:** 120 feet \\
 +**Components:** V, S \\
 +**Duration:** Instantaneous \\
 +A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. \\
 +**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. ++
  
 +++ Prestigitation | \\ //transmutation cantrip// \\
 +**Casting Time:** 1 action \\
 +**Range:** 10 feet \\
 +**Components:** V, S \\
 +**Duration:** Up to 1 hour \\
 +This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: \\
 +You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. \\
 +You instantaneously light or snuff out a candle, a torch, or a small campfire. \\
 +You instantaneously clean or soil an object no larger than 1 cubic foot. \\
 +You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. \\
 +You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. \\
 +You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. \\
 +If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. ++
 +
 +++ Sword Burst | \\ //Conjuration Cantrip// \\
 +**Casting Time:** 1 action \\
 +**Range:** Self (5-foot radius) \\
 +**Components:** V \\
 +**Duration:** Instantaneous \\
 +You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. \\
 +**At Higher Levels**. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). ++ ((Source: Tasha's Cauldron of Everything))
 ====Level 1 Spells==== ====Level 1 Spells====
  
-**Lvl 1 Spell: Shield** \\ +++ Shield \\ 
-abjuration \\ +//Source: Player's Handbook// \\ 
-Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell \\ +1st-level abjuration \\ 
-Range: Self \\ +**Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell \\ 
-Components: V S \\ +**Range:** Self \\ 
-Duration: 1 round \\ +**Components:** VS \\ 
-Classes: Sorcerer, Wizard \\ +**Duration:** 1 round \\ 
-An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.+An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile++
  
-**Lv1 Spell: Cure Wounds** \\+++ Cure Wounds | \\ //Source: Player's Handbook// \\
 1st-level evocation \\ 1st-level evocation \\
-Casting Time 1 action \\ +**Casting Time:** 1 action \\ 
-Range Touch \\ +**Range:** Touch \\ 
-Components V S \\ +**Components:** VS \\ 
-Duration Instantaneous \\ +**Duration:** Instantaneous \\ 
-A creature you touch regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. \\ +A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. \\ 
-At Higher Levels: The healing 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 healing increases by 1d8 for each slot level above 1st. ++
  
-**Lv1 Spell: Detect Magic** \\ +++ Detect Magic | \\ //Source: Player's Handbook// \\ 
-1st-level divination \\ +//divination// (ritual) \\ 
-Casting Time 1 action (Ritual) \\ +**Casting Time:** 1 action \\ 
-Range Self \\ +**Range:** Self \\ 
-Components V S \\ +**Components:** VS \\ 
-Duration Conc. Up to 10 minutes \\ +**Duration:** Concentration, up to 10 minutes \\ 
-An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one. \\ +For the duration, you sense the presence of magic within 30 feet of youIf you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. \\ 
-This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.+The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. ++
  
-**LV1 Spell: Protection from Good and Evil** \\ +++ Protection from Good and Evil | \\ //School// \\ 
-Casting Time: 1 action \\ +**Casting Time:** 1 action \\ 
-Range: Touch \\ +**Range:** Touch \\ 
-Components: V S M (Holy water/powdered silver and iron; consumed) \\ +**Components:** V S M (Holy water/powdered silver and iron; consumed) \\ 
-Duration: Conc. Up to 10 minutes \\ +**Duration:** Conc. Up to 10 minutes \\ 
-One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against it.+One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against it. ++
  
  
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 ====Level 2 Spells==== ====Level 2 Spells====
  
-**Lvl 2 Spell: Branding Smite** \\ +++ Branding Smite \\ //Evocation// \\ 
-2 evocation \\ +**Casting Time:** 1 bonus action \\ 
-Casting Time: 1 bonus action \\ +**Range:** Self \\ 
-Range: Self \\ +**Components:** V \\ 
-Components: V \\ +**Duration:** Up to 1 minute \\
-Duration: Up to 1 minute \\+
 Once you use this spell when  you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. \\ Once you use this spell when  you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. \\
-At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot+**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot ++
  
-**Lv2 Spell: Find Steed** \\ +++ Find Steed \\ //Conjuration// \\ 
-2nd-level conjuration \\ +**Casting Time:** 10 minutes \\ 
-Casting Time 10 minutes \\ +**Range:** 30 feet \\ 
-Range 30 feet \\ +**Components:** V S \\ 
-Components V S \\ +**Duration:** Instantaneous \\
-Duration Instantaneous \\+
 A special steed, in the form you choose (usually a warhorse, pony, camel, elk, or mastiff, but your Dungeon Master may allow another), appears in an unoccupied space by your side. The magical steed has the statistics of its matching beast form, but if its Intelligence is normally lower than 6, it now becomes 6 and it gains the ability to understand one language you choose. The steed's creature type is not beast, but actually celestial, fey, or fiend according to your choice. \\ A special steed, in the form you choose (usually a warhorse, pony, camel, elk, or mastiff, but your Dungeon Master may allow another), appears in an unoccupied space by your side. The magical steed has the statistics of its matching beast form, but if its Intelligence is normally lower than 6, it now becomes 6 and it gains the ability to understand one language you choose. The steed's creature type is not beast, but actually celestial, fey, or fiend according to your choice. \\
 It otherwise behaves as a mount would, however when you are mounted and cast spells that normally target yourself, they can also affect your steed, and you are able to communicate with each other telepathically as far as 1 mile apart. \\ It otherwise behaves as a mount would, however when you are mounted and cast spells that normally target yourself, they can also affect your steed, and you are able to communicate with each other telepathically as far as 1 mile apart. \\
-You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time.+You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time. ++
  
 **Lv2 Spell: Shatter** \\ **Lv2 Spell: Shatter** \\
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 ====Level 4 Spells==== ====Level 4 Spells====
  
-**Lv4 Spel: Blight** \\ +++ Blight |  \\ //necromancy// \\ 
-4th-level necromancy \\ +**Casting Time:** 1 action \\ 
-Casting Time 1 action \\ +**Range:** 30 feet \\ 
-Range 30 feet \\ +**Components:** V S \\ 
-Components V S \\ +**Duration:** Instantaneous \\
-Duration Instantaneous \\+
 A creature you can see must make a Constitution save. It takes 8d8 necrotic damage on a failed save, or half as much on a success. This spell has no effect on undead or constructs. \\ A creature you can see must make a Constitution save. It takes 8d8 necrotic damage on a failed save, or half as much on a success. This spell has no effect on undead or constructs. \\
 If you target a plant creature or magical plant, it saves with disadvantage, and the spell deals maximum damage. If you target a non-magical plant that isn't a creature, it automatically dies. \\ If you target a plant creature or magical plant, it saves with disadvantage, and the spell deals maximum damage. If you target a non-magical plant that isn't a creature, it automatically dies. \\
-At Higher Levels: The damage increases by 1d8 for each slot level above 4th.+**At Higher Levels:** The damage increases by 1d8 for each slot level above 4th. ++
 ====Level 5 Spells==== ====Level 5 Spells====
  
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 After this spell is used when you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. After this spell is used when you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
  
-**Lv5 Spell, Infernal Calling**\\ +++ Teleportation Circle | \\ //Conjuration// \\ 
-Conjuration \\  +**Casting Time:** minute \\ 
-Level: 5 \\ +**Range:** 10 feet \\ 
-Casting time: 1 Minute \\ +**Components:** V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes) \\ 
-Range: 90 feet \\ +**Duration:** round \\ 
-Components: V, S, M (a ruby worth at least 999 gp) \\ +As you cast the spell, you draw 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. \\ 
-Duration: Concentration, up to hour \\ +A shimmering portal opens within the circle you drew and remains open until the end of your next turnAny creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. \\ 
-Uttering a dark incantation, you summon devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. \\ +Many major templesguildsand other important places have permanent teleportation circles inscribed somewhere within their confinesEach such circle includes unique sigil sequence – a string of magical runes arranged in a particular patternWhen you first gain the ability to cast this spellyou learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventuresYou can commit a new sigil sequence to memory after studying it for 1 minute. \\ 
-The devil is unfriendly toward you and your companionsRoll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. \\ +You can create a permanent teleportation circle by casting this spell in the same location every day for one yearYou need not use the circle to teleport when you cast the spell in this way++ ((Source: Player's Handbook))
-On each of your turnsyou can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desiresespecially if the result would draw you toward evilOtherwise, you must make Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) checkYou make the check with advantage if you say the devil’s true name. Ifyour check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it choosesIf your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so. \\ +
-If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears\\ +
-If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge +
-rating plus 1, and it obeys all your commands, with no Charisma checks required. \\  +
-At higher level \\ +
-When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. +
 ====Mystic Arcanum==== ====Mystic Arcanum====
  
  • character/valefor/spells.txt
  • Last modified: 13 months ago
  • by Cinder