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character:elisia:spells [2023/03/16 14:46] Cindercharacter:elisia:spells [2023/12/14 15:48] (current) Cinder
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-=====Spell List===== 
  
  
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 **Spell Slot Recovery** **Spell Slot Recovery**
  
-**Spell Preparation**+<WRAP round left 15em> 
 +^ ^ ^ Spell ^ Slots ^ ^ 
 +| 1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 | 
 +| 4th | 0/0 | 5th | 0/0 | 6th | 0/0 | 
 +| 7th | 0/0 | 8th | 0/0 | 9th | 0/0 | 
 +^ Total Cantrips  ||| 0  | 
 +^ Total Spells  ||| 0  | 
 +</WRAP> 
 +<WRAP clear /> 
 + 
 +**Spell Preperation**
  
 **Spellcasting Scores, DC, Bonus** **Spellcasting Scores, DC, Bonus**
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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 ^ 
-| Mind Sliver | +| Mind Sliver   Shield Gust of Wind Lightning Bolt Galder's Speedy Courier  
-| Light | | - | +| Light         Arms of Hadar Silence Counter Spell | - | 
-| Shape Water | | - | - | - |+| Shape Water   Creat or Destory water | - | - | - |
 | Eldrich Blast | - | - | - | - | | Eldrich Blast | - | - | - | - |
-| Mage Hand | - | - | - | - |+| Mage Hand     | - | - | - | - | 
 +| Chill Touch | - | - | - | - |
 ^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ ^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^
 | - | - | - | - | - | | - | - | - | - | - |
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 </WRAP> </WRAP>
  
-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. 
- 
-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. 
- 
-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 
- 
-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 
  
  
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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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 Source: Player's Handbook \\ Source: Player's Handbook \\
 1st-level conjuration \\ 1st-level conjuration \\
-Casting Time: 1 action \\ +**Casting Time:** 1 action \\ 
-Range: Self (10-foot radius) \\ +**Range:** Self (10-foot radius) \\ 
-Components: V, S \\ +**Components:** V, S \\ 
-Duration: Instantaneous \\+**Duration:** Instantaneous \\
 You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. \\ You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. \\
 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. ++
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 Source: Player's Handbook \\ Source: Player's Handbook \\
 3rd-level evocation \\ 3rd-level evocation \\
-Casting Time: 1 action \\ +**Casting Time:** 1 action \\ 
-Range: Self (100-foot line) \\ +**Range:** Self (100-foot line) \\ 
-Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass) \\ +**Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) \\ 
-Duration: Instantaneous \\+**Duration:** Instantaneous \\
 A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. \\ A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. \\
- 
 The lightning ignites flammable objects in the area that aren’t being worn or carried. \\ The lightning ignites flammable objects in the area that aren’t being worn or carried. \\
- 
 At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ++ At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ++
  
-**Thundering Step** //Source: Xanathar's Guide to Everything// \\ +++ Thundering Step | \\ 
-  *3rd-level conjuration +//Source: Xanathar's Guide to Everything// \\ 
-  *Casting Time: 1 action +3rd-level conjuration \\ 
-  *Range: 90 ft +**Casting Time:** 1 action \\ 
-  *Components:+**Range:** 90 ft \\ 
-  *Duration: Instantaneous \\+**Components:** \\ 
 +**Duration:** Instantaneous \\
 You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. \\ You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. \\
-You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.+You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. \\ 
 +At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. ++
  
-At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. +++ Counter Spell | \\ 
- +//Source: Player's Handbook// \\ 
-**Counter Spell** //Source: Player's Handbook// \\ +3rd-level abjuration \\ 
-  *3rd-level abjuration +**Casting Time:** 1 reaction, which you take when you see a creature within 60 feet of you casting a spell \\ 
-  *Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell +**Range:** 60 feet \\ 
-  *Range: 60 feet +**Components:** \\ 
-  *Components:+**Duration:** Instantaneous \\
-  *Duration: Instantaneous \\+
 You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. \\ You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. \\
-At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.+At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. ++
  
  
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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. 
- 
-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. 
- 
-Spell save DC = 8 + your proficiency bonus + your Charisma modifier 
- 
-Spell attack modifier = your proficiency bonus + your Charisma modifier 
- 
-**Spell casting Focus** \\ 
-You can use an arcane focus as a spellcasting focus for your sorcerer spells. 
-===== Warlock Spell casting ===== 
- 
-Pact Magic 
-Your arcane research and the magic bestowed on you by your patron have given you facility with spells. 
- 
-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. 
- 
-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 
- 
-Cantrips 
- 
-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. 
- 
-Spell Slots 
- 
-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. 
- 
-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. 
- 
-Spells Known of 1st Level and Higher 
- 
-At 1st level, you know two 1st-level spells of your choice from the warlock spell list. 
- 
-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. 
- 
-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. 
- 
-Spellcasting Ability 
- 
-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. 
- 
-Spell save DC = 8 + your proficiency bonus + your Charisma modifier 
- 
-Spell attack modifier = your proficiency bonus + your Charisma modifier 
- 
-Spellcasting Focus 
- 
-You can use an arcane focus as a spellcasting focus for your warlock spells. 
- 
- 
- 
- 
-**Multiclass Spell casting Level** \\ 
-Sorcerer Lv + 0 = Multi-class caster level 
- 
-**Max Multicasting level is 6** \\ 
-4 1st level, 3 2nd Level, 3 3rd Level 
- 
-^ 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: |  |  |  | 
-   
- 
-====Spellcasting Rules & Details==== 
- 
-**Type of Spell List you can access** 
- 
-**Spell Slot Recovery** 
- 
-Warlock 
-  *Short or Long rest to recover all warlock spell slots. 
- 
-Sorcerer 
-  *Long rest to recover all Sorcerer spell slots. 
- 
-**Spell Preperation** 
- 
-**Spellcasting Scores, DC, Bonus** 
- 
-Warlock & Sorcerer 
-  * Spell save DC = 8 + your proficiency bonus + your Charisma modifier 
-  * Spell attack modifier = your proficiency bonus + your Charisma modifier 
- 
-**Ritual Casting** \\ 
- 
-**Spellcasting Focus** 
  
-Warlock & Sorcerer 
-  * You can use an arcane focus as a spellcasting focus for your warlock spells 
  
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