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character:iblee:spells [2020/08/13 12:14] – ↷ Page moved and renamed from character:nito:spell_list to character:iblee:spells Cindercharacter:iblee:spells [2023/05/11 12:48] (current) – [Spell List] Cinder
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 +======Iblee's Spell Page======
 +
 =====Character Spell List===== =====Character Spell List=====
  
 [[character:iblee|{{:wiki:media:back.png?65|}}]] [[character:iblee|{{:wiki:media:back.png?65|}}]]
  
-**Multiclass Spell casting Level** If Applicable \\ 
-Class 1 LV + Class 2 LV = Multi-class caster level 
  
-^ 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====
  
 +Spellcasting
 +You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
  
  
-Cantrips+Cantrips (0-Level Spells) 
 +At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
  
-At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.+When you gain a level in this classyou can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
  
-Spellbook 
- 
-At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. 
- 
-At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. 
  
  
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 **Spell Slot Recovery** **Spell Slot Recovery**
  
-**Spell Preperation** \\ +**Spell Preparation** \\ 
-You prepare the list of artificer & Wizard spells that are available for you to cast, choosing from the artificer Spell list Or your Wizard spellbook\\ choose a number of artificer spells equal to (Intelligence modifier + half artificer level rounded down) \\ And a number of spells equal to (Intelligence modifier + your wizard level) \\ The spells must be of level for which you have spell slots.+The Artificer table shows how many spell slots you have to cast your artificer spellsTo cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell'level or higher. You regain all expended spell slots when you finish a long rest.
  
-You can change your list of prepared spells when you finish a long restPreparing new list of spells requires time spent in tinkering with your spellcasting focuses and/or studying your Wizard Spellbook. \\ at least 1 minute per spell level for each spell on your list.+You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell listWhen you do so, choose number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
  
-**Learning Spells** +For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
  
-Each time you gain wizard level, you can add two wizard spells of your choice to your spellbookEach of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.+You can change your list of prepared spells when you finish long restPreparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
  
-**Spellcasting Scores, DC, Bonus**+**Spellcasting Scores, DC, Bonus**\\ 
 +Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
  
 Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
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 Spell attack modifier = your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
  
-**Ritual Casting**  +**Ritual Casting** \\ 
-You can cast an Artificer and/or Wizard spell as a ritual if that spell has the ritual tag and you have the spell prepared.+You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
  
-**Spellcasting Focus**+**Spellcasting Focus** \\ 
 +Iblee's Spell-Casting focus is the various gadgets she has on her. Grenades, stunners, wrist displays
  
-You can use an arcane focus as a spellcasting focus for your wizard spells. +You produce your artificer spell effects through your tools. You must have a spellcasting focus specifically thieves' tools or some kind of artisan's tool in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
- +
-You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisans tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.+
  
 After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
  
-**Wizard Spellbook** 
  
-The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.+=====Spell List=====
  
-Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. +<WRAP box> 
-Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. +^ Cantrip ^ Level 1 ^ Level ^ Level 3 ^ Level 4 ^  
-For each level of the spell, the process takes hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.+| Thaumaturgy | Create and Destroy Water | Vortex Warp | - | - | 
 +| Shape Water | Farei Fire | Identify | - | - | 
 +| - | Tasha's Caustic Brew | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - |
  
-Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want +//Bold Prepared Spell//
-to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. +
-If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. +
- +
-=====Spell List=====+
  
 +</WRAP>
 ====Cantrips==== ====Cantrips====
  
 +++Shape Water | \\
 +//Transmutation cantrip// \\
 +**Casting Time:** 1 action \\
 +**Range:** 30 feet \\
 +**Components:** S \\
 +**Duration:** Instantaneous or 1 hour \\
 +You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: \\
 +  *You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. \\
 +  *You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. \\
 +  *You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. \\
 +  *You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. \\
 +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.++
 +
 +++ Thaumaturgy | //Source: Player's Handbook// \\
 +//Transmutation cantrip// \\
 +**Casting Time:** 1 action \\
 +**Range:** 30 feet \\
 +**Components:** V \\
 +**Duration:** Up to 1 minute \\
 +You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: \\
 +Your voice booms up to three times as loud as normal for 1 minute. \\
 +You cause flames to flicker, brighten, dim, or change color for 1 minute. \\
 +You cause harmless tremors in the ground for 1 minute. \\
 +You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. \\
 +You instantaneously cause an unlocked door or window to fly open or slam shut. \\
 +You alter the appearance of your eyes for 1 minute. \\
 +If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. ++
 ====Level 1 Spells==== ====Level 1 Spells====
 +
 +++ Faerie Fire | \\
 +**Casting Time:** 1 action \\
 +**Range:** 60 feet \\
 +**Components:** V \\
 +**Duration:** Concentration, up to 1 minute \\
 +Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). \\
 +Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. \\
 +Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. ++
 +
 +++ Detect Magic | \\ //Source: Player's Handbook// \\
 +//divination// (ritual) \\
 +**Casting Time:** 1 action \\
 +**Range:** Self \\
 +**Components:** V, S \\
 +**Duration:** Concentration, up to 10 minutes \\
 +For the duration, you sense the presence of magic within 30 feet of you. If 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. \\
 +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. ++
 +
 +++ Tasha's Caustic Brew | //Source: Tasha's Cauldron of Everything// \\
 +//1st-level evocation// \\
 +**Casting Time:** 1 action \\
 +**Range:** Self (30-foot line) \\
 +**Components:** V, S, M (a bit of rotten food) \\
 +**Duration:** Concentration, up to 1 minute \\
 +A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. \\
 +**At Higher Levels:** When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. ++
  
 ====Level 2 Spells==== ====Level 2 Spells====
  
 +++ Vortex Warp | //Source: Strixhaven: A Curriculum of Chaos// \\
 +//2nd-level Conjuration// \\
 +**Casting Time:** 1 action \\
 +**Range:** 90 feet \\
 +**Components:** V, S \\
 +Duration: Instantaneous \\
 +You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. \\
 +**At Higher Levels:**  When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd. ++
 ====Level 3 Spells==== ====Level 3 Spells====
  
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