======Iblee's Spell Page====== =====Character Spell List===== [[character:iblee|{{:wiki:media:back.png?65|}}]] ====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 (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. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. **Type of Spell List you can access** **Spell Slot Recovery** **Spell Preparation** \\ The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a 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. 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. You can change your list of prepared spells when you finish a long rest. Preparing 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**\\ 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 attack modifier = your proficiency bonus + your Intelligence modifier **Ritual Casting** \\ You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. **Spellcasting Focus** \\ Iblee's Spell-Casting focus is the various gadgets she has on her. Grenades, stunners, wrist displays 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. 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. =====Spell List===== ^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^ | 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 ^ | - | - | - | - | - | | - | - | - | - | - | | - | - | - | - | - | | - | - | - | - | - | | - | - | - | - | - | //Bold = Prepared Spell// ====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==== ++ 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==== ++ 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 4 Spells==== ====Level 5 Spells==== ====Level 6 Spells==== ====Level 7 Spells==== ====Level 8 Spells==== ====Level 9 Spells====