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character:ravi:spells [2022/10/13 17:17] – ↷ Page moved from character:decota:delta:spells to character:ravi:spells Cindercharacter:ravi:spells [2023/06/28 10:30] (current) – [Cantrips] Cinder
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- +======Ravi's Spell-Casting Page======
-=====Ravi's Spell List=====+
  
 [[character:ravi|{{:wiki:media:back.png?65|}}]] [[character:ravi|{{: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 ^ +=====Ravi Spell-Casting Introduction=====  
-| 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: |  |  |  | +
-   +
-====Blood Curses====+
  
-**2nd Level Hunter** +With all her time spent in the wilds of Mor-ThirRavi has picked up bit of low level spell-casting powerConsidered rather simple spells to help her during huntscreating fire for warmth, water to clean. Simple restorative magic as well as spells to detect magic treasure. more unique spells attain to using animals to deliver messages. \\ 
-  ***Blood Curse of Binding** +Her spells are written down in her book but do not rely on it like wizard wouldHer spell-Casting focus being the Hunter mark tattooed on her back.
-  *As a bonus actionyou can attempt to bind creature you can see within 30 feet of you that is no more than one size larger than youThe target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn+
-  *//Amplify// This curse lasts for 1 minute and can affect creature regardless of their size categoryAt the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends.+
  
-**6th Level Hunter** +She speaks Sylvan when casting spells
-  ***Blood Curse of Bloated Agony** +
-  *As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn. +
-  *//Amplify// This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.+
  
-**10th Level Hunter** +Ravi considers Spell-casting an invaluable tool for her hunts but refuses to rely on it, the cause of her not studying anything further than 2nd levelhoping one day to mark her fur with the various spells so they can be more easily accessed.
-  ***Blood Curse of the Eyeless** +
-  *When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s rollbut before the DM determines whether the attack roll succeedsThe  creature is immune if it is immune to blindness. +
-  *//Amplify// You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.+
  
 ====Spellcasting Rules & Details==== ====Spellcasting Rules & Details====
  
-Spellcasting +**Type of Spell List you can access** \\ 
-Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. +Ravi being n the wilds can access the Ranger's spell list.
- +
-Cantrips +
- +
-At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. +
- +
-Preparing and Casting Spells +
- +
-The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell'level or higher. You regain all expended spell slots when you finish a long rest. +
- +
-You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots. +
- +
-For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. +
-You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. +
- +
-Spellcasting Ability +
- +
-Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. +
- +
-Spell save DC = 8 + your proficiency bonus + your Wisdom modifier +
- +
-Spell attack modifier = your proficiency bonus + your Wisdom modifier +
- +
-Ritual Casting +
- +
-You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. +
- +
-Spellcasting Focus +
- +
-You can use a druidic focus as a spellcasting focus for your druid spells. +
- +
-**Type of Spell List you can access**+
  
 **Spell Slot Recovery** **Spell Slot Recovery**
  
-**Spell Preperation**+**Spell Preparation**
  
 **Spellcasting Scores, DC, Bonus** **Spellcasting Scores, DC, Bonus**
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 **Ritual Casting** \\ **Ritual Casting** \\
  
-**Spellcasting Focus**+**Spellcasting Focus** \\ 
 +Ravi's Focus is the Blood Hunter mark tattooed on her back.
  
 =====Spell List===== =====Spell List=====
  
-**Circle Spells** +<WRAP box> 
-When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.+^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^  
 +| Produce Flame | Detect Magic | Cordon of Arrows | - | - | 
 +| Manipulate Flame | Detect Posion & Disease | Animal Messenger | - | - | 
 +| - | Cure Wounds | Locate Animals & Plants | - | - | 
 +| - | Create & Destroy Water | - | - | - | 
 +| - | - | - | - | - | 
 +^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - |
  
-Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you. 
  
-Druid Level Spells 
-  *2nd Burning Hands, Cure Wounds 
-  *3rd Flaming Sphere, Scorching Ray 
-  *5th Plant Growth, Revivify 
-  *7th Aura of Life, Fire Shield 
-  *9th Flame Strike, Mass Cure Wounds 
  
-====Cantrips====+</WRAP>
  
-**Manipulate Flames** \\ +====Cantrips====
-Cantrip \\ +
-1 Action \\ +
-60 ft  \\ +
-S \\ +
-Instantaneous \\ +
-Transmutation \\+
  
 +++ Control Flames | \\
 +//Transmutation Cantrip// \\
 +**Casting Time:** 1 Action \\
 +**Range:** 60 ft  \\
 +**Components:** S \\
 +**Duration:** Instantaneous \\
 You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: \\ You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: \\
 You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. \\ You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. \\
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 You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. \\ You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. \\
 You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. \\ You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. \\
-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.+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. ++
  
-**Produce Flame** \\ +++ Produce Flame |  \\ 
-Cantrip \\ +//Conjuration Cantrip// \\ 
-1 Action \\ +**Casting Time:** 1 Action \\ 
-Self \\ +**Range:** Self \\ 
-V, S 10 Minutes \\ +**Components:** V, S \\  
-Conjuration \\+**Duration:** 10 Minutes \\
 A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. \\ A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. \\
 You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. \\ You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. \\
-This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).+This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ++
  
 ====Level 1 Spells==== ====Level 1 Spells====
  
-**Detect Magic** \\  +++ Cure Wounds | \\ //Source: Player's Handbook// \\ 
-1st-level divination (ritual) \\ +1st-level evocation \\ 
-Casting Time: 1 action \\ +**Casting Time:** 1 action \\ 
-Range: Self \\ +**Range:** Touch \\ 
-Components: V, S \\ +**Components:** V, S \\ 
-Duration: Concentration, up to 10 minutes \\+**Duration:** Instantaneous \\ 
 +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. 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. ++ 
 + 
 +++ 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. \\ 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 it is blocked by 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. ++
  
 **Detect Poison and Disease** \\ **Detect Poison and Disease** \\
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 ====Level 2 Spells==== ====Level 2 Spells====
  
-====Level 3 Spells==== +++ Cordon of Arrows | \\ //Source: Player's Handbook// \\ 
-** Wind Wall** \\ +2nd-level transmutation \\ 
-3rd-level evocation+**Casting Time:** 1 action \\ 
 +**Range:** 5 feet \\ 
 +**Components:** V, S, M (four or more arrows or bolts) \\ 
 +Duration: 8 hours \\ 
 +You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. \\ 
 +When you cast this spell, you can designate any creatures you choose, and the spell ignores them. \\ 
 +**At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd. ++
  
-Casting Time: 1 action +++ Animal Messenger | \\ //Source: Player's Handbook// \\ 
-Range: 120 feet +2nd-level enchantment (ritual) \\ 
-Components: V, S, M (a tiny fan and a feather of exotic origin+**Casting Time:** 1 action \\ 
-Duration: Concentration, up to 1 minute+**Range:** 30 feet \\ 
 +**Components:** V, S, M (a morsel of food\\ 
 +**Duration:** 24 hours \\ 
 +By means of this spellyou use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. \\ 
 +When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell. \\ 
 +**At Higher Levels** If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd. ++
  
-A wall of strong wind rises from the ground at point you choose within rangeYou can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.+++ Locate Animals or Plants | \\ //Source: Player's Handbook// \\ 
 +2nd-level divination (ritual) \\ 
 +**Casting Time:** 1 action \\ 
 +**Range:** Self \\ 
 +**Components:** V, S, M (a bit of fur from a bloodhound) \\ 
 +Duration: Instantaneous \\ 
 +Describe or name a specific kind of beast or plantConcentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present++
  
-When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.+=====Blood Curses=====
  
-The strong wind keeps fogsmoke, and other gases at baySmall or smaller flying creatures or objects can’t pass through the wallLoose, lightweight materials brought into the wall fly upward. Arrowsbolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss(Boulders hurled by giants or siege enginesand similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.+**2nd Level Hunter** 
 +  ***Blood Curse of Binding** 
 +  *As a bonus actionyou can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than youThe target must succeed on a Strength saving throw or have their speed be reduced to 0 and they can’t use reactions until the end of your next turn. 
 +  *//Amplify// This curse lasts for 1 minute and can affect a creature regardless of their size category. At the end of each of its turns, the cursed creature can make another Strength saving throwOn a successthis curse ends.
  
-====Level 4 Spells====+**6th Level Hunter** 
 +  ***Blood Curse of Bloated Agony** 
 +  *As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn. 
 +  *//Amplify// This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this curse ends.
  
-====Level 5 Spells==== +**10th Level Hunter** 
- +  ***Blood Curse of the Eyeless** 
-====Level 6 Spells==== +  *When a creature you can see within 30 feet of you makes an attack roll, you can use your reaction to roll one hemocraft die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The  creature is immune if it is immune to blindness. 
- +  *//Amplify// You apply this curse to all of the creature’s attack rolls until the end of the turn. You roll a new hemocraft die for each affected attack.
-====Level 7 Spells====+
  
-====Level 8 Spells==== 
  
-====Level 9 Spells==== 
  
  
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