======Ravi's Spell-Casting Page====== [[character:ravi|{{:wiki:media:back.png?65|}}]] =====Ravi Spell-Casting Introduction===== With all her time spent in the wilds of Mor-Thir, Ravi has picked up a bit of low level spell-casting power. Considered rather simple spells to help her during hunts. creating 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. \\ Her spells are written down in her book but do not rely on it like a wizard would. Her spell-Casting focus being the Hunter mark tattooed on her back. She speaks Sylvan when casting spells. 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 level. hoping one day to mark her fur with the various spells so they can be more easily accessed. ====Spellcasting Rules & Details==== **Type of Spell List you can access** \\ Ravi being n the wilds can access the Ranger's spell list. **Spell Slot Recovery** **Spell Preparation** **Spellcasting Scores, DC, Bonus** **Ritual Casting** \\ **Spellcasting Focus** \\ Ravi's Focus is the Blood Hunter mark tattooed on her back. =====Spell List===== ^ 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 ^ | - | - | - | - | - | | - | - | - | - | - | | - | - | - | - | - | | - | - | - | - | - | | - | - | - | - | - | ====Cantrips==== ++ 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 instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. \\ You instantaneously extinguish the flames within the cube. \\ 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. \\ 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 | \\ //Conjuration Cantrip// \\ **Casting Time:** 1 Action \\ **Range:** Self \\ **Components:** V, S \\ **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. \\ 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). ++ ====Level 1 Spells==== ++ Cure Wounds | \\ //Source: Player's Handbook// \\ 1st-level evocation \\ **Casting Time:** 1 action \\ **Range:** Touch \\ **Components:** V, S \\ **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. \\ 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** \\ 1st-level divination (ritual) \\ Casting Time: 1 action \\ Range: Self \\ Components: V, S, M (a yew leaf) \\ Duration: Concentration, up to 10 minutes \\ For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. 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. **Create or Destroy Water** \\ 1st-level transmutation \\ Casting Time: 1 action \\ Range: 30 feet \\ Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it) \\ Duration: Instantaneous \\ You either create or destroy water. \\ Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. \\ Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. ====Level 2 Spells==== ++ Cordon of Arrows | \\ //Source: Player's Handbook// \\ 2nd-level transmutation \\ **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. ++ ++ Animal Messenger | \\ //Source: Player's Handbook// \\ 2nd-level enchantment (ritual) \\ **Casting Time:** 1 action \\ **Range:** 30 feet \\ **Components:** V, S, M (a morsel of food) \\ **Duration:** 24 hours \\ By means of this spell, you 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. ++ ++ 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 plant. Concentrating 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. ++ =====Blood Curses===== **2nd Level Hunter** ***Blood Curse of Binding** *As a bonus action, you can attempt to bind a creature you can see within 30 feet of you that is no more than one size larger than you. The 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 throw. On a success, this curse ends. **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. **10th Level Hunter** ***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 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.