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character:valefor:spells [2023/05/24 08:31] – [Cantrips] Cindercharacter:valefor:spells [2025/10/13 16:16] (current) – removed Cinder
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-=====Zyllis’s Spell List===== 
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-[[character:valefor|{{:wiki:media:back.png?65|}}]] 
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-====Spellcasting Rules & Details==== 
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-**Type of Spell List you can access** 
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-**Spell Slot Recovery** 
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-**Spell Preperation** 
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-**Spellcasting Scores, DC, Bonus** 
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-**Ritual Casting** \\ 
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-**Spellcasting Focus** 
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-=====Spell List===== 
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-<WRAP box> 
-^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^  
-| - | Shield | Blur | Elemental Weapon | Phantasmal Killer | 
-| - | Wrathful Smite | Branding Smite | Blink | Staggering Smite | 
-| - | Bane | Hold Person | Haste | - | 
-| - | Hunter's Mark | Misty Step | - | - | 
-| - | - | - | - | - | 
-| - | - | - | - | - | 
-| - | - | - | - | - | 
-^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ 
-| Banishing Smite | - | - | - | - | 
-| Cone of Cold | - | - | - | - | 
-| - | - | - | - | - | 
-| - | - | - | - | - | 
-| - | - | - | - | - | 
-| - | - | - | - | - | 
-| - | - | - | - | - | 
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-//Bold = Prepared Spell// 
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-</WRAP> 
-====Cantrips==== 
-====Spell Casting Rules & Details==== 
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-**The Hexblade** \\ 
-Expanded Spell List \\ 
-Spell Level Spells \\ 
-1st Shield, Wrathful Smite \\ 
-2nd Blur, Branding Smite \\ 
-3rd Blink, Elemental Weapon \\ 
-4th Phantasmal Killer, Staggering Smite \\ 
-5th Banishing Smite, Cone of Cold \\ 
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-**Oath Expanded Spell List** \\ 
-Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day. If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you. \\ 
-Oath Spells \\ 
-Level Spells \\ 
-3rd Bane, Hunter's Mark \\ 
-5th Hold Person, Misty Step \\ 
-9th Haste, Protection from Energy \\ 
-13th Banishment, Dimension Door \\ 
-17th Hold Monster, Scrying \\ 
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- 
-**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. 
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-**Spellcasting Focus** \\ 
-You can use an arcane focus as a spellcasting focus for your warlock spells \\ 
-You can use a holy symbol as a spellcasting focus for your paladin spells. 
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-**Spell Slots** \\ 
-You regain all expended warlock spell slots when you finish a short or long rest. \\ 
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-**Preparing and Casting Spells** \\ 
-The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin 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 paladin spells that are available for you to cast, choosing from the paladin spell-list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. \\ 
-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 paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. 
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-====Cantrips==== 
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-++ Eldritch Blast | \\ //Evocation cantrip// \\ 
-**Casting Time:** 1 action \\ 
-**Range:** 120 feet \\ 
-**Components:** V, S \\ 
-**Duration:** Instantaneous \\ 
-A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. \\ 
-**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. ++ 
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-++ Prestigitation | \\ //transmutation cantrip// \\ 
-**Casting Time:** 1 action \\ 
-**Range:** 10 feet \\ 
-**Components:** V, S \\ 
-**Duration:** Up to 1 hour \\ 
-This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: \\ 
-You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. \\ 
-You instantaneously light or snuff out a candle, a torch, or a small campfire. \\ 
-You instantaneously clean or soil an object no larger than 1 cubic foot. \\ 
-You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. \\ 
-You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. \\ 
-You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. \\ 
-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. ++ 
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-++ Sword Burst | \\ //Conjuration Cantrip// \\ 
-**Casting Time:** 1 action \\ 
-**Range:** Self (5-foot radius) \\ 
-**Components:** V \\ 
-**Duration:** Instantaneous \\ 
-You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage. \\ 
-**At Higher Levels**. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). ++ ((Source: Tasha's Cauldron of Everything)) 
-====Level 1 Spells==== 
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-++ Shield | \\ 
-//Source: Player's Handbook// \\ 
-1st-level abjuration \\ 
-**Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the Magic Missile spell \\ 
-**Range:** Self \\ 
-**Components:** V, S \\ 
-**Duration:** 1 round \\ 
-An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. ++ 
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-++ 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. ++ 
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-++ 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. ++ 
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-**LV1 Spell: Protection from Good and Evil** \\ 
-Casting Time: 1 action \\ 
-Range: Touch \\ 
-Components: V S M (Holy water/powdered silver and iron; consumed) \\ 
-Duration: Conc. Up to 10 minutes \\ 
-One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against it. 
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- 
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- 
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-====Level 2 Spells==== 
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-**Lvl 2 Spell: Branding Smite** \\ 
-2 evocation \\ 
-Casting Time: 1 bonus action \\ 
-Range: Self \\ 
-Components: V \\ 
-Duration: Up to 1 minute \\ 
-Once you use this spell when  you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. \\ 
-At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot 
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-**Lv2 Spell: Find Steed** \\ 
-2nd-level conjuration \\ 
-Casting Time 10 minutes \\ 
-Range 30 feet \\ 
-Components V S \\ 
-Duration Instantaneous \\ 
-A special steed, in the form you choose (usually a warhorse, pony, camel, elk, or mastiff, but your Dungeon Master may allow another), appears in an unoccupied space by your side. The magical steed has the statistics of its matching beast form, but if its Intelligence is normally lower than 6, it now becomes 6 and it gains the ability to understand one language you choose. The steed's creature type is not beast, but actually celestial, fey, or fiend according to your choice. \\ 
-It otherwise behaves as a mount would, however when you are mounted and cast spells that normally target yourself, they can also affect your steed, and you are able to communicate with each other telepathically as far as 1 mile apart. \\ 
-You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time. 
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-**Lv2 Spell: Shatter** \\ 
-2nd-level evocation \\ 
-Casting Time 1 action \\ 
-Range 60 feet \\ 
-Components V S M (Chip of mica) \\ 
-Duration Instantaneous \\ 
-Each creature in a 10-foot-radius sphere must make a Constitution save. A creature takes 3d8 thunder damage on a failed save or half as much on a success. A creature of inorganic material has disadvantage on the save. \\ 
-A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. \\ 
-At Higher Levels: The damage increases by 1d8 for each slot level above 2nd. 
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-**Lv2 Spell: Lesser Restoration** \\ 
-Casting Time 
-1 action \\ 
-Range 
-Touch \\ 
-Components 
-V S \\ 
-Duration 
-Instantaneous \\ 
-You touch a creature and end either one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned. 
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-**Lv2 Spell: Zone of truth** \\ 
-2nd-level enchantment \\ 
-Casting Time 1 action \\ 
-Range 60 feet \\ 
-Components V S \\ 
-Duration 10 minutes \\ 
-A creature that starts its turn in or enters the 15-foot sphere area you designate can no longer outright lie while in the area unless it succeeds on a Charisma saving throw. You are aware of who passes and who fails and the affected creatures are aware of the restriction. 
-====Level 3 Spells==== 
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-**Lv3 Spell: Magic Circle** \\ 
-3rd-level abjuration \\ 
-Casting Time 1 minute \\ 
-Range 10 feet \\ 
-Components V S M (Holy water/100gp of powdered silver and iron; consumed) \\ 
-Duration 1 hour \\ 
-A 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a visible point on the ground appears. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: \\ 
-The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to teleport or use interplanar travel, it must succeed on a Charisma save. \\ 
-The creature has disadvantage on attacks against targets in the cylinder. \\ 
-Targets within the cylinder can't be charmed, frightened, or possessed by the creature. \\ 
-When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. \\ 
-At Higher Levels: The duration increases by 1 hour for each slot level above 3rd. 
-====Level 4 Spells==== 
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-**Lv4 Spel: Blight** \\ 
-4th-level necromancy \\ 
-Casting Time 1 action \\ 
-Range 30 feet \\ 
-Components V S \\ 
-Duration Instantaneous \\ 
-A creature you can see must make a Constitution save. It takes 8d8 necrotic damage on a failed save, or half as much on a success. This spell has no effect on undead or constructs. \\ 
-If you target a plant creature or magical plant, it saves with disadvantage, and the spell deals maximum damage. If you target a non-magical plant that isn't a creature, it automatically dies. \\ 
-At Higher Levels: The damage increases by 1d8 for each slot level above 4th. 
-====Level 5 Spells==== 
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-**Lv5 Spell: Banishing Smite** \\ 
-Abjuration \\ 
-Level: 5 \\ 
-Casting time: 1 Bonus Action \\ 
-Range: Self \\ 
-Components: V \\ 
-Duration: Concentration, up to 1 minute \\ 
-After this spell is used when you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. 
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-**Lv5 Spell, Infernal Calling**\\ 
-Conjuration \\  
-Level: 5 \\ 
-Casting time: 1 Minute \\ 
-Range: 90 feet \\ 
-Components: V, S, M (a ruby worth at least 999 gp) \\ 
-Duration: Concentration, up to 1 hour \\ 
-Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. \\ 
-The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. \\ 
-On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. Ifyour check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so. \\ 
-If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. \\ 
-If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge 
-rating plus 1, and it obeys all your commands, with no Charisma checks required. \\  
-At higher level \\ 
-When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. 
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-====Mystic Arcanum==== 
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-**Lv6 Spell: Conjur Fey** \\ 
-6th-level conjuration \\ 
-Casting Time 1 minute \\ 
-Range 90 feet \\ 
-Components V S \\ 
-Duration Conc. Up to 1 hour \\ 
-You summon a CR 6 or lower fey. It can also take the form of a beast. It disappears when it drops to 0 hit points or when the spell ends. \\ 
-The fey is friendly to you and your companions for the duration and has its own initiative. It obeys any verbal commands you issue to it, no action required, as long as they don't violate its alignment. If you don't issue any commands to it, it will only defend itself from hostile creatures. \\ 
-If your concentration is broken, you lose control of the fey and it becomes hostile towards you and your companions. An uncontrolled fey can't be dismissed by you, and it disappears 1 hour after you summoned it. 
  
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