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@ -4,6 +4,8 @@ title: Spellcasting
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[TOC]
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[TOC]
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## Magic
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Magic permeates fantasy gaming worlds and often appears in the form of a spell.
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Magic permeates fantasy gaming worlds and often appears in the form of a spell.
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This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
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This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
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@ -12,7 +14,7 @@ This chapter provides the rules for casting spells. Different character classes
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A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.
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A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.
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Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix A), drain life energy away, and restore life to the dead.
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Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix ##), drain life energy away, and restore life to the dead.
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Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
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Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.
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@ -58,6 +60,30 @@ Certain spells have a special tag: ritual. Such a spell can be cast following th
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To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does.
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To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does.
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***The Schools of Magic***
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*Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.*
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*The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.*
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***Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.*
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***Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.*
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***Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.*
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***Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.*
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***Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.*
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***Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.*
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***Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.*
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*Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.*
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***Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.*
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## Casting a Spell
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## Casting a Spell
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When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.
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When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.
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@ -193,7 +219,6 @@ A sphere's point of origin is included in the sphere's area of effect.
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Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
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Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
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**The DC to resist one of your spells** = 8 + your spellcasting ability modifier +
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**The DC to resist one of your spells** = 8 + your spellcasting ability modifier +
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your proficiency bonus + any special modifiers.
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your proficiency bonus + any special modifiers.
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### Spell Attack Rolls
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### Spell Attack Rolls
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@ -202,39 +227,15 @@ Some spells require the caster to make an attack roll to determine whether the s
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Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.
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Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.
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### The Schools of Magic
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Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.
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The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.
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**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
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**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
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**Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
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**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
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**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
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**Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
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**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
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Creating the undead through the use of necromancy spells such as *animate dead* is not a good act, and only evil casters use such spells frequently.
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**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
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### Combining Magical Effects
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### Combining Magical Effects
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The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.
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The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.
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For example, if two clerics cast *bless* on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.
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For example, if two clerics cast *bless* on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.
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# Spell Lists
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# Chapter ##: Spells
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##
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# Spell Lists
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## Bard Spells
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## Bard Spells
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@ -1910,7 +1911,6 @@ For example, if two clerics cast *bless* on the same target, that character gain
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- Wish
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- Wish
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-
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# Spell Descriptions
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# Spell Descriptions
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# Spells (A)
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# Spells (A)
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@ -2073,17 +2073,20 @@ Objects come to life at your command. Choose up to ten nonmagical objects within
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As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
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As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
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**Animated Object Statistics**
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**Table** **53** - Animated Object Statistics
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| **Size** | **HP** | **AC** | **Attack** | **Str** | **Dex** |
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| Size | HP | AC | Attack | Str | Dex |
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| -------- | ------ | ------ | -------------------------- | ------- | ------- |
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| ------ | --- | --- | -------------------------- | --- | --- |
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| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |
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| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |
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| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |
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| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |
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| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |
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| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |
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| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |
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| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |
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| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 |
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| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 |
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An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
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An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is
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30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
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If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
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If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
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#### Arcane Lock
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#### Arcane Lock
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*2nd-level abjuration*
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2nd-level abjuration
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**Casting Time:** 1 action
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**Casting Time:** 1 action
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#### Blight
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#### Blight
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*4th-level necromancy*
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4th-level necromancy
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**Casting Time:** 1 action
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**Casting Time:** 1 action
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#### Commune
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#### Commune
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*5th-level divination (ritual)*
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5th-level divination (ritual)
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**Casting Time:** 1 minute
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**Casting Time:** 1 minute
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#### Comprehend Languages
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#### Comprehend Languages
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*1st-level divination (ritual)*
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1st-level divination (ritual)
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**Casting Time:** 1 action
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**Casting Time:** 1 action
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#### Cone of Cold
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#### Cone of Cold
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*5th-level evocation*
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5th-level evocation
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**Casting Time:** 1 action
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**Casting Time:** 1 action
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An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
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An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
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| **d10** | **Behavior** |
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**Table** **54** - Spell: Confusion (Behavior)
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| ------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| d10 | Behavior |
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| ---- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
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| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
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| 2-6 | The creature doesn't move or take actions this turn. |
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| 2-6 | The creature doesn't move or take actions this turn. |
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| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
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| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
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| 9-10 | The creature can act and move normally. |
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| 9-10 | The creature can act and move normally. |
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At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
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At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
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When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
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When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
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**Precipitation**
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**Table** **55** - Spell: Control Weather (Precipitation)
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| **Stage** | **Condition** |
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| Stage | Condition |
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| --------- | ------------------------------------------ |
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| ----- | ------------------------------------------ |
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| 1 | Clear |
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| 1 | Clear |
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| 2 | Light clouds |
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| 2 | Light clouds |
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| 3 | Overcast or ground fog |
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| 3 | Overcast or ground fog |
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| 4 | Rain, hail, or snow |
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| 4 | Rain, hail, or snow |
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| 5 | Torrential rain, driving hail, or blizzard |
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| 5 | Torrential rain, driving hail, or blizzard |
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**Temperature**
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**Table** **56** - Spell: Control Weather (Temperature)
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| **Stage** | **Condition** |
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| Stage | Condition |
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| --------- | --------------- |
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| ----- | --------------- |
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| 1 | Unbearable heat |
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| 1 | Unbearable heat |
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| 2 | Hot |
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| 2 | Hot |
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| 3 | Warm |
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| 3 | Warm |
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| 4 | Cool |
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| 4 | Cool |
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| 5 | Cold |
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| 5 | Cold |
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| 6 | Arctic cold |
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| 6 | Arctic cold |
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**Wind**
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**Table** **57** - Spell: Control Weather (Wind)
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| **Stage** | **Condition** |
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| Stage | Condition |
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| --------- | ------------- |
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| ----- | ------------- |
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| 1 | Calm |
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| 1 | Calm |
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| 2 | Moderate wind |
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| 2 | Moderate wind |
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| 3 | Strong wind |
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| 3 | Strong wind |
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| 4 | Gale |
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| 4 | Gale |
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| 5 | Storm |
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| 5 | Storm |
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#### Create Food and Water
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#### Create Food and Water
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*3rd-level conjuration*
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3rd-level conjuration
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**Casting Time:** 1 action
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**Casting Time:** 1 action
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#### Creation
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#### Creation
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*5th-level illusion*
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5th-level illusion
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**Casting Time:** 1 minute
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**Casting Time:** 1 minute
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**Duration:** Special
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**Duration:** Special
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You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within **range:** soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
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You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within **Range:** soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
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The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
|
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
|
||||||
|
|
||||||
| **Material** | **Duration** |
|
**Table** **58** - Spell: Creation (Material)
|
||||||
| --------------------- | ------------ |
|
|
||||||
|
| Material | Duration |
|
||||||
|
| --------------------- | ---------- |
|
||||||
| Vegetable matter | 1 day |
|
| Vegetable matter | 1 day |
|
||||||
| Stone or crystal | 12 hours |
|
| Stone or crystal | 12 hours |
|
||||||
| Precious metals | 1 hour |
|
| Precious metals | 1 hour |
|
||||||
| Gems | 10 minutes |
|
| Gems | 10 minutes |
|
||||||
| Adamantine or mithral | 1 minute |
|
| Adamantine or mithral | 1 minute |
|
||||||
|
| | |
|
||||||
|
|
||||||
Using any material created by this spell as another spell's material component causes that spell to fail.
|
Using any material created by this spell as another spell's material component causes that spell to fail.
|
||||||
|
|
||||||
|
@ -3303,7 +3315,7 @@ As a bonus action on your turn, you can move the lights up to 60 feet to a new s
|
||||||
|
|
||||||
#### Darkness
|
#### Darkness
|
||||||
|
|
||||||
*2nd-level evocation*
|
2nd-level evocation
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -3335,7 +3347,7 @@ You touch a willing creature to grant it the ability to see in the dark. For the
|
||||||
|
|
||||||
#### Daylight
|
#### Daylight
|
||||||
|
|
||||||
*3rd-level evocation*
|
3rd-level evocation
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -3441,7 +3453,7 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i
|
||||||
|
|
||||||
#### Detect Poison and Disease
|
#### Detect Poison and Disease
|
||||||
|
|
||||||
*1st-level divination (ritual)*
|
1st-level divination (ritual)
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -3457,7 +3469,7 @@ The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 i
|
||||||
|
|
||||||
#### Detect Thoughts
|
#### Detect Thoughts
|
||||||
|
|
||||||
*2nd-level divination*
|
2nd-level divination
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -3573,7 +3585,7 @@ Choose one creature, object, or magical effect within range. Any spell of 3rd le
|
||||||
|
|
||||||
#### Divination
|
#### Divination
|
||||||
|
|
||||||
*4th-level divination (ritual)*
|
4th-level divination (ritual)
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -3809,7 +3821,7 @@ When the spell ends, the conjured plants wilt away.
|
||||||
|
|
||||||
#### Enthrall
|
#### Enthrall
|
||||||
|
|
||||||
*2nd-level enchantment*
|
2nd-level enchantment
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -3917,7 +3929,7 @@ Any attack roll against an affected creature or object has advantage if the atta
|
||||||
|
|
||||||
#### Faithful Hound
|
#### Faithful Hound
|
||||||
|
|
||||||
*4th-level conjuration*
|
4th-level conjuration
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4023,7 +4035,7 @@ You can't have more than one steed bonded by this spell at a time. As an action,
|
||||||
|
|
||||||
#### Find the Path
|
#### Find the Path
|
||||||
|
|
||||||
*6th-level divination*
|
6th-level divination
|
||||||
|
|
||||||
**Casting Time:** 1 minute
|
**Casting Time:** 1 minute
|
||||||
|
|
||||||
|
@ -4125,7 +4137,7 @@ The fire damages objects in the area and ignites flammable objects that aren't b
|
||||||
|
|
||||||
#### Flame Blade
|
#### Flame Blade
|
||||||
|
|
||||||
*2nd-level evocation*
|
2nd-level evocation
|
||||||
|
|
||||||
**Casting Time:** 1 bonus action
|
**Casting Time:** 1 bonus action
|
||||||
|
|
||||||
|
@ -4201,7 +4213,7 @@ If you maintain your concentration on this spell for the entire possible duratio
|
||||||
|
|
||||||
#### Floating Disk
|
#### Floating Disk
|
||||||
|
|
||||||
*1st-level conjuration (ritual)*
|
1st-level conjuration (ritual)
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4235,7 +4247,7 @@ You touch a willing creature. The target gains a flying speed of 60 feet for the
|
||||||
|
|
||||||
#### Fog Cloud
|
#### Fog Cloud
|
||||||
|
|
||||||
*1st-level conjuration*
|
1st-level conjuration
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4271,7 +4283,7 @@ The spell's area can't overlap with the area of another *forbiddance* spell. If
|
||||||
|
|
||||||
#### Forcecage
|
#### Forcecage
|
||||||
|
|
||||||
*7th-level evocation*
|
7th-level evocation
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4647,7 +4659,7 @@ As a bonus action on each of your turns before the spell ends, you can change th
|
||||||
|
|
||||||
#### Hallow
|
#### Hallow
|
||||||
|
|
||||||
*5th-level evocation*
|
5th-level evocation
|
||||||
|
|
||||||
**Casting Time:** 24 hours
|
**Casting Time:** 24 hours
|
||||||
|
|
||||||
|
@ -4685,7 +4697,7 @@ Second, you can bind an extra effect to the area. Choose the effect from the fol
|
||||||
|
|
||||||
#### Hallucinatory Terrain
|
#### Hallucinatory Terrain
|
||||||
|
|
||||||
*4th-level illusion*
|
4th-level illusion
|
||||||
|
|
||||||
**Casting Time:** 10 minutes
|
**Casting Time:** 10 minutes
|
||||||
|
|
||||||
|
@ -4701,7 +4713,7 @@ The tactile characteristics of the terrain are unchanged, so creatures entering
|
||||||
|
|
||||||
#### Harm
|
#### Harm
|
||||||
|
|
||||||
*6th-level necromancy*
|
6th-level necromancy
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4715,7 +4727,7 @@ You unleash a virulent disease on a creature that you can see within range. The
|
||||||
|
|
||||||
#### Haste
|
#### Haste
|
||||||
|
|
||||||
*3rd-level transmutation*
|
3rd-level transmutation
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4731,7 +4743,7 @@ When the spell ends, the target can't move or take actions until after its next
|
||||||
|
|
||||||
#### Heal
|
#### Heal
|
||||||
|
|
||||||
*6th-level evocation*
|
6th-level evocation
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4747,7 +4759,7 @@ Choose a creature that you can see within range. A surge of positive energy wash
|
||||||
|
|
||||||
#### Healing Word
|
#### Healing Word
|
||||||
|
|
||||||
*1st-level evocation*
|
1st-level evocation
|
||||||
|
|
||||||
**Casting Time:** 1 bonus action
|
**Casting Time:** 1 bonus action
|
||||||
|
|
||||||
|
@ -4763,7 +4775,7 @@ A creature of your choice that you can see within range regains hit points equal
|
||||||
|
|
||||||
#### Heat Metal
|
#### Heat Metal
|
||||||
|
|
||||||
*2nd-level transmutation*
|
2nd-level transmutation
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4781,7 +4793,7 @@ If a creature is holding or wearing the object and takes the damage from it, the
|
||||||
|
|
||||||
#### Heroes' Feast
|
#### Heroes' Feast
|
||||||
|
|
||||||
*6th-level conjuration*
|
6th-level conjuration
|
||||||
|
|
||||||
**Casting Time:** 10 minutes
|
**Casting Time:** 10 minutes
|
||||||
|
|
||||||
|
@ -4797,7 +4809,7 @@ A creature that partakes of the feast gains several benefits. The creature is cu
|
||||||
|
|
||||||
#### Heroism
|
#### Heroism
|
||||||
|
|
||||||
*1st-level enchantment*
|
1st-level enchantment
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4813,7 +4825,7 @@ A willing creature you touch is imbued with bravery. Until the spell ends, the c
|
||||||
|
|
||||||
#### Hideous Laughter
|
#### Hideous Laughter
|
||||||
|
|
||||||
*1st-level enchantment*
|
1st-level enchantment
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4829,7 +4841,7 @@ At the end of each of its turns, and each time it takes damage, the target can m
|
||||||
|
|
||||||
#### Hold Monster
|
#### Hold Monster
|
||||||
|
|
||||||
*5th-level enchantment*
|
5th-level enchantment
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4845,7 +4857,7 @@ Choose a creature that you can see within range. The target must succeed on a Wi
|
||||||
|
|
||||||
#### Hold Person
|
#### Hold Person
|
||||||
|
|
||||||
*2nd-level enchantment*
|
2nd-level enchantment
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4861,7 +4873,7 @@ Choose a humanoid that you can see within range. The target must succeed on a Wi
|
||||||
|
|
||||||
#### Holy Aura
|
#### Holy Aura
|
||||||
|
|
||||||
*8th-level abjuration*
|
8th-level abjuration
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4875,7 +4887,7 @@ Divine light washes out from you and coalesces in a soft radiance in a 30-foot r
|
||||||
|
|
||||||
#### Hypnotic Pattern
|
#### Hypnotic Pattern
|
||||||
|
|
||||||
*3rd-level illusion*
|
3rd-level illusion
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4893,7 +4905,7 @@ The spell ends for an affected creature if it takes any damage or if someone els
|
||||||
|
|
||||||
#### Ice Storm
|
#### Ice Storm
|
||||||
|
|
||||||
*4th-level evocation*
|
4th-level evocation
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -4911,7 +4923,7 @@ Hailstones turn the storm's area of effect into difficult terrain until the end
|
||||||
|
|
||||||
#### Identify
|
#### Identify
|
||||||
|
|
||||||
*1st-level divination (ritual)*
|
1st-level divination (ritual)
|
||||||
|
|
||||||
**Casting Time:** 1 minute
|
**Casting Time:** 1 minute
|
||||||
|
|
||||||
|
@ -4927,7 +4939,7 @@ If you instead touch a creature throughout the casting, you learn what spells, i
|
||||||
|
|
||||||
#### Illusory Script
|
#### Illusory Script
|
||||||
|
|
||||||
*1st-level illusion (ritual)*
|
1st-level illusion (ritual)
|
||||||
|
|
||||||
**Casting Time:** 1 minute
|
**Casting Time:** 1 minute
|
||||||
|
|
||||||
|
@ -4947,7 +4959,7 @@ A creature with truesight can read the hidden message.
|
||||||
|
|
||||||
#### Imprisonment
|
#### Imprisonment
|
||||||
|
|
||||||
*9th-level abjuration*
|
9th-level abjuration
|
||||||
|
|
||||||
**Casting Time:** 1 minute
|
**Casting Time:** 1 minute
|
||||||
|
|
||||||
|
@ -4987,7 +4999,7 @@ You can use a particular special component to create only one prison at a time.
|
||||||
|
|
||||||
#### Incendiary Cloud
|
#### Incendiary Cloud
|
||||||
|
|
||||||
*8th-level conjuration*
|
8th-level conjuration
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -5005,7 +5017,7 @@ The cloud moves 10 feet directly away from you in a direction that you choose at
|
||||||
|
|
||||||
#### Inflict Wounds
|
#### Inflict Wounds
|
||||||
|
|
||||||
*1st-level necromancy*
|
1st-level necromancy
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -5021,7 +5033,7 @@ Make a melee spell attack against a creature you can reach. On a hit, the target
|
||||||
|
|
||||||
#### Insect Plague
|
#### Insect Plague
|
||||||
|
|
||||||
*5th-level conjuration*
|
5th-level conjuration
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -5039,7 +5051,7 @@ When the area appears, each creature in it must make a Constitution saving throw
|
||||||
|
|
||||||
#### Instant Summons
|
#### Instant Summons
|
||||||
|
|
||||||
*6th-level conjuration (ritual)*
|
6th-level conjuration (ritual)
|
||||||
|
|
||||||
**Casting Time:** 1 minute
|
**Casting Time:** 1 minute
|
||||||
|
|
||||||
|
@ -5059,7 +5071,7 @@ If another creature is holding or carrying the item, crushing the sapphire doesn
|
||||||
|
|
||||||
#### Invisibility
|
#### Invisibility
|
||||||
|
|
||||||
*2nd-level illusion*
|
2nd-level illusion
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -5075,7 +5087,7 @@ A creature you touch becomes invisible until the spell ends. Anything the target
|
||||||
|
|
||||||
#### Irresistible Dance
|
#### Irresistible Dance
|
||||||
|
|
||||||
*6th-level enchantment*
|
6th-level enchantment
|
||||||
|
|
||||||
**Casting Time:** 1 action
|
**Casting Time:** 1 action
|
||||||
|
|
||||||
|
@ -6021,7 +6033,7 @@ Up to six creatures of your choice that you can see within range each regain hit
|
||||||
|
|
||||||
**Duration:** Up to 1 hour
|
**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:**
|
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 create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
|
||||||
|
|
||||||
|
@ -6051,21 +6063,21 @@ If you cast this spell multiple times, you can have up to three of its non-insta
|
||||||
|
|
||||||
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
|
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
|
||||||
|
|
||||||
1. ***Red***. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
|
- ***Red***. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
|
||||||
|
|
||||||
2. ***Orange***. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
|
- ***Orange***. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
|
||||||
|
|
||||||
3. ***Yellow***. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
|
- ***Yellow***. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
|
||||||
|
|
||||||
4. ***Green***. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
|
- ***Green***. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
|
||||||
|
|
||||||
5. ***Blue***. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
|
- ***Blue***. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
|
||||||
|
|
||||||
6. ***Indigo***. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
|
- ***Indigo***. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
|
||||||
|
|
||||||
7. ***Violet***. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
|
- ***Violet***. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
|
||||||
|
|
||||||
8. ***Special***. The target is struck by two rays. Roll twice more, rerolling any 8.
|
- ***Special***. The target is struck by two rays. Roll twice more, rerolling any 8.
|
||||||
|
|
||||||
#### Prismatic Wall
|
#### Prismatic Wall
|
||||||
|
|
||||||
|
@ -6089,19 +6101,19 @@ The wall consists of seven layers, each with a different color. When a creature
|
||||||
|
|
||||||
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An *antimagic field* has no effect on it.
|
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An *antimagic field* has no effect on it.
|
||||||
|
|
||||||
1. ***Red***. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
|
- ***Red***. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
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2. ***Orange***. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
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- ***Orange***. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
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3. ***Yellow***. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
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- ***Yellow***. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
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4. ***Green***. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A *passwall* spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
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- ***Green***. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A *passwall* spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
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5. ***Blue***. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
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- ***Blue***. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
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6. ***Indigo***. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a *daylight* spell or a similar spell of equal or higher level.
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- ***Indigo***. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a *daylight* spell or a similar spell of equal or higher level.
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7. ***Violet***. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a *dispel magic* spell or a similar spell of equal or higher level that can end spells and magical effects.
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- ***Violet***. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a *dispel magic* spell or a similar spell of equal or higher level that can end spells and magical effects.
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#### Private Sanctum
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#### Private Sanctum
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@ -6343,8 +6355,10 @@ If the target's soul isn't free or willing to do so, the spell fails.
|
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|
||||||
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.
|
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.
|
||||||
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|
||||||
| **d100** | **Race** |
|
**Table** **59** - Spell: Reincarnate (Race)
|
||||||
| -------- | ------------------- |
|
|
||||||
|
| d100 | Race |
|
||||||
|
| ----- | ------------------- |
|
||||||
| 01-04 | Dragonborn |
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| 01-04 | Dragonborn |
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||||||
| 05-13 | Dwarf, hill |
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| 05-13 | Dwarf, hill |
|
||||||
| 14-21 | Dwarf, mountain |
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| 14-21 | Dwarf, mountain |
|
||||||
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@ -6359,6 +6373,7 @@ The magic fashions a new body for the creature to inhabit, which likely causes t
|
||||||
| 69-76 | Halfling, stout |
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| 69-76 | Halfling, stout |
|
||||||
| 77-96 | Human |
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| 77-96 | Human |
|
||||||
| 97-00 | Tiefling |
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| 97-00 | Tiefling |
|
||||||
|
| | |
|
||||||
|
|
||||||
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
|
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
|
||||||
|
|
||||||
|
@ -6550,15 +6565,18 @@ Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire dam
|
||||||
|
|
||||||
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
|
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
|
||||||
|
|
||||||
| **Knowledge** | **Save Modifier** |
|
**Table** **60** - Spell: Scrying (Knowledge)
|
||||||
| ------------------------------------------------- | ----------------- |
|
|
||||||
|
| Knowledge | Save Modifier |
|
||||||
|
| ------------------------------------------------- | ------------- |
|
||||||
| Secondhand (you have heard of the target) | +5 |
|
| Secondhand (you have heard of the target) | +5 |
|
||||||
| Firsthand (you have met the target) | +0 |
|
| Firsthand (you have met the target) | +0 |
|
||||||
| Familiar (you know the target well) | -5 |
|
| Familiar (you know the target well) | -5 |
|
||||||
| **Connection** | **Save Modifier** |
|
| Connection | Save Modifier |
|
||||||
| Likeness or picture | -2 |
|
| Likeness or picture | -2 |
|
||||||
| Possession or garment | -4 |
|
| Possession or garment | -4 |
|
||||||
| Body part, lock of hair, bit of nail, or the like | -10 |
|
| Body part, lock of hair, bit of nail, or the like | -10 |
|
||||||
|
| | |
|
||||||
|
|
||||||
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
|
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
|
||||||
|
|
||||||
|
@ -7204,8 +7222,10 @@ This spell instantly transports you and up to eight willing creatures of your ch
|
||||||
|
|
||||||
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
|
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
|
||||||
|
|
||||||
| Familiarity | **Mishap** | **Similar Area** | **Off Target** | **On Target** |
|
**Table** **61** - Spell: Teleport (Familiarity)
|
||||||
| ----------------- | ---------- | ---------------- | -------------- | ------------- |
|
|
||||||
|
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|
||||||
|
| ----------------- | ------ | ------------ | ---------- | --------- |
|
||||||
| Permanent circle | - | - | - | 01-100 |
|
| Permanent circle | - | - | - | 01-100 |
|
||||||
| Associated object | - | - | - | 01-100 |
|
| Associated object | - | - | - | 01-100 |
|
||||||
| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |
|
| Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |
|
||||||
|
@ -7213,6 +7233,7 @@ The destination you choose must be known to you, and it must be on the same plan
|
||||||
| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |
|
| Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |
|
||||||
| Description | 01-43 | 44-53 | 54-73 | 74-100 |
|
| Description | 01-43 | 44-53 | 54-73 | 74-100 |
|
||||||
| False destination | 01-50 | 51-100 | - | - |
|
| False destination | 01-50 | 51-100 | - | - |
|
||||||
|
| | | | | |
|
||||||
|
|
||||||
***Familiarity***. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
|
***Familiarity***. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
|
||||||
|
|
||||||
|
@ -7258,7 +7279,7 @@ You can create a permanent teleportation circle by casting this spell in the sam
|
||||||
|
|
||||||
**Duration:** Up to 1 minute
|
**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:**
|
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.
|
- Your voice booms up to three times as loud as normal for 1 minute.
|
||||||
|
|
Loading…
Add table
Reference in a new issue