Wikidot spells.

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Wikidot spells. Things To Know About Wikidot spells.

Polymorph. This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies.In today’s fast-paced digital world, where communication happens primarily through written text, it is crucial to ensure accuracy in your writing. One aspect of accuracy that often...Rogue. Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. You must have a Dexterity score of 13 or higher … Bard. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain. You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Teleport. This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as …

Shadow Touched. Your exposure to the Shadowfell's magic has changed you, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the Invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the Illusion or Necromancy school of magic. Healing Word. A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st. Spell Lists.

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 …School of Conjuration Spells. The conjuration school of arcane magic calls materials, creatures or energy to the caster and can also be reversed to send creatures to other places, either over long distances or even to a whole different plane of existence. Cantrip. 1st Level.Absorb Elements. Alarm. Animal Friendship. Arcane Weapon (UA) Armor of Agathys. Arms …1st Level. • Animal Friendship. • Bane. • Charm Person. • Comprehend Languages. • Cure Wounds. • Detect Magic. • Disguise Self. • Dissonant Whispers.Mind Sliver. You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels. This spell’s damage increases by 1d6 ...

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contain 1d6 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast.

Barbarian. For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. You must have a Strength score of 13 …

Feb 20, 2021 ... Magic permeates the worlds of D&D and most often appears in the form of a spell. This section provides the rules for casting spells. Ritual Spells. A ritual spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level. 1st Level. The Illusion school includes spells that deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Among these spells are included invisibility and disguise self. Cantrip. False Life. Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit …Components: V, S. Duration: Instantaneous. You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. At Higher Levels. This spell’s damage increases by 1d10 …

Variant: Spell Points. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity. In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in ...Wizard Spells. Spells Rules Create A Spell Browse Homebrew. Wizard Spells. Spell Name. Spell Level. Spell Tags. Casting Time. Filter Spells. Show …For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot. At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them.If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. ... Spell Lists. ... Powered by Wikidot.com.When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage …

A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing … Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Spell Lists.

Optional Spells. Tasha's Cauldron of Everything introduced optional class features that included expansions to a spellcaster's spell list. These spells are listed here. Bard. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing …The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.Wizard Spells. Spells Rules Create A Spell Browse Homebrew. Wizard Spells. Spell Name. Spell Level. Spell Tags. Casting Time. Filter Spells. Show …The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the ...1 Action. Instantaneous. 60 ft (5 ft *) Control. Cantrip. Create Bonfire Concentration Conjuration • V, S. 1 Action. 1 Minute. 60 ft (5 ft ) DEX Save. Fire. Cantrip. …When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage …This sorcerer spell list does not include optional spells available from Tasha's Cauldron of Everything or spells from the Unearthed Arcana playtests. For the complete sorcerer list, see Sorcerer Spell List. Cantrip. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. Core Bard Spell List. This bard spell list does not include optional spells available from Tasha's Cauldron of Everything or spells from the Unearthed Arcana playtests. For the complete bard list, see Bard Spell List. Cantrip. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.

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Source: Player's Handbook. 9th-level abjuration. Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) Duration: Until dispelled You create a magical …

This wizard spell list does not include optional spells available from Tasha's Cauldron of Everything or spells from the Unearthed Arcana playtests. For the complete wizard list, see Wizard Spell List. Cantrip. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. 6th Level.Sleet Storm. Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s ...Magic Missile. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a …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. Spell Lists.Grease. Source: Player's Handbook. 1st-level conjuration. Casting Time: 1 action. Range: 60 feet. Components: V, S, M (a bit of pork rind or butter) Duration: 1 minute. Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each … Casting Time: 1 action. Range: Self. Components: V, S. Duration: 1 round. You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Spell Lists. Bard, Sorcerer, Warlock, Wizard. What Is a Spell? Known and Prepared Spells. Spell Slots. Rituals. Casting a Spell. Personalizing Spells. Artificer Spells. Bard Spells. Cleric Spells. Druid Spells. … Blight. Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. Spelling is the magic connector between letters and their sounds, placing learners on the road to literacy. Strong spelling skills help build a solid foundation for reading and com...Casting Time: 1 action. Range: 60 feet. Components: V, S. Duration: Instantaneous. Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. At Higher Levels.Disintegrate. A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 …

This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell ...You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell …Thorn Whip. You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you. At Higher Levels.Sleep. This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest …Instagram:https://instagram. deluxe albumarby applyhow much is a perm at great clipswalgreens pharmacy new rochelle Source: Player's Handbook. 3rd-level necromancy. Casting Time: 1 action. Range: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) coomer onlyfans siteschwab.coim Frostbite. You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels. rule 34 mr beast A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in …Disintegrate. A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 …