Wikidot spells. You can also use this spell to detect the presence of thinking ...

 Variant: Spell Points. With this variant system, a c

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 …Wizard: School of Necromancy. The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital ...Hold Person. Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. School of Abjuration Spells - DND 5th Edition. School of Abjuration Spells. The abjuration school of magic encompasses protective spells. They create a physical or magical barrier, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. Cantrip. 1st Level. 2nd Level. 3rd Level. • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) • (a) a light crossbow and 20 bolts or (b) any simple weapon. • (a) a priest's pack or (b) an explorer's … Dunamancy Spells. The esoteric powers developed and harnessed through the use of dunamis are still very much a rare and carefully guarded feature of the Kryn Dynasty in Wildemount. However, such arcana is hard to keep hidden, especially in times of war. Spies and defectors have long smuggled out the secrets of this obscure magical practice, and ... Wikidot.com.wikidot.com Share on. ... The divination school of magic contains spells that enable the caster to learn secrets long forgotten, interpret dreams, predict the future, to find hidden things or foil deceptive spells. Among them are included detect magic and scry.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.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 …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.A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's …Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. Energy Protection. Affected creatures ...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. … 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 creature ... Prestidigitation. 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 …All Spells. By Class: Artificer Spells · Bard Spells · Cleric Spells · Druid Spells · Paladin Spells · Ranger Spells · Sorcerer Spells · Warlock Spells · Wizard …Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour. You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid …In today’s digital age, writing has become an essential part of our daily lives. Whether we are composing emails, writing reports, or even posting on social media, the way we commu...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 …Scorching Ray. You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot ...A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th ...You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 …Gust of Wind. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of ... 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 current ... Absorb Elements. Alarm. Animal Friendship. Arcane Weapon (UA) Armor of Agathys. Arms …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.It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses. Followers of this tradition are ...Gate. Source: Player's Handbook. 9th-level conjuration. Casting Time: 1 action. Range: 60 feet. Components: V, S, M (a diamond worth at least 5,000 gp) Duration: Concentration, up to 1 minute. You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.• (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) • (a) a light crossbow and 20 bolts or (b) any simple weapon. • (a) a priest's pack or (b) an explorer's …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. Fireball. A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. Wither and Bloom. You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area …Range: 90 feet. Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour. You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell.Range: 30 feet. Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute. You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or …The transmutation school of magic consisted of spells that changed the physical properties of some creature, thing, or condition. The school was previously known as alteration. Cantrip. 1st Level.Duration: Concentration, up to 10 minutes. Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target.Dispel Magic. Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels.This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Spell Lists. Sorcerer (Optional) ...Wall of Fire. You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity ...When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots.Wizard Spells. Cantrips. • Acid Splash • Blade Ward • Booming Blade • Chill Touch • Control Flames • Create Bonfire • Dancing Lights Dunamancy Spells. The esoteric powers developed and harnessed through the use of dunamis are still very much a rare and carefully guarded feature of the Kryn Dynasty in Wildemount. However, such arcana is hard to keep hidden, especially in times of war. Spies and defectors have long smuggled out the secrets of this obscure magical practice, and ... Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour. You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid …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 …Are you tired of constantly relying on spell checkers or asking others to help spell words correctly? If so, you’re not alone. Many individuals struggle with spelling, but the good...Wish. Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components.Hellish Rebuke. You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels.Mirror Image. Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s ...Spelling is an essential skill that every individual needs to master. It not only helps in effective communication but also enhances cognitive abilities. However, learning spelling...Find Familiar. You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a ...The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times …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 …Are you looking for an innovative and engaging way to teach spelling and phonics? Look no further than Wordwall. This digital platform has been revolutionizing the way educators ap... 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. Booming Blade. You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more …Dunamancy Spells. Graviturgy Magic lets you choose from an expanded list of spells when you learn a wizard spell. The following spells are added to the …To check your spelling for free online, visit a spellchecking website such as SpellBoy, or download the Grammarly extension for your browser. To use SpellBoy, you must enter or cop...Spelling is an essential skill that every individual needs to master. It not only helps in effective communication but also enhances cognitive abilities. However, learning spelling... 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 current ... Bless. 1st-level enchantment. Casting Time: 1 action. Range: 30 feet. Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute. You …Spell Name, Duration. Produce Flame, 10 minutes. Light, 1 hour. Mage Hand, 1 minute. Minor Illusion, 1 minute. Shillelagh, 1 minute. Magic Stone, 1 minute.Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1).Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1).Wikidot.com .wikidot.com. Share on ...Alarm. You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm.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...School of Necromancy Spells - DND 5th Edition. School of Necromancy Spells. School of Necromancy magic whose spells manipulate the power of death, unlife, and the life force. Spells involving the undead made up a large portion of this school, including animate dead and finger of death. Cantrip.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 … 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. 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... 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. Range: 30 feet. Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute. You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or …Fabricate. You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10 …Duration: 1 hour. You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical ...Shillelagh. The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already.Bard Spells Cantrips • Blade Ward • Dancing Lights • Friends • Light • Mage Hand • Mending • Message • Minor Illusion • Prestidigitation • Thunderclap • True Strike • Vicious Mockery. 1st Level ... Powered by Wikidot.com. Unless otherwise stated, ...Levitate. One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or ...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.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 …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 …. Rogue. Rogues rely on skill, stealth, and their fSpell Name, Duration. Produce Flame, 10 minutes. L This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that ... 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. Cause Fear. You awaken the sense of mortality Mirror Image. Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s ...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 … Cause Fear. You awaken the sense of mortality in one creature ...

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