Wikidot spells.

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 ...

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This cleric spell list includes optional spells available from Tasha's Cauldron of Everything. For the cleric spell list without optional spells, see Core Cleric Spell List. Cantrip. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. 6th Level. Components: V, S. Duration: Concentration, up to 1 minute. You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Spell Lists. Artificer, Cleric, Druid.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 ...Wikidot.com .wikidot.com. Share on twitter · Facebook ... Ranger Spells. 1st Level. • Absorb Elements • Alarm ... Powered by Wikidot.com. Unless otherwise stated ...

Graviturgy Magic - D&D 5th Edition. Graviturgy Magic. Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies. 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.

Evocation cantrip. 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.

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...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 …If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Spell Lists. Artificer, Bard, Wizard.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) ...

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you ...

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 …

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 ... 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 ...Fey Touched. Your exposure to the Feywild'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 Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. 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 ... 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 …

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 ... 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 …Green-Flame Blade. Source: Tasha's Cauldron of Everything/Sword Coast Adventurer's Guide. 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 you can cause green fire to leap from the target to a ...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.In the world of professional writing, accuracy and precision are key. Whether you are crafting an important email, writing a blog post, or working on a research paper, errors in sp...Are you looking for a fun and interactive way to improve your spelling skills? Look no further. Spelling games are not just for kids; they can be equally engaging and beneficial fo...

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.

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.Components: V, S, M (a crystal prism) Duration: Concentration, up to 1 minute. You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start … 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. The number 90 is spelled ninety. Some people mistakenly spell it ninty, dropping the “e,” but this spelling is incorrect. An even number, 90 is also a unitary perfect number, semip...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 …Remove Curse. At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. Spell Lists. Cleric, Paladin, Warlock, Wizard.Thunderwave. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

Learn about the paladin class in Dungeons and Dragons 5th edition, a character that can multiclass in or out of this class with a Charisma score of 13 or higher. …

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 …

Range: 120 feet. 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. 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 …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 ...The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. Spell Lists. Bard, Cleric, Wizard This cleric spell list includes optional spells available from Tasha's Cauldron of Everything. For the cleric spell list without optional spells, see Core Cleric Spell List. Cantrip. 1st Level. 2nd Level. 3rd Level. 4th Level. 5th Level. 6th Level. Wikidot.com .wikidot.com. Share on twitter · Facebook ... Ranger Spells. 1st Level. • Absorb Elements • Alarm ... Powered by Wikidot.com. Unless otherwise stated ...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. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier. Spell attack modifier = your proficiency bonus + your Wisdom modifier. Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus. You can use a druidic focus as a spellcasting focus for your druid ...

Identify. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are.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.While witchcraft has a place in the traditions of many religions and cultures throughout the world, there is no independently verified account of witch spells that have observable ...Instagram:https://instagram. hallmark stores near me opensupra forumsthe super mario bros. movie showtimes near regal winrocknfl maps week 9 Burning Hands. As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.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 … aesthetic discord rules copy and pastebonelab hentai 3rd Level. • Aura of Vitality. • Blinding Smite. • Create Food and Water. • Crusader's Mantle. • Daylight. • Dispel Magic. • Elemental Weapon. • Magic Circle.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 … uy uy 2907 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. Burning Hands. As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Wizard. Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more. You must have an Intelligence score of 13 or higher in order to ...