Wikidot spells.

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All Spells. By Class: Artificer Spells · Bard Spells · Cleric Spells · Druid Spells · Paladin Spells · Ranger Spells · Sorcerer Spells · Warlock Spells · Wizard …Components: V, S. Duration: 1 minute. Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when …Control (...) Dungeons and Dragons (D&D) Fifth Edition (5e) Spells. A comprehensive list of all official spells for Fifth Edition.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, ...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...

Arcane Trickster Spell List - DND 5th Edition. Arcane Trickster Spell List. Cantrip. 1st Level. 2nd Level. 3rd Level. 4th Level.Range: Touch. Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes. You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using …The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines ...

Casting Time: 1 action. Range: 120 feet. Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1 minute. A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the … Cause Fear. You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on ...

This druid spell list does not include optional spells available from Tasha's Cauldron of Everything or spells from the Unearthed Arcana playtests. For the complete druid list, see Druid Spell List. Cantrip. 1st Level. 2nd Level.Feeblemind. You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items ... 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. 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.

According to Spells of Magic, one of the most direct ways of shape-shifting is to choose an animal and begin to understand the creature. The next step is to merge with the animal i...

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.

Range: Touch. Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes. You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using …Ranger. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of …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. …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.Wizard Spells. Cantrips. • Acid Splash • Blade Ward • Booming Blade • Chill Touch • Control Flames • Create Bonfire • Dancing LightsWall 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 ...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) ...

This paladin spell list does not include optional spells available from Tasha's Cauldron of Everything or spells from the Unearthed Arcana playtests. For the complete paladin list, see Paladin Spell List. 1st Level. 2nd Level. 3rd Level.Temple of the Gods. You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.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.Create a Page · Spells by Level · Anti-paladin spells · Bard spells · Cleric spells · Druid spells · Paladin spells · Ranger spells...Casting Time: 1 bonus action. Range: 60 feet. Components: V, S. Duration: 1 minute. You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage ...

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 …

Casting Time: 1 action. Range: 120 feet. Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1 minute. A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the …Ranger. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of …Fighter. Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face. You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.All Spells • Artificer Spells • Bard Spells • Cleric Spells • Druid Spells • Paladin Spells • Ranger Spells • Sorcerer Spells • Warlock Spells • Wizard SpellsFeb 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.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 ...

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 spell slot of 2nd ...

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 …

Plant Growth. This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. 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 …Silence. Source: Player's Handbook. 2nd-level illusion (ritual) Casting Time: 1 action. Range: 120 feet. Components: V, S. Duration: Concentration, up to 10 minutes. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely … 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. 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...Ranger. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of … 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. Warlock: The Hexblade. You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force …

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.Temple of the Gods. You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.Powered by Wikidot.com Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License Click here to edit contents of this page.Instagram:https://instagram. uncanny x men netmom and sonxxxukc forums treeing walkers for salelowes 3 blade ceiling fan What Is a Spell? Known and Prepared Spells. Spell Slots. Rituals. Casting a Spell. Personalizing Spells. Artificer Spells. Bard Spells. Cleric Spells. Druid Spells. …1st Level. • Animal Friendship. • Bane. • Charm Person. • Comprehend Languages. • Cure Wounds. • Detect Magic. • Disguise Self. • Dissonant Whispers. louisiana easy 5 numbersis it safe to put a raw egg in ramen 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 …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 ... walmar tire Arms of Hadar. You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the ... 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. Dragon's Breath. You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity …