Warmage spell sheet.pdf

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Spell
Description
Save School Time
Range
Comp Duration
B Pg.
Class1_Header
Subheader_Level0
Kn Spell
Eldritch Blast
Description
Spell attack 1 beam 1d10 Force damage; beams can be combined or split; CL5:2, CL11:3, CL17:4 beams
Subheader_Level1
Save School Time
— Evoc 1 a
Range
120 ft
Comp Duration
B Pg.
V,S
Instantaneous P 237
Kn
Spell
Absorb Elements
Arcane Arrow
Armor of Agathys
Burning Hands
Catapult
Charged Weapon
Detect Magic (R)
Eldritch Rebuke
Expeditious Retreat
False Life
Ice Knife
Inflict Wounds
Jump
Mage Armor
Magic Missile
Ray of Sickness
Searing Smite
Shield
Thunderous Smite
Thunderwave
Witch Bolt
Wrathful Smite
Description
Acid, Cold, Fire, Lightning, or Thunder resistance vs. 1 atk; first melee hit next rnd +1d6+1d6/SL dmg
Next ranged weapon attack, all within 5 ft of target 1d10+1d10/SL Force dmg; save halves
5+5/SL temp hp; as long as temp hp last any crea that hits in melee takes 5+5/SL Cold dmg
3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite
Send 5+5/SL lb unattended object in 90 ft straight line; if hit crea save or 3d8+1d8/SL Bludg. dmg
Your weapon attacks deal an +1d4 Force damage for the duration
Know presence of magic within 30 ft; 1 a to see auras and determine school
Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Force dmg; save halves
You can take Dash actions as a bonus action for the duration
You gain 1d4+4+5/SL temporary hit points for the duration
Ranged atk for 1d10 Piercing dmg; hit/miss 5-ft rad on target all crea save or 2d6+1d6/SL Cold dmg
Spell attack for 3d10+1d10/SL Necrotic dmg
1 creature's jump distance is tripled for the duration
1 crea that isn't wearing armor has AC 13 + Dex modifier for the duration; spell ends if it dons armor
3+1/SL darts hit creature(s) you can see for 1d4+1 Force dmg per dart
Spell attack for 2d8+1d8/SL Poison dmg; save or also poisoned until end of your next turn
Next melee weapon hit +1d6+1d6/SL Fire dmg and target ignites; save to end spell or 1d6 Fire dmg
If hit by attack +5 AC until start of next turn; or stop Magic Missile spell from doing any dmg to you
Next melee weapon hit +2d6 Thunder dmg and save or 10 ft push and prone; audible in 300 ft
All crea/obj in area 2d8+1d8/SL Thunder dmg, pushed 10 ft away; save halves and not pushed
Spell attack 1d12+1d12/SL Lightning dmg; 1 a, if consecutive, for dmg again; ends if out of range
Next melee weapon hit +1d6 Psychic dmg and save or frightened; it can take 1 a for extra save
Subheader_Level2
Save
Dex
Dex
Dex
Dex
Dex
Con
Con
Str
Con
Wis
School Time
Abjur 1 rea
Conj 1 bns
Abjur 1 a
Evoc 1 a
Trans 1 a
Evoc 1 bns
Div
1a
Evoc 1 rea
Trans 1 bns
Necr 1 a
Conj 1 a
Necr 1 a
Trans 1 a
Abjur 1 a
Evoc 1 a
Necr 1 a
Evoc 1 bns
Abjur 1 rea
Evoc 1 bns
Evoc 1 a
Evoc 1 a
Evoc 1 bns
Range
Comp
Self
S
Self
V
Self
V,S,M
15-ft cone V,S
150 ft
S
Self
V,S
Self
V,S
60 ft
V,S
Self
V,S
Self
V,S,M
60 ft
S,M
Touch
V,S
Touch
V,S,M
Touch
V,S,M
120 ft
V,S
60 ft
V,S
Self
V
Self
V,S
Self
V
15-ft cube V,S
30 ft
V,S,M
Self
V
Duration
1 rnd
Conc, 1 min
1h
Instantaneous
Instantaneous
Conc, 1 min
Conc, 10 min
Instantaneous
Conc, 10 min
1h
Instantaneous
Instantaneous
1 min
8 h (D)
Instantaneous
Instantaneous
Conc, 1 min
1 rnd
Conc, 1 min
Instantaneous
Conc, 1 min
Conc, 1 min
B
E
P
P
P
E
P
P
P
P
P
E
P
P
P
P
P
P
P
P
P
P
P
Pg.
15
249
215
220
15
234
231
250
238
239
19
253
254
256
257
271
274
275
282
282
289
289
Kn
Spell
Aganazzar's Scorcher
Arcane Sphere
Blindness/Deafness
Cloud of Daggers
Darkness
Darkvision
Eldritch Blade
Heat Metal
Hold Person
Invisibility
Levitate
Magic Weapon
Melf's Acid Arrow
Misty Step
Scorching Ray
See Invisibility
Shatter
Spiritual Weapon
Description
30-ft long 5-ft wide line all creatures 3d8+1d8/SL Fire dmg; save halves
2.5-ft rad magical sphere; bns a move 30 ft; all within 5-ft rad 2d6+1d6/SL Force dmg; save halves
1+1/SL crea save or blinded or deafened; extra save at end of every turn
5-ft cube 4d4+2d4/SL Slashing dmg to all that enter or start turn in area
15-ft rad darkness on point or object; darkvision doesn't work; only magical light of higher SL works
1 willing creature has darkvision 60 ft for the duration
Summon a arcane blade; 1 a to make a melee spell attack for 3d6+1d6/2SL Force dmg; 10 ft bright light
1 metal obj 2d8+1d8/SL Fire dmg to touch; save or drop obj; if held: dis. atk/chk; bns a reheat obj
1+1/SL humanoid within 30 ft of each other save or paralyzed; extra save at end of each turn
1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried is also invisible
1 crea/obj up to 500 lb save or rise vertically, up to 20 ft; 1 a (move a if self) move up/down 20 ft
1 nonmagical weapon becomes magical with +1 bonus to attack and damage; SL4: +2, SL6: +3
Spell attack for 4d4+1d4/SL and 2d4+1d4/SL acid dmg next turn; on miss half dmg no next turn
You teleport 30 feet to a unoccupied space you can see
3+1/SL rays hit creature(s) on spell attack with each ray for 2d6 Fire dmg per ray
See invisible and ethereal creatures and objects as if they were visible; ethereals are ghostly, translucent
10-ft rad all 3d8+1d8/SL Thunder dmg; save halves; nonmagical unattended objects also take dmg
Create weapon; spell attack 1d8+1d8/2SL+ability modifier Force dmg; bns a to move 20 ft and/or attack
Subheader_Level3
Save
Dex
Con
Con
Wis
Con
Con
School Time
Evoc 1 a
Conj 1 a
Necr 1 a
Conj 1 a
Evoc 1 a
Trans 1 a
Evoc 1 bns
Trans 1 a
Ench 1 a
Illus 1 a
Trans 1 a
Trans 1 bns
Evoc 1 a
Conj 1 bns
Evoc 1 a
Div
1a
Evoc 1 a
Evoc 1 bns
Range
30-ft line
60 ft
30 ft
60 ft
60 ft
Touch
Self
60 ft
60 ft
Touch
60 ft
Touch
90 ft
Self
120 ft
Self
60 ft
60 ft
Comp
V,S,M
V,S,M
V
V,S,M
V,M
V,S,M
V,S,M
V,S,M
V,S,M
V,S,M
V,S,M
V,S
V,S,M
V
V,S
V,S,M
V,S,M
V,S
Duration
Instantaneous
Conc, 1 min
1 min
Conc, 1 min
Conc, 10 min
8h
Conc, 10 min
Conc, 1 min
Conc, 1 min
Conc, 1 h
Conc, 10 min
Conc, 1 h
Instantaneous
Instantaneous
Instantaneous
1h
Instantaneous
1 min
B
E
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
P
Pg.
15
242
219
222
230
230
242
250
251
254
255
257
259
260
273
274
275
278
Kn
Spell
Arcane Explosion
Blinding Smite
Blink
Counterspell
Daylight
Dispel Magic
Elemental Weapon
Fear
Flame Arrows
Fly
Haste
Lightning Arrow
Lightning Bolt
Melf's Minute Meteors
Prot. from Energy
Slow
Vampiric Touch
Description
20-ft rad all crea 8d6+1d6/SL Force dmg; save halves; nonmagical unattended objects also take dmg
Next melee hit +3d8 Radiant dmg; save or blinded; extra save at end of every turn
50% chance every turn to travel to Ethereal Plane and return to an empty space within 10 ft next turn
Stop a spell being cast; make DC 10+SL spellcasting ability check if above the spell slot lvl used
60-ft rad bright light + 60-ft dim light on point or object; only magical darkness of higher SL works
Dispel any magical effect on crea or object; make DC 10+SL spellcasting ability check if above SL used
+1 magical weapon; +1d4 Acid, Cold, Fire, Lightning, or Thunder dmg; SL5: +2/+2d4, SL7: +3/+3d4
All crea save or drop what it is holding and frightened; extra save/rnd if crea is not in line of sight
12+2/SL ammunition drawn from touched quiver do +1d6 Fire damage on a successful hit
1+1/SL willing creatures gain fly 60 ft speed
1 willing crea +2 AC, speed doubled, adv. on saves, extra action (1 attack, dash, disengage, hide)
Next ranged wea atk +4d8+1d8/SL Lightn. dmg, miss half; 10 ft all 2d8+1d8/SL Lightn. dmg, save halves
100-ft long 5-ft wide all 8d6+1d6/SL Lightn. dmg; save halves; unattended flammable obj ignite
6+2/SL meteors; at casting/bns a send up to 2 meteors 120 ft for 5-ft rad all crea 2d6 Fire dmg; save half
1 creature gains resistance to either Acid, Cold, Fire, Lightning, or Thunder damage for duration
6 crea in 40-ft cube save or half spd, -2 AC, -2 Dex saves, no rea, only 1 a or bns a; 1 atk; see book
Spell attack each turn as 1 a for 3d6+1d6/SL Necrotic dmg; you heal half the damage dealt
Save
Dex
Con
Wis
Dex
Dex
Dex
Dex
Wis
School Time
Evoc 1 a
Evoc 1 bns
Trans 1 a
Abjur 1 rea
Evoc 1 a
Abjur 1 a
Trans 1 a
Illus 1 a
Trans 1 a
Trans 1 a
Trans 1 a
Trans 1 bns
Evoc 1 a
Evoc 1 a
Abjur 1 a
Trans 1 a
Necr 1 a
Range
Comp
150 ft
V,S,M
Self
V
Self
V,S
60 ft
S
60 ft
V,S
120 ft
V,S
Touch
V,S
30-ft cone V,S,M
Touch
V,S
Touch
V,S,M
30 ft
V,S,M
Self
V,S
100ft line V,S,M
Self
V,S,M
Touch
V,S
120 ft
V,S,M
Self
V,S
Duration
Instantaneous
Conc, 1 min
1 min (D)
Instantaneous
1h
Instantaneous
Conc, 1 h
Conc, 1 min
Conc, 1 h
Conc, 10 min
Conc, 1 min
Conc, 1 min
Instantaneous
Conc, 10 min
Conc, 1 h
Conc, 1 min
Conc, 1 min
B
P
P
P
P
P
P
P
P
E
P
P
P
P
E
P
P
P
Pg.
241
219
219
228
230
234
237
239
18
243
250
255
255
20
270
277
285
1/2
Spell Sheet Generator v5.2 © Joost Wijnen – flapkan@gmail.com; all Dungeons & Dragons materials are © Wizards of the Coast
Subheader_Level4
Kn
Spell
Dominate Beast
Fire Shield
Freedom of Movement
Greater Invisibility
Locate Creature
Phantasmal Killer
Polymorph
Staggering Smite
Stoneskin
Storm Sphere
Watery Sphere
Description
1 beast save or charmed, follows telepathic commands, 1 a for complete control; +SL for duration
Fiery shield gives either Fire or Cold dmg resist. and deals 2d8 of the same dmg type to melee attackers
1 willing crea; magic cannot reduce speed, paralyze, restrain; use 5 ft to escape nonmagical restrains
1 crea invisible until end of the spell; anything the target is wearing or carrying is also invisible
Learn direction to closest named or described kind or specific creature within 1000 ft; see book
1 crea save or frightened; end of each turn save to end or 4d10+1d10/SL Psychic dmg
1 creature with > 0 hp save or transformed into beast of choice of same CR or lower; see book
Next melee weapon hit +4d6 Psychic dmg and save or dis. on atks/chks, no rea, until end next turn
1 willing crea resistance to nonmagical Bludgeoning, Piercing, and Slashing dmg (100gp cons.)
20-ft rad dif. ter.; all crea + end turn save or 2d6+1d6/SL Bludg.; bns a 60 ft ranged atk 4d6 Lightning
10-ft rad all crea < Huge save or restrained; on save ejected; save each rnd; 1 a move sphere 30 ft
Subheader_Level5
Save
Wis
Wis
Wis
Wis
Str
Str
School Time
Ench 1 a
Evoc 1 a
Abjur 1 a
Illus 1 a
Div
1a
Illus 1 a
Trans 1 a
Evoc 1 bns
Abjur 1 a
Evoc 1 a
Conj 1 a
Range
60 ft
Self
Touch
Touch
Self
120 ft
60 ft
Self
Touch
150 ft
90 ft
Comp
V,S
V,S,M
V,S,M
V,S
V,S,M
V,S
V,S,M
V
V,S,M†
V,S
V,S,M
Duration
Conc, 1 min
10 min (D)
1h
Conc, 1 min
Conc, 1 h
Conc, 1 min
Conc, 1 h
Conc, 1 min
Conc, 1 h
Conc, 1 min
Conc, 1 min
B
P
P
P
P
P
P
P
P
P
E
E
Pg.
234
241
244
246
256
265
266
278
278
22
23
Kn
Spell
Animate Objects
Cloudkill
Cone of Cold
Control Winds
Destructive Wave
Dominate Person
Eldritch Strike
Forceful Smite
Geas
Hold Monster
Immolation
Insect Plague
Swift Quiver
Telekinesis
Teleportation Circle
Wall of Force
Description
10+2/SL nonmagical objects not worn or carried; bns a command within 500 ft; see book
20-ft rad 5d8+1d8/SL Poison dmg; save halves; move 10 ft/rnd; heavily obscured, difficult terrain
8d8+1d8/SL Cold dmg; save halves; crea killed become frozen statues until thawed
100-ft cube of air either gusts, downdraft, or updraft; affects flying/jump/ranged; 1 a change; see book
Any crea 5d6 Thunder + 5d6 Radiant/Necrotic dmg and knocked prone; save halves not prone
1 humanoid save or charmed, follows telepathic commands, 1 a for complete control; +SL for dur.
10-ft rad 40-ft high all crea 4d6 Force and 4d6 Thunder dmg; save halves; +1d6/SL Force or Thunder
Next melee hit +5d10 Force dmg; If this brings target hp<50, you stun it; save each turn to end spell.
1 crea save or charmed; it must obeys commands or 5d10 Psychic dmg; SL7: 1 year, SL9: until disp.
1+1/SL crea within 30 ft of each other save or paralyzed; extra save at end of each turn
1 crea save or 7d6 Fire dmg and burns for 3d6 Fire dmg/rnd; save each rnd to end; half dmg on save
20-ft rad all 4d10+1d10/SL Piercing dmg; save halves; ignores cover; lightly obscures; difficult terrain
Quiver gives nonmagical ammo; bns a to make 2 atks with weapon that uses ammo from that quiver
Move Huge creature or 1000 lb object 30 ft as 1 a; ability check with spellcasting ability vs. Str; see book
Create a circle to teleport to another teleportation circle on same plane; see book (50gp cons.)
10 10×10-ft panels or 10-ft rad (hemi)sphere invisible, impenetrable wall; can float in air; see book
0
AbbreviationHeader
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
Save
Con
Con
Con
Wis
Dex
Wis
Wis
Dex
Con
School Time
Trans 1 a
Conj 1 a
Evoc 1 a
Trans 1 a
Evoc 1 a
Ench 1 a
Evoc 1 a
Abjur 1 bns
Ench 1 min
Ench 1 a
Evoc 1 a
Conj 1 a
Trans 1 bns
Trans 1 a
Conj 1 min
Evoc 1 a
Range
Comp
120 ft
V,S
120 ft
V,S
60-ft cone V,S,M
300 ft
V,S
30-ft rad V
60 ft
V,S
60 ft
V,S,M
Self
V
60 ft
V
90 ft
V,S,M
90 ft
V
300 ft
V,S,M
Touch
V,S,M
60 ft
V,S
10 ft
V,M†
120 ft
V,S,M
Duration
Conc, 1 min
Conc, 10 min
Instantaneous
Conc, 1 h
Instantaneous
Conc, 1 min
Instantaneous
Conc, 1 min
30 days (D)
Conc, 1 min
Conc, 1 min
Conc, 10 min
Conc, 1 min
Conc, 10 min
1 rnd
Conc, 10 min
B
P
P
P
E
P
P
P
P
P
P
E
P
P
P
P
P
Pg.
213
222
224
16
231
235
242
216
244
251
19
254
279
280
281
285
2/2
Spell Sheet Generator v5.2 © Joost Wijnen – flapkan@gmail.com; all Dungeons & Dragons materials are © Wizards of the Coast
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