ᚠ Spells - JulTob/DnD GitHub Wiki

"The spell has vanished like the logic of a dream."


Spells by Name
Spells by Level
Spells by School


Spellcasting

Magic in fantasy worlds is a craft: you shape invisible raw power. A spell is one such shape: finite, specific, and risky.

What is a Spell?

A spell is a discrete, limited effect you create by performing specific words, gestures, and/or using components.

Spells are tools, weapons, wards, and utilities. They can harm or heal, blind or reveal, lock doors or open futures. Most settings imply countless lost or forbidden spells—expect ruins, gods, or genius mages to hold them.

Spell Levels

Spells are ranked by level. Cantrips are level 0. Higher level are generally stronger and rarer.

  • Higher spell level ≠ your character level. A 9th‑level spell is late‑game; many classes reach it only at very high character levels.

  • Slot size = container; spell = liquid. Any smaller liquid fills a bigger container, never the reverse.

Known vs. Prepared

Some classes know a fixed list (always ready); others prepare a daily selection from a larger list.

Spell Slots & Upcasting

No matter how many spells you know or prep, you can only cast a limited number before rest. Each class has a slot progression showing how many slots of each level you get.

Slots are your daily fuel. Casting a spell expends a slot of its level or higher. If you cast a lower‑level spell in a higher‑level slot, the spell becomes that higher level (if the spell scales, it gains the listed benefits).

If you cast a spell using a higher‑level slot, it counts as that higher level for that casting. Some spells scale their effect; if so, the description says how.

Casting Time

Rule. Most spells cost 1 action; some use a bonus action, reaction, rituals, or minutes/hours.

  • Bonus action.

    • If you cast a bonus‑action spell this turn, your only other spell this turn is a cantrip with casting time 1 action.
  • Reaction.

    • Cast exactly when the spell specifies (e.g., “when you are hit”).
  • Longer times.

    • Spend your action each round and maintain concentration until completion.

Casting in armor

Precise gestures and focus are hard in armor. If you’re not proficient with the armor you wear, you can’t cast spells that require somatic components while wearing it. (Class and feature exceptions apply.) If you wear armor you’re not proficient with, you can’t cast spells (you’re hampered and distracted).

Range, Targets, and Line of Effect

You need a clear path to the target or the point of origin. Once created, an effect persists per its text even if you later move out of range, unless the spell says otherwise.

This prevents targeting through total cover.

Cantrips (level 0)

Endless practice hard‑wires these spells. No slot, no prep cost (class rules may vary), repeat at will. Some cantrips scale with your character level.

Rituals (slow, slot‑free)

Spells tagged ritual can be cast in a longer time (typically +10 minutes) to avoid spending a slot. You must have a ritual‑casting feature, and the spell must be on your class list and/or prepared/known as your class specifies.

Areas of Effect (AoE)

Common shapes: cone, cube, cylinder, line, sphere. Each has a point of origin and straight‑line expansion.

  • Cone: width at a distance equals that distance; origin usually excluded unless you choose otherwise.

  • Cube: origin sits on a face; origin usually excluded unless you choose otherwise.

  • Cylinder: origin is the circle center; origin included.

  • Line: straight path of given length × width; origin usually excluded unless you choose otherwise.

  • Sphere: radius from origin; origin included.

Concentration

Rule. Some spells require concentration to maintain. You can end it anytime (no action). You can’t concentrate on two spells at once.

You can lose concentration when:

You cast another concentration spell.

You take damage → make a Con save: DC = 10 or half the damage (higher). Separate saves for separate sources.

You are incapacitated or die.

The GM calls for a DC 10 Con save due to extreme conditions (e.g., wave crashing over you).

Saving Throws vs. Attack Rolls

Save DC.

Save DC = 8 + spellcasting ability mod + proficiency bonus + modifiers

Spell Attack Bonus.

Spell Attack = spellcasting ability mod + proficiency bonus + modifiers

Ranged spell attacks are at disadvantage if a hostile, non‑incapacitated creature is within 5 ft and can see you.

Why. Two delivery modes keep defenses varied.

Combining Magical Effects

Rule. Different spells’ effects stack. The same spell applied multiple times does not; take the most potent instance.

Example. Two Bless spells don’t give two dice; you benefit from only one.

For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.

SAVING THROWS

Many spells specify that a target can make a saving throw to avoid some or ali of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. The De to resist one of your spells equals 8 + your spellcasting ability modifier +your proficiency bonus + any special modifiers.

If a spell lists a saving throw, the target rolls the stated ability. On success/failure, apply the spell’s listed outcome.

Your Save DC = 8 + proficiency bonus + your spellcasting ability mod + special mods.

If a spell requires an attack roll, roll using your spell attack bonus = proficiency + spellcasting ability mod. Most are ranged attacks (disadvantage if an enemy is within 5 ft and able to threaten you).

ATTACK ROLLS

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier +your proficiency bonus. Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated (see chapter 9).

COMBINING MAGICAL EFFECTS

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multi pie times don't combine, however. lnstead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.

The Schools of Magic (what the spell is “about”)

  • Abjuration

    • protection, warding, banishment.
  • Conjuration

    • summoning, teleportation, creation.
  • Divination

    • information, detection, foresight.
  • Enchantment

    • mind influence, charm, compulsion.
  • Evocation

    • raw energy—fire, ice, force, healing light.
  • Illusion

    • sensory deception and phantasms.
  • Necromancy

    • life force, death, undeath, restoration.
  • Transmutation

    • changing properties—bodies, objects, terrain.

Schools clarify theme; a few class features interact with school tags.