Spells: відмінності між версіями

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Класи

Усі класи та субкласи персонажів можна розділити на:

При обчислені ефективного магічного рівня його значення округлюється до більшого.

Таблиця чурунків для ефективного магічного рівня (ЕМР)

ЕМР Кількість чарунків рівнів
1 2 3 4 5 6
1 2 - - - - -
2 3 - - - - -
3 4 2 - - - -
4 4 3 - - - -
5 4 3 2 - - -
6 4 3 3 - - -
7 4 3 3 1 - -
8 4 3 3 2 - -
9 4 3 3 3 1 -
10 4 3 3 3 2 -
11 4 3 3 3 2 1
12 4 3 3 3 2 1

У Чаклуна своя особлива система...


{{#seo:

| type = article | site_name = Baldur's Gate 3 Wiki | title = Spells - Вікі D&D українською | keywords = Spells, Baldur's Gate 3 Wiki, BG3 Wiki, Baldur's Gate 3, BG3, Wiki, bg3.wiki | description = Заклинання — це магічна енергія, яку заклинателі використовують завдяки знанням або вродженим здібностям для створення магічних ефектів, нанесення шкоди ворогам або зцілення союзників. | image = Fireball Icon.png

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See: List of all spells

Spells are magical energies from the multiverse conjured by spellcasters (Wizard, Sorcerer, Druid, Warlock, etc.) through experience, knowledge, or innate ability to create magical Effects, deal damage to enemies, or heal their allies.

All spellcasters are proficient with Spell Attacks. When they make an Attack Roll with a Spell, they roll against the target's Armour Class (or AC):

Spells which do not invoke an Attack Roll often require the target to roll a Saving Throw against the spellcaster's spellcasting Difficulty Class (or DC):

Spell Slots

Spell Slots are the spellcasters' Resource used to cast Spells. Once Spell Slots are depleted, they can only be regained through a Long Rest, with the following notable exceptions:

  • Certain classes like Wizard and some Druid subclasses have the ability to regain a small number of Spell Slots once per Long Rest.
  • Wild Magic Barbarians have access to the Bolstering Magic feature, allowing them to recover a few low level spell slots of an ally. Should they multiclass into a spellcasting class they could also do this for themselves.
  • Certain items, such as the Pearl of Power Amulet or Spellcrux Amulet, also allow for the recovery of spell slots, but each can only be used once per Long Rest.
  • The Arcane Cultivation line of Elixirs allow for the user to gain an additional corresponding spell slot. This functionally regains them a spell slot per elixir drank if the user is not at full capacity for that spell slot level.
  • Warlocks, with their Pact Magic spellcasting feature, only need to take a Short Rest to fully regain their Spell Slots.

Spell Slot Levels

A spell's level represents the power of a given spell, as well as its difficulty to be cast. Each Spell Level has a corresponding Spell Slot Level that is required be spent : Level 1, Level 2, Level 3, and so on.

Cantrips Файл:Cantrips Icon.pngare "level 0" spells. They do not consume any spell slots and are effectively an infinite resource.

Due to their unique mechanics, the spell slots of a Warlock are colored differently, like so: Файл:Warlock 2 Level 1 Spell Slots Icon.png

A spell's level occasionally has mechanical impact outside of the spell slot level required for its use: Wizards need to spend more gold to learn a higher level spell, Counterspell is harder to use against a spell of a higher level. A couple of subclass features for Wizards also scale off of the spell slot level used (Arcane Ward, Grim Harvest)

Upcasting

Upcasting refers to when a spellcaster chooses to use a higher level spell slot to cast a lower level spell. Many spells gain additional damage dice, a larger area of effect, allow for more targets, or other effects when upcast, but some spells gain no additional benefit other than the fact they are treated as a higher level spell. Warlock spells are always upcast to their highest known spell level.

Spell Slot Amount

ESL Spell Slots per Spell Level
1 2 - - - - -
2 3 - - - - -
3 4 2 - - - -
4 4 3 - - - -
5 4 3 2 - - -
6 4 3 3 - - -
7 4 3 3 1 - -
8 4 3 3 2 - -
9 4 3 3 3 1 -
10 4 3 3 3 2 -
11 4 3 3 3 2 1
12 4 3 3 3 2 1

The total amount of spell slots a spellcaster would get is dependent upon their Effective Spellcaster Level (ESL). For full spellcasters (Bards, Clerics, Druids, Sorcerers, and Wizards) this is exactly their class level (A level 5 wizard has an Effective Spellcaster Level of 5); "Half-spellcasters" (Rangers and Paladins), are not considered spellcasters until class level 2, at which point their ESL is their class level halved. "One-third-spellcasters" (Arcane Trickster Arcane Trickster Rogues and Eldritch Knight Eldritch Knight Fighters) are all subclasses that can only be taken at class level three, their ESL is their class level divided by three. For the purpose of determining Spell Slot Distribution the ESL is rounded up when no multiclassing of multiple spellcaster classes is involved.

When multiple spellcaster classes are chosen for a character, the character's ESL is instead the ESL of every individual spellcasting class that the character has, each rounded down, and then summed up. As an example, a level 1 cleric/level 3 paladin/level 3 ranger character would have an ESL of 3, because:

1 + round_down(1.5) + round_down(1.5) = 1 + 1 + 1 = 3

Because of the differing rounding between non-multiclass and multiclass characters, a peculiar edge case exists when a "partial spellcaster" multiclasses into another "partial spellcaster" class. To illustrate this consider a level 3 paladin that picks up a level of ranger. Both of these classes are "half-spellcasters". A level 3 pure paladin has an ESL of 2, due to the rounding up. But when they multiclass into another "half-spellcasters" class, one may assume this character would lose an ESL by leveling up, as the rule now requires rounding down. However, as mentioned earlier, "partial spellcasters" classes are not considered spellcasters until they get to ESL 1 without rounding. So a level 3 paladin/level 1 ranger still has an ESL of 2. In short, due to how the rule is written, a character will never lose ESL by leveling up, no matter what.

Once the Effective Spellcaster Level is known, one can consult the appended table to find out their character's spell slot distribution.

The number of spell slot for each level across ESL has no clear pattern, but when a spell level opens up does have an identifiable pattern. The maximum spell level a spellcaster has access to is their ESL halved and then rounded up.

Warlocks are unique in this regard. Their spell slots are all of uniform level, matching the highest spell slot available of a normal full spellcaster class until spell level 5, which is the highest level spell slot warlocks can have. They also simply gain a spell slot at class level 1,2, and 11.

Concentration

Main page: Concentration

Concentration is another type of resource a spellcaster has. Certain spells require the caster to continuously put focus into the spell in order to maintain its effects. Such spells are called Concentration spells, and this requirement will be clearly labeled with the Concentration tag in the spell's description. The caster may still do other actions while concentrating, but are at risk of losing said concentration under certain circumstances. If the caster loses Concentration, the spell ends prematurely. A caster can only concentrate on one spell at a time - said spell will be shown on top of/next to the caster's portrait and in the list of conditions the spellcaster has.

Ways a caster can lose Concentration while concentrating includes:

  • Failing a Concentration Constitution Saving Throw. Said Saving Throw occurs every time a concentrating caster takes damage. The DC of this Saving Throw is either 10 or half the number of damage taken, whichever is higher.
  • Being affected by Conditions such as Downed, Sleeping, Rage, etc. If this happens Concentration is dropped without recourse.
  • The caster can also voluntarily end the Concentration effect. Either by casting another Concentration Spell, or by manually ending Concentration.
    • Unlike most actions, the manual ending of concentration can be done at anytime, even amidst someone else's turn. For players this is done via the x button on the concentrated spell's icon next to the caster's main portrait.

Due to the impact of many Concentration spells, it is very beneficial for a spellcaster to acquire an Advantage or bonuses for their Concentration Constitution Saving Throws, but this is rather difficult to come by:

  • The Resilient(Constitution) Feat Grants a +1 to a character's Constitution score as well as granting Proficiency in all Constitution Saving Throws.
  • Transmuter's Stone(Constitution), a Transmutation School Wizard subclass feature, grants the holder of said stone Proficiency in all Constitution Saving Throws.
  • Arcane Ward, an Abjuration School Wizard subclass feature, reduces all incoming damage. When the damage is reduced to 0, no Concentration Saving Throws take place.
  • Bless and Resistance each grant a 1d4 bonus to all Saving Throws. Both are concentration spells themselves, so the casters of these spells are themselves at risk of dropping these spells when taking damage.
  • Gaseous Form grants Advantage on all Constitution saving throws but also sets the target's Constitution score to 10, and is itself again a concentration spell.
  • Warding Bond grants its target a +1 bonus to all Saving Throws, and persists until long rest and does not require concentration. However it requires the caster of warding bond to take all damage their target does.

Spellcasting Ability and Proficiency

Every class, even non-spellcasters, has an ability specifically designated to represent their ability to cast spells. This ability would be that class's Spellcasting Ability, the Ability Score Modifier of said Spellcasting Ability is directly added to the difficulty for which the spellcaster's targets face when trying to mitigate the effects of most spells from said spellcaster. This added difficulty-to-resist is more simply known as the spellcaster's Spellcasting Ability Modifier.

Non-spellcasters typically only cast spells by using magical items (which include scrolls), regardless, all characters get to add their Proficiency Bonus to their spell's difficulty-to-resist, in a similar fashion to their Spellcasting Ability Modifier.

For more details, see the Saving Throw and Attack Roll pages for a comprehensive explanation of how the Spellcasting Ability Modifier and Proficiency Bonus is applied.

Each class uses a different Ability Score Modifier for spellcasting:

  • Intelligence Intelligence (INT): Wizards, Fighters*, and Rogues*.
  • Wisdom Wisdom (WIS): Clerics, Rangers, Druids, and Monks*.
  • Charisma Charisma (CHA):Bards, Paladins, Sorcerers, Warlocks, and Barbarians*.

*Non-spellcasters

These classes, while normally non-spellcasters, have the option of becoming spellcasters by specializing into specific subclasses (Arcane Trickster Arcane Trickster Rogues and Eldritch Knight Eldritch Knight Fighters)

NB: Occasionally, specific spells will designate its own Spellcasting Ability regardless of the class in question, this is most commonly a result of spells obtained via racial features.

Prepared Spells

Prepared Spells are Spells that must be prepared beforehand in order to be cast, this can only be done outside of combat. Spellcasters that primarily utilizes this type of spells are known as Prepared Spellcasters. This includes:

  • Cleric
  • Druid
  • Paladin
  • Wizard

These spellcasters will need to anticipate which spells would be useful in advance. In exchange, these classes will have access to every class-level-appropriate spell in their Spell List.

Uniquely, Wizards are prepared casters that can only choose a subset of eligible spells to be learnt on leveling up, but are allowed to learn more spells by transcribing scrolls.

The number of Prepared Spells each class can have at a time is equal to (Spellcasting Ability Modifier + Class Level) (Minimum of 1)

For this purpose a Paladin's class level is halved and rounded down.

Known Spells

Known Spells are spells permanently memorized by a spellcaster, meaning these Spells are functionally Always Prepared. Spellcasters that primarily utilizes this type of spells are known as Spontaneous Spellcasters. This includes:

These spellcasters will not need to worry about spell preparation. In exchange, they can only learn a subset of their class's Spell List.

Spontaneous Spellcasters have access to the Replacement Spell feature, which allows them to swap a known spell each time they level up.

Additionally, Spells granted by Races or by certain Subclasses (such as Cleric Domains) are considered "inherent" and is Always Prepared. This happens even if the character in question has a class that is normally is a Prepared Spellcaster.

Ritual Spells

When a Ritual Spell is cast outside of combat, they do not consume spell slots and are effectively free to cast. They consume spell slots as normal in-combat.

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All Spells

Note: These lists will be auto-generated in the near future, once all spell pages use Template:SpellPage. Don't spend too much time updating these lists manually, as your work will be replaced by the auto-generated lists.

Cantrips

  • Cantrips are Spells that do not cost Spell Slots to cast. Cantrips marked with † are only granted by magic items.

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Level 1 Spells

  • Level 1 Spells are Spells that consume Level 1 Spell Slots when cast.

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Level 2 Spells

  • Level 2 Spells are Spells that consume Level 2 Spell Slots when cast.

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Level 3 Spells

  • Level 3 Spells are Spells that consume Level 3 Spell Slots when cast.

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Level 4 Spells

  • Level 4 Spells are Spells that consume Level 4 Spell Slots when cast.

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Level 5 Spells

  • Level 5 Spells are Spells that consume Level 5 Spell Slots when cast.

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Level 6 Spells

  • Level 6 Spells are Spells that consume Level 6 Spell Slots when cast.

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Level 9 Spells

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Spell Properties Table

Note: This table will be auto-generated in the near future, once all spell pages use Template:SpellPage. Don't spend too much time updating this table manually, as your work will be replaced by the auto-generated table.

Name Casting Time Duration Range / Area Attack / Save Damage / Effect
Cantrips
Acid Splash Action -  18m / 60ft
 2m / 7ft (Radius)
Dexterity Save Damage Types Acid
Blade Ward Action  2 turns  Self - -
Bone Chill Action  1 turn  18m / 60ft Attack Roll Damage Types Necrotic
Dancing Lights Concentration Action -  18m / 60ft - -
Eldritch Blast Action -  18m / 60ft Attack Roll Damage Types Force
Fire Bolt Action -  18m / 60ft Attack Roll Damage Types Fire
Friends Concentration Action  10 turns  9m / 30ft Charisma Save -
Файл:Guidance Icon.png Guidance Concentration Action  10 turns  1.5m / 5ft - -
Файл:Light Cantrip Icon.png Light Action  100 turns  1.5m / 5ft - -
Mage Hand Concentration Action -  18m / 60ft - -
Minor Illusion Concentration Action -  18m / 60ft - -
Poison Spray Action -  3m / 10ft Constitution Save Damage Types Poison
Produce Flame Action  100 turns  Self - Damage Types Fire
Файл:Ray Of Frost Icon.png Ray of Frost Action  1 turn  18m / 60ft Attack Roll Damage Types Cold
Файл:Resistance Icon.png Resistance Concentration Action  10 turns  1.5m / 5ft - -
Файл:Sacred Flame Icon.png Sacred Flame Action -  18m / 60ft Dexterity Save Damage Types Radiant
Shillelagh Bonus Action  10 turns  Self - Damage Types Bludgeoning
Shocking Grasp Action  1 turn  1.5m / 5ft Attack Roll Damage Types Lightning
Файл:Thaumaturgy Icon.png Thaumaturgy Action  10 turns  Self - -
Файл:Thorn Whip Icon.png Thorn Whip Action -  9m / 30ft Attack Roll Damage Types Piercing
True Strike Concentration Action  2 turns  18m / 60ft - -
Файл:Vicious Mockery Icon.png Vicious Mockery Action  1 turn  18m / 60ft Wisdom Save Damage Types Psychic
1st Level Spells
Animal Friendship Action  10 turns  18m / 60ft - -
Файл:Armour Of Agathys Icon.png Armour of Agathys Action  Until Long Rest  Self - Damage Types Cold
Файл:Arms of Hadar Icon.png Arms of Hadar Action  1 turn  Self
 3m / 10ft (Radius)
Strength Save Damage Types Necrotic
Bane Concentration Action  10 turns  9m / 30ft
 9m / 30ft (Radius)
Charisma Save -
Файл:Bless Icon.png Bless Concentration Action  10 turns  9m / 30ft
 9m / 30ft (Radius)
- -
Файл:Burning Hands Icon.png Burning Hands Action -  Self
 5m / 17ft (Cone)
Dexterity Save Damage Types Fire
Charm Person Action  10 turns  18m / 60ft Wisdom Save -
Файл:Chromatic Orb Icon.png Chromatic Orb Action -  18m / 60ft Attack Roll -
Файл:Colour Spray Icon.png Colour Spray Action  1 turn  Self
 5m / 15ft (Cone)
- -
Command Action  1 turn  18m / 60ft Wisdom Save -
Файл:Compelled Duel Icon.png Compelled Duel Concentration Bonus Action  3 turns  9m / 30ft Wisdom Save -
Файл:Create Water Icon.png Create or Destroy Water Action  3 turns  9m / 30ft
 9m / 30ft (Radius)
- -
Cure Wounds Action -  1.5m / 5ft - -
Disguise Self Action  Until Long Rest  Self - -
Файл:Dissonant Whispers Icon.png Dissonant Whispers Action  2 turns  18m / 60ft Wisdom Save Damage Types Psychic
Файл:Divine Favour Icon.png Divine Favour Concentration Bonus Action  3 turns  18m / 60ft - Damage Types Radiant
Файл:Ensnaring Strike Melee Icon.png Ensnaring Strike (Melee) Concentration Action + Bonus Action  10 turns  1.5m / 5ft Attack Roll
Strength Save
Damage Types Piercing
Файл:Ensnaring Strike Ranged Icon.png Ensnaring Strike (Ranged) Concentration Action + Bonus Action  10 turns  18m / 60ft Attack Roll
Strength Save
Damage Types Piercing
Файл:Entangle Icon.png Entangle Concentration Action  Until Long Rest  18m / 60ft
 6m / 20ft (Radius)
Strength Save -
Expeditious Retreat Concentration Bonus Action  Until Long Rest  Self - -
Faerie Fire Concentration Action  10 turns  18m / 60ft
 6m / 20ft (Radius)
Dexterity Save -
Файл:False Life Icon.png False Life Action  Until Long Rest  Self - -
Feather Fall Bonus Action  10 turns  Self
 9m / 30ft (Radius)
- -
Find Familiar Action -  18m / 60ft - -
Fog Cloud Concentration Action -  18m / 60ft
 6m / 20ft (Radius)
- -
Файл:Goodberry Icon.png Goodberry Action -  1.5m / 5ft - -
Guiding Bolt Action  2 turns  18m / 60ft Attack Roll Damage Types Radiant
Файл:Grease Icon.png Grease Action  1 turn  18m / 60ft
 5m / 15ft (Radius)
Dexterity Save -
Файл:Hail Of Thorns Icon.png Hail of Thorns Action + Bonus Action -  Weapon Range
 2m / 7ft (Radius)
Attack Roll
Dexterity Save
Damage Types Piercing
Healing Word Bonus Action -  18m / 60ft - -
Файл:Hellish Rebuke Icon.png Hellish Rebuke Reaction -  Self Dexterity Save Damage Types Fire
Файл:Heroism Icon.png Heroism Concentration Action  10 turns  1.5m / 5ft - -
Файл:Hex Icon.png Hex Concentration Bonus Action -  18m / 60ft - Damage Types Necrotic
Файл:Hunter's Mark Icon.png Hunter's Mark Concentration Bonus Action  Until Long Rest  18m / 60ft - -
Файл:Inflict Wounds Icon.png Inflict Wounds Action -  1.5m / 5ft Attack Roll Damage Types Necrotic
Jump Action  10 turns  1.5m / 5ft - -
Longstrider Action  Until Long Rest  1.5m / 5ft - -
Mage Armour Action  Until Long Rest  Self - -
Magic Missile Action -  18m / 60ft - Damage Types Force
Protection from Evil and Good Concentration Action  Until Long Rest  1.5m / 5ft - -
Файл:Ray Of Sickness Icon.png Ray of Sickness Action  2 turns  18m / 60ft Attack Roll
Constitution Save
Damage Types Poison
Файл:Sanctuary Icon.png Sanctuary Bonus Action  10 turns  18m / 60ft - -
Файл:Searing Smite Icon.png Searing Smite Concentration Action + Bonus Action  10 turns  Weapon Range Attack Roll
Constitution Save
Damage Types Fire
Файл:Shield Of Faith Icon.png Shield of Faith Concentration Bonus Action  Until Long Rest  18m / 60ft - -
Sleep Action  2 turns  18m / 60ft
 6m / 20ft (Radius)
- -
Speak with Animals Action  Until Long Rest  Self - -
Файл:Tasha's Hideous Laughter Icon.png Tasha's Hideous Laughter Action  2 turns  18m / 60ft Wisdom Save -
Файл:Thunderous Smite Icon.png Thunderous Smite Action + Bonus Action  10 turns  Weapon Range Attack Roll
Strength Save
Damage Types Thunder
Thunderwave Action -  Self
 5m / 17ft (Cube)
Constitution Save Damage Types Thunder
Файл:Witch Bolt Icon.png Witch Bolt Concentration Action  10 turns  18m / 60ft Attack Roll Damage Types Lightning
Файл:Wrathful Smite Icon.png Wrathful Smite Concentration Action + Bonus Action  2 turns  Weapon Range Attack Roll
Wisdom Save
Damage Types Psychic
2nd Level Spells
Файл:Aid Icon.png Aid Action  Until Long Rest  Self
 9m / 30ft (Radius)
- -
Файл:Barkskin Icon.png Barkskin Concentration Action  Until Long Rest  1.5m / 5ft - -
Blindness Action  10 turns  18m / 60ft Constitution Save -
Файл:Blur Icon.png Blur Concentration Action  10 turns  Self - -
Файл:Branding Smite (Melee) Icon.png Branding Smite Concentration Action + Bonus Action  10 turns  Weapon Range Attack Roll
Constitution Save
Damage Types Radiant
Файл:Calm Emotions Icon.png Calm Emotions Concentration Action  10 turns  18m / 60ft
 6m / 20ft (Radius)
Charisma Save -
Файл:Cloud of Daggers Icon.png Cloud of Daggers Concentration Action  10 turns  18m / 60ft
 2m / 7ft (Radius)
- Damage Types Slashing
Crown of Madness Concentration Action  3 turns  18m / 60ft Wisdom Save -
Darkness Concentration Action -  18m / 60ft
 5m / 17ft (Radius)
- -
Darkvision Action  Until Long Rest  1.5m / 5ft - -
Detect Thoughts Concentration Action  Until Long Rest  Self Wisdom Save -
Файл:Enhance Ability Icon.png Enhance Ability Concentration Action -  1.5m / 5ft - -
Файл:Enlarge - Reduce Icon.png Enlarge/Reduce Concentration Action -  9m / 30ft Constitution Save -
Файл:Flame Blade Icon.png Flame Blade Concentration Bonus Action -  Self Attack Roll Damage Types Fire
Файл:Flaming Sphere Icon.png Flaming Sphere Concentration Action -  18m / 60ft
 2m / 7ft (Radius)
Dexterity Save Damage Types Fire
Файл:Heat Metal Icon.png Heat Metal Concentration Action  10 turns  18m / 60ft Constitution Save Damage Types Fire
Hold Person Concentration Action  10 turns  18m / 60ft Wisdom Save -
Invisibility Concentration Action  Until Long Rest  1.5m / 5ft - -
Lesser Restoration Action -  2m / 5ft - -
Файл:Magic Weapon Icon.png Magic Weapon Concentration Action  Until Long Rest  1.5m / 5ft - -
Файл:Melf's Acid Arrow Icon.png Melf's Acid Arrow Action -  18m / 60ft Attack Roll Damage Types Acid
Mirror Image Action  10 turns  Self - -
Misty Step Bonus Action -  18m / 60ft - -
Файл:Moonbeam Icon.png Moonbeam Concentration Action  10 turns  18m / 60ft
 1m / 3ft (Radius)
Constitution Save Damage Types Radiant
Файл:Pass Without Trace Icon.png Pass Without Trace Concentration Action  Until Long Rest  Self
 9m / 30ft (Radius)
- -
Файл:Phantasmal Force Icon.png Phantasmal Force Concentration Action  10 turns  18m / 60ft Intelligence Save Damage Types Psychic
Файл:Prayer Of Healing Icon.png Prayer of Healing Action -  Self
 9m / 30ft (Radius)
- -
Файл:Protection from Poison Icon.png Protection from Poison Action  Until Long Rest  1.5m / 5ft - -
Файл:Ray of Enfeeblement Icon.png Ray of Enfeeblement Concentration Action  10 turns  18m / 60ft Attack Roll -
Файл:Scorching Ray Icon.png Scorching Ray Action -  18m / 60ft Attack Roll Damage Types Fire
Shatter Action -  18m / 60ft
 3m / 10ft (Radius)
Constitution Save Damage Types Thunder
Silence Concentration Action  100 turns  18m / 60ft
 6m / 20ft (Radius)
- -
Файл:Spike Growth Icon.png Spike Growth Concentration Action -  18m / 60ft
 6m / 20ft (Radius)
- Damage Types Piercing
Файл:Web Icon.png Web Concentration Action  1 turn  18m / 60ft Dexterity Save -
3rd Level Spells
Файл:Animate Dead Icon.png Animate Dead Action  Until Long Rest  3m / 10ft - -
Файл:Beacon of Hope Icon.png Beacon of Hope Concentration Action  10 turns  Self
 9m / 30ft (Radius)
- -
Bestow Curse Concentration Action -  1.5m / 5ft Wisdom Save -
Call Lightning Concentration Action  10 turns  18m / 60ft
 2m / 7ft (Radius)
Dexterity Save Damage Types Lightning
Файл:Counterspell Icon.png Counterspell Reaction -  18m / 60ft - -
Daylight Action  100 turns  18m / 60ft
 15m / 50ft (Radius)
- -
Fear Concentration Action  3 turns  Self
 9m / 30ft (Cone)
Wisdom Save -
Файл:Feign Death Icon.png Feign Death Action  10 turns  1.5m / 5ft - -
Fireball Action -  18m / 60ft
 6m / 20ft (Radius)
Dexterity Save Damage Types Fire
Fly Concentration Action  10 turns  1.5m / 5ft - -
Файл:Gaseous Form Icon.png Gaseous Form Concentration Action  Until Long Rest  1.5m / 5ft - -
Файл:Glyph of Warding Icon.png Glyph of Warding Action  Until Long Rest  9m / 30ft
 4m / 13ft (Radius)
- -
Haste Concentration Action  10 turns  9m / 30ft - -
Hunger of Hadar Concentration Action  10 turns  18m / 60ft
 6m / 20ft (Radius)
Dexterity Save Damage Types Cold
Hypnotic Pattern Concentration Action  2 turns  18m / 60ft
 9m / 30ft (Radius)
Wisdom Save -
Mass Healing Word Bonus Action -  Self
 18m / 60ft (Radius)
- -
Plant Growth Action  10 turns  18m / 60ft
 6m / 20ft (Radius)
- -
Protection from Energy Concentration Action  Until Long Rest  1.5m / 5ft - -
Файл:Remove Curse Icon.png Remove Curse Action -  1.5m / 5ft - -
Файл:Revivify Icon.png Revivify Action -  9m / 30ft
 9m / 30ft (Radius)
- -
Sleet Storm Concentration Action  10 turns  18m / 60ft
 9m / 30ft (Radius)
Dexterity Save -
Файл:Speak with Dead Icon.png Speak with Dead Action  Until Long Rest  9m / 30ft - -
Файл:Spirit Guardians Icon.png Spirit Guardians Concentration Action  10 turns  Self
 3m / 10ft (Radius)
Wisdom Save Damage Types Radiant
Файл:Stinking Cloud Icon.png Stinking Cloud Concentration Action  10 turns  18m / 60ft
 6m / 20ft (Radius)
Constitution Save -
Файл:Vampiric Touch Icon.png Vampiric Touch Concentration Action  10 turns  1.5m / 5ft Attack Roll Damage Types Necrotic
4th Level Spells
Файл:Banishment Icon.png Banishment Concentration Action  2 turns  18m / 60ft Charisma Save -
Файл:Death Ward Icon.png Death Ward Action  Until Long Rest  1.5m / 5ft - -
5th Level Spells
Файл:Contagion Icon.png Contagion Action  Until Long Rest  1.5m / 5ft Constitution Save Damage Types Poison
Файл:Dispel Evil and Good Icon.png Dispel Evil and Good Concentration Action  10 turns  Self - -
Файл:Dominate Person Icon.png Dominate Person Concentration Action  10 turns  18m / 60ft Wisdom Save -
Файл:Flame Strike Icon.png Flame Strike Action -  18m / 60ft Dexterity Save Damage Types Fire, Radiant
Файл:Greater Restoration Icon.png Greater Restoration Action -  1.5m / 5ft - -
Файл:Insect Plague Icon.png Insect Plague Concentration Action  10 turns  18m / 60ft Constitution Save Damage Types Piercing
Файл:Mass Cure Wounds Icon.png Mass Cure Wounds Action -  18m / 60ft - -
Файл:Planar Binding Icon.png Planar Binding Concentration Action  10 turns  18m / 60ft Wisdom Save -
Файл:Seeming Icon.png Seeming Action -  18m / 60ft - -
6th Level Spells
Файл:Blade Barrier Icon.png Blade Barrier Concentration Action  1 turn  18m / 60ft Dexterity Save Damage Types Slashing
Файл:Create Undead Icon.png Create Undead Action  Until Long Rest  3m / 10ft - -
Файл:Harm Icon.png Harm Action -  18m / 60ft Attack Roll
Constitution Save
Damage Types Necrotic
Файл:Heal Icon.png Heal Action -  1.5m / 5ft - -
Файл:Heroes' Feast Icon.png Heroes' Feast Action  Until Long Rest  18m / 60ft - -
Файл:Planar Ally Icon.png Planar Ally Action -  18m / 60ft - -

Trivia

  • Some spells were changed from their D&D 5e counterparts. For a detailed comparison see D&D 5e Spell Changes.

External Links