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bugeye · 26-30, F
clothes are fancy but still a rogue. i'm guessing the background was that he was a petty thief who pickpocketed a nobleman but instead of turning hum into the guards took him in. turns out the nobleman also has connections to a rogues guild where Bryn would be trained in stealth and espionage. his little ocarina might hint at some bard training too.
NeighFlowers · M
@bugeye His backstory does involve a noble, but he wasn't taken in. Quite the opposite actually. As for the bard stuff, he hasn't taken levels in bard, but once he's learned some Arcana skills, he plans on using it to enhance his street performances.
CountScrofula · 41-45, M
Any pronouns, chaotic good, has never eaten any food that they have not stolen, tried for the best backstab of all time and completely fucked it and had to be rescued. Fun at parties.
NeighFlowers · M
@CountScrofula You're not too far off~ Though he hasn't had to steal too often...yet. lol
CountScrofula · 41-45, M
@NeighFlowers I am sure the campaign is still young.
empanadas · 31-35, M
He sucks dick in parking lot for 50 dollars
CountScrofula · 41-45, M
@empanadas *gold pieces
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NeighFlowers · M
@trackboy I thinking making those threats is something that is a banable offense, but the backstory doesn't really seem set for a fantasy setting. That might be why the character was rejected possible.
trackboy · 22-25, M
@NeighFlowers the character was approved. made the dice cloud and finished the description with the help of one of the dungeon masters on the side. played it really well for weeks was perfect for defending the city from attack and got along well then they suddenly told me only wasps are allowed there and they have klan and nazi members on there and they don't allow anyone that is different on there that is not wasp. if I could track them down I would execute their families one by one until they accept me for who I am. that is how I deal with bullies in high school. first, I beat the crap out of them, then if they still came after me I went after their families. that made the bullies back off even the hard-core gang members. I guess it will take 20 thousand dead this summer to make them accept me or that will get discord shut down for good as the lawsuits roll into discord. I found out where the discord building is I can turn that into a smoking blast crater so they will accept people of all races religions and nations and sexual orientations. they said they like throwing people of my sexual orientation off of the tops of buildings and that Allah wills them all to be dead and so did Hitler. 🍪 this is why I will have to keep killing to force them to accept me for who I am. I get jumped all the time out and about when walking around with another guy. they tell me they dont want my kind around.
trackboy · 22-25, M
@NeighFlowers here is my world of Karak character. how do you like it??
NAME Rick Scott
GENDER Male
SEXUAL PREFERENCE Homosexual
AGE 20
__
PERSONALITY Friendly. Flirty. Very sexual since he is 20. Extroverted. social. Charming. Likes making friends. Smart. Likes being around people and helping people with various things. Likes bringing tech to the tundra nation starting with electricity. Likes to snoop around and find hidden secrets. Likes healing the sick and bringing the dead back to life. Likes blocking the clash of armies in wars. LIkes keeping the peace. preventing deaths. making people's lives better. Is good at making various races like him and getting them to do what he wants them to do. Natural leader. Think Gandolf in the lord of the rings trilogy and how he took charge all throughout the trilogy and noting how he took over in the final battle in return of the king when the king of the city was unable to lead, so Gandolf took over the defense of the city. He is a natural leader.
BACKSTORY
He was born In the capital city of the tundra nation Threnidil as a High Elf. He was taught powerful magic since little and he studied it all the time and practiced it as he grew up with magic being his strong point even for a strong elf he is better at magic than most other high elves as he devotes his life to the study and use of magic. He also keeps his body strong and healthy with a lot of weightlifting. He likes going shirtless even in the cold where he uses magic to stay warm. He likes traveling and meeting people all over the world traveling in all the nations. He has learned a lot in every nation he has been in. He does not look down on technology but embraces it instead. HIs large home in the capital city has generators using windmills to run them and electricity is stored in wet-cell lead-acid batteries so he has electric power even when the wind is not blowing. He uses it mostly for lighting and electric heating and for a radio he uses it to keep track of what is happening in the rest of the world. He talks with leaders in business and banking and national and local governments advising them and learning from them. He is also the de facto ambassador for the high elves as the high elves normally stay out of the affairs of other nations and don't have an official ambassador. He has also studied medicine to be able to heal people with conventional medicine along with using magic to heal. He uses abjuration to defend himself and others and to block armies from engaging each other. necromancy to heal the injured and sick and bring the dead back to life. Evocation is the really big weapon to end wars with it, and if necessary to defend the capital city of threnidil if all else fails. He is not one to start wars but is one to end wars.
__
PROFESSION Healer, peacemaker. stopping wars. advising leaders. meddling in the affairs of the world.
ABILITIES
Abjuration, necromancy, Evocation would be my main magic then Conjuration would be the weaker fourth.
RACE High Elf
NATION OR LAND OF BIRTH* Tundra nation the capital city of Threnidil
AFFILIATION The tundra nation but also watches over all the nations saving lives where ever he can.
Appearance: (picture if possible)
__
EXTRA
Setting up a generator and electrical system for electric lights in the capital city of the tundra nation Threnidil. Into weightlifting. Travels the world a lot solving problems. He does not carry any weapons. has a medical kit. He interferes with the other races unlike the rest of the high elves. He likes how the wood elves live in the forests living simple lives and developing their bow skills and other skills outside of magic. He also likes how the wood elves got closer to the gods. He views the wood elves as his fellow elves and his friends along with the high elves that he is a part of.
5 Characters per user
Non-Bolded sections indicate they are not necessary though the more information you fill in the easier it is to RP
https://www.dndbeyond.com/spells
Necromancy
Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, even banish the subject of the spell to another plane of existence.
Evocation
Evocation spells manipulate mana to produce the desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Conjuration
Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
under necromancy:
Revivify
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Necromancy
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
* - (diamonds worth 300 gp, which the spell consumes)
Raise Dead
LEVEL
5th
CASTING TIME
1 Hour
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Necromancy
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.
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.
* - (a diamond worth at least 500 gp, which the spell consumes)
Under Abjuration:
Dispel Magic
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Spell Tags: CONTROL
Protection from Poison
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has an advantage on saving throws against being poisoned, and it has resistance to poison damage.
Spell Tags: BUFF WARDING
Greater Restoration
LEVEL
5th
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed magic item
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum
* - (diamond dust worth at least 100 gp, which the spell consumes)
Spell Tags: HEALING
Available For: BARD CLERIC DRUID THE CELESTIAL ARTIFICER PEACE DOMAIN
Lesser Restoration
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Spell Tags: HEALING
Available For: BARD CLERIC DRUID PALADIN RANGER LIFE DOMAIN OATH OF DEVOTION THE CELESTIAL ARTIFICER
Basic Rule
Freedom of Movement
LEVEL
4th
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
* - (a leather strap, bound around the arm or a similar appendage)
Spell Tags: BUFF MOVEMENT
Remove Curse
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
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.
Evocation:
Heal
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Blinded (...)
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Power Word: Heal
Source: Player's Handbook
9th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
Cone of Cold
LEVEL
5th
CASTING TIME
1 Action
RANGE/AREA
Self (60 ft )
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Cold
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
* - (a small crystal or glass cone)
Spell Tags: DAMAGE
Daylight
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
60 ft (60 ft )
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Spell Tags: CONTROL
Wall of Force Concentration
LEVEL
5th
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S, M *
DURATION
Concentration 10 Minutes
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control (...)
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
* - (a pinch of powder made by crushing a clear gemstone)
Under Conjuration:
Dimension Door
LEVEL
4th
CASTING TIME
1 Action
RANGE/AREA
500 ft
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Teleportation
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
NAME Rick Scott
GENDER Male
SEXUAL PREFERENCE Homosexual
AGE 20
__
PERSONALITY Friendly. Flirty. Very sexual since he is 20. Extroverted. social. Charming. Likes making friends. Smart. Likes being around people and helping people with various things. Likes bringing tech to the tundra nation starting with electricity. Likes to snoop around and find hidden secrets. Likes healing the sick and bringing the dead back to life. Likes blocking the clash of armies in wars. LIkes keeping the peace. preventing deaths. making people's lives better. Is good at making various races like him and getting them to do what he wants them to do. Natural leader. Think Gandolf in the lord of the rings trilogy and how he took charge all throughout the trilogy and noting how he took over in the final battle in return of the king when the king of the city was unable to lead, so Gandolf took over the defense of the city. He is a natural leader.
BACKSTORY
He was born In the capital city of the tundra nation Threnidil as a High Elf. He was taught powerful magic since little and he studied it all the time and practiced it as he grew up with magic being his strong point even for a strong elf he is better at magic than most other high elves as he devotes his life to the study and use of magic. He also keeps his body strong and healthy with a lot of weightlifting. He likes going shirtless even in the cold where he uses magic to stay warm. He likes traveling and meeting people all over the world traveling in all the nations. He has learned a lot in every nation he has been in. He does not look down on technology but embraces it instead. HIs large home in the capital city has generators using windmills to run them and electricity is stored in wet-cell lead-acid batteries so he has electric power even when the wind is not blowing. He uses it mostly for lighting and electric heating and for a radio he uses it to keep track of what is happening in the rest of the world. He talks with leaders in business and banking and national and local governments advising them and learning from them. He is also the de facto ambassador for the high elves as the high elves normally stay out of the affairs of other nations and don't have an official ambassador. He has also studied medicine to be able to heal people with conventional medicine along with using magic to heal. He uses abjuration to defend himself and others and to block armies from engaging each other. necromancy to heal the injured and sick and bring the dead back to life. Evocation is the really big weapon to end wars with it, and if necessary to defend the capital city of threnidil if all else fails. He is not one to start wars but is one to end wars.
__
PROFESSION Healer, peacemaker. stopping wars. advising leaders. meddling in the affairs of the world.
ABILITIES
Abjuration, necromancy, Evocation would be my main magic then Conjuration would be the weaker fourth.
RACE High Elf
NATION OR LAND OF BIRTH* Tundra nation the capital city of Threnidil
AFFILIATION The tundra nation but also watches over all the nations saving lives where ever he can.
Appearance: (picture if possible)
__
EXTRA
Setting up a generator and electrical system for electric lights in the capital city of the tundra nation Threnidil. Into weightlifting. Travels the world a lot solving problems. He does not carry any weapons. has a medical kit. He interferes with the other races unlike the rest of the high elves. He likes how the wood elves live in the forests living simple lives and developing their bow skills and other skills outside of magic. He also likes how the wood elves got closer to the gods. He views the wood elves as his fellow elves and his friends along with the high elves that he is a part of.
5 Characters per user
Non-Bolded sections indicate they are not necessary though the more information you fill in the easier it is to RP
https://www.dndbeyond.com/spells
Necromancy
Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, even banish the subject of the spell to another plane of existence.
Evocation
Evocation spells manipulate mana to produce the desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Conjuration
Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
under necromancy:
Revivify
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Necromancy
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
* - (diamonds worth 300 gp, which the spell consumes)
Raise Dead
LEVEL
5th
CASTING TIME
1 Hour
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Necromancy
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.
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.
* - (a diamond worth at least 500 gp, which the spell consumes)
Under Abjuration:
Dispel Magic
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Spell Tags: CONTROL
Protection from Poison
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has an advantage on saving throws against being poisoned, and it has resistance to poison damage.
Spell Tags: BUFF WARDING
Greater Restoration
LEVEL
5th
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed magic item
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum
* - (diamond dust worth at least 100 gp, which the spell consumes)
Spell Tags: HEALING
Available For: BARD CLERIC DRUID THE CELESTIAL ARTIFICER PEACE DOMAIN
Lesser Restoration
LEVEL
2nd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Healing
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Spell Tags: HEALING
Available For: BARD CLERIC DRUID PALADIN RANGER LIFE DOMAIN OATH OF DEVOTION THE CELESTIAL ARTIFICER
Basic Rule
Freedom of Movement
LEVEL
4th
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S, M *
DURATION
1 Hour
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff (...)
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
* - (a leather strap, bound around the arm or a similar appendage)
Spell Tags: BUFF MOVEMENT
Remove Curse
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
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.
Evocation:
Heal
LEVEL
6th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Blinded (...)
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Power Word: Heal
Source: Player's Handbook
9th-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
Cone of Cold
LEVEL
5th
CASTING TIME
1 Action
RANGE/AREA
Self (60 ft )
COMPONENTS
V, S, M *
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Cold
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
* - (a small crystal or glass cone)
Spell Tags: DAMAGE
Daylight
LEVEL
3rd
CASTING TIME
1 Action
RANGE/AREA
60 ft (60 ft )
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Spell Tags: CONTROL
Wall of Force Concentration
LEVEL
5th
CASTING TIME
1 Action
RANGE/AREA
120 ft
COMPONENTS
V, S, M *
DURATION
Concentration 10 Minutes
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control (...)
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
* - (a pinch of powder made by crushing a clear gemstone)
Under Conjuration:
Dimension Door
LEVEL
4th
CASTING TIME
1 Action
RANGE/AREA
500 ft
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Teleportation
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.