# Spells How spells work in this app: the campaign's spell list, how a character comes to know a spell, who can use which spells, and what the spellcasting numbers mean. This describes the code as it stands. The built-in list is `backend/src/game/data/spellsLibrary.js`. Related: [WEAPONS.md](WEAPONS.md), [ITEMS.md](ITEMS.md), [CHARACTERS.md](CHARACTERS.md). ## Contents 1. [The basics](#1-the-basics) 2. [The spell list](#2-the-spell-list) 3. [The built-in library](#3-the-built-in-library) 4. [Granting spells to characters](#4-granting-spells-to-characters) 5. [Spell level and who can use it](#5-spell-level-and-who-can-use-it) 6. [Damage](#6-damage) 7. [Spellcasting numbers](#7-spellcasting-numbers) 8. [Starting spells](#8-starting-spells) 9. [Permissions](#9-permissions) 10. [What is not modelled](#10-what-is-not-modelled) 11. [The complete spell library](#11-the-complete-spell-library) --- ## 1. The basics - Every campaign has its own **spell list**. A spell exists in one campaign only. - A character **knows** spells from that list, each with a Prepared tick box. - The DM runs the list and decides who learns what. Players can only prepare and unprepare the spells they know. - Unlike weapons and items, a spell has **no level of its own to raise**. Its level is fixed, and so is its damage. ## 2. The spell list The list is the "Spell List" card on the campaign page (DM only). | Field | What it is | |---|---| | Name | Free text, up to 80 characters | | Level | Cantrip, or level 1 to 9. Also the character level needed to use it (section 5) | | School | Free text: Evocation, Illusion… | | What it does | One sentence. Shown wherever the spell is shown | | Damage | Picked from a list, or "No damage". Fixed; it does not grow | | Starting option | Whether a brand-new character may pick it in the builder (section 8) | | Casting time, range, duration | Stored for library spells but not shown on any screen | A cantrip is a spell of level 0. The app always calls it a **cantrip**, never "level 0" or "level 1". - **Adding:** by hand with the "+ Add Spell" form (name, level, school, damage and what it does), or from the library. - **Changing:** damage (the drop-down in the table) and the starting-option tick box. Name, level, school and description cannot be changed on screen once created (the API accepts it); remove and re-add instead. - **Damage choices:** the drop-down offers "No damage", then 1 to 6, 8 or 10 dice of d4, d6, d8, d10 or d12 (1d4 up to 10d12), plus the three unusual values the library uses (`3d4+3`, `2d8+4d6`, `20`). - **Removing:** the βœ• button. Every character who knows the spell forgets it. There is no undo. ## 3. The built-in library "πŸ“š From Library" offers 131 standard spells to copy into the list: | Level | Spells | |---|---| | Cantrips | 26 | | 1 | 30 | | 2 | 26 | | 3 | 21 | | 4 | 13 | | 5 | 15 | Before you add one, each row shows: - whether it is a **cantrip** or its **level**, and who can use it; - its **default damage**, or "no damage"; - its school; - **what it does**, in a sentence. Every library spell is listed in full in [section 11](#11-the-complete-spell-library). 35 of the library spells deal damage and come with a default, taken from the standard rules at the spell's own level. For example: | Spell | Level | Default damage | |---|---|---| | Fire Bolt | Cantrip | 1d10 | | Sacred Flame | Cantrip | 1d8 | | Magic Missile | 1 | 3d4+3 (all three darts together) | | Burning Hands | 1 | 3d6 | | Scorching Ray | 2 | 2d6 (per ray; there are three) | | Fireball | 3 | 8d6 | | Ice Storm | 4 | 2d8+4d6 | | Cone of Cold | 5 | 8d8 | Spells that heal, protect or control (Cure Wounds, Shield, Hold Person…) have no default. Pick a value from the Damage drop-down after adding if you want one shown. A spell added from the library is **not** a starting option until ticked. The library has nothing above level 5; add higher spells by hand. ## 4. Granting spells to characters On a character's sheet, the DM picks a spell from the list and clicks Grant. - Any class can be granted any spell. Whether a non-spellcaster should have one is the DM's call. - The DM can remove a known spell with βœ•. - The owning player ticks **Prepared**. Prepared is a label: there is no limit on how many spells are prepared. - **Passing a spell on.** A character's owner (or the DM) can give a known spell to another character in the campaign from the "Give to Another Character" card on the sheet. The spell moves: the giver no longer knows it. It cannot be given to someone who already knows it, and a recipient below the spell's level knows it but cannot use it yet. - The "Spells Known" card only appears on a sheet when the campaign's spell list has at least one spell. - Each known spell shows its level (or "Cantrip"), its damage, and what it does. ## 5. Spell level and who can use it This is a house rule of this app. In standard D&D a 3rd-level spell needs a 5th-level caster; here the two numbers are the same. **A character must be at least the spell's level to use it.** Cantrips are open to everyone. | Spell | Who can use it | |---|---| | Cantrip | Any character | | Level 1 | Any character (everyone starts at level 1) | | Level 2 | Characters of level 2 and above | | Level 3 | Characters of level 3 and above | | … | … | | Level 9 | Characters of level 9 and above | A spell above the character's level can still be **known**, but it shows "Requires level N", cannot be prepared, and is left out of encounters. If the DM lowers a character's level, spells now out of reach are unprepared automatically. ## 6. Damage A spell's damage is whatever is picked in its Damage drop-down, shown beside the spell on the sheet and in encounters. It does not change with the character's level, and nothing is added to it. ## 7. Spellcasting numbers Shown only for classes with a spellcasting ability: | Class | Spellcasting ability | |---|---| | Wizard | Intelligence | | Cleric, Druid, Ranger | Wisdom | | Bard, Paladin, Sorcerer, Warlock | Charisma | | Barbarian, Fighter, Monk, Rogue | None | | Number | Formula | Used when | |---|---|---| | Spell save DC | 8 + proficiency bonus + spellcasting ability modifier | A target rolls to resist your spell | | Spell attack bonus | Proficiency bonus + spellcasting ability modifier | You roll to hit with a spell | A character without a spellcasting class can still be granted spells, but has no save DC or attack bonus shown. ## 8. Starting spells In the builder's equipment step a new character can pick spells that are: - ticked as a **starting option** in the list, - **cantrips or level 1** (a new character is level 1), and - only if the character's **class has a spellcasting ability**. The number allowed is the campaign's "starting spells" setting. Starting spells arrive unprepared. ## 9. Permissions | Action | DM | Owning player | Other players | |---|---|---|---| | See the spell list | Yes | Only what their own character holds, plus the starting options while they have a character to build | The same, for their own character | | See the built-in library | Yes | No | No | | Add, change or remove spells in the list | Yes | No | No | | Grant a spell from the list, or remove one | Yes | No | No | | Give a known spell to another character | Yes | Yes | No | | Prepare or unprepare | Yes | Yes, if the character can use it | No | | See a character's spells | Yes | Yes | Yes | ## 10. What is not modelled - Spell slots, and casting a spell at a higher level - Cantrip damage increasing at higher character levels - Limits on how many spells can be prepared or known - Concentration, components, rituals - Class spell lists (any spell can be granted to anyone) - Healing amounts as a separate value (pick them in Damage if you want them shown) - Applying spell damage to a target automatically ## 11. The complete spell library Every spell "πŸ“š From Library" offers, with the damage it arrives with. This list is written from the app's own data by `npm run docs:lists` (in `/backend`). Re-run it after changing the data; do not edit the list by hand. ### Cantrips (26) Usable by any character. | Spell | School | Damage | What it does | |---|---|---|---| | Acid Splash | Conjuration | 1d6 | Hurl a bubble of acid at one or two creatures within 5 feet of each other. | | Blade Ward | Abjuration | β€” | Resist bludgeoning, piercing, and slashing damage until your next turn. | | Chill Touch | Necromancy | 1d8 | A ghostly hand deals necrotic damage and prevents healing. | | Dancing Lights | Illusion | β€” | Create up to four torch-sized lights that you can move. | | Druidcraft | Transmutation | β€” | A small, harmless nature-flavored effect: predict weather, sprout a seedling, and the like. | | Eldritch Blast | Evocation | 1d10 | A beam of crackling energy strikes one creature for force damage. | | Fire Bolt | Evocation | 1d10 | Hurl a mote of fire that deals fire damage on a hit. | | Friends | Enchantment | β€” | Advantage on Charisma checks against one creature for the duration. | | Guidance | Divination | β€” | Add 1d4 to one ability check of your choice. | | Light | Evocation | β€” | An object sheds bright light in a 20-foot radius. | | Mage Hand | Conjuration | β€” | A spectral hand manipulates objects, opens doors, and carries small items. | | Mending | Transmutation | β€” | Repairs a single break or tear in an object. | | Message | Transmutation | β€” | Whisper a message to a target that only they can hear, with a whispered reply. | | Minor Illusion | Illusion | β€” | Create a sound or an image of an object for the duration. | | Poison Spray | Conjuration | 1d12 | Project a puff of noxious gas that deals poison damage. | | Prestidigitation | Transmutation | β€” | A minor magical trick β€” light a candle, clean an object, chill or warm food, and the like. | | Produce Flame | Conjuration | 1d8 | A flickering flame in your hand sheds light and can be hurled for fire damage. | | Ray of Frost | Evocation | 1d8 | A ray of freezing energy deals cold damage and slows the target. | | Resistance | Abjuration | β€” | The target adds 1d4 to one saving throw of its choice. | | Sacred Flame | Evocation | 1d8 | Radiant flame descends on a creature that must succeed a Dexterity save or take damage. | | Shillelagh | Transmutation | β€” | Imbue a club or quarterstaff with magic, using Wisdom for its attack and damage. | | Shocking Grasp | Evocation | 1d8 | Lightning springs from your hand, dealing damage and preventing reactions. | | Spare the Dying | Necromancy | β€” | A creature you touch that has 0 hit points becomes stable. | | Thorn Whip | Transmutation | 1d6 | A vine-like whip deals damage and drags the target closer. | | True Strike | Divination | β€” | Gain advantage on your next attack roll against the target. | | Vicious Mockery | Enchantment | 1d4 | A string of insults deals psychic damage and imposes disadvantage on the target’s next attack. | ### Level 1 (30 spells) Needs character level 1. | Spell | School | Damage | What it does | |---|---|---|---| | Alarm | Abjuration | β€” | Set an audible or mental alarm against intruders. | | Animal Friendship | Enchantment | β€” | Convince a beast that you mean it no harm. | | Bane | Enchantment | β€” | Up to three creatures subtract 1d4 from attack rolls and saves. | | Bless | Enchantment | β€” | Up to three creatures add 1d4 to attack rolls and saves. | | Burning Hands | Evocation | 3d6 | A thin sheet of flame sweeps out from your hands. | | Charm Person | Enchantment | β€” | A humanoid you can see regards you as a friendly acquaintance. | | Color Spray | Illusion | β€” | A dazzling array of flashing colors can blind weak creatures. | | Command | Enchantment | β€” | Speak a one-word command a creature must obey. | | Comprehend Languages | Divination | β€” | Understand any spoken or written language. | | Cure Wounds | Evocation | β€” | A creature you touch regains hit points. | | Detect Magic | Divination | β€” | Sense the presence of magic within 30 feet. | | Disguise Self | Illusion | β€” | Change your appearance, including clothing and gear. | | Entangle | Conjuration | β€” | Grasping weeds and vines sprout in a 20-foot square. | | Faerie Fire | Evocation | β€” | Objects in a 20-foot cube are outlined in light, granting attackers advantage. | | Feather Fall | Transmutation | β€” | Falling creatures slow to a gentle descent. | | Fog Cloud | Conjuration | β€” | A 20-foot-radius sphere of fog heavily obscures the area. | | Guiding Bolt | Evocation | 4d6 | A flash of light streaks to a target, dealing radiant damage. | | Healing Word | Evocation | β€” | A creature you can see regains hit points. | | Hunter's Mark | Divination | 1d6 | Deal extra damage to a marked target and track it magically. | | Identify | Divination | β€” | Learn the properties of a magic item or the nature of a spell affecting a creature. | | Jump | Transmutation | β€” | A creature's jump distance triples. | | Longstrider | Transmutation | β€” | A creature's speed increases by 10 feet. | | Mage Armor | Abjuration | β€” | A protective magical force gives the target a base AC of 13 + Dex modifier. | | Magic Missile | Evocation | 3d4+3 | Three darts of magical force each strike a target unerringly. | | Protection from Evil and Good | Abjuration | β€” | Protect a creature from aberrations, celestials, elementals, fey, fiends, and undead. | | Shield | Abjuration | β€” | An invisible barrier grants +5 AC until the start of your next turn. | | Sleep | Enchantment | β€” | Creatures in a 20-foot radius fall unconscious, weakest hit points first. | | Speak with Animals | Divination | β€” | Comprehend and verbally communicate with beasts. | | Thunderwave | Evocation | 2d8 | A wave of thunderous force sweeps out, damaging and pushing creatures. | | Witch Bolt | Evocation | 1d12 | A beam of lightning forms a sustained arc that damages the target each turn. | ### Level 2 (26 spells) Needs character level 2. | Spell | School | Damage | What it does | |---|---|---|---| | Aid | Abjuration | β€” | Bolster allies with additional hit points. | | Alter Self | Transmutation | β€” | Assume a variety of minor physical changes. | | Animal Messenger | Enchantment | β€” | Send a tiny animal to deliver a short message. | | Blindness/Deafness | Necromancy | β€” | Blind or deafen a creature that fails a Constitution save. | | Blur | Illusion | β€” | Your outline blurs, giving attackers disadvantage. | | Darkvision | Transmutation | β€” | Grant a creature darkvision out to 60 feet. | | Enhance Ability | Transmutation | β€” | Grant advantage on checks with one chosen ability. | | Enlarge/Reduce | Transmutation | β€” | A creature or object doubles or halves in size. | | Flaming Sphere | Conjuration | 2d6 | A 5-foot-diameter sphere of fire rolls where you direct it. | | Gust of Wind | Evocation | β€” | A line of strong wind pushes creatures and extinguishes flames. | | Hold Person | Enchantment | β€” | Paralyze a humanoid that fails a Wisdom save. | | Invisibility | Illusion | β€” | A creature you touch becomes invisible. | | Lesser Restoration | Abjuration | β€” | End one disease or condition afflicting the target. | | Levitate | Transmutation | β€” | A creature or object rises vertically and can be moved. | | Mirror Image | Illusion | β€” | Three illusory duplicates of yourself spring into being. | | Misty Step | Conjuration | β€” | Teleport up to 30 feet in a burst of silvery mist. | | Moonbeam | Evocation | 2d10 | A silvery beam of pale light shines down in a 5-foot-radius cylinder. | | Pass without Trace | Abjuration | β€” | The party becomes exceptionally difficult to track. | | Scorching Ray | Evocation | 2d6 | Three rays of fire streak toward targets within range. | | Shatter | Evocation | 3d8 | A sudden loud ringing noise deals thunder damage in a 10-foot-radius sphere. | | Silence | Illusion | β€” | No sound can be created within or pass through a 20-foot-radius sphere. | | Spider Climb | Transmutation | β€” | A creature gains the ability to move on vertical surfaces and ceilings. | | Spiritual Weapon | Evocation | 1d8 | A spectral weapon attacks a target and can be moved each turn. | | Suggestion | Enchantment | β€” | Plant a reasonable-sounding suggestion in a creature’s mind. | | Web | Conjuration | β€” | Thick, sticky webs fill a 20-foot cube. | | Zone of Truth | Enchantment | β€” | Creatures in a 15-foot-radius sphere can’t speak a deliberate lie. | ### Level 3 (21 spells) Needs character level 3. | Spell | School | Damage | What it does | |---|---|---|---| | Animate Dead | Necromancy | β€” | Raise a skeleton or zombie from a corpse to fight for you. | | Beacon of Hope | Abjuration | β€” | Bolster creatures against despair, granting advantage on saves and max healing. | | Call Lightning | Conjuration | 3d10 | A storm cloud forms and you can call down bolts of lightning. | | Counterspell | Abjuration | β€” | Interrupt a creature casting a spell. | | Daylight | Evocation | β€” | A 60-foot-radius sphere of bright light spreads out. | | Dispel Magic | Abjuration | β€” | End one active spell affecting a creature, object, or effect. | | Fear | Illusion | β€” | Creatures in the cone become frightened and drop what they’re holding. | | Fireball | Evocation | 8d6 | A bright streak explodes into flame, dealing fire damage in a 20-foot radius. | | Fly | Transmutation | β€” | The target gains a flying speed of 60 feet. | | Haste | Transmutation | β€” | Double the target’s speed and grant an extra action. | | Lightning Bolt | Evocation | 8d6 | A stroke of lightning blasts out in a line, dealing lightning damage. | | Mass Healing Word | Evocation | β€” | Up to six creatures you can see regain hit points. | | Nondetection | Abjuration | β€” | Hide a target from divination magic. | | Protection from Energy | Abjuration | β€” | Resistance to one damage type of your choice. | | Remove Curse | Abjuration | β€” | Lift a curse from a creature or object. | | Revivify | Necromancy | β€” | A creature that died within the last minute returns to life with 1 hit point. | | Sleet Storm | Conjuration | β€” | Freezing rain falls in a 40-foot-radius cylinder, icing the ground. | | Slow | Transmutation | β€” | Up to six creatures are hindered, halving their speed and worse. | | Spirit Guardians | Conjuration | 3d8 | Protective spirits swirl around you, damaging enemies that enter. | | Stinking Cloud | Conjuration | β€” | A 20-foot-radius sphere of yellow, nauseating gas spreads out. | | Water Breathing | Transmutation | β€” | Up to ten creatures can breathe underwater. | ### Level 4 (13 spells) Needs character level 4. | Spell | School | Damage | What it does | |---|---|---|---| | Banishment | Abjuration | β€” | Send a creature to a harmless demiplane. | | Blight | Necromancy | 8d8 | Necromantic energy withers a creature, dealing necrotic damage. | | Confusion | Enchantment | β€” | Creatures in a 10-foot-radius sphere act randomly. | | Dimension Door | Conjuration | β€” | Teleport yourself (and possibly a companion) to a spot you can visualize. | | Fire Shield | Evocation | 2d8 | Wreathe yourself in flame that damages attackers and grants resistance. | | Freedom of Movement | Abjuration | β€” | The target’s movement is unaffected by difficult terrain and restraints. | | Greater Invisibility | Illusion | β€” | The target becomes invisible even while attacking. | | Guardian of Faith | Conjuration | 20 | A Large spectral guardian appears and attacks enemies near it. | | Ice Storm | Evocation | 2d8+4d6 | Hail hammers a 20-foot-radius cylinder, dealing bludgeoning and cold damage. | | Polymorph | Transmutation | β€” | Transform a creature into a new form. | | Stone Shape | Transmutation | β€” | Reshape a chunk of stone into a form you desire. | | Stoneskin | Abjuration | β€” | The target gains resistance to nonmagical bludgeoning, piercing, and slashing damage. | | Wall of Fire | Evocation | 5d8 | Conjure a wall of fire that damages creatures passing through it. | ### Level 5 (15 spells) Needs character level 5. | Spell | School | Damage | What it does | |---|---|---|---| | Animate Objects | Transmutation | β€” | Up to ten nonmagical objects animate and fight for you. | | Cloudkill | Conjuration | 5d8 | A 20-foot-radius sphere of poisonous, yellow-green fog billows out. | | Cone of Cold | Evocation | 8d8 | A blast of cold air deals cold damage to everything in the cone. | | Contagion | Necromancy | β€” | Infect a creature with a magical disease. | | Dispel Evil and Good | Abjuration | β€” | Protection and the ability to banish otherworldly creatures. | | Dominate Person | Enchantment | β€” | Attempt to beguile a humanoid and control its actions. | | Flame Strike | Evocation | 8d6 | A column of divine fire roars down, dealing fire and radiant damage. | | Greater Restoration | Abjuration | β€” | Undo a debilitating effect: reduced ability score, exhaustion, or curse. | | Hold Monster | Enchantment | β€” | Paralyze one creature that fails a Wisdom save. | | Insect Plague | Conjuration | 4d10 | A swarm of biting, stinging insects fills a 20-foot-radius sphere. | | Legend Lore | Divination | β€” | Learn what you know, or have heard, about a name, place, or object. | | Mass Cure Wounds | Evocation | β€” | Up to six creatures in a 30-foot-radius sphere regain hit points. | | Raise Dead | Necromancy | β€” | Return a dead creature to life, as long as its body is mostly intact. | | Wall of Force | Evocation | β€” | An invisible wall of force springs into existence, impenetrable to physical force. | | Wall of Stone | Evocation | β€” | A nonmagical wall of solid stone springs into existence. |