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the-sunken-reach/docs/SPELLS.md
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joshuaandClaude Opus 5.5 932e755895 V1.3.0: Hollowcrown seed, player visibility rules, initiative rolls, number limits, temp HP
- Hollowcrown: The Rift Between Worlds as its own seed (npm run
  seed:hollowcrown), built from the campaign book: pools, 58 monsters,
  57 NPCs, 28 locations, 72 encounters with rewards, and DM notes. Shared
  seeding logic moved to prisma/seedCampaign.js.
- What players can see: only encounters their own character is in; only
  the pool entries their character holds (plus starting options while
  building); only locations their character has been to; no invite code;
  no gold, inventory or money log of other players' characters. Socket
  events carry ids only and campaign rooms are members-only.
- Encounters have a location; while one is in progress its characters are
  there, and visits are remembered.
- Campaign setting to show players a health bar only for monsters and NPCs.
- Initiative is entered as the d20 roll (1-20) and the bonus is added;
  players can enter their own character's roll.
- Number fields enforce their limits when typing, and the API enforces
  the same limits.
- Temp HP shows on HP bars and absorbs damage before real HP.
- All packages at version 1.3.0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:53:48 +02:00

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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, ITEMS.md, CHARACTERS.md.

Contents

  1. The basics
  2. The spell list
  3. The built-in library
  4. Granting spells to characters
  5. Spell level and who can use it
  6. Damage
  7. Spellcasting numbers
  8. Starting spells
  9. Permissions
  10. What is not modelled
  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 ✕ button. Every character who knows the spell forgets it. There is no undo.

3. The built-in library

"📚 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.

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 ✕.
  • 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 "📚 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 — 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 — Create up to four torch-sized lights that you can move.
Druidcraft Transmutation — 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 — Advantage on Charisma checks against one creature for the duration.
Guidance Divination — Add 1d4 to one ability check of your choice.
Light Evocation — An object sheds bright light in a 20-foot radius.
Mage Hand Conjuration — A spectral hand manipulates objects, opens doors, and carries small items.
Mending Transmutation — Repairs a single break or tear in an object.
Message Transmutation — Whisper a message to a target that only they can hear, with a whispered reply.
Minor Illusion Illusion — 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 — A minor magical trick — 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 — 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 — 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 — 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 — 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 — Set an audible or mental alarm against intruders.
Animal Friendship Enchantment — Convince a beast that you mean it no harm.
Bane Enchantment — Up to three creatures subtract 1d4 from attack rolls and saves.
Bless Enchantment — 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 — A humanoid you can see regards you as a friendly acquaintance.
Color Spray Illusion — A dazzling array of flashing colors can blind weak creatures.
Command Enchantment — Speak a one-word command a creature must obey.
Comprehend Languages Divination — Understand any spoken or written language.
Cure Wounds Evocation — A creature you touch regains hit points.
Detect Magic Divination — Sense the presence of magic within 30 feet.
Disguise Self Illusion — Change your appearance, including clothing and gear.
Entangle Conjuration — Grasping weeds and vines sprout in a 20-foot square.
Faerie Fire Evocation — Objects in a 20-foot cube are outlined in light, granting attackers advantage.
Feather Fall Transmutation — Falling creatures slow to a gentle descent.
Fog Cloud Conjuration — 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 — 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 — Learn the properties of a magic item or the nature of a spell affecting a creature.
Jump Transmutation — A creature's jump distance triples.
Longstrider Transmutation — A creature's speed increases by 10 feet.
Mage Armor Abjuration — 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 — Protect a creature from aberrations, celestials, elementals, fey, fiends, and undead.
Shield Abjuration — An invisible barrier grants +5 AC until the start of your next turn.
Sleep Enchantment — Creatures in a 20-foot radius fall unconscious, weakest hit points first.
Speak with Animals Divination — 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 — Bolster allies with additional hit points.
Alter Self Transmutation — Assume a variety of minor physical changes.
Animal Messenger Enchantment — Send a tiny animal to deliver a short message.
Blindness/Deafness Necromancy — Blind or deafen a creature that fails a Constitution save.
Blur Illusion — Your outline blurs, giving attackers disadvantage.
Darkvision Transmutation — Grant a creature darkvision out to 60 feet.
Enhance Ability Transmutation — Grant advantage on checks with one chosen ability.
Enlarge/Reduce Transmutation — 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 — A line of strong wind pushes creatures and extinguishes flames.
Hold Person Enchantment — Paralyze a humanoid that fails a Wisdom save.
Invisibility Illusion — A creature you touch becomes invisible.
Lesser Restoration Abjuration — End one disease or condition afflicting the target.
Levitate Transmutation — A creature or object rises vertically and can be moved.
Mirror Image Illusion — Three illusory duplicates of yourself spring into being.
Misty Step Conjuration — 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 — 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 — No sound can be created within or pass through a 20-foot-radius sphere.
Spider Climb Transmutation — 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 — Plant a reasonable-sounding suggestion in a creature’s mind.
Web Conjuration — Thick, sticky webs fill a 20-foot cube.
Zone of Truth Enchantment — 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 — Raise a skeleton or zombie from a corpse to fight for you.
Beacon of Hope Abjuration — 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 — Interrupt a creature casting a spell.
Daylight Evocation — A 60-foot-radius sphere of bright light spreads out.
Dispel Magic Abjuration — End one active spell affecting a creature, object, or effect.
Fear Illusion — 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 — The target gains a flying speed of 60 feet.
Haste Transmutation — 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 — Up to six creatures you can see regain hit points.
Nondetection Abjuration — Hide a target from divination magic.
Protection from Energy Abjuration — Resistance to one damage type of your choice.
Remove Curse Abjuration — Lift a curse from a creature or object.
Revivify Necromancy — A creature that died within the last minute returns to life with 1 hit point.
Sleet Storm Conjuration — Freezing rain falls in a 40-foot-radius cylinder, icing the ground.
Slow Transmutation — 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 — A 20-foot-radius sphere of yellow, nauseating gas spreads out.
Water Breathing Transmutation — Up to ten creatures can breathe underwater.

Level 4 (13 spells)

Needs character level 4.

Spell School Damage What it does
Banishment Abjuration — Send a creature to a harmless demiplane.
Blight Necromancy 8d8 Necromantic energy withers a creature, dealing necrotic damage.
Confusion Enchantment — Creatures in a 10-foot-radius sphere act randomly.
Dimension Door Conjuration — 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 — The target’s movement is unaffected by difficult terrain and restraints.
Greater Invisibility Illusion — 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 — Transform a creature into a new form.
Stone Shape Transmutation — Reshape a chunk of stone into a form you desire.
Stoneskin Abjuration — 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 — 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 — Infect a creature with a magical disease.
Dispel Evil and Good Abjuration — Protection and the ability to banish otherworldly creatures.
Dominate Person Enchantment — 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 — Undo a debilitating effect: reduced ability score, exhaustion, or curse.
Hold Monster Enchantment — 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 — Learn what you know, or have heard, about a name, place, or object.
Mass Cure Wounds Evocation — Up to six creatures in a 30-foot-radius sphere regain hit points.
Raise Dead Necromancy — Return a dead creature to life, as long as its body is mostly intact.
Wall of Force Evocation — An invisible wall of force springs into existence, impenetrable to physical force.
Wall of Stone Evocation — A nonmagical wall of solid stone springs into existence.