Spellcasting Flashcards

1
Q

Schools of magic (8)

A

Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation

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2
Q

Abjuration

A

Abjuration spells are protective in nature. They create magical barriers, negate harmful effects, harm trespassers, and banish creatures to other planes of existence

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3
Q

Conjuration

A

Conjuration spells involve the transportation of objects and creatures from one location to another. Summoning creatures, creating objects or effects out of thin air, teleporting to another location.

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4
Q

Divination

A

Divination spells reveal information, long forgotten secrets, glimpses of the future, the location of hidden things, the truth behind illusions, visions of distant people or places

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5
Q

Enchantment

A

Enchantment spells affect the minds of others, influencing or controlling their behaviour. Such spells can make enemies see the caster as a friend, or force creatures to take a course of action, or control the creature like a puppet

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6
Q

Evocation

A

Evocation spells manipulate magical energy to produce a desired effect. Such as lightning bolts, fire, or positive energy to heal wounds

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7
Q

Illusion

A

Illusion spells deceive the senses and minds of others. They cause people to see, hear, or other percieve things that are not there. Creating phantom images, or implanting images in the mind of a creature

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8
Q

Necromancy

A

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create undead, or bring the dead back to life

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9
Q

Transmutation

A

Transmutation spells change the properties of a creature, object or environment. Such spells might turn an enemy into a harmfull creature, bolster the strength of an ally, make an object move, or enhance a creatures healing abilities.

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10
Q

How to maintain concentration if you are interrupted?

A

Make a DC 10 constitution saving throw to maintain concentration on a spell

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11
Q

Tiefling bard cantrips

A

Vicious mockery, Blade ward, Friends, and True strike

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12
Q

Tiefling bard spells

A

Lvl 1 Animal Friendship, Tashas hideous laughter, Thunderwave
Lvl 2 Detect thoughts, Invisibility
Lvl 3 Speak with dead

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13
Q

Animal friendship

A

1st level enchantment, 1 action, 30 ft, V, S, M (food), 24 hours. This spell lets you convince a beast that you mean no harm. Choose a beast you can see within range. If the beasts intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a wisdom saving throw or be charmed by you for the spell’s duration. If you or your ally harms the creature, the spell ends.

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14
Q

Barkskin

A

2nd level transmutation. 1 action, touch, V, S, M (a handful of oak bark), concentration up to 1 hour.
You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of armor.

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15
Q

Blade ward

A

Abjuration cantrip. 1 action, range = self, V, S. Duration = 1 round.
You extend your hand and trace a sigil of warding in the air, until the end of your next turn you have resistance against fire, bludgeoning, piercing, and slashing damage made by weapons.

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16
Q
A