D&D3
LorebookD&D, Spells, Metamagicfrom Chub
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Experimental Release, Leave any bugs found in comments. This only includes the D&D spell casting system, it does not include ANY spells or Classes. Watch for future updates to be released after this one is streamlined. RESULTS WILL VARY DEPENDING ON AI, please only post bugs with the lorebook itself, if you don't know how to tell the difference don't post.
Listed as “Dungeon and Dragons 3.5 Basic Spell System + Meta”
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D&D3
47 entries · scan depth 50 · budget 500 tokens
- #1Spellcasting Mechanics in D&D 3.5selective
Keys: spellcasting, dungeons and dragons 3.5, magic
Spellcasting Mechanics in D&D 3.5
Introduction to Spellcasting: In Dungeons & Dragons 3.5, spellcasting allows characters like wizards, sorcerers, clerics, and druids to cast spells with various effects. Spellcasters have limited spell slots per day, representing how many times they can cast spells of each level.
Spell Slots and Preparation: Spellcasters, except for sorcerers, must prepare their spells in advance. Wizards and similar classes must have their spellbooks in their possession to cast spells from them. Without their spellbooks, they are limited to casting only cantrips, which are Level 0 spells with unlimited usage. Cantrips are the simplest and weakest spells, requiring no spell slots. As spell level increases, so do the requirements and rarity. Level 4 spells are rare, with only a dozen spellcasters in the world typically able to cast them. Higher-level spells, up to Level 9, are even rarer and represent the pinnacle of mortal spellcasting.
- #2Spell Preparation and Spell Levelsselective
Keys: spell preparation, spell levels, d&d 3.5, cantrips
Spell Preparation and Spell Levels
Spellbooks and Preparation: Wizards and other spellcasters who rely on spellbooks must have their books in their possession to cast spells of Level 1 and higher. Without a spellbook, they are restricted to casting only cantrips. Cantrips (Level 0) are basic, weak spells that can be cast without limit and do not require preparation or spell slots. Higher-level spells require both preparation and the use of spell slots. The higher the spell level, the more difficult it is to cast and the rarer it is for spellcasters to be able to use them. Sorcerers differ in that they do not need to prepare spells or use spellbooks.
- #3Casting a Spellselective
Keys: concentration, components, casting time
Casting a Spell
Components: Most spells require verbal (V), somatic (S), and/or material (M) components. The caster must be able to speak, gesture, and use the necessary materials to successfully cast the spell.
Casting Time: Spells have varying casting times, with most requiring a standard action (one round). Instantaneous spells occur immediately, while others may last for several minutes or more.
Concentration: Some spells require concentration to maintain. If the caster takes damage or is otherwise disrupted, they must make a Concentration check by rolling a d20 plus their caster level and relevant modifiers.
- #4Dice Rolls and Spell Effectsselective
Keys: d&d 3.5, saving throws, difficulty class
Dice Rolls and Spell Effects
Dice Rolls: When a spell is cast, dice rolls determine various factors, such as the success of the spell, the damage dealt, or whether the target resists the spell's effects.
Attack Roll: For spells requiring a ranged or melee touch attack, the caster rolls a d20 plus their attack bonus against the target's AC.
Damage Roll: Spells that deal damage involve rolling a specific number of dice (e.g., 3d6 for a Fireball) to determine damage.
Saving Throws: Targets can attempt a saving throw (Fortitude, Reflex, Will) to avoid or reduce a spell's effects. The target rolls a d20 plus their saving throw bonus against the spell's DC (Difficulty Class). Higher-level spells generally have higher DCs, making them harder to resist.
- #5Spell Resistance and Overcoming Itselective
Keys: spell resistance, higher level spells, caster level check
Spell Resistance and Overcoming It
Spell Resistance (SR): Some creatures have Spell Resistance, which acts like an armor class for spells. The caster must make a caster level check (1d20 + caster level) that meets or exceeds the creature's SR to affect it with the spell. Higher-level spells are generally more difficult to resist, as they tend to overcome Spell Resistance more easily.
- #6Metamagic Featsselective
Keys: d&d 3.5, metamagic feats, components
Metamagic Feats
Metamagic Feats: These feats allow spellcasters to alter their spells, such as increasing range, duration, or power, often requiring a higher-level spell slot. Using metamagic feats increases the difficulty of casting the spell. Employing multiple metamagic feats together quadruples the difficulty, meaning a Level 4 caster could only combine two metamagic feats with a cantrip, while a Level 5 caster could combine them with a Level 1 spell at most.
- #7Metamagic: Bend Spellselective
Keys: d&d 3.5, bend spell, metamagic
Bend Spell
Effect: Allows the caster to change the direction of the spell after it is cast, effectively bending the spell's path around obstacles or cover. This can make ranged spells more effective in situations where line of sight would normally be blocked.
- #8Metamagic: Blistering Spellselective
Keys: blistering spell, d&d 3.5, metamagic
Blistering Spell
Effect: Increases the damage of a fire spell, adding an extra 2 points of fire damage per spell level. This extra damage causes the spell to deal more harm to targets but also makes the spell harder to cast.
- #9Metamagic: Chain Spellselective
Keys: d&d 3.5, chain spell, metamagic
Chain Spell
Effect: Converts a single-target spell into a chain effect, allowing it to jump from the primary target to secondary targets. The secondary targets are subject to a reduced effect compared to the primary target.
- #10Metamagic: Delay Spellselective
Keys: d&d 3.5, delay spell, metamagic
Delay Spell
Effect: Allows the caster to delay the effect of a spell for up to 5 rounds. This can be useful for setting traps or preparing for specific timing in combat situations.
- #11Metamagic: Disguise Spellselective
Keys: d&d 3.5, disguise spell, metamagic
Disguise Spell
Effect: Alters the appearance of a spell so that its true nature is disguised. For example, a fireball might appear as a bolt of lightning, misleading observers as to the spell's true effect until it hits.
- #12Metamagic: Disrupting Spellselective
Keys: d&d 3.5, disrupting spell, metamagic
Disrupting Spell
Effect: Adds a disrupting effect to the spell, making it harder for the target to maintain concentration or casting any subsequent spells. The spell imposes a penalty on Concentration checks for the affected target.
- #13Metamagic: Earthbound Spellselective
Keys: metamagic, d&d 3.5, earthbound spell
Earthbound Spell
Effect: Grounds a spell’s effect, preventing it from being affected by anti-magic or dispelling effects. This is particularly useful for maintaining a spell's effect in areas of magical interference.
- #14Metamagic: Empower Spellselective
Keys: empower spell, d&d 3.5, metamagic
Empower Spell
Effect: Increases the damage or effect of a spell by 50%. This makes the spell more powerful but also more difficult to cast and requires a higher-level spell slot.
- #15Metamagic: Energy Substitutionselective
Keys: d&d 3.5, energy substitution, metamagic
Energy Substitution
Effect: Allows the caster to change the energy type of a spell, such as converting a fireball to deal cold damage instead. This can be useful when dealing with enemies resistant or immune to certain energy types.
- #16Metamagic: Enervate Spellselective
Keys: d&d 3.5, enervate spell, metamagic
Enervate Spell
Effect: Enhances a spell to also drain the life force or energy of the target, adding a level-draining effect or reducing the target’s ability scores temporarily.
- #17Metamagic: Enhance Spellselective
Keys: d&d 3.5, enhance spell, metamagic
Enhance Spell
Effect: Boosts the effectiveness of a spell, increasing its range, duration, or area of effect. The enhanced spell consumes a higher-level spell slot but can be significantly more impactful in combat or other situations.
- #18Metamagic: Enlarge Spellselective
Keys: d&d 3.5, enlarge spell, metamagic
Enlarge Spell
Effect: Increases the range of a spell, allowing it to be cast from a greater distance. This is particularly useful for ranged attacks or spells where positioning is critical.
- #19Metamagic: Entangling Spellselective
Keys: d&d 3.5, metamagic, entangling spell
Entangling Spell
Effect: Causes the spell to entangle or bind the target, restricting their movement. This effect can be particularly useful in crowd control or when trying to prevent an enemy from escaping.
- #20Metamagic: Eschew Materialsselective
Keys: d&d 3.5, eschew materials, metamagic
Eschew Materials
Effect: Allows the caster to cast spells without needing the usual material components, making it easier to cast spells in situations where materials are unavailable or impractical to use.
- #21Metamagic: Extend Spellselective
Keys: d&d 3.5, extend spell, metamagic
Extend Spell
Effect: Doubles the duration of a spell, allowing its effects to last longer. This is particularly useful for buffs or spells with ongoing effects that benefit from extended time.
- #22Metamagic: Fortify Spellselective
Keys: fortify spell, d&d 3.5, metamagic
Fortify Spell
Effect: Increases the spell's resistance to being countered or dispelled. This makes the spell more robust in the face of magical interference or opposition.
- #23Metamagic: Guided Spellselective
Keys: d&d 3.5, metamagic, guided spell
Guided Spell
Effect: Allows the caster to direct a spell after it has been cast, guiding its path or adjusting its target. This provides greater flexibility and control over the spell's effects.
- #24Metamagic: Heighten Spellselective
Keys: metamagic, d&d 3.5, heighten spell
Heighten Spell
Effect: Raises the effective level of a spell, increasing its difficulty to resist and potentially bypassing certain protections. This can make low-level spells more potent against stronger opponents.
- #25Metamagic: Imbued Healingselective
Keys: imbued healing, d&d 3.5, metamagic
Imbued Healing
Effect: Enhances healing spells, allowing them to provide additional benefits such as temporary hit points, bonuses to saving throws, or other protective effects.
- #26Metamagic: Imbued Summoningselective
Keys: d&d 3.5, imbued summoning, metamagic
Imbued Summoning
Effect: Grants summoned creatures additional abilities or enhancements, such as increased strength, enhanced attacks, or resistance to certain damage types.
- #27Metamagic: Improved Heighten Spellselective
Keys: d&d 3.5, metamagic, improved heighten spell
Improved Heighten Spell
Effect: An advanced version of Heighten Spell that further increases the spell's level and difficulty to resist, making even low-level spells formidable against high-level opponents.
- #28Metamagic: Innate Spellselective
Keys: d&d 3.5, innate spell, metamagic
Innate Spell
Effect: Converts a spell into a spell-like ability that can be used at will, without the need for spell slots or preparation. The caster gains the ability to use this spell as if it were a natural talent.
- #29Metamagic: Invisible Spellselective
Keys: invisible spell, d&d 3.5, metamagic
Invisible Spell
Effect: Renders the visual effect of a spell invisible, making it harder for opponents to detect and counter. The spell's effects still occur, but without the usual visual cues.
- #30Metamagic: Lingering Spellselective
Keys: metamagic, d&d 3.5, lingering spell
Lingering Spell
Effect: Causes the effects of a spell to persist longer after its initial impact, such as leaving a lingering flame after a fire spell or continuing to sap strength after an enervation spell.
- #31Metamagic: Maximize Spellselective
Keys: d&d 3.5, maximize spell, metamagic
Maximize Spell
Effect: Maximizes all variable effects of a spell, ensuring that the maximum possible damage or effect occurs. This drastically increases the spell’s power but also requires a much higher-level spell slot.
- #32Metamagic: Nonlethal Substitutionselective
Keys: d&d 3.5, nonlethal substitution, metamagic
Nonlethal Substitution
Effect: Converts the damage of a spell to nonlethal damage, allowing the caster to incapacitate opponents without killing them. This is particularly useful in situations where the caster wishes to subdue rather than kill.
- #33Metamagic: Persistent Spellselective
Keys: d&d 3.5, persistent spell, metamagic
Persistent Spell
Effect: Extends the duration of a spell to 24 hours, making its effects last for a full day. This is particularly useful for spells that provide ongoing benefits or protections.
- #34Metamagic: Purify Spellselective
Keys: metamagic, d&d 3.5, purify spell
Purify Spell
Effect: Purges a spell of any negative or harmful effects, turning it into a purely beneficial spell. This can be useful in healing or buffing spells to ensure no adverse side effects occur.
- #35Metamagic: Retributive Spellselective
Keys: d&d 3.5, retributive spell, metamagic
Retributive Spell
Effect: Causes the spell to deal additional damage to attackers when they strike the spell's target. This is particularly useful for protective or defensive spells.
- #36Metamagic: Sacred Spellselective
Keys: d&d 3.5, sacred spell, metamagic
Sacred Spell
Effect: Imbues the spell with holy power, making it more effective against undead, fiends, and other evil creatures. The spell's damage or effect is amplified against such targets.
- #37Metamagic: Sanctum Spellselective
Keys: d&d 3.5, metamagic, sanctum spell
Sanctum Spell
Effect: Enhances the spell when cast within the caster's sanctum or home territory. The spell becomes more potent or difficult to resist when used in a familiar or specially prepared environment.
- #38Metamagic: Sculpt Spellselective
Keys: d&d 3.5, metamagic, sculpt spell
Sculpt Spell
Effect: Alters the area of effect of a spell, allowing the caster to change its shape or size to better fit the situation. This can be useful for avoiding allies or maximizing impact against enemies.
- #39Metamagic: Selective Spellselective
Keys: d&d 3.5, metamagic, selective spell
Selective Spell
Effect: Allows the caster to exclude certain targets from the effects of an area spell, making it safer to cast spells in crowded situations where allies or non-combatants are present.
- #40Metamagic: Silent Spellselective
Keys: d&d 3.5, silent spell, metamagic
Silent Spell
Effect: Removes the verbal component of a spell, allowing it to be cast without speaking. This is useful in situations where the caster needs to remain quiet or is unable to speak.
- #41Metamagic: Smiting Spellselective
Keys: metamagic, d&d 3.5, smiting spell
Smiting Spell
Effect: Enhances a spell to deal additional damage against a specific type of enemy, such as undead, fiends, or dragons. This makes the spell particularly deadly against these foes.
- #42Metamagic: Song of the Deadselective
Keys: song of the dead, d&d 3.5, metamagic
Song of the Dead
Effect: Alters the effect of a spell so that it can affect undead creatures in addition to its normal targets. This is particularly useful for spells that normally do not affect the undead.
- #43Metamagic: Split Rayselective
Keys: d&d 3.5, split ray, metamagic
Split Ray
Effect: Allows the caster to split a ray spell into two rays, targeting multiple opponents or doubling the impact on a single target. Each ray is subject to a separate attack roll.
- #44Metamagic: Twin Spellselective
Keys: d&d 3.5, twin spell, metamagic
Twin Spell
Effect: Allows the caster to cast two identical spells simultaneously, effectively doubling the impact. Both spells must target the same area or creature, or different targets within the spell's range.
- #45Metamagic: Violate Spellselective
Keys: violate spell, d&d 3.5, metamagic
Violate Spell
Effect: Infuses a spell with unholy energy, making it particularly harmful to good-aligned creatures. The spell's damage or effect is amplified against such targets.
- #46Metamagic: Widen Spellselective
Keys: d&d 3.5, widen spell, metamagic
Widen Spell
Effect: Expands the area of effect of a spell, covering a larger area or affecting more targets than usual. This can be particularly useful for crowd control or area denial.
- #47Metamagic: Wounding Spellselective
Keys: d&d 3.5, wounding spell, metamagic
Wounding Spell
Effect: Causes a spell to deal ongoing damage to the target, inflicting a wound that continues to harm them over time. This can be particularly effective against tough opponents that need to be worn down over a prolonged fight.
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