- C -Circle of Devastation(Evo 9, Air, Celest, Earth, Elements, Fiend, Fire, Water),
All Available Rare Spells in Campaign
Spellcasting Traditions (Updated)
Arcane Spells (Sorcerer and Wizard) – Tapping into the weave of
magic directly, these are the only spellcasters that do not have a sponsor
or patron. Linked to the Arcana skill.
Divine Spells (Cleric and Paladin) – Calling on the might of one
of the Spheres of Power (and a specific deity) or a Religious Organisation
(and a pantheon of gods) the characters spells are prayers for gods to assist
them in their mortal needs. Linked to the Religion skill.
Lore/Occult Spells (Bard and Warlock) – Using long forgotten
knowledge, they can call upon the powers of the universe (via deities) that
are long forgotten or not safe to talk to directly. The old saying of
knowledge is power is true in this case. Your spells are a demand of service
through a ritualistic formula which your patron responds to. Linked to the
History skill.
Primal/Nature Spells (Druid and Ranger) – Channelling nature in its
raw form (via deities of nature or elements) you gain power of the land,
animals and plants. Your spells are a request to nature for assistance, and
nature responds (through a patron deity). Linked to the Nature skill.
Cantrips (Updated)
You can memorise (or know) two cantrips plus your character’s tier per day.
Cantrips can be added to your spellbook if you’re a prepared caster and your
known cantrips can be replaced while preparing spells for the day. This
replaces the number of cantrips you receive as a class feature and does not
add to that number.
Spellbooks and Ritualbooks (updated)
Prepared Casters (or anyone who refers to a class list of spells to
select after a long rest) – Cleric, Druid, Paladin, Wizard.
Spontaneous Casters (or anyone with known spells) – Bard,
Rangers, Sorcerer, Warlock
All prepared casters gain the Spellbook class feature (Players Handbook p114)
for their list of spells that they can prepare from for the day.
All spellcasters gain access to the Ritual Caster feat when they learn their
first spell as a class feature using their spellcasting tradition (does not
allow a Warlock to choose wizard rituals).
The Books Appearance – Your spellbook is a
unique compilation of spells, with its own decorative flourishes and margin
notes. It might be a plain, functional leather volume that you received as a
gift from your master, a finely bound gilt-edged tome you found in an ancient
library, or even a loose collection of notes scrounged together after you lost
your previous spellbook in a mishap.
Replacing the Book You can copy a spell from your own spellbook
into another book-for example, if you want to make a backup copy of your
spellbook. If you lose your spellbook, you can use the same procedure to
transcribe the spells that you have prepared into a new spellbook. Filling out
the remainder of your spellbook requires you to find new spells to do so, as
normal. For this reason, many spellcasters keep backup spellbooks in a safe
place.
Spellbook Class Feature (updated) At 1st level, you have a spellbook
containing six 1st level spells from your class list of your choice.
Each spell takes up one page per spell level, with 100 pages in a
book.
At each new level you gain two more spells of a level you can cast as
part of your downtime level training in your spellbook and one new spell
in your ritualbook.
Cantrips are also recorded in the spellbook and take up a page.
The spells you add to your spellbook as you gain levels represent your
research, understanding and enlightenment depending on your class.
You can find other spells during your adventures. You could discover
a spell recorded on a scroll in a chest, or in a dusty tome in an ancient
library.
You have learned several spells that you can cast as rituals. These spells
are written in a ritual book, which you must have in hand while casting one
of them. Each spell takes up five pages per spell level, with 100 pages in a
book.
When you gain this class feature, you acquire a ritual book holding two
1st-level spells of your choice. Choose one of the following classes: bard,
cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from
that class's spell list, and the spells you choose must have the ritual tag.
The class you choose also determines your spellcasting ability for these spells:
Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or
Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or
a wizard's spellbook, you might be able to add it to your ritual book. The
spell must be on the spell list for the class you chose, the spell's level can
be no higher than half your level (rounded up), and it must have the ritual
tag. See Training for Learning a Spell for time and costs to master new magic.
The process of copying the spell into your ritual book follows the Gaining a
new Spell downtime activity.
You can cast a ritual from your prepared spells without having to make a skill
check. If you’re a spontaneous caster, you need to have it as part of your
known spells to cast it without a skill check. Casting from a ritual spellbook
when the spell is not memorised comes at a skill check (DC = 10 + twice spell
level):
Arcane Rituals - Sorcerer and Wizard - Arcana check
Divine Rituals - Cleric and Paladin - Religion check