Magic

 

 

Main
Opening
News/Updates
Council
Bookstore

Sign Up

Quests
Quest Masters
Links
Nations

Webrings
Rooms
World Overview
Downloads 
Awards
Special Thanks
Sponsors
Disclaimer



Combat
Equipment
Levels

Adventuring
Magic
Spells
Monsters
NPCs



Building Guide
Ability Scores
Races
Classes
Skills
Feats

  Again, most of what you will need to know is in the PHB chapter 10. All of the rules in the chapter apply unless otherwise stated below

First off, the character must prepare all spells they wish to use in that day if they are a cleric, paladin, druid, wizard, or ranger. Sorcerers and bards may use spells that they already know without preparation if the spell doesn't require it. 

Obviously, there is a limit to the amount of spells a character may cast each day. The character may cast the same spell more than once if they have not run out of their daily limit or consumed the spell components needed to cast the spell.

One more important detail to remember is each character and monster's location is when casting the spell. If you are not sure, ask the QM. The QM should be keeping track of this. If you cast a fireball at approaching orcs and an ally happens to be in the way, chance are you will hit them.

Sometimes, a target may be just out of range of a spell, so they will not be affected by it. The QM will alert you to this if that arises.

There are currently eight schools of magic that a spell can fall under. Some spells may fall under multiple schools.

School Description Examples
Abjuration These are protective spells. Protection from evil, antimagic field
Conjuration These call upon objects, creatures, or energy to you. raise dead, cure wounds, summon monsters
Divination They enable you to learn things long hidden or forgotten, predict future events, find things, or foil deceptive spells Identify, clairaudience, clairvoyance
Enchantment They affect the minds of others to influence or control behavior charm person, domination
Evocation This manipulate or taps into energy for desired affects. magic missile, fireball, searing light
Illusion These spells are used to deceive the minds of others into seeing or believing in things that aren't really there. Mirror image, continual flame, ghost sounds
Necromancy This school uses spells that manipulate death or control undead creatures. animate dead, poison
Transmutation These spells change the properties of creatures, things, or conditions.  Transmute rock to mud, telekinesis
  Please support Aurora by voting. Just click on these images.








 

Aurora is a copyright of Aurora Matrix Inc., Copyright  © 2000. Dungeons and Dragons is a trademark of Wizards of the Coast Inc.