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Can you introduce the spell characteristics of dnd8 school?

Protection system (confinement)

As the name implies, protective spells are mainly based on protection. They can create physical or magical barriers, eliminate physical or magical abilities, harm intruders, and even expel life from other planes. The representative spells of the protection department are: protecting evil spirits, disarming magic, preventing magic field and banishing.

If the active protection spells are more than 24 hours away from each other within the range of 10 feet, the boundary will produce almost invisible magic fluctuations. Therefore, the "search" check DC associated with this protection spell is reduced by 4.

Some protection spells can create barriers to stop certain creatures, but they cannot be used to repel such creatures. If you use it to repel such creatures, you will obviously feel the pressure of the enchantment. If you keep pushing, the spell will disappear.

Magic (magic)

Spells and spells belong to five sub-systems. Curse spells can produce objects, creatures or some kind of energy (summoning), and can also transmit creatures (summoning), perform medical treatment (medical treatment), move creatures or objects at a distance (teleporting) or create objects and effects at a specific place (creating). The creatures you summon usually obey your command, but not always. The representative spells of the spell system include summoning monsters, treating minor injuries, resurrection of the dead, teleportation, iron wall and other spells.

You can't summon creatures into other creatures or objects, and you can't emerge in the air. The summoned creature or object must appear on the open surface that can be supported, and must be within the spell distance, but can leave the spell distance after appearing.

Summon: This spell can summon creatures from other fields. The summoned creature can return to its original boundary, but this spell can specify the conditions for returning. Summoning creatures will die if they are killed, but they will not disappear or recombine, just like summoning (see below). The duration of this kind of spell is immediate, that is, the summoned creature is not affected by the "enchantment".

Page (abbreviation of page) 173

Creation: This magic can manipulate matter to create objects or creatures (following the rules of the above magic method). If the duration of this spell is not immediate, creation is maintained by magical power, so as long as this spell is terminated or removed, the created creature or object will disappear without a trace. If the duration of the spell is immediate, then the created object or creature is only produced with the help of magic, so it can be kept forever.

Healing: Some sacred spells can heal living things and even bring them back to life, including various healing spells.

Summon: This spell can summon creatures or objects to a designated place. When the spell is terminated or removed, the summoned creature will be put back in its place. If an object is summoned, it will not return to its original place unless the spell description stipulates otherwise. Summoned creatures will also return if they are killed or their health drops below 0. However, the creature is not dead, and will come back to life after 24 hours. In the meantime, the creature can no longer be summoned.

When this spell is terminated, the summoned creature will disappear and all spells cast by this creature will be terminated immediately. Summoned creatures cannot use their natural summoning ability, nor will they actively cast spells or spell-like abilities that require XP.

Teleportation: Teleportation of creatures or objects, whose power can even cross the boundary. Unlike summoning, teleportation usually represents a one-way journey, which cannot be lifted unless otherwise specified. Teleportation is real-time travel through the astral world. If you can stop astral travel, you can stop transmission.

Divination (divination)

Prophecy spells can let you know the secrets of the past, predict the future, discover things or see through deceptive spells. The representative spells of this department are: identification, thought detection, sharp ear/eagle eye, true eye and so on.

The influence area of many prophetic spells is conical (see page 175), which moves with your sight. A cone is the range that a character can scan every turn. If you visit a place repeatedly, you can usually get extra information. See the spell description for details.

Exploration: This spell creates an invisible induction field and sends the collected information to you. Unless otherwise specified, the perceptual sensitivity of the induction field is equal to your perceptual sensitivity, including any spells or effects that will affect your perceptual ability (such as "dark vision" or "seeing through invisibility"). This induction field is considered as an independent and separated sensory organ, so even if you are blind, deaf or have any sensory impairment, it will not affect the ability of the induction field. If the intelligence value of the target creature is above 12, the intelligence test can be carried out (DC=20), and the magic induction field can be detected if it passes. Active exploration spells can be removed.

Lead or magic protection effects (such as "anti-magic force field", "mind barrier" or "avoiding detection") can block the exploration spell, and you will feel that the spell is blocked.

Charm system

Enchanting can influence other people's thoughts and control their behavior. The representative spells of this department are: "Charming human beings" and "Hinting".

Enchanting is divided into the following two categories:

Charm: This spell can change the subject's view of you and usually treat you as a friend.

Force: This spell forces the subject to change his behavior or thoughts, and sometimes allows you to decide the other person's actions and even control him.

Summoning system

Plastic spells can manipulate magical energy as if it were out of thin air. Many spells have gorgeous effects and usually do great damage. The representative spells of this department are: "magic missile", "fireball" and "lightning beam".

Hallucinatory part

Magic spells can deceive others and make people see things that don't exist, or they can't see things that exist. This spell can also make people hear voices or remember things that have never happened. The representative spells of this department are: "Silent Phantom", "Invisibility" and "Masking". Magic spells include the following five categories:

False illusion: this kind of magic can create false feelings, but it cannot change the appearance of existing things. People who have false hallucinations will feel the same way, and they will not be different from person to person (that is, they are not unique to individuals). False illusions can't make things look like other things. False hallucinations cannot reproduce meaningful words unless they are specifically allowed in the spell description. If you can produce a meaningful speech, it must be the language you can speak. If you try to produce a language you can't speak, the sound will become meaningless words. Similarly, you can't make something you don't know what it looks like.

Because false hallucinations and facial hallucinations (see below) are false, they cannot produce the real effects of other hallucinations. They can't harm living things or objects, can't bear the weight, can't provide nutrition and can't provide protection. Generally speaking, this spell is used to confuse or delay the enemy, but it is impossible to attack directly. For example, you can make a shed with the "silent phantom", but this shed can't stop the rain at all.

AC= 10+ false body shape adjustment value.

Graeme: This magic will change the subject's sensory perception, make him see, touch, taste, smell or hear something different from the real thing, or make him completely unconscious.

Pattern: This magic can make people see wrong images, just like false hallucinations, but it can also affect their thinking. All mental hallucinations are spells that affect the mind.

Phantom: This magic can create mental images that only the caster and the subject can experience. This completely exists in the heart, which is a personal inner feeling (not an illusion visible externally), and others will not know these feelings and sights. All illusions are spells that affect the mind.

Shadow: This magic can create semi-real things, and the caster can create these things through energy from other fields. This kind of spell can produce real effect, and it can also cause substantial damage.

Exemption from verification and illusion (disbelief): creatures that encounter the effect of illusion cannot be exempted from verification unless they pay special attention to or interact with the things created by illusion and take illusion seriously automatically. For example, if a team encounters unreal stairs, if someone stops to check or test the stairs, it can be exempted from verification.

If the immune test is successful, you can see through the illusion, but the false illusion and phantom illusion will still retain the transparent shape. For example, if you successfully pass the exemption test of the false illusion staircase, you can know that the staircase is unsafe, and you can see what is behind the staircase (if there is a light source), but you will still see the residual image of the false illusion staircase.

If the immune test fails, it means that the character has not found the truth yet. But if you encounter a situation that can completely prove that the illusion is untrue, you don't need to do the exemption test. For example, if you fall down the illusion stairs, you will know that there is something wrong with the stairs. If someone sees through the illusion and tells other observers the truth, their other people's immunity test will receive a +4 bonus.

Page (abbreviation of page) 174

Necromancy (necromancy)

Necromancy is a kind of magic that manipulates death and life force, mostly related to undead. The representative spells of this department are: "panic", "manipulating dead bodies" and "dead fingers".

Transition (transition)

Changing spells can change the nature or state of things. The representative spells of this department are: "change giant", "shrink", "transform" and "transform".

Attribute description:

The nature and types of spells will be listed behind schools and sub-schools. Some spells have multiple attributes.

The description of spell nature includes: strong acid, wind, chaos, cold, darkness, death, earth, electric shock, evil, fear, flame, force field, kindness, language, order, light, mind-influencing, sound wave and water.

Most of the nature descriptions have no practical effect on the game effect, but only explain how the spell interacts with other spells, special abilities, rare monsters or camps.

Spells of verbal nature use intelligent language as a medium of communication. For example, if the subject can't understand what you say when executing the "command", then the spell is invalid. This may be because the subject can't understand your language, or it may be because the environment is too noisy.

Spells that affect the mind can only work on creatures with intelligence above 1

Witches who cast spells, like poets who write poems, are the result of talent and tempering. Warlocks do not rely on spell books, mentors or theories. Warlocks cast spells through natural forces, not through training and research. Their magic relies on intuition rather than logic. They know less spells than the mage, and get powerful spells slower than the mage, but they cast spells more times than the mage, and they don't need to choose or prepare spells before casting. Warlocks don't specialize in a certain school of magic.