specllastnig ect - geek dayton · d&d 5eq uickr-ules bym atthewroy condtioins blnided: skcat...

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AdvantageandDisadvantage Roll 2d20 Advantage: Use the higher of the two die. Disadvantage: Use the lower of the two die. Havingbothcancels eachother out. Multiples don't stack. SavingThrows 1d20+ability modifier +proficiency+other mods RestingandHealing Hit Dice: Anumber of dice (d6, d8, d10or d12, by Class) equal to your character level, youcanroll, plus your CON modifier, to heal Hit Points duringa short rest . Short Rest: At least 1 hour of nothingmore strenuous than eating, drinking, readingor tendingwounds. Regainlost hit points by rolling1 Hit Die +CONmod. Repeat, as needed, until out of Hit Dice (1 hit die per character level). LongRest: At least 8 hours of uninterrupteddowntime (includingno more than2 hours standingwatch). When finished, regainall hit points andhalf of total Hit Dice (at least 1). Also regainall spell slots. Only 1 longrest per 24 hours. Must have at least 1 hit point to take a longrest. Light andVision Bright light: Daylight, torches/lanterns (specific radius). Dim light: Shadow, dawn, dusk. Darkness: Night, unlit dungeons, magical darkness. Lightly obscured: (e.g., dim light, patchy fog, moderate foliage) Disadvantage onperceptionchecks (sight). Heavilyobscured: (e.g., darkness, opaque fog, dense foliage) Su 8 er the blindedcondition. Darkvision: See indarkness as if it were dim light, no color perception. CarryingandLifting Normal: Anumber of pounds upto 5x your Strengthscore. Encumbered: Upto 10x your Strength, -10to your speed. HeavilyEncumbered: Upto 15x your Strength, -20to your speed. Disadvantage onattack rolls andStrength, Dexterity andConstitutionsavingthrows &ability checks. Push, Drag, Lift: Upto 30x your Strength, speedreducedto 5 feet. Size: Tiny creatures, cut these totals inhalf. Large creatures, double. Huge, quadruple. Gargantuan, octuple. CreatureSize SizeCategories Size Space Tiny 2 by2 feet Small 5by5feet Medium 5by5feet Large 10by10feet Huge 15by15feet Gargantuan 20by20feet or larger Movement Di A cult Terrain: Moving1 foot costs 2 feet of speed. Climbing, Swimming, Crawling: Moving1 foot costs 2 feet of speed(stacks withdi A cult terrain). LongJump: With10foot runningstart, jumpa number of feet equal to your Strengthscore. Standingstart, as far. ½ HighJump: With10foot runningstart, jumpa number of feet equal to 3 +your Strengthmod. Standingstart, as ½ high. Arms overhead, extendreachby your body height. ½ DropProne: No speedcost, standingcosts total speed. ½ Flying: Creature falls if its' speedis reducedto 0, it is knockedprone , grappledor otherwise preventedfrom moving, unless it is able to hover (e.g., by magic). Small Spaces: Acreature cansqueeze througha space 1 size smaller thanitself. Moving1 foot costs 2 feet of speed. Attacks andDexterity savingthrows have disadvantage, attacks against have advantage. Other Creatures: Move throughanother creature's space as though di A cult terrain . If the creature is hostile, you must be 2 sizes larger or smaller. Travel Pace Distance TraveledPer… Pace Minute Hour Day E ect Fast 400feet 4miles 30miles -5topassive perception Normal 300feet 3miles 24miles none Slow 200feet 2miles 18miles Stealthpossible Travelingmore than8 hours a day provokes a Constitution savingthrowafter eachadditional hour. DCequals 10+1 for eachhour past 8. Failure equals 1 level of exhaustion. CumulativeE 8 ects of Exhaustion (Forcedmarch, starvation, long-term freezing/scorching) Level E ect 1 Disadvantage onabilitychecks 2 Speedhalved 3 Disadvantage onattacks andsavingthrows 4 Hit point maximum halved 5 Speedreducedto0 6 Death Eating, drinkingandfinishinga longrest reduces exhaustionby 1 level. Environment Falling: 1d6damage per 10feet fallen(20d6max). Land prone after takingany damage. Su 8 ocating: Canholdbreatha number of minutes equal to 1 +your Constitutionmod(30sec., minimum). Afterwards, cansurvive a number of rounds equal to your Constitution mod(1 round, minimum). Afterwards, dropto 0hit points (dying). Cannot heal or stabilize without breathing. Cover: cover gives +2 to ACandDEXsavingthrows. ½ ¾ cover gives +5to ACandDEXsavingthrows. Cannot target a creature behindtotal cover. D&D5e Quick-Rules Conditions Blinded: Automatically fail ability checks (sight). Attacks have disadvantage, attacks against have advantage. Charmed: Can't attack charmer. Charmer has advantage on ability checks (social). Deafened: Automatically fail ability checks (hearing). Frightened: Disadvantage onability checks andattacks while insight of the source of fear. Can't willingly move closer to the source of fear. Grappled: Speedis 0(no bonuses). Ends if removedfrom grappler's reach(e.g., by a spell e 8 ect). Ends if grappler is incapacitated. Incapacitated: Cannot take actions or reactions. Invisible: Impossible to see without magic/special senses. Heavily obscured. Still make noise/leave tracks. Attacks have advantage, attacks against have disadvantage. Paralyzed: Incapacitated. Can't move or speak. Automatically fail STRandDEXsavingthrows. Attacks against have advantage. All hits critical if within5 feet. Petrified: Transformed(usually to stone) alongwithall non- magical gear. Weight x 10. Incapacitated. Can't move/speak, unaware of surroundings, stopaging. Attacks against have advantage. Automatically fail STRandDEXsavingthrows. Resistant to all damage. Immune to poison/disease (those already present are suspended). Poisoned: Disadvantage onattacks andability checks. Prone: Attacks have disadvantage, attacks against have advantage (within5 feet), disadvantage (from 5+feet). Restrained: Speedis 0(no bonuses). Attacks have disadvantage, attacks against have advantage. Disadvantage onDEXsavingthrows. Stunned: Incapacitated. Can't move. Speak falteringly. Automatically fail STRandDEXsavingthrows. Attacks against have advantage. Unconscious: Incapacitated. Can't move or speak, unaware. Dropwhatever youare holding, fall prone. Automatically fail STRandDEXsavingthrows. Attacks against have advantage. All hits critical if within5feet. Coins andContainers ExchangeRates Coin cp sp ep gp pp Copper (cp) 1 1/10 1/50 1/100 1/1000 Silver (sp) 10 1 1/5 1/10 1/100 Electrum (ep) 50 5 1 1/2 1/20 Gold(gp) 100 10 2 1 1/10 Platinum (pp) 1,000 100 20 10 1 Volume Container Capacity Backpack 1cubic foot/30pounds Barrel 4cubic feet/40gallons Chest 12cubic feet/300pounds Flask 1pint Pouch 1 / 5 cubic foot/6pounds Vial 4 5 uidounces Waterskin 4pints Armor andWeapons Without Proficiency: Armor prevents spellcasting, disadvantage onattack rolls andStrengthandDexterity savingthrows &ability checks. Weapons do not benefit from proficiency bonus. GettingInandOut of Armor Type Don Do Light Armor 1minute 1minute Medium Armor 5minutes 1minute HeavyArmor 10minutes 5minutes Shield 1action 1action HeavyArmor: -10to speedif STRrequirement not met. WeaponProperties Ammunition: Searchfor 1 minute, recover your ammo. ½ Finesse: Choose 1, STRor DEX, for attack &damage. Heavy: Small creatures have disadvantage onattacks. Light: Canbe usedfor 2 weaponfighting(1 ineachhand). Loading: Only 1 attack per round, maximum. Range: Disadvantage at longrange or within5feet of an hostile creature who cansee youandis not incapacitated . Reach: Adds 5 feet to your melee attack range. Special: Has unusual rules, ask your DungeonMaster. Thrown: Canbe thrown, use normal ability modifier. Two-Handed: Requires 2 hands to attack with. Versatile: Canuse with1 or 2 hands, di 8 erent damages. Improvised: No proficiency bonus, deals 1d4, range 20/60. DamageandDeath Resistance: Take half damage from the giventype of damage. Vulnerability: Take double damage from the giventype. Instant Death: Whendamage takes youto negative hit points equal to youhit point maximum. Fall Unconscious: If reducedto 0hit points. DeathSavingThrows: Whenstartingyour turnwith0hit points, roll 1d20. 10+equals 1 success, 9- equals 1 failure. 3 successes equals stable , 3 failures equals death. Rollinga 1 equals 2 failures. Rollinga 20restores consciousness +1 HP. Damageat 0Hit Points: Any damage equals 1 faileddeath save. Critical hit (any hit within5 feet) equals 2 faileddeath saves. Stabilize: Use 1 actionto make a Medicine check. 10+equals stable (0hit points, unconscious, but alive). Stopmaking deathsaves. Regain1 hit point after 1d4hours. KnockUnconscious: Whenreducedto 0hit points by a melee attack, attacker canchoose to render the target unconscious andstable , instead. TemporaryHit Points: Pseudo-hit points that act as a bu 8 er against damage, are consumedfirst withremaining damage takenfrom HP. Canexceedhit point maximum, but do not stack withother temporary hit points. At 0HP, andingtemporary hit points does not heal, but still protects.

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Advantage and DisadvantageRoll 2d20

Advantage: Use the higher of the two die.Disadvantage: Use the lower of the two die.

Having both cancels each other out. Multiples don't stack.

Saving Throws1d20 + ability modifier + proficiency + other mods

Resting and HealingHit Dice: A number of dice (d6, d8, d10 or d12, by Class) equal to your character level, you can roll, plus your CON modifier, to heal Hit Points during a short rest.

Short Rest: At least 1 hour of nothing more strenuous than eating, drinking, reading or tending wounds. Regain lost hit points by rolling 1 Hit Die + CON mod. Repeat, as needed, until out of Hit Dice (1 hit die per character level).Long Rest: At least 8 hours of uninterrupted downtime (including no more than 2 hours standing watch). When finished, regain all hit points and half of total Hit Dice (at least 1). Also regain all spell slots. Only 1 long rest per 24 hours. Must have at least 1 hit point to take a long rest.

Light and VisionBright light: Daylight, torches/lanterns (specific radius).

Dim light: Shadow, dawn, dusk.Darkness: Night, unlit dungeons, magical darkness.

Lightly obscured: (e.g., dim light, patchy fog, moderate foliage) Disadvantage on perception checks (sight).Heavily obscured: (e.g., darkness, opaque fog, dense foliage) Su8er the blinded condition.

Darkvision: See in darkness as if it were dim light, no color perception.

Carrying and LiftingNormal: A number of pounds up to 5x your Strength score.

Encumbered: Up to 10x your Strength, -10 to your speed.Heavily Encumbered: Up to 15x your Strength, -20 to your speed. Disadvantage on attack rolls and Strength, Dexterity and Constitution saving throws & ability checks.

Push, Drag, Lift: Up to 30x your Strength, speed reduced to5 feet.Size: Tiny creatures, cut these totals in half. Large creatures,double. Huge, quadruple. Gargantuan, octuple.

Creature SizeSize Categories

Size SpaceTiny 2 ⌥ by 2 ⌥ feetSmall 5 by 5 feetMedium 5 by 5 feetLarge 10 by 10 feetHuge 15 by 15 feetGargantuan 20 by 20 feet or larger

MovementDiAcult Terrain: Moving 1 foot costs 2 feet of speed.

Climbing, Swimming, Crawling: Moving 1 foot costs 2 feet of speed (stacks with diAcult terrain).Long Jump: With 10 foot running start, jump a number of feet equal to your Strength score. Standing start, as far.½

High Jump: With 10 foot running start, jump a number of feet equal to 3 + your Strength mod. Standing start, as ½high. Arms overhead, extend reach by your body height.½

Drop Prone: No speed cost, standing costs total speed.½

Flying: Creature falls if its' speed is reduced to 0, it is knocked prone, grappled or otherwise prevented from moving, unless it is able to hover (e.g., by magic).Small Spaces: A creature can squeeze through a space 1 size smaller than itself. Moving 1 foot costs 2 feet of speed. Attacks and Dexterity saving throws have disadvantage, attacks against have advantage.

Other Creatures: Move through another creature's space as though diAcult terrain. If the creature is hostile, you must be 2 sizes larger or smaller.

Travel PaceDistance Traveled Per…

Pace Minute Hour Day E◆ectFast 400 feet 4 miles 30 miles -5 to passive

perceptionNormal 300 feet 3 miles 24 miles noneSlow 200 feet 2 miles 18 miles Stealth possible

Traveling more than 8 hours a day provokes a Constitutionsaving throw after each additional hour. DC equals 10 + 1 foreach hour past 8. Failure equals 1 level of exhaustion.

Cumulative E8ects of Exhaustion(Forced march, starvation, long-term freezing/scorching)

Level E◆ect1 Disadvantage on ability checks2 Speed halved3 Disadvantage on attacks and saving throws4 Hit point maximum halved5 Speed reduced to 06 Death

Eating, drinking and finishing a long rest reducesexhaustion by 1 level.

EnvironmentFalling: 1d6 damage per 10 feet fallen (20d6 max). Land prone after taking any damage.

Su8ocating: Can hold breath a number of minutes equal to 1 + your Constitution mod (30 sec., minimum). Afterwards, can survive a number of rounds equal to your Constitution mod (1 round, minimum). Afterwards, drop to 0 hit points (dying). Cannot heal or stabilize without breathing.Cover: cover gives +2 to AC and DEX saving throws. ½ ¾cover gives +5 to AC and DEX saving throws. Can not target a creature behind total cover.

D&D 5e Quick-Rules by MATTHEW ROY

ConditionsBlinded: Automatically fail ability checks (sight). Attacks have disadvantage, attacks against have advantage.

Charmed: Can't attack charmer. Charmer has advantage on ability checks (social).Deafened: Automatically fail ability checks (hearing).

Frightened: Disadvantage on ability checks and attacks while in sight of the source of fear. Can't willingly move closer to the source of fear.Grappled: Speed is 0 (no bonuses). Ends if removed from grappler's reach (e.g., by a spell e8ect). Ends if grappler is incapacitated.

Incapacitated: Can not take actions or reactions.Invisible: Impossible to see without magic/special senses. Heavily obscured. Still make noise/leave tracks. Attacks haveadvantage, attacks against have disadvantage.

Paralyzed: Incapacitated. Can't move or speak. Automatically fail STR and DEX saving throws. Attacks against have advantage. All hits critical if within 5 feet.Petrified: Transformed (usually to stone) along with all non-magical gear. Weight x 10. Incapacitated. Can't move/speak, unaware of surroundings, stop aging. Attacks against have advantage. Automatically fail STR and DEX saving throws. Resistant to all damage. Immune to poison/disease (those already present are suspended).

Poisoned: Disadvantage on attacks and ability checks.Prone: Attacks have disadvantage, attacks against have advantage (within 5 feet), disadvantage (from 5+ feet).

Restrained: Speed is 0 (no bonuses). Attacks have disadvantage, attacks against have advantage. Disadvantage on DEX saving throws.Stunned: Incapacitated. Can't move. Speak falteringly. Automatically fail STR and DEX saving throws. Attacks against have advantage.

Unconscious: Incapacitated. Can't move or speak, unaware. Drop whatever you are holding, fall prone. Automatically fail STR and DEX saving throws. Attacks against have advantage. All hits critical if within 5 feet.

Coins and ContainersExchange Rates

Coin cp sp ep gp ppCopper (cp) 1 1/10 1/50 1/100 1/1000Silver (sp) 10 1 1/5 1/10 1/100Electrum (ep) 50 5 1 1/2 1/20Gold (gp) 100 10 2 1 1/10Platinum (pp) 1,000 100 20 10 1

VolumeContainer CapacityBackpack 1 cubic foot/30 poundsBarrel 4 cubic feet/40 gallonsChest 12 cubic feet/300 poundsFlask 1 pintPouch 1/5 cubic foot/6 poundsVial 4 5uid ouncesWaterskin 4 pints

Armor and WeaponsWithout Proficiency: Armor prevents spellcasting, disadvantage on attack rolls and Strength and Dexterity saving throws & ability checks. Weapons do not benefit from proficiency bonus.

Getting In and Out of ArmorType Don Do◆Light Armor 1 minute 1 minuteMedium Armor 5 minutes 1 minuteHeavy Armor 10 minutes 5 minutesShield 1 action 1 action

Heavy Armor: -10 to speed if STR requirement not met.

Weapon PropertiesAmmunition: Search for 1 minute, recover your ammo.½

Finesse: Choose 1, STR or DEX, for attack & damage.Heavy: Small creatures have disadvantage on attacks.

Light: Can be used for 2 weapon fighting (1 in each hand).Loading: Only 1 attack per round, maximum.

Range: Disadvantage at long range or within 5 feet of an hostile creature who can see you and is not incapacitated.Reach: Adds 5 feet to your melee attack range.

Special: Has unusual rules, ask your Dungeon Master.Thrown: Can be thrown, use normal ability modifier.

Two-Handed: Requires 2 hands to attack with.Versatile: Can use with 1 or 2 hands, di8erent damages.

Improvised: No proficiency bonus, deals 1d4, range 20/60.

Damage and DeathResistance: Take half damage from the given type of damage.

Vulnerability: Take double damage from the given type.Instant Death: When damage takes you to negative hit points equal to you hit point maximum.

Fall Unconscious: If reduced to 0 hit points.Death Saving Throws: When starting your turn with 0 hit points, roll 1d20. 10+ equals 1 success, 9- equals 1 failure. 3 successes equals stable, 3 failures equals death. Rolling a 1 equals 2 failures. Rolling a 20 restores consciousness + 1 HP.

Damage at 0 Hit Points: Any damage equals 1 failed death save. Critical hit (any hit within 5 feet) equals 2 failed death saves.Stabilize: Use 1 action to make a Medicine check. 10+ equalsstable (0 hit points, unconscious, but alive). Stop making death saves. Regain 1 hit point after 1d4 hours.

Knock Unconscious: When reduced to 0 hit points by a melee attack, attacker can choose to render the target unconscious and stable, instead.Temporary Hit Points: Pseudo-hit points that act as a bu8er against damage, are consumed first with remaining damage taken from HP. Can exceed hit point maximum, but do not stack with other temporary hit points. At 0 HP, anding temporary hit points does not heal, but still protects.

The Combat Round1. Surprise: The DM determines if any combatants are surprised (Stealth check vs Perception). A surprised creature can't move, act or react until the end of its' 1st turn.

2. Position: The DM determines the placement of all combatants based on player's stated marching order.3. Initiative: All combatants roll to determine the order of turns, DM rolls for NPCs and monsters. 1d20 + DEX mod.

4. Turns: Players and DM proceed in initiative order until the combat encounter is resolved (win, lose, retreat, etc.).

Your TurnMove or split your move (not to exceed your total speed).

Take 1 Action from the list or describe something else.Take 1 Bonus Action, if available.

Take 1 Free Action to interact with the environment.Take 1 Reaction on someone else's turn, if applicable.

Or, choose to Do Nothing.

Combat ActionsAttack: Make a Ranged or Melee attack.

Cast a Spell: Must have a casting time of 1 action.Dash: Move again, up to your total speed.

Disengage: Exit combat without opportunity attacks.Dodge: Attacks against have disadvantage, Advantage on Dexterity saving throws (speed can not be 0).

Help: Give advantage to an ally's next ability check (or their next attack, if they are within 5 feet).Hide: Make a Stealth check and attempt to hide.

Ready: Choose a 'trigger event' on which to take an action as a reaction. Readying a spell requires you to cast it now and hold its' energy for release. All spells are considered concentration spells until released (Injury can break concentration).Search: Make a Perception or Investigation check.

Use Object: Interact with a 2nd object or 1 complex one.Something Else: Tell the DM what you want to do.

Examples of Free Actions

• draw or sheathe a weapon• open or close a door• pull a potion from your pocket• drop or pick up a weapon• grab an item o8 a table• pull a ring from your finger• put some food in your mouth• pull out some coins• grab a torch o8 the wall• take a book from a shelf• put up your cloak's hood

Making an Attack

1. Choose a Target: A creature, object or space in range.2. Determine Modi#ers: Special abilities, spells and othere:ects that apply bonuses or penalties to your attack roll. The DM determines if you have advantage/disadvantage.

3. Resolve the Attack: Roll for attack and damage.

Attack: 1d20 + ability modifier + proficiency + other mods.

Damage: damage die + ability modifier + other mods.Critical Hit: Rolling a 20 before any modifiers or bonuses(natural 20), your attack automatically hits. Roll all damage dice twice, then add modifiers.

Critical Miss: Rolling a 1 before any modifiers or bonuses (natural 1), your attack automatically fails.Ranged Attack: 1d20 + Dexterity modifier + proficiency.See weapon's description for other modifiers and range (normal/long). If a hostile creature, who can see you and is not incapacitated, is within 5 feet, you have disadvantage.

Melee Attack: 1d20 + Strength modifier + proficiency. See weapon's description for other modifiers. Range is 5 feet.Unarmed Strike: 1d20 + Strength modifier + proficiency. Damage equals 1 + Strength modifier.

Two Weapon Fighting: With a light melee weapon in each hand, use your action and bonus action to make two attacks. Can throw weapons with the thrown property. Only apply negative ability modifiers to 2nd attack's damage.Opportunity Attack: When a creature uses its' movement to move out of the reach of another creature, it provokes an attack of opportunity. This attack interrupts initiative order and costs 1 reaction. Afterwards, initiative order resumes.

Grappling: Use 1 attack (and 1 free hand) to seize a creatureno more than 1 size larger than yourself. Roll: Your Athletics check vs target's choice of Athletics or Acrobatics. On its' turn, a target can use 1 action to repeat the roll to attempt escape. Dragging or carrying a creature that is not 2 sizes smaller than you, cuts your speed in half.Shoving: Use 1 attack to shove a creature no more than 1 size larger. Roll: Your Athletics check vs target's choice of Athletics or Acrobatics. Knock target prone or push 5 feet away.

Types of Damage

Acid: Corrosive

Bludgeoning: Blunt force

Cold: Chill/frost

Fire: Heat/5ame

Force: Magical energy

Lightning: Electrical shock

Necrotic: Flesh and soul

Piercing: Puncturing

Poison: Venoms/toxins

Psychic: Mental

Radiant: Divine might

Slashing: Cutting/tearing

Thunder: Concussive sound

D&D 5e Player Cheat-Sheet by Matthew Roy

SpellcastingCantrips: Cast at will, no spell slot required.

Known Spells: Cast any time (if you have a free spell slot).Prepared Spells: Must choose which spells to prepare for use. Choose prepared spells when finishing a long rest. Cannot choose new spells before another long rest. Must have a free slot of spell level, or higher, to cast.

Rituals: If a spell has the ritual tag, you can choose to spend10 additional minutes and cast it without using a spell slot.Casting Time: Check the spell's description.May be 1 action, 1 bonus action, 1 reaction, or longer.

Attack Roll: Check the spell's description to see if an attackroll is required. For ranged spell attacks, see rules for ranged attacks. Your spell attack is:

(1d20 + spellcasting ability modifier + proficiency)Saving Throws: Check the spell's description to see what saving throw, if any, the target makes. The DC equals:(8 + spellcasting ability mod + proficiency + other mods)

ComponentsVerbal: (V) Spell must be spoken aloud. Cannot cast in an area of silence or while gagged.

Somatic: (S) Spell requires hand gestures. Must have 1 free hand to cast.Material: (M) Spell requires specific object(s). Must have required materials (in a component pouch) to cast spell. Must have 1 free hand (can be the same hand as for Somatic). Check spell description to see if materials are consumed by the casting.

Spellcasting Focus: Can be used in place of material components Unless a Specific Cost is Indicated. Must have 1 free hand to use (can be the same hand as for Somatic).Holy Symbol: Can be used in place of material components Unless a Specific Cost is Indicated. Must be held in free handor worn visibly (e.g., on a shield).

Spell DurationInstantaneous: Cannot be dispelled.

Concentration: Must maintain focus. The spell ends if you:a. Cast another concentration spell.b. Take damage and fail a Constitution saving throw.(DC 10 or the damage you take, whichever is greater)½

c. Are incapacitated or killed.Moving and attacking do not end concentration.See spell description for each spell's duration.(rounds, minutes, hours, until dispelled, etc.)

The e8ects of two di8erent spells combine while their durations overlap.The e8ects of two of the same spell do not combine. The most potent e8ect applies while their durations overlap.

Target and Area of E8ectYou must have a clear line of sight to a spell's target. It cannot be behind total cover. A spell's point of origin always manifests on the near side of obstructions.

Target: Check the spell's description to see what the possible targets are (friendly creature, hostile creature, object, self, your choice, etc.)Point of Origin: The location a spell's energy erupts from.

Area of E8ect: 1 of 5 shapes (see the spell's description).

Areas of E8ect and Points of Origin(Listed Measurement)

LinePoint of Origin included: Your Choice

ConePoint of Origin included:Your Choice

CubePoint of Origin included:Your Choice

CylinderPoint of Origin Included:Yes

SpherePoint of Origin included:Yes

Polyhedral DiceTo role for a number between 1 and 100, roll the d% for the tens digit and the d10 for the ones digit.Rolling “00” & “0” equals100.