Yaarel
🇮🇱 🇺🇦 He-Mage
The spell costs derive from feats that have excellent spells of the level, such as Misty Step and Invisibility. But lets get a sense of the cost of these spells first, before worrying about less excellent spells that might be cheaper.
Spell by Slot
7½ points - Slot 2 spell, know and cast it per proficiency bonus per long rest
5 points - Slot 2 spell, know and cast it per short or long rest
2½ points - Slot 2 spell, know and cast it per long rest
4½ points - Slot 1 spell, know and cast it per proficiency bonus per long rest
3 points - Slot 1 spell, know and cast it per short or long rest
1½ points - Slot 1 spell, know and cast it per long rest
Spell Special
4 points - Elf Chain (Mage Armor, at will, reaction, as invisible or choice of armor and clothing)
4 points - Improved Minor Illusion (same casting for both image and sound, 5 cube or Medium)
3½ points - Telekinetic Hand (Mage Hand, range 30, invisible hand, without spell components)
2 points - Telekinetic Shove (Push-Pull 5, bonus, range 30, Str save v DC 8+proficiency+ability)
Magic Initiate
8 points - Magic Initiate (at feat, choose spellcasting class; gain two cantrips from it; know two slot-1 spells from it, and cast each per long rest, using the spellcasting ability of the class)
Spell by Slot
7½ points - Slot 2 spell, know and cast it per proficiency bonus per long rest
5 points - Slot 2 spell, know and cast it per short or long rest
2½ points - Slot 2 spell, know and cast it per long rest
4½ points - Slot 1 spell, know and cast it per proficiency bonus per long rest
3 points - Slot 1 spell, know and cast it per short or long rest
1½ points - Slot 1 spell, know and cast it per long rest
Spell Special
4 points - Elf Chain (Mage Armor, at will, reaction, as invisible or choice of armor and clothing)
4 points - Improved Minor Illusion (same casting for both image and sound, 5 cube or Medium)
3½ points - Telekinetic Hand (Mage Hand, range 30, invisible hand, without spell components)
2 points - Telekinetic Shove (Push-Pull 5, bonus, range 30, Str save v DC 8+proficiency+ability)
Magic Initiate
8 points - Magic Initiate (at feat, choose spellcasting class; gain two cantrips from it; know two slot-1 spells from it, and cast each per long rest, using the spellcasting ability of the class)
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