GogoBee — Spell System
Companion to: gogobee_dnd_design_doc.md, gogobee_subclass_system.md
Version: 1.0
1. Spell Slots by Class and Level
Mage Spell Slots
| Level |
Cantrips |
1st |
2nd |
3rd |
4th |
5th |
| 1 |
3 |
2 |
— |
— |
— |
— |
| 2 |
3 |
3 |
— |
— |
— |
— |
| 3 |
3 |
4 |
2 |
— |
— |
— |
| 4 |
4 |
4 |
3 |
— |
— |
— |
| 5 |
4 |
4 |
3 |
2 |
— |
— |
| 7 |
4 |
4 |
3 |
3 |
1 |
— |
| 9 |
4 |
4 |
3 |
3 |
2 |
— |
| 11 |
5 |
4 |
3 |
3 |
3 |
1 |
| 15 |
5 |
4 |
3 |
3 |
3 |
2 |
| 20 |
5 |
4 |
3 |
3 |
3 |
3 |
Cleric Spell Slots
| Level |
Cantrips |
1st |
2nd |
3rd |
4th |
5th |
| 1 |
3 |
2 |
— |
— |
— |
— |
| 3 |
3 |
4 |
2 |
— |
— |
— |
| 5 |
3 |
4 |
3 |
2 |
— |
— |
| 7 |
4 |
4 |
3 |
3 |
1 |
— |
| 9 |
4 |
4 |
3 |
3 |
2 |
— |
| 11 |
4 |
4 |
3 |
3 |
3 |
1 |
| 17 |
4 |
4 |
3 |
3 |
3 |
3 |
| 20 |
5 |
4 |
3 |
3 |
3 |
3 |
Ranger Spell Slots
| Level |
Spells Known |
1st |
2nd |
3rd |
| 2 |
2 |
2 |
— |
— |
| 5 |
3 |
3 |
— |
— |
| 7 |
4 |
3 |
1 |
— |
| 9 |
5 |
3 |
2 |
— |
| 13 |
6 |
3 |
2 |
1 |
| 17 |
7 |
3 |
2 |
2 |
| 20 |
8 |
3 |
3 |
2 |
Rangers are half-casters. Spell slots reset on long rest only.
2. Concentration
Some spells require Concentration — they persist until dropped or broken.
- Only one Concentration spell may be active at a time. Casting a second ends the first.
- Taking damage while Concentrating requires a CON save (DC = 10 or half damage taken, whichever is higher). Failure ends the spell.
- Dropping Concentration voluntarily costs no action.
- Flagged in spell entries with
[C].
3. Cantrips
Cantrips cost no spell slots. Usable unlimited times per day.
| Cantrip |
Classes |
Damage / Effect |
Notes |
| Fire Bolt |
Mage |
1d10 fire (scales: 2d10 at Lv5, 3d10 at Lv11) |
Ranged spell attack |
| Toll the Dead |
Mage, Cleric |
1d8 necrotic; 1d12 if target missing HP |
WIS save for half |
| Chill Touch |
Mage, Cleric |
1d8 necrotic; target can't heal until next turn |
Ranged spell attack |
| Poison Spray |
Mage |
1d12 poison |
CON save or full damage; melee range |
| Shocking Grasp |
Mage |
1d8 lightning; target loses Reaction |
Advantage vs. metal armor |
| Sacred Flame |
Cleric |
1d8 radiant |
DEX save; ignores cover |
| Guidance |
Cleric, Ranger |
+1d4 to one ability check (self or ally) |
[C] |
| Shillelagh |
Ranger, Cleric |
Club/staff uses WIS for attack+damage; 1d8 |
Bonus action; [C] |
| Thorn Whip |
Ranger |
1d6 piercing; pull target 10 ft |
Ranged; melee range |
| Mending |
All casters |
Repair one non-magical item |
Out of combat only |
| Message |
Mage |
Whisper to target up to 120 ft |
Utility |
| Minor Illusion |
Mage |
Create a sound or image |
Utility; Investigation DC 14 to disbelieve |
4. 1st Level Spells
Mage — 1st Level
| Spell |
Slots |
Effect |
Notes |
| Magic Missile |
1st |
3 darts × 1d4+1 force; auto-hit |
+1 dart per slot above 1st |
| Thunderwave |
1st |
2d8 thunder in 15 ft cube; push 10 ft |
CON save half; loud (+8 Threat Clock) |
| Mage Armor |
1st |
AC = 13 + DEX mod (no armor required) |
8 hours; [C] |
| Burning Hands |
1st |
3d6 fire in 15 ft cone |
DEX save half |
| Detect Magic |
1st |
Sense magic within 30 ft |
[C]; ritual castable (no slot) |
| Fog Cloud |
1st |
20 ft radius heavily obscured |
[C]; all attacks inside have disadvantage |
| Grease |
1st |
10 ft square; DEX save or Prone |
Difficult terrain while active |
| Shield |
1st |
+5 AC as Reaction until next turn |
Reaction spell |
| Sleep |
1st |
Incapacitate creatures totaling 5d8 HP (weakest first) |
HP threshold; mindless immune |
| Chromatic Orb |
1st |
3d8 of chosen damage type |
Ranged spell attack |
Cleric — 1st Level
| Spell |
Slots |
Effect |
Notes |
| Cure Wounds |
1st |
Heal 1d8 + WIS mod HP |
Touch; +1d8 per slot above 1st |
| Bless |
1st |
3 targets: +1d4 to attack rolls and saves |
[C]; 1 min |
| Inflict Wounds |
1st |
3d10 necrotic |
Melee spell attack; +1d10 per slot above 1st |
| Guiding Bolt |
1st |
4d6 radiant; next attack on target has advantage |
Ranged spell attack; +1d6 per slot |
| Shield of Faith |
1st |
+2 AC to one target |
[C]; bonus action; 10 min |
| Healing Word |
1st |
1d4 + WIS mod HP (bonus action) |
Range 60 ft; +1d4 per slot above 1st |
| Command |
1st |
One-word command (Flee, Grovel, Halt, etc.) |
WIS save negates; 1 turn |
| Protection from Evil and Good |
1st |
Aberrations, fiends, undead have disadvantage vs. target |
[C] |
Ranger — 1st Level
| Spell |
Slots |
Effect |
Notes |
| Hunter's Mark |
1st |
+1d6 damage to marked target; track as bonus action |
[C]; bonus action; 1 hr |
| Ensnaring Strike |
1st |
On hit: STR save or Restrained; 1d6/turn |
[C]; bonus action before attack |
| Fog Cloud |
1st |
20 ft radius heavily obscured |
[C] |
| Speak with Animals |
1st |
Communicate with beasts |
Ritual; 10 min; useful in Forest/Feywild |
| Absorb Elements |
1st |
Reaction: resistance to incoming elemental damage; +1d6 on next hit |
Reaction spell |
| Cure Wounds |
1st |
1d8 + WIS mod HP |
Touch |
5. 2nd Level Spells
Mage — 2nd Level
| Spell |
Slots |
Effect |
Notes |
| Scorching Ray |
2nd |
3 rays × 2d6 fire; each is a separate attack roll |
+1 ray per slot above 2nd |
| Mirror Image |
2nd |
3 duplicates; attackers roll to hit duplicate (roll d20: 6+ hit duplicate) |
No [C]; duplicates absorb hits |
| Misty Step |
2nd |
Bonus action teleport up to 30 ft |
Bypasses OA and difficult terrain |
| Hold Person |
2nd |
Paralyzed; auto-crit on melee hits while held |
WIS save; [C]; +1 target per slot above 2nd |
| Shatter |
2nd |
3d8 thunder in 10 ft sphere |
CON save half; extra damage to objects/constructs |
| Blur |
2nd |
All attacks vs. you have disadvantage |
[C] |
| Web |
2nd |
20 ft cube; Restrained (STR DC to escape) |
[C]; flammable |
| Levitate |
2nd |
Float up to 20 ft; immune to ground-based effects |
[C]; CON save to resist if unwilling |
| Knock |
2nd |
Open any mundane lock or magically sealed door |
Loud (+5 Threat Clock) |
Cleric — 2nd Level
| Spell |
Slots |
Effect |
Notes |
| Spiritual Weapon |
2nd |
Bonus action: spectral weapon attacks for 1d8+WIS each turn |
No [C]; 1 min; +1d8 per 2 slots above 2nd |
| Hold Person |
2nd |
Paralyzed; auto-crit melee |
WIS save; [C] |
| Lesser Restoration |
2nd |
Remove one condition (Blinded, Deafened, Paralyzed, Poisoned) |
Touch |
| Prayer of Healing |
2nd |
Heal up to 6 targets 2d8 + WIS mod HP |
10 min cast; out of combat only |
| Silence |
2nd |
No sound in 20 ft sphere; no verbal spells |
[C]; -8 Threat Clock if used strategically |
| Aid |
2nd |
3 targets: +5 max HP and current HP |
8 hr; +5 HP per slot above 2nd |
| Augury |
2nd |
Omen about action in next 30 min: Weal/Woe/Both/Neither |
Ritual; TwinBee delivers cryptic answer |
Ranger — 2nd Level
| Spell |
Slots |
Effect |
Notes |
| Pass Without Trace |
2nd |
+10 to Stealth; can't be tracked magically |
[C]; -5 Threat Clock per room while active |
| Spike Growth |
2nd |
20 ft radius; 2d4 per 5 ft moved through |
[C]; Difficult terrain |
| Silence |
2nd |
No sound; no verbal spells in area |
[C] |
| Beast Sense |
2nd |
See/hear through a beast's senses |
[C]; ritual |
| Cordon of Arrows |
2nd |
4 arrows guard area; fire on intruders (1d6+DEX) |
8 hr |
| Find Traps |
2nd |
Detect presence of traps within 120 ft |
Doesn't reveal details; no [C] |
6. 3rd Level Spells
Mage — 3rd Level
| Spell |
Slots |
Effect |
Notes |
| Fireball |
3rd |
8d6 fire in 20 ft radius |
DEX save half; +1d6 per slot; very loud (+12 Threat Clock) |
| Lightning Bolt |
3rd |
8d6 lightning in 100 ft line |
DEX save half; +1d6 per slot; loud (+10 Threat Clock) |
| Counterspell |
3rd |
Reaction: cancel a spell of 3rd level or lower |
Higher level: INT check DC 10+spell level |
| Fly |
3rd |
Target gains 60 ft fly speed |
[C]; 10 min; bypasses ground traps |
| Hypnotic Pattern |
3rd |
Creatures in 30 ft cube: Incapacitated, speed 0 |
WIS save; [C]; breaks on damage |
| Dispel Magic |
3rd |
End one magical effect on target |
Auto for ≤3rd level; ability check for higher |
| Slow |
3rd |
Up to 6 targets: halve speed, -2 AC, no reactions, 1 action or bonus |
WIS save; [C] |
| Animate Dead |
3rd |
Animate up to 3 corpses as skeletons/zombies |
Cleric/Mage; control 24 hr; re-cast to extend |
Cleric — 3rd Level
| Spell |
Slots |
Effect |
Notes |
| Spirit Guardians |
3rd |
15 ft aura: 3d8 radiant/necrotic per turn to enemies |
WIS save half; [C]; +1d8 per slot above 3rd |
| Revivify |
3rd |
Restore a creature dead less than 1 minute to 1 HP |
Requires 300-coin diamond component |
| Dispel Magic |
3rd |
End one magical effect |
— |
| Mass Healing Word |
3rd |
Up to 6 targets: 1d4+WIS mod HP (bonus action) |
Range 60 ft |
| Beacon of Hope |
3rd |
Targets have advantage on WIS saves and death saves; max healing |
[C]; 1 min |
| Animate Dead |
3rd |
Animate up to 3 undead |
24 hr control |
| Remove Curse |
3rd |
End one curse on target or object |
Removes attunement to cursed items |
Ranger — 3rd Level
| Spell |
Slots |
Effect |
Notes |
| Lightning Arrow |
3rd |
Ranged attack: 4d8 lightning on hit; 2d8 to creatures within 10 ft |
Bonus action before attack |
| Conjure Barrage |
3rd |
Throw a weapon: 3d8 of weapon type in 60 ft cone |
DEX save half |
| Water Walk |
3rd |
Up to 10 targets walk on liquid surfaces |
Ritual; 1 hr |
| Plant Growth |
3rd |
100 ft radius: Difficult terrain; or enhance crops |
Ritual (crop version); instant (terrain version) |
| Nondetection |
3rd |
Target undetectable by divination magic |
8 hr; useful in Underdark/Abyss Portal |
7. 4th Level Spells (Mage / Cleric)
| Spell |
Class |
Effect |
Notes |
| Banishment |
Cleric |
Send extraplanar creature to home plane temporarily |
CHA save; [C]; permanent if held 1 min — critical in Abyss Portal |
| Polymorph |
Mage |
Transform target into beast |
WIS save if unwilling; [C]; max CR = target's level |
| Ice Storm |
Mage |
2d8 bludgeoning + 4d6 cold in 20 ft cylinder |
DEX save half; Difficult terrain afterward |
| Wall of Fire |
Mage |
60 ft wall; 5d8 fire to those passing through |
[C]; DEX save half; doubles as zone control |
| Greater Invisibility |
Mage |
Target invisible; attacks have advantage; can't be targeted |
[C]; 1 min |
| Guardian of Faith |
Cleric |
Spectral guardian deals 20 radiant to approaching enemies |
50 total damage then vanishes; no [C] |
| Death Ward |
Cleric |
Next time target would drop to 0 HP: drops to 1 instead |
8 hr; one-use |
| Freedom of Movement |
Cleric, Ranger |
Target ignores Difficult terrain, paralysis, restraint |
1 hr |
8. 5th Level Spells (Mage / Cleric)
| Spell |
Class |
Effect |
Notes |
| Cone of Cold |
Mage |
8d8 cold in 60 ft cone |
CON save half |
| Hold Monster |
Mage |
Paralyze any creature type (not just humanoid) |
WIS save; [C]; auto-crit melee |
| Wall of Force |
Mage |
Invisible impenetrable wall |
[C]; nothing passes — including spells |
| Scrying |
Mage, Cleric |
Observe target at any distance |
WIS save; [C]; useful for pre-boss recon |
| Mass Cure Wounds |
Cleric |
Up to 6 targets: 3d8+WIS mod HP |
Range 60 ft |
| Flame Strike |
Cleric |
4d6 fire + 4d6 radiant in 10 ft cylinder |
DEX save half |
| Divine Word |
Cleric |
Targets suffer effects based on current HP |
WIS save negates; kills below 20 HP |
| Raise Dead |
Cleric |
Restore a creature dead up to 10 days |
Requires 500-coin diamond; target -4 to all rolls for 4 days |
9. Spell Rules — Bot Context
Casting in Combat
- Casting a spell of 1st level or higher uses the Action (unless Bonus Action spell or Reaction spell)
- Bonus action spells: if you cast a bonus action spell, any other spell cast this turn must be a cantrip
- Reaction spells (Shield, Counterspell, Absorb Elements) fire outside your turn and consume your Reaction
Verbal / Material Components
- All spells with Verbal components fail in a Silence zone
- Spells with Material components require either a Spell Component Pouch or Arcane Focus (Mage) / Holy Symbol (Cleric)
- Ranger spells use nature focus — no separate item required
- Expensive material components (Revivify, Raise Dead) are tracked as consumed inventory items
Spell Save DC
Spell Attack Bonus
Upcasting
Spells marked with "per slot above Xth" scale when cast at higher levels. The bot handles upcast selection automatically on !cast <spell> --upcast <level>.
10. Go Data Structures
11. Implementation Phases
Phase SP1 — Core Spell Infrastructure
Phase SP2 — Concentration System
Phase SP3 — Advanced Spell Rules
Phase SP4 — Prepared Spells (Cleric)
End of Spell System.