spell_descriptions
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- | ====== Spell Descriptions ====== | + | ====== |
Arcane spells in Eldritch Earth fall in one of these general spell categories, each with a level of power ranging from cantrip to 5th level | Arcane spells in Eldritch Earth fall in one of these general spell categories, each with a level of power ranging from cantrip to 5th level | ||
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1st Level Arcane Blasphemy (Curses)\\ | 1st Level Arcane Blasphemy (Curses)\\ | ||
- | Choose a point within 60' you can see. All mortal creatures within a 15' radius of that point who are hit by a successful magic attack take 1D10 necrotic damage as they feel muscles tear and joints crack. Additionally, | + | Choose a point within 60' you can see. All mortal creatures within a 15' radius of that point who are hit by a successful magic attack take 1D10 necrotic damage as they feel muscles tear and joints crack. Additionally, |
+ | |||
+ | The material component of this spell is the bone of an animal that has been slaughtered and eaten like a pig or a chicken. | ||
===== Antimagic Aura ===== | ===== Antimagic Aura ===== | ||
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This spell is a staple of Hermetic magic, and is well known for its reliability. You mutter an incantation and point at your target to deliver 1D4/level force damage to a target you can see within 100' on a successful magical attack. On a magical mishap, you may roll twice on the mishap table and decide which one the GM should choose for his ruling. The material component of this spell is a wand or staff made of rare wood or precious metals which costs no less than 50gp. The wand or staff is not consumed by the spell. | This spell is a staple of Hermetic magic, and is well known for its reliability. You mutter an incantation and point at your target to deliver 1D4/level force damage to a target you can see within 100' on a successful magical attack. On a magical mishap, you may roll twice on the mishap table and decide which one the GM should choose for his ruling. The material component of this spell is a wand or staff made of rare wood or precious metals which costs no less than 50gp. The wand or staff is not consumed by the spell. | ||
+ | ===== Asphyxia ===== | ||
+ | 3rd Level Arcane Blasphemy (Hypnosis)\\ | ||
+ | On a successful magical attack, a creature that shares a language with you stops breathing normally and is [[conditions# | ||
===== Aura of Asha ===== | ===== Aura of Asha ===== | ||
2nd Level Arcane Hymn (Hypnosis) \\ | 2nd Level Arcane Hymn (Hypnosis) \\ | ||
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===== Bend Favor ===== | ===== Bend Favor ===== | ||
- | Arcane Cantrip (Spiritualism)\\ | + | Arcane Cantrip (Hypnosis)\\ |
- | Gives advantage on all Charisma checks directed at one creature of the spellcaster' | + | Gives advantage on all Charisma checks directed at one creature of the your choice that isn’t hostile toward you for one minute. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. |
===== Blizzard ===== | ===== Blizzard ===== | ||
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5th Level Arcane Formula (Elementalism)\\ | 5th Level Arcane Formula (Elementalism)\\ | ||
- | A blast of cold air, snow, and razor sharp ice erupts from your hands draining the heat and life from everything in a 60' cone. Each creature in the cone hit by a successful magical attack takes 1d8/level cold damage. | + | A blast of cold air, snow, and razor sharp ice erupts from your hands draining the heat and life from everything in a 60' cone. Each creature in the cone hit by a successful magical attack takes 1d8/level cold damage. |
The material component of this spell is a a very small crystal or glass cone. | The material component of this spell is a a very small crystal or glass cone. | ||
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1st Level Arcane Rune (Abjuration)\\ | 1st Level Arcane Rune (Abjuration)\\ | ||
On a successful magical attack one armed target per level within 30' has his normal weapon broken. | On a successful magical attack one armed target per level within 30' has his normal weapon broken. | ||
+ | |||
+ | ===== Brainfood ===== | ||
+ | |||
+ | 1st Level Arcane Blasphemy (Divination)\\ | ||
+ | You eat at least a portion of the brain of a creature' | ||
+ | |||
+ | The material component of this spell is the fresh or preserved (still bloody) portion of another creature' | ||
===== Call Ibburim ===== | ===== Call Ibburim ===== | ||
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One willing creature you touch gains a climbing speed equal to its walking speed for one hour or as long as you continue to concentrate on the spell. They may move up, down, and across vertical surfaces and upside down along ceilings while leaving one of its hands free. If they remove their shoes and move barefoot, travelling in this manner leaves both the target' | One willing creature you touch gains a climbing speed equal to its walking speed for one hour or as long as you continue to concentrate on the spell. They may move up, down, and across vertical surfaces and upside down along ceilings while leaving one of its hands free. If they remove their shoes and move barefoot, travelling in this manner leaves both the target' | ||
+ | ===== Create Hell Stalker ===== | ||
+ | |||
+ | 3rd Level Arcane Blasphemy (Goety)\\ | ||
+ | This ritual is used to create a [[hell_stalker|Hell Stalker]] from the blood of human sacrifice. As part of completing the ritual, you give the stalker is target | ||
===== Create Imp ===== | ===== Create Imp ===== | ||
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The material component for this spell are two candles specifically made for this purpose from the the flesh of black sheep. One is used by the caster, and another by the recipient. | The material component for this spell are two candles specifically made for this purpose from the the flesh of black sheep. One is used by the caster, and another by the recipient. | ||
+ | |||
+ | ===== Corrupt the Flesh ===== | ||
+ | |||
+ | 4th Level Arcane Blasphemy (Necromancy) \\ | ||
+ | On a successful magic attack, you cause a level of [[stress]] and your target must make a CON check or else their physical form begins to [[anomaly|degrade into ruin and corruption]]. Over the next few days, they mutate into a subhuman beast. Only but the most stable of men are driven completely mad and mindless by the process. Only a successful [[# | ||
+ | |||
===== Counterspell ===== | ===== Counterspell ===== | ||
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4th Level Arcane Spell (Hypnosis)\\ | 4th Level Arcane Spell (Hypnosis)\\ | ||
- | This spell assaults and twists creatures' | + | This spell assaults and twists creatures' |
The material component of this spell are three nutshells, or a live earthworm. | The material component of this spell are three nutshells, or a live earthworm. | ||
+ | |||
+ | ===== Dhikr ===== | ||
+ | |||
+ | 3rd Level Arcane Trance (Hypnosis)\\ | ||
+ | For up to ten minutes, you raise your voice in prayer with the words of the Quaran. Your melee weapons do an extra 1/level thunder damage, and your blows knock any humanoids prone if they fail a CON check. This chant also removes the disadvantage to resist spiritual attack and allows you to gain your proficiency bonus in defending against spiritual attacks. Any attack or condition that renders you silent ends the trance. It should be said that stealth is impossible while you vocalize the trance. | ||
+ | |||
+ | The material component of this spell is a slashing or piercing melee weapon that has been prepared specifically to attack spiritual foes with silver inlays featuring the words of the prophet, which may be reused in subsequent castings. Such a masterwork weapon is always at least ten times the normal value of a regular weapon. | ||
===== Discern Magic ===== | ===== Discern Magic ===== | ||
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Choose any creature, object, or magical effect within range. On a successful magic check modified by the spell level of the effect, the spell immediately ends. For example, a third level spell requires a check of 13+ to be dispelled. On a failure, the spellcaster encounters no mishap, but loses access to the spell level as normal. There are no material components to this spell. | Choose any creature, object, or magical effect within range. On a successful magic check modified by the spell level of the effect, the spell immediately ends. For example, a third level spell requires a check of 13+ to be dispelled. On a failure, the spellcaster encounters no mishap, but loses access to the spell level as normal. There are no material components to this spell. | ||
+ | ===== Divine Immolation ===== | ||
+ | 5th Level Arcane Hymn (Elementalism)\\ | ||
+ | Like the phoenix, radiant streams of energy explode from you in all directions. All beings in a 15' radius who are not true believers take 2D6/level radiant damage on a successful magical attack roll. There are no material components for this spell, but on any sort of spell mishap the spell only harms you. | ||
===== Domination ===== | ===== Domination ===== | ||
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Dowsing is a type of divination employed in attempts to locate ground water, buried metals or ores, gemstones, or gravesites. The caster may choose which one they would like to locate. A Y-shaped twig or rod, or two L-shaped ones—individually called a dowsing rod, divining rod (Latin: virgula divina or baculus divinatorius), | Dowsing is a type of divination employed in attempts to locate ground water, buried metals or ores, gemstones, or gravesites. The caster may choose which one they would like to locate. A Y-shaped twig or rod, or two L-shaped ones—individually called a dowsing rod, divining rod (Latin: virgula divina or baculus divinatorius), | ||
+ | ===== Drink Life ===== | ||
+ | |||
+ | 3rd Level Arcane Blasphemy (Necromancy) \\ | ||
+ | The touch of your shadow wreathed hand siphons life force from others to heal your wounds. Make a magical attack against a creature within your reach. On a success, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. | ||
===== Dream ===== | ===== Dream ===== | ||
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The spell ends for you when you use your action to dismiss it. When the spell ends, you return to your physical body, and awaken. | The spell ends for you when you use your action to dismiss it. When the spell ends, you return to your physical body, and awaken. | ||
+ | |||
+ | ===== Eijlatan ===== | ||
+ | |||
+ | 5th Level Arcane Trance (Hypnosis)\\ | ||
+ | For one minute, this musical meditative trance gives you and one other ally that you touch an extra move action, +2 AC, Advantage to any DEX checks, immunity to fear, charm, and hypnosis effects, and an extra attack if they use their Active action to attack. This spell may be cast as a [[actions|Quick action]], requires no material components, and does not trigger a spell mishaps on a failure other than losing access to the spell level. | ||
===== Empower ===== | ===== Empower ===== | ||
2nd Level Arcane Spell (Spiritualism) \\ | 2nd Level Arcane Spell (Spiritualism) \\ | ||
- | By calling on the spirits of the nearby lands, you imbue a nearby target ally you can see within 30' with the might of the spirit world. For one battle, the target gains advantage on any Strength checks and the target' | + | By calling on the spirits of the nearby lands, you imbue yourself or a nearby target ally you can see within 30' with the might of the spirit world. For one battle, the target gains advantage on any Strength checks and the target' |
===== Enslavement ===== | ===== Enslavement ===== | ||
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2nd Level Arcane Spell (Elementalism) \\ | 2nd Level Arcane Spell (Elementalism) \\ | ||
As a quick action choose up to 1/level creatures falling within 60'. The rate of descent slows to 60 feet per round until the falling creatures reach something else that takes their weight. These creatures take no Falling damage and can land on its feet, and the spell ends for that creature. This spell requires a downy feather of a bird to cast. | As a quick action choose up to 1/level creatures falling within 60'. The rate of descent slows to 60 feet per round until the falling creatures reach something else that takes their weight. These creatures take no Falling damage and can land on its feet, and the spell ends for that creature. This spell requires a downy feather of a bird to cast. | ||
+ | |||
+ | ===== Flame of the Faithful ===== | ||
+ | |||
+ | 3rd Level Arcane Hymn (Elementalism)\\ | ||
+ | A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. All except true believers in 20’ radius of a point in visual range take 1d6/lvl fire damage on a successful magical attack roll. The material component of this spell is a tiny ball of bat guano and sulfur. | ||
===== Flickerheat ===== | ===== Flickerheat ===== | ||
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3rd Level Arcane Spell (Elementalism)\\ | 3rd Level Arcane Spell (Elementalism)\\ | ||
- | A wave of razor-sharp ice and cold erupts from a point you choose within 30'. Each creature in a 5-foot-radius | + | A wave of razor-sharp ice and cold erupts from a point you choose within 30'. Each creature in a 15-foot-diameter |
The material component of this spell is a chip of white quartz or a pinch of salt. | The material component of this spell is a chip of white quartz or a pinch of salt. | ||
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1st Level Arcane Spell (Elementalism) \\ | 1st Level Arcane Spell (Elementalism) \\ | ||
- | With a gesture, you break a small gourd between your hands causing a flash and an unearthly | + | With a gesture, you break a small gourd between your hands causing a blinding |
- | In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell' | + | In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell' |
The material component of this spell is a small hollowed out melon, gourd or pumpkin. | The material component of this spell is a small hollowed out melon, gourd or pumpkin. | ||
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===== Ghost Sight ===== | ===== Ghost Sight ===== | ||
- | By taking an [[actions|Active action]] to focus into the spiritual world, you can sense any nearby incorporeal spirits or any invisible creatures or objects such as angels, demons or fey. As long as you are concentrating, | + | Arcane Cantrips (Spiritualism)\\ |
+ | By taking an [[actions|Active action]] to focus into the spiritual world, you can sense any nearby incorporeal spirits or any invisible creatures or objects such as angels, demons or fey. As long as you are [[concentration|concentrating]], you see these beings as though they were flesh and blood, although incorporeal creatures and objects appear ghostly and translucent. | ||
===== Ghostly Hand ===== | ===== Ghostly Hand ===== | ||
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This spell requires the petrified eye of a newt as a material component. | This spell requires the petrified eye of a newt as a material component. | ||
+ | |||
+ | ===== Husk ===== | ||
+ | |||
+ | 3rd Level Arcane Blasphemy (Illusion)\\ | ||
+ | You create the illusion for mortals to believe their flesh is rotting and falling off their bodies, and that their internal organs are spilling out. On a successful magic attack, all mortal creatures within a 10' radius of a point within 90' of you suffers a level of [[stress]] and take 1D10 psychic damage. Additionally, | ||
+ | |||
+ | |||
===== Hypnotic Invisibility ===== | ===== Hypnotic Invisibility ===== | ||
2nd Level Arcane Spell (Hypnosis)\\ | 2nd Level Arcane Spell (Hypnosis)\\ | ||
- | For one hour, [[https:// | + | For one day, [[https:// |
===== Imbue Passionate Strength ===== | ===== Imbue Passionate Strength ===== | ||
2nd Level Arcane Verse (Spiritualism) \\ | 2nd Level Arcane Verse (Spiritualism) \\ | ||
- | You energize one target touched with the spiritual might of the natural world. Any fear or hypnosis effects are removed and the character gains +4 Strength points for the duration of one fight. This spell requires a drop of fresh blood of a mighty animal such as a bull, a [[lion]]m a [[bears|bear]] or a puma. | + | You energize one target touched with the spiritual might of the natural world. Any fear or hypnosis effects are removed and the character gains +4 Strength points for the duration of one fight. This spell requires a drop of fresh blood of a mighty animal such as a [[bovines|bull]], a [[lion]] a [[bears|bear]] or a puma. |
===== Induce Terror ===== | ===== Induce Terror ===== | ||
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This spell fails if any thickness of lead or at least 10 feet wide of running water blocks a direct path between you and your target. | This spell fails if any thickness of lead or at least 10 feet wide of running water blocks a direct path between you and your target. | ||
+ | |||
+ | ===== Miasma ===== | ||
+ | |||
+ | 2nd Level Arcane Blasphemy (Goety)\\ | ||
+ | You summon the poisonous atmosphere of hell, forming a transparent greenish cloud 15' on a side forming at a point within 60' of you. Any mortal creature caught in the cloud when they start their turn takes 4D6 poison and are [[conditions# | ||
+ | |||
+ | The sinister vapors follow the winds of fate as they seek to descend back into hell. At the beginning of your next round, and each round until the spell ends, roll 1D20 on the table below to determine what the cloud does: | ||
+ | |||
+ | ^D20 Roll ^Winds of Fate^ | ||
+ | |1-3|The cloud moves 15' in a random direction, leaving behind an invisible [[corruptor|Corruptor Demon]] who immediately attempts to inhabit the soul of the nearest mortal| | ||
+ | |4-8 |The cloud stays still, and gouts of crackling energy arc from it dealing 1D10 lightning damage to all targets within 10' of the miasma if they fail a DEX check| | ||
+ | |9-13|The cloud moves 15' in a random direction| | ||
+ | |14-15|The cloud stays still, roiling and sparking becoming an opaque cloud for one round blinding all those inside and covering line of sight through it| | ||
+ | |16-20|The cloud dissipates back to the pits of the abyss| | ||
+ | |||
+ | |||
===== Mind Reading ===== | ===== Mind Reading ===== | ||
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===== Read Aura ===== | ===== Read Aura ===== | ||
- | Arcane Cantrip (Spiritualism)\\ | + | Arcane Cantrip (Divination)\\ |
Whether it is the Kabbalists' | Whether it is the Kabbalists' | ||
+ | ===== Sama ===== | ||
+ | |||
+ | 4th Level Arcane Trance (Spiritualism)\\ | ||
+ | As a quick action, you can enter this musical meditative trance allowing you to see into the spirit realm for as long as you continue to move and sing. You can see invisible and spiritual monsters such as demons, ghosts, and fey and harm them with your melee weapons as though they were physical beings. Any condition or attack that renders you silent or immobile ends this trance. | ||
+ | |||
+ | This trance does not trigger a spell mishap on a failure other than losing access to the spell level. The material component of this spell is a slashing or piercing melee weapon that has been prepared specifically to attack spiritual foes with silver inlays featuring the words of the prophet, which may be reused in subsequent castings. Such a masterwork weapon is always at least ten times the normal value of a regular weapon. | ||
===== Scorch ===== | ===== Scorch ===== | ||
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The material component for this spell is the dried tail of a salamander. | The material component for this spell is the dried tail of a salamander. | ||
+ | |||
+ | ===== Scry ===== | ||
+ | |||
+ | 4th Level Arcane Charm (Divination)\\ | ||
+ | You create an invisible, magical eye that hovers in the air next to you. It exists for as long as you concentrate. You mentally receive visual information from the eye which can look in every direction. As an Active action, you can move the eye up to 30 feet in any direction or have it pass through solid doors, windows and walls. | ||
+ | |||
+ | The material component for this spell is a large well-cut gem worth at least 50gp which may be reused. | ||
===== Sculpt Element ===== | ===== Sculpt Element ===== | ||
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* Construction or Excavation: By using the ability to manipulate earth and rock, you may use your powers to construct rough earthworks and moats at lower levels, rising to the ability to conjure and work stone and water into fortifications and dams at later levels. | * Construction or Excavation: By using the ability to manipulate earth and rock, you may use your powers to construct rough earthworks and moats at lower levels, rising to the ability to conjure and work stone and water into fortifications and dams at later levels. | ||
* Magic Walls: In a battle, this spell may be used to create a wall of fire, stone, seawater, or air. Fire walls don't prevent passage such as a stone wall, but it can be used to inflict damage. Air walls protect against missile attacks and certain magics by providing a one-way mirror effect, while water walls can do a limited version of all three depending on whether the water is liquid, solid, or gas. | * Magic Walls: In a battle, this spell may be used to create a wall of fire, stone, seawater, or air. Fire walls don't prevent passage such as a stone wall, but it can be used to inflict damage. Air walls protect against missile attacks and certain magics by providing a one-way mirror effect, while water walls can do a limited version of all three depending on whether the water is liquid, solid, or gas. | ||
+ | * Passage: Create holes in walls, or clear a space to travel through a body of water. | ||
* Crafting: This spell can be a significant aid in magical crafting. | * Crafting: This spell can be a significant aid in magical crafting. | ||
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2nd Level Arcane Trance (Hypnosis) \\ | 2nd Level Arcane Trance (Hypnosis) \\ | ||
- | For one fight, this whirling trance raises your DEX by +4 as long as you use your move action to travel at least 15'. Any spell or condition that renders you immobile ends the trance. This spell may be cast as a [[actions|Quick action]], and as a self-trance requires no material components. | + | For one minute, this whirling trance raises your DEX by +4 as long as you use your move action to travel at least 15'. Any spell or condition that renders you immobile ends the trance. This spell may be cast as a [[actions|Quick action]], and as a self-trance requires no material components. |
===== Shadowfield ===== | ===== Shadowfield ===== | ||
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===== Shroud ===== | ===== Shroud ===== | ||
- | 2nd Level Arcane Blasphemy (Goety) \\ | + | 2nd Level Arcane Blasphemy (Spiritualism) \\ |
- | The spellcaster becomes | + | For as long as you concentrate, |
+ | |||
+ | The material component of this spell is an eyelash encased in gum arabic. | ||
===== Silvertongue ===== | ===== Silvertongue ===== | ||
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3rd Level Arcane Blasphemy (Curses) \\ | 3rd Level Arcane Blasphemy (Curses) \\ | ||
- | This foul spell is only revealed to those favored by the Unspeakable One and his deranged priests. Casting the spell immediately grants you one point of [[corruption]], | + | This foul spell is only revealed to those favored by the Unspeakable One and his deranged priests. Casting the spell immediately grants you one point of [[corruption]], |
The caster is immune to his symbol, but not to symbols created by other casters. | The caster is immune to his symbol, but not to symbols created by other casters. | ||
While this spell does not require any material components it only works when Aldebaran is visible - at night between early December through the last day of April. | While this spell does not require any material components it only works when Aldebaran is visible - at night between early December through the last day of April. | ||
+ | |||
+ | ===== Vohu Manah ===== | ||
+ | |||
+ | 4th Level Arcane Hymn (Hypnosis)\\ | ||
+ | For as long as you [[concentration|concentrate]] on the burning will to live, and your allies' | ||
===== Whelm ===== | ===== Whelm ===== | ||
3rd Level Arcane Spell (Hypnosis) \\ | 3rd Level Arcane Spell (Hypnosis) \\ | ||
- | With a gesture, a wave of unseen arcane energy assaults the minds and spirits of all sentient creatures in a 30' cone. Those who fail an INT check are [[conditions# | + | With a gesture, a wave of unseen arcane energy assaults the minds and spirits of all sentient creatures in a 30' cone for 1D4/level psychic damage. Those who fail an INT check are [[conditions# |
There is no material component to this spell. | There is no material component to this spell. |
spell_descriptions.txt · Last modified: 2020/09/01 16:32 by andrew