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spell_descriptions [2020/01/11 17:19] – [Shroud] andrewspell_descriptions [2020/01/14 13:23] – [Ache] andrew
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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, they must make a CON check or they are [[conditions#disoriented|disoriented]] by the pain until they take their next rest.   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, they must make a CON check or they are [[conditions#disoriented|disoriented]] by the pain until they take their next rest.  
 +
 +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#staggered|staggered]]. As long as you maintain [[concentration]], the target cannot speak, remains staggered and must make a CON check or drop to zero hit points at the end of their round.
 ===== 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'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.+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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 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's hands free. The material component of this spell are a few spider eggs. 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's hands free. The material component of this spell are a few spider eggs.
  
 +===== 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  which it hunts and tracks until either it or its victim is dead.
 ===== 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 [[#dispel_arcanum|Dispel Arcanum]] or exorcism can stop the process once it has started. 
 +
 ===== Counterspell ===== ===== Counterspell =====
  
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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), "vining rod", or witching rod—are used during dowsing. 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), "vining rod", or witching rod—are used during dowsing.
  
 +===== 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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 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's attacks with them deal 1d4 extra damage of the weapon's type and they can sense any nearby incorporeal spirits and demons. This spell requires a pinch of powdered iron filings and a small candle.+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's attacks deal 1d4 extra damage of the weapon's type. Additionally, they can sense any nearby incorporeal spirits and demons. This spell requires a pinch of powdered iron filings and a small candle.
  
 ===== Enslavement ===== ===== Enslavement =====
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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 sphere centered on that point you see within 30' takes 1D6/level cold damage or half as much if they make a successful CON check.+A wave of razor-sharp ice and cold erupts from a point you choose within 30'. Each creature in a 15-foot-diameter sphere centered on that point you see within 30' takes 1D6/level cold damage or half as much if they make a successful CON check.
  
 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 crushing noise. On a successful magic attack all targets in a 15-foot cube originating from you are pushed 10' away taking 1D8/levels rounded up thunder damage. Humanoid targets are knocked prone. +With a gesture, you break a small gourd between your hands causing a blinding flash and an unearthly thunderous noise. On a successful magic attack all targets in a 15-foot cube originating from you are pushed 10' away taking 1D8/levels rounded up thunder damage. Humanoid targets are knocked prone. 
  
-In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom.+In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a sonorous boom.
  
 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, you see these beings as though they were flesh and blood, although incorporeal creatures and objects appear ghostly and translucent.+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, they must immediately make a WIS check or they are [[conditions#stunned|stunned]] until the end of their next round and take and additional 1D10 necrotic damage. 
 +
 +
 ===== Hypnotic Invisibility ===== ===== Hypnotic Invisibility =====
  
 2nd Level Arcane Spell (Hypnosis)\\ 2nd Level Arcane Spell (Hypnosis)\\
-For one hour, [[https://www.youtube.com/watch?v=VTobS-09fBQ|the spellcaster becomes invisible to one sentient creature]] within 120' on a successful spell attack for one day. Anyone else sees the spellcaster normally, as the spell caster has made themselves unseeable by the target through hypnotic suggestion. Items held in the spellcaster's hands are visible to the creature, unless held behind the spellcaster's back or put on their person. This spell requires a crystal vial of phosphorescent material worth approximately 20gp that may be reused in future castings. +For one day, [[https://www.youtube.com/watch?v=VTobS-09fBQ|the spellcaster becomes invisible to one sentient creature]] within 120' on a successful spell attack. Anyone else sees the spellcaster normally, as the spell caster has made themselves unseeable by the target through hypnotic suggestion. Items held in the spellcaster's hands are visible to the creature, unless held behind the spellcaster's back or put on their person. This spell requires a crystal vial of phosphorescent material worth approximately 20gp that may be reused in future castings. 
  
 ===== Imbue Passionate Strength ===== ===== Imbue Passionate Strength =====
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 ===== Read Aura ===== ===== Read Aura =====
  
-Arcane Cantrip (Spiritualism)\\+Arcane Cantrip (Divination)\\
 Whether it is the Kabbalists' practice Metoscopy or a Zoroastrianist study of one's Khvarenah, all arcane archetypes can learn to look carefully at the spirit of a living being and read the [[auras|aura]] of mortals, whether it be people or animals. In cases where objects have physical or emotional value to a particular individual, there may be an aura that can be read from an object as well. However, those auras are of limited value and fade quickly over time. This spell requires an [[actions|Active action]] and [[Concentration]].  Whether it is the Kabbalists' practice Metoscopy or a Zoroastrianist study of one's Khvarenah, all arcane archetypes can learn to look carefully at the spirit of a living being and read the [[auras|aura]] of mortals, whether it be people or animals. In cases where objects have physical or emotional value to a particular individual, there may be an aura that can be read from an object as well. However, those auras are of limited value and fade quickly over time. This spell requires an [[actions|Active action]] and [[Concentration]]. 
  
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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]], as the power of the Unspeakable One courses through you. With a waving of arms and a devilish chant, you create an illusion of a whirling, pulsating symbol of pure madness in the air. Those within 30' when the spell is cast, or any creature other than you who ends their turn within the 30' area for as long as you maintain [[concentration]] must make two checks. Those failing a WIS check are [[conditions#stunned|Stunned]] for one round and gain a level of [[stress]], transfixed to staring at the symbol. Those who fail a CON check take 5D8 points of necrotic damage and gain a level of [[stress|exhaustion]], as their skin appears to rot off of their bones. +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]], as the power of the Unspeakable One courses through you. With a waving of arms and a devilish chant, you create an illusion of a whirling, pulsating symbol of pure madness in the air. Those within 30' when the spell is cast, or any creature other than you who ends their turn within the 30' area for as long as you maintain [[concentration]] must make two checks. Those failing a WIS check are [[conditions#stunned|Stunned]] for one round and gain a level of [[stress]], transfixed to staring at the symbol. Those who fail a CON check take 5D8 points of necrotic damage and gain a level of [[stress|exhaustion]], as their skin rots off of their bones. 
  
 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. 
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 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#slowed|Slowed]] for their next round, and take 1D4/level psychic damage. +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#slowed|Slowed]] for their next round, while those who make the check take half damage.
  
 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