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. | ||
+ | |||
+ | ===== Animate Golem ===== | ||
+ | |||
+ | 3rd Level Arcane Charm (Spiritualism)\\ | ||
+ | Once a day you can use this ritual to create a mute, unfeeling servant of clay. This servant does the your bidding until it hardens and cracks into dirt at the next sunrise. The golem has 1 HD per caster level. It may be built as a Brute, Sniper, Controller or Soldier monster with up to techniques chosen with the blessing of the GM. | ||
+ | |||
+ | The material component of this ritual is at least 1 load of fresh, wet clay. [[golems|Special golems built to match those in the monster section]] may require additional spell components with a particular cost. | ||
===== Antimagic Aura ===== | ===== Antimagic Aura ===== | ||
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1st Level Arcane Spell (Abjuration) \\ | 1st Level Arcane Spell (Abjuration) \\ | ||
- | As a [[actions|Quick action]], the spellcaster ignores damage and effects from a magical area effect or magical energy attack. | + | As a [[actions|Quick action]], the spellcaster ignores damage and effects from a magical area effect or magical energy attack. |
===== Arcane Arrow ===== | ===== Arcane Arrow ===== | ||
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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. | ||
+ | |||
+ | ===== Blood Garrote ===== | ||
+ | |||
+ | 2nd Level Arcane Blasphemy (Necromancy) \\ | ||
+ | You drain a bit of your blood and string the thick, oozing bodily fluid into a thin scarlet strand with the thickness and strength of steel wire. It exists in both the mundane and spirit world which means it could be used to strangle a ghost. The garrote is 6" long per hit point sacrificed as the material component of this spell. | ||
===== Blunt Weapon ===== | ===== Blunt Weapon ===== | ||
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. | + | You swing an axe through the air, magically snapping off the heads of spears and breaking blades of swords of your enemies. |
===== Brainfood ===== | ===== Brainfood ===== | ||
1st Level Arcane Blasphemy (Divination)\\ | 1st Level Arcane Blasphemy (Divination)\\ | ||
- | You eat at least a portion of the brain of a creature' | + | 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' | The material component of this spell is the fresh or preserved (still bloody) portion of another creature' | ||
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2nd Level Arcane Charm (Spiritualism)\\ | 2nd Level Arcane Charm (Spiritualism)\\ | ||
- | Ibburim are angelic ghosts. They are angels of the recently dead, not having passed on to the Heavens. A Kabbalist can summon an [[Ibbur]] | + | Ibburim are angelic ghosts. They are angels of the recently dead, not having passed on to the Heavens. |
+ | |||
+ | A Kabbalist can summon an [[Ibbur]] to protect them from threats from the spirit world or as a rite to possess a dead body for use as a temporary henchman. | ||
+ | |||
+ | While an Ibbur that possesses a corpse | ||
Some examples of bargains an Ibbur might make include: | Some examples of bargains an Ibbur might make include: | ||
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As the sun rises on the next day, or at the Kaballist' | As the sun rises on the next day, or at the Kaballist' | ||
+ | |||
+ | ===== Candle Calling ===== | ||
+ | |||
+ | 2nd Level Arcane Spell (Spiritualism) \\ | ||
+ | Chanting quietly while staring at flame of the candle, you may communicate with someone holding another candle created specially just for this spell. The wick of that candle will magically light, and then the recipient of the message may gaze into its flame to complete the communication link. Once the link is complete, you and the recipient of the message may talk normally as if you were both in the same room. Only those entranced and concentrating on the candle flame will hear the voices emanating from the candle. While the spell is in effect, flame of the candle burns sickly green. The candle is consumed unnaturally fast while the spell is active and burns out once concentration is broken, leaving behind naught but a pool of molten wax. | ||
+ | |||
+ | 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. | ||
===== Caustic Bullet ===== | ===== Caustic Bullet ===== | ||
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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' | ||
+ | ===== 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 ===== | ||
+ | |||
+ | 3rd Level Arcane Spell (Abjuration) \\ | ||
+ | As a [[actions|Quick action]] you attempt to interrupt a creature casting a spell and break their magic up. Roll a spellcasting check. If successful, the casting creature' | ||
===== Create Hell Stalker ===== | ===== Create Hell Stalker ===== | ||
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This forbidden magic is another method | This forbidden magic is another method | ||
- | ===== Candle Calling ===== | ||
- | 2nd Level Arcane Spell (Spiritualism) \\ | ||
- | Chanting quietly while staring at flame of the candle, you may communicate with someone holding another candle created specially just for this spell. The wick of that candle will magically light, and then the recipient of the message may gaze into its flame to complete the communication link. Once the link is complete, you and the recipient of the message may talk normally as if you were both in the same room. Only those entranced and concentrating on the candle flame will hear the voices emanating from the candle. While the spell is in effect, flame of the candle burns sickly green. The candle is consumed unnaturally fast while the spell is active and burns out once concentration is broken, leaving behind naught but a pool of molten wax. | ||
- | 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 ===== | ||
- | |||
- | 3rd Level Arcane Spell (Abjuration) \\ | ||
- | As a [[actions|Quick action]] you attempt to interrupt a creature casting a spell and break their magic up. Roll a spellcasting check. If successful, the casting creature' | ||
===== Dazzle ===== | ===== Dazzle ===== | ||
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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. | ||
+ | |||
+ | 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. | ||
===== Discern Magic ===== | ===== Discern Magic ===== | ||
Arcane Cantrip (Spiritualism)\\ | Arcane Cantrip (Spiritualism)\\ | ||
- | You tap into the nearby spirits of your location to sense the location of all nearby magic. Roll a check to learn its nature and function. On a failure, the information learned may be inaccurate or incomplete. Further checks reveal the same details regardless of the roll. | + | As a quick action, you tap into the nearby spirits of your location to sense the location of all nearby magic. Roll a check to learn its nature and function. On a failure, the information learned may be inaccurate or incomplete. Further checks reveal the same details regardless of the roll. |
===== Dispel Arcanum ===== | ===== Dispel Arcanum ===== | ||
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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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Your spiritual form resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading from view after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. | Your spiritual form resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading from view after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. | ||
- | Your spirit form can freely travel through the spirit world and can pass through portals there leading to the Realm of Light or the Second World. If you enter a new realm or return to the mundane world, your body and possessions are transported along the silver cord, allowing you to re-enter your body. Your spirit form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. | + | Your spirit form can freely travel through |
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 [[actions|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. Any attack or condition that renders you silent ends the trance. This spell may be cast as a [[actions|Quick action]], requires no material components, and does not trigger a spell mishap on a failure other than losing access to the spell level. | ||
===== Empower ===== | ===== Empower ===== | ||
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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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3rd Level Arcane Blasphemy (Illusion)\\ | 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, | + | 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, |
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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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Arcane Cantrip (Elementalism)\\ | Arcane Cantrip (Elementalism)\\ | ||
- | While the spellcaster concentrates, their hand sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The light can be colored as you like. The illumination may be covered by closing | + | For as long as you concentrate, your hand sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The light can be colored as you like. The illumination may be covered by closing |
===== Kavanah ===== | ===== Kavanah ===== | ||
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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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The material component of this spell is simply the means of the prophecy such as a crystal ball, rune sticks, or burnt incense. A permanent component which is not consumed might cost as low as 10gp. | The material component of this spell is simply the means of the prophecy such as a crystal ball, rune sticks, or burnt incense. A permanent component which is not consumed might cost as low as 10gp. | ||
+ | |||
+ | ===== Protect Warrior ===== | ||
+ | |||
+ | 3rd Level Arcane Rune (Abjuration)\\ | ||
+ | With a touch, you increase the magical defense and AC by +3 of your target for 1 minute. The component for this spell is a twig from an ash tree, which is tucked into the belt or collar of your target. | ||
+ | |||
+ | |||
===== Quiet ===== | ===== Quiet ===== | ||
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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. | ||
+ | |||
+ | ===== Scrying ===== | ||
+ | |||
+ | 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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For 1 minute/ | For 1 minute/ | ||
- | | + | * Magic Walls: In a battle, this spell may be used to create a single continuous |
- | | + | * A stone wall prevents passage and is opaque. It requires 10/level points of bludgeoning damage to knock through one 10' |
+ | * Fire walls don't prevent passage, and are transparent, but automatically inflict 1D8/level fire damage as any physical being passes through | ||
+ | * Air walls don't prevent passage, but are completely opaque to one side, while being transparent on the other. Any missile weapons may only be successfully fired through the wall from those who have the transparent view, as the wall grants full cover to those firing blindly through the opaque side. Additionally, | ||
+ | * Water walls are made of rapidly shifting | ||
+ | * Passage: Create holes in walls, or clear a space to travel through | ||
+ | * 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. | ||
* Crafting: This spell can be a significant aid in magical crafting. | * Crafting: This spell can be a significant aid in magical crafting. | ||
- | This spell requires | + | This spell requires |
===== Semazen ===== | ===== Semazen ===== | ||
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' | + | For one minute, this whirling trance raises your DEX by +4 as long as you use your move action to travel at least 15' |
+ | There is no material component for this spell, and this trance does not trigger a spell mishap on a failure other than losing access to the spell level. | ||
===== Shadowfield ===== | ===== Shadowfield ===== | ||
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3rd Level Arcane Verse (Abjuration) \\ | 3rd Level Arcane Verse (Abjuration) \\ | ||
- | A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. | + | A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. This verse requires no material components. |
===== Spiritual Flame ===== | ===== Spiritual Flame ===== | ||
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This spell requires a bit of white phosphorus as its spell component. | This spell requires a bit of white phosphorus as its spell component. | ||
+ | ===== Soothe the Seas ===== | ||
+ | |||
+ | 5th Level Arcane Rune (Elementalism)\\ | ||
+ | For 24 hours the wind and waves are pleasant and blow the direction you wish. (C) | ||
===== Stars in Alignment | ===== Stars in Alignment | ||
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2nd Level Arcane Rune (Abjuration) \\ | 2nd Level Arcane Rune (Abjuration) \\ | ||
- | As a [[actions|Quick action]], an invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. This spell does not require material components. | + | As a [[actions|Quick action]], an invisible barrier of magical force appears and protects you. Until the start of your next round, you have a +5 bonus to AC, including against the triggering attack. This spell does not require material components. |
+ | |||
+ | ===== Stop Hatred ===== | ||
+ | |||
+ | 4th Level Arcane Rune (Hypnosis)\\ | ||
+ | You clap your hands and shout. All mortals within 30' of a point you can see have no wish to fight unless they themselves are attacked for ten minutes or as long as you continue concentrating. This spell does not require material components. (A) | ||
===== Terror ===== | ===== Terror ===== | ||
1st Level Arcane Spell (Curses) \\ | 1st Level Arcane Spell (Curses) \\ | ||
- | You awaken the sense of mortality in one creature | + | You awaken the sense of mortality in one creature |
===== Theurgy ===== | ===== Theurgy ===== | ||
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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