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spell_descriptions [2020/01/13 03:35] – [Read Aura] andrewspell_descriptions [2020/01/17 13:50] – [Miasma] andrew
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-====== Spell Descriptions ======+====== Arcane 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, 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 for one round.   
 + 
 +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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 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 1D8/3 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 1D8/3 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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 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]]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#poisoned|poisoned]] until their next round unless they make a CON save in which case their condition does not change but they take half damage. Any mortals who see their allies caught in this demonic cloud must make a WIS check or gain a level of [[stress]] from the horror of the poison taking hold. 
 +
 +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:
 +
 +^ 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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 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. 
spell_descriptions.txt · Last modified: 2020/09/01 16:32 by andrew