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spell_descriptions [2020/01/14 12:58] – [Fulmination] andrewspell_descriptions [2020/01/17 13:48] – [Locate] 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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 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 1D8 on the table below to determine what the cloud does:
 +
 +^Roll^Action^
 +|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 =====
  
spell_descriptions.txt · Last modified: 2020/09/01 16:32 by andrew