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spell_descriptions [2020/01/17 13:48] โ€“ [Locate] andrewspell_descriptions [2020/01/17 18:00] โ€“ [Dementia] andrew
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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. Next round, your spellcasting check must be rolled at disadvantage because of the extreme cold in your hands caused by this spell is difficult to handle. +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. For the next round onlyany spellcasting check you make must be rolled at disadvantage because of the extreme cold in your hands caused by this spell is difficult to handle. 
  
 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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 4th Level Arcane Spell (Hypnosis)\\ 4th Level Arcane Spell (Hypnosis)\\
-This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. On a successful magical attack, creatures in a 10-foot-radius Sphere centered on a point you choose within 90' can't take [[actions|Quick actions]] and are [[conditions#confused|Confused]] for as long as you maintain [[concentration]].+This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. On a successful magical attack, creatures in a 10-foot-radius sphere centered on a point you choose within 90' can't take [[actions|Quick actions]] and are [[conditions#confused|Confused]] for as long as you maintain [[concentration]].
  
 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 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. 
 ===== 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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 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 20โ€™ 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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 2nd Level Arcane Blasphemy (Goety)\\ 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.+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:+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^Action^+^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| |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| |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| |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| |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|+|16-20|The cloud dissipates back to the pits of the abyss|
  
  
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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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 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' fighting spirit, all your henchmen and retainers within the 30' of you are immune from fear, gain a +2 AC, add +1 to hit, and add +1 to the damage of their physical attacks. The material component of this spell is a fragment of bone from a soldier who died bravely fighting for what he believed in.
  
 ===== Whelm ===== ===== Whelm =====
spell_descriptions.txt ยท Last modified: 2020/09/01 16:32 by andrew