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spell_descriptions [2020/01/17 13:50] – [Miasma] andrewspell_descriptions [2020/01/17 17:38] – [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. 
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 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: 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^+^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|
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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.
  
spell_descriptions.txt · Last modified: 2020/09/01 16:32 by andrew