spell_descriptions
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spell_descriptions [2020/01/17 19:09] – [Spiritual Flame] andrew | spell_descriptions [2020/01/21 03:21] – [Animate Golem] andrew | ||
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The material component of this spell is the bone of an animal that has been slaughtered and eaten like a pig or a chicken. | 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 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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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. | ||
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5th Level Arcane Trance (Hypnosis)\\ | 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. s. 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 mishaps on a failure other than losing access to the spell level. | + | 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 mishaps on a failure other than losing access to the spell level. |
===== Empower ===== | ===== Empower ===== | ||
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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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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 ===== | + | ===== Scrying |
4th Level Arcane Charm (Divination)\\ | 4th Level Arcane Charm (Divination)\\ | ||
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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' |
- | * Passage: Create holes in walls, or clear a space to travel through a body of water. | + | * 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 | ||
+ | * Water walls are made of rapidly shifting water and ice. They deal 1D6/level points of cold damage to those who don't first crack through it with 5/level points of bludgeoning damage first. Both enemy and ally alike may still attack through the wall in both directions at disadvantage. | ||
+ | * Passage: Create holes in walls, or clear a space to travel through a body of water or across a gout of lava or burning flame. | ||
+ | * 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 ===== | ||
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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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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 ===== | ===== Stop Hatred ===== | ||
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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 ===== |
spell_descriptions.txt · Last modified: 2020/09/01 16:32 by andrew