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spell_descriptions [2020/01/17 19:12] – [Ache] andrewspell_descriptions [2020/01/22 13:51] – [Call Ibburim] andrew
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 3rd Level Arcane Charm (Spiritualism)\\ 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, or Soldier monster with up to 1 technique chosen with the blessing of the GM. +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. On a successful magical attack one armed target per level within 30' of you has his normal weapon broken. This spell requires a specially prepared ritual masterwork axe or hatchet, which costs ten times the amount of a regular weapon but may be reused
  
 ===== Brainfood ===== ===== Brainfood =====
  
 1st Level Arcane Blasphemy (Divination)\\ 1st Level Arcane Blasphemy (Divination)\\
-You eat at least a portion of the brain of a creature's corpse. By doing so, you permanently gain the creature's memories and and knowledge in some degree.  You have a 25% chance of recalling any important fact known to the creature — family history, recent events, the general layout of the creature's stomping grounds, details about the creature's death, important plans, passwords, magic item command words, and similar tidbits. Skills, spells, and other such knowledge cannot be obtained in this fashion. Once the caster rolls to determine whether she recalls a fact, she cannot attempt to recall that fact again. +You eat at least a portion of the brain of a creature's corpse. By doing so, you permanently gain access to the creature's memories.  You have a 25% chance of recalling any important fact known to the creature — family history, recent events, the general layout of the creature's stomping grounds, details about the creature's death, important plans, passwords, magic item command words, and similar tidbits. Skills, spells, and other such knowledge cannot be obtained in this fashion. Once you roll to determine whether you recall a fact, you cannot attempt to recall that fact again. 
  
 The material component of this spell is the fresh or preserved (still bloody) portion of another creature's brain. The material component of this spell is the fresh or preserved (still bloody) portion of another creature's brain.
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 2nd Level Arcane Charm (Spiritualism)\\ 2nd Level Arcane Charm (Spiritualism)\\
-Ibburim are angelic ghosts. They are angels of the recently dead, not having passed on to the Heavens. A Kabbalist can summon an [[Ibbur]] as a ritual once a day to protect them from threats from the spirit world or to possess a dead body for use as a temporary henchman. An Ibbur gives corpses a good semblance of life, but retain the corpse-chill and will therefore avoid touching the living with bare skin lest they cause [[stress]] for the living. Ibburim must be convinced to help the spellcaster, but unless the Kabbalist knew them in life there must be a negotiation on how the ghost spends their limited time back in the mortal realm.+Ibburim are angelic ghosts. They are angels of the recently dead, not having passed on to the Heavens. Although viewed as evil necromancy by some scholars, Kabbalists have regular contact with and negotiations with the spirit world.   
 + 
 +A Kabbalist can summon an [[Ibbur]] to protect them from threats from the spirit world or as a rite to possess a dead body for use as a temporary henchman. Only one such Ibburim may be employed by a Kabbalist at a time. 
 + 
 +While an Ibbur that possesses a corpse gives them a good semblance of life, the body still retains a corpse-chill. Typically an Ibbur will avoid touching the living with bare skin lest they cause [[stress]]. Once called, Ibburim must be convinced to help the spellcaster. Unless the Kabbalist knew them in life there must be a negotiation on how the ghost spends their limited time back in the mortal realm.
  
 Some examples of bargains an Ibbur might make include: Some examples of bargains an Ibbur might make include:
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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 spirit world. Any attacks that would affect the physical world now only affects denizens of the spirit world and vice versa. Your spirit form is immaterial and invisible to those on the material 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.
  
 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.  A successful Dispel Arcanum spell used against your spirit form or physical body ends the spell as well. If a your original body or spirit form drops to 0 Hit Points, the spell ends. If the spell ends and the silver cord is intact, the cord pulls your spirit back to your body, ending its state of suspended animation. 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.  A successful Dispel Arcanum spell used against your spirit form or physical body ends the spell as well. If a your original body or spirit form drops to 0 Hit Points, the spell ends. If the spell ends and the silver cord is intact, the cord pulls your spirit back to your body, ending its state of suspended animation.
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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, they must immediately make a WIS check or they are [[conditions#stunned|stunned]] until the end of their next round and take and additional 1D10 necrotic damage. +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, they must immediately make a WIS check or they are [[conditions#staggered|staggered]] until the end of their next round and take and additional 1D10 necrotic damage. 
  
  
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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/level, you can create, disintegrate, or control one of the four elements of air, earth, fire and water.  For 1 minute/level, you can create, disintegrate, or control one of the four elements of air, earth, fire and water. 
  
-  * 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 single continuous wall of fire, stone, seawater, or air starting at a point within 60'These walls are created in chunks sized 15'x 5'x3' per level (the size of a Jenga block.) Having copious amounts of a particular element available such as rubble, nearby lake, or a bonfire can double the possible size of these magical walls. These magical walls are hastily and roughly assembled and will collapse after 10 minutes or once you stop [[concentration|concentrating]] on maintaining the wall.  
-  * 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 liquidsolid, or gas.  +      * A stone wall prevents passage and is opaque. It requires 10/level points of bludgeoning damage to knock through one 10'x10' section. Additionally, you may use your [[actions|Quick action]] to force everyone within 10' of one side of the wall to make a DEX check or take 1/level acid damage.  
-  * 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 it. Additionally, you may use your [[actions|Quick action]] to force any number of targets you choose within 10' of either side of the wall to make a CON check or take 1D4/level fire damage.  
 +      * Air walls don't prevent passage, but are completely opaque to one side, while being transparent on the other. Any missile weapons may only be successfully fired through the wall from those who have the transparent viewas the wall grants full cover to those firing blindly through the opaque side. Additionallyyou may use your [[actions|Quick action]] to force any number of targets you choose within 10' of either side of the wall to make a INT check or take 1D6/level lightning damage.  
 +      *  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.   Additionally, you may use your [[actions|Quick action]] to force any number of targets you choose within 10' of both sides of the wall to make a CON check or take 2/level cold damage.  
 +  * 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 an appropriate talisman appropriate for the particular element being manipulated. +This spell requires talisman appropriate for the particular element being manipulated such as a chunk of coal, a chip of granite, a small sack of air from on top of a high mountain, or a swallow of seawater
 ===== 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 they can see within range. A construct or an undead is immune to this effect. On a successful magic attack, the target is [[conditions#frightened|Frightened]] by you and must make a WIS check or gain a level of [[stress]]. The material component of this spell is the heart of a small animal such as a chicken, duck, or turkey.+You awaken the sense of mortality in one creature you can see within 30 feet. A construct or an undead is immune to this effect. On a successful magic attack, the target is [[conditions#frightened|Frightened]] by you and must make a WIS check or gain a level of [[stress]]. The material component of this spell is the heart of a small animal such as a chicken, duck, or turkey.
  
 ===== Theurgy ===== ===== Theurgy =====
spell_descriptions.txt · Last modified: 2020/09/01 16:32 by andrew