spell_descriptions
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spell_descriptions [2020/01/17 19:20] – [Blunt Weapon] andrew | spell_descriptions [2020/01/19 16:44] – [Sculpt Element] andrew | ||
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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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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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* 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 | + | * Magic Walls: In a battle, this spell may be used to create a wall of fire, stone, seawater, or air. These walls may be as long as 10'x10' |
+ | * A stone wall prevents passage and is opaque. It requires 10/level points of bludgeoning damage to knock through one 10' | ||
+ | * Fire walls don't prevent passage, and are transparent, but automatically | ||
+ | * Air walls don't prevent passage, but are completely opaque to one side, while being transparent | ||
+ | * Water walls deal 1D4/level points of damage to those who don't first crack through it with 5/level points of bludgeoning damage first, and attacks 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. | * 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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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