spell_descriptions
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spell_descriptions [2020/01/17 19:24] – [Husk] andrew | spell_descriptions [2020/01/24 20:43] – [Blizzard] 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 | + | 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, |
- | The material component of this ritual is at least 1 load of fresh, wet clay. | + | 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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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. | ||
+ | |||
+ | ===== Blood Garrote ===== | ||
+ | |||
+ | 2nd Level Arcane Blasphemy (Necromancy) \\ | ||
+ | You drain a bit of your blood and string the thick, oozing bodily fluid it into a thin scarlet strand with the thickness and strength of steel wire. It exists in both the mundane and spirit world which means it could be used to strangle a ghost. The garrote is 6" long per hit point sacrificed as the material component of this spell. | ||
===== Blunt Weapon ===== | ===== Blunt Weapon ===== | ||
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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]] | + | Ibburim are angelic ghosts. They are angels of the recently dead, not having passed on to the Heavens. |
+ | |||
+ | 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. | ||
+ | |||
+ | While an Ibbur that possesses a corpse | ||
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 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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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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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