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spell_descriptions [2020/01/19 15:34] – [Dream] andrewspell_descriptions [2020/02/11 15:35] – alphabetical order 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.+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  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]] 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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 As the sun rises on the next day, or at the Kaballist's command the Ibbur leaves the mortal world and makes its way to the heavens leaving any possessed corpse unable to be used for any sort of future animation or necromancy.  This spell requires a tiny bag of edible nuts, seeds, or berries and a small candle. As the sun rises on the next day, or at the Kaballist's command the Ibbur leaves the mortal world and makes its way to the heavens leaving any possessed corpse unable to be used for any sort of future animation or necromancy.  This spell requires a tiny bag of edible nuts, seeds, or berries and a small candle.
 +
 +===== Candle Calling =====
 +
 +2nd Level Arcane Spell (Spiritualism) \\
 +Chanting quietly while staring at flame of the candle, you may communicate with someone holding another candle created specially just for this spell. The wick of that candle will magically light, and then the recipient of the message may gaze into its flame to complete the communication link. Once the link is complete, you and the recipient of the message may talk normally as if you were both in the same room. Only those entranced and concentrating on the candle flame will hear the voices emanating from the candle. While the spell is in effect, flame of the candle burns sickly green. The candle is consumed unnaturally fast while the spell is active and burns out once concentration is broken, leaving behind naught but a pool of molten wax. 
 +
 +The material component for this spell are two candles specifically made for this purpose from the the flesh of black sheep. One is used by the caster, and another by the recipient.
  
 ===== Caustic Bullet ===== ===== Caustic Bullet =====
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 One willing creature you touch gains a climbing speed equal to its walking speed for one hour or as long as you continue to concentrate on the spell. They may move up, down, and across vertical surfaces and upside down along ceilings while leaving one of its hands free. If they remove their shoes and move barefoot, travelling in this manner leaves both the target's hands free. The material component of this spell are a few spider eggs. One willing creature you touch gains a climbing speed equal to its walking speed for one hour or as long as you continue to concentrate on the spell. They may move up, down, and across vertical surfaces and upside down along ceilings while leaving one of its hands free. If they remove their shoes and move barefoot, travelling in this manner leaves both the target's hands free. The material component of this spell are a few spider eggs.
  
 +===== Corrupt the Flesh =====
 +
 +4th Level Arcane Blasphemy (Necromancy) \\
 +On a successful magic attack, you cause a level of [[stress]] and your target must make a CON check or else their physical form begins to [[anomaly|degrade into ruin and corruption]]. Over the next few days, they mutate into a subhuman beast. Only but the most stable of men are driven completely mad and mindless by the process. Only a successful [[#dispel_arcanum|Dispel Arcanum]] or exorcism can stop the process once it has started. 
 +
 +===== Counterspell =====
 +
 +3rd Level Arcane Spell (Abjuration) \\
 +As a [[actions|Quick action]] you attempt to interrupt a creature casting a spell and break their magic up. Roll a spellcasting check. If successful, the casting creature's spell fails and has no effect unless their spellcasting check roll exceeds your own. Any magical mishap from this spell has a chance of altering the spell that was to be countered adding to the effect. This spell does not require any spell components.
 ===== Create Hell Stalker ===== ===== Create Hell Stalker =====
  
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 This forbidden magic is another method  by which evil spirits can gain entry into the material world by giving it the flesh of a physical creature. During this ritual, the blood of a specially sacrificed black-skinned pig or goat is stirred into a boiling cauldron and mixed with tar and ash. Once the mixture comes to a boil, it is poured into a shallow pit, and filled over with soil, gravel and crushed bone.  As the pit cools, and the ritual ends a gnarled, lumpy [[pit spawn|Pit Spawn Soldier]] pushes its way out of the hole to more or less serve you for your lifetime, after which all your servant Spawn are free to roam the earth on their own.  This forbidden magic is another method  by which evil spirits can gain entry into the material world by giving it the flesh of a physical creature. During this ritual, the blood of a specially sacrificed black-skinned pig or goat is stirred into a boiling cauldron and mixed with tar and ash. Once the mixture comes to a boil, it is poured into a shallow pit, and filled over with soil, gravel and crushed bone.  As the pit cools, and the ritual ends a gnarled, lumpy [[pit spawn|Pit Spawn Soldier]] pushes its way out of the hole to more or less serve you for your lifetime, after which all your servant Spawn are free to roam the earth on their own. 
  
-===== Candle Calling ===== 
  
-2nd Level Arcane Spell (Spiritualism) \\ 
-Chanting quietly while staring at flame of the candle, you may communicate with someone holding another candle created specially just for this spell. The wick of that candle will magically light, and then the recipient of the message may gaze into its flame to complete the communication link. Once the link is complete, you and the recipient of the message may talk normally as if you were both in the same room. Only those entranced and concentrating on the candle flame will hear the voices emanating from the candle. While the spell is in effect, flame of the candle burns sickly green. The candle is consumed unnaturally fast while the spell is active and burns out once concentration is broken, leaving behind naught but a pool of molten wax.  
  
-The material component for this spell are two candles specifically made for this purpose from the the flesh of black sheep. One is used by the caster, and another by the recipient. 
  
-===== Corrupt the Flesh ===== 
  
-4th Level Arcane Blasphemy (Necromancy) \\ 
-On a successful magic attack, you cause a level of [[stress]] and your target must make a CON check or else their physical form begins to [[anomaly|degrade into ruin and corruption]]. Over the next few days, they mutate into a subhuman beast. Only but the most stable of men are driven completely mad and mindless by the process. Only a successful [[#dispel_arcanum|Dispel Arcanum]] or exorcism can stop the process once it has started.  
- 
-===== Counterspell ===== 
- 
-3rd Level Arcane Spell (Abjuration) \\ 
-As a [[actions|Quick action]] you attempt to interrupt a creature casting a spell and break their magic up. Roll a spellcasting check. If successful, the casting creature's spell fails and has no effect unless their spellcasting check roll exceeds your own. Any magical mishap from this spell has a chance of altering the spell that was to be countered adding to the effect. This spell does not require any spell components. 
  
 ===== Dazzle ===== ===== Dazzle =====
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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 =====
  
 2nd Level Arcane Trance (Hypnosis) \\ 2nd Level Arcane Trance (Hypnosis) \\
-For one minute, this whirling trance raises your DEX by +4 as long as you use your move action to travel at least 15'Any spell or condition that renders you immobile ends the trance. This spell may be cast as a [[actions|Quick action]].+For one minute, this whirling trance raises your DEX by +4 as long as you use your move action to travel at least 15'Failing to move the full 15', or any spell or condition that renders you immobile immediately ends the trance. This spell may be cast as a [[actions|Quick action]].
  
 There is no material component for this spell, and this trance does not trigger a spell mishap on a failure other than losing access to the spell level.  There is no material component for this spell, and this trance does not trigger a spell mishap on a failure other than losing access to the spell level. 
spell_descriptions.txt · Last modified: 2020/09/01 16:32 by andrew