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spell_descriptions [2020/01/19 16:45] – [Sculpt Element] andrewspell_descriptions [2020/01/21 03:21] – [Animate Golem] 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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 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, a 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. These walls may be as long as 10'x10'x1in size per level. Having copious amounts of a particular element available such as rubble, a nearby lake, or a bonfire can double the possible size of the magical walls. These magical walls are quickly and roughly assembled and will collapse after 10 minutes or once you stop [[concentration|concentrating]] on maintaining the wall.  +      * 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.  
-      * A stone wall prevents passage and is opaque. It requires 10/level points of bludgeoning damage to knock through one 10'x10' section. +      * 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.  
-      * Fire walls don't prevent passage, and are transparent, but automatically inflict 1D6/level fire damage as any physical being passes through it. +      * 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 view, as the wall grants full cover to those firing blindly through the opaque side. 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 INT check or take 1D6/level lightning damage.  
-      * Air walls don't prevent passage, but are completely opaque to one side, while being transparent on the other effectively giving those on one side of the wall as you choose effectively blinding those attacking through the wall. +      *  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.  
-      *  Water walls deal 1D4/level points of damage to those who don't first crack through it with 5/level points of bludgeoning damage firstand 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 or across a gout of lava or burning flame
-  * Passage: Create holes in walls, or clear a space to travel through a body of water or a gout of lava or 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.
  
spell_descriptions.txt · Last modified: 2020/09/01 16:32 by andrew