User Tools

Site Tools


spell_descriptions

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
spell_descriptions [2020/01/19 16:56] – [Sculpt Element] andrewspell_descriptions [2020/01/21 03:21] – [Animate Golem] andrew
Line 24: Line 24:
  
 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 =====
  
Line 591: Line 591:
       * 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. 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. 
       * 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 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 effectively giving those on one side of the wall as you choose effectively blinding those attacking through the wall. 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. 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. 
       *  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 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.   * 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.
spell_descriptions.txt · Last modified: 2020/09/01 16:32 by andrew