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spell_descriptions [2020/02/19 19:19] – [Torment] andrewspell_descriptions [2020/02/19 19:21] andrew
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 2nd Level Arcane Spell (Spiritualism) \\ 2nd Level Arcane Spell (Spiritualism) \\
-By calling on the spirits of the nearby lands, you imbue yourself or a nearby target ally you can see within 30' with the might of the spirit world. For one battle, the target gains advantage on any Strength checks and the target's attacks deal 1d4 extra damage of the weapon's type. Additionally, they can sense any nearby incorporeal spirits and demons. This spell requires a pinch of powdered iron filings and a small candle.+By calling on the spirits of the nearby lands, you imbue yourself or a nearby target ally you can see within 30' with the might of the spirit world. For ten minutes, the target gains advantage on any Strength checks and the target's attacks deal 1d4 extra damage of the weapon's type. Additionally, they can sense any nearby incorporeal spirits and demons. This spell requires a pinch of powdered iron filings and a small candle.
  
 ===== Enslavement ===== ===== Enslavement =====
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 ===== Evil Eye ===== ===== Evil Eye =====
 2nd Level Arcane Spell (Curses)\\ 2nd Level Arcane Spell (Curses)\\
-(Proverbs 23:6) You curse a target within 90' with a malevolent glare. It can be given whether or not the target is aware of the attack. On a successful magic attack, the target is [[conditions#cursed|cursed]]. They find that everything they do falls apart and they succumb to terrible strings of luck for the duration of one fight.  The cursed target  makes all skill checks and attack rolls at disadvantage, and any roll of a 1-3 acts as a critical failure. +You curse a target within 90' with a malevolent glare. It can be given whether or not the target is aware of the attack. On a successful magic attack, the target is [[conditions#cursed|cursed]]. They find that everything they do falls apart and they succumb to terrible strings of luck for ten minutes.  The cursed target  makes all skill checks and attack rolls at disadvantage, and any roll of a 1-3 acts as a critical failure. 
  
 This spell requires a thumb sized ball of dried blood of a rat, bat, or snake. This spell requires a thumb sized ball of dried blood of a rat, bat, or snake.
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 4th Level Arcane Formula (Elementalism)\\ 4th Level Arcane Formula (Elementalism)\\
-Two quick syllables release the power of the spell, and several of your allies get stronger and more ferocious on the battle field. For one fight, or for as long as you maintain [[concentration]], up to three allies gain +1/level temporary hit points and may make an additional attack if they choose to attack using their [[actions|Active action]]. There is no material component to this spell. +Two quick syllables release the power of the spell, and several of your allies get stronger and more ferocious on the battle field. For ten minutes, or for as long as you maintain [[concentration]], up to three allies gain +1/level temporary hit points, move 10' faster, and may make an additional attack if they choose to attack using their [[actions|Active action]]. There is no material component to this spell. 
  
 ===== Torment ===== ===== Torment =====
spell_descriptions.txt · Last modified: 2020/09/01 16:32 by andrew