diff --git a/Spells/2/Charms/index.md b/Spells/2/Charms/index.md index bb8bf0080..98b7c4cb8 100644 --- a/Spells/2/Charms/index.md +++ b/Spells/2/Charms/index.md @@ -6,6 +6,19 @@ grand_parent: Spells # Charms +## Crown of Madness +*2nd level Charm*
+**Casting Time:** 2 Actions
+**Range:** 120 feet
+**Components:** V, S
+**Duration:** Sustained + +Make a charm attack vs the Wisdom defence of one humanoid of your choice that you can see within range. On a hit, it becomes [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you for the duration. While the target is [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) in this way, a twisted crown of jagged iron appears on its head and a madness glows in its eyes. + +When you cast this spell and as part of the action to [sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell, you can designate another creature that the [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) target must attempt to [strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) on each of its turns. The target can act normally on its turn if you choose no creature or if none are within its attack range. + +A creature affected by this spell can make a Wisdom defense check vs your charm skill at the end of each of its turns. On a success, the spell ends. + ## To This Point, Bring the East! *2nd level Charm (Ritual)*
**Casting Time:** 1 Action
diff --git a/Spells/2/Divination/index.md b/Spells/2/Divination/index.md index 7631cf061..5d0c0042f 100644 --- a/Spells/2/Divination/index.md +++ b/Spells/2/Divination/index.md @@ -6,6 +6,23 @@ grand_parent: Spells # Divination +## Detect Thoughts +*2nd level Divination*
+**Casting Time:** 2 Actions
+**Range:** Self
+**Components:** V, S, M *(A copper coin.)*
+**Duration:** Sustained + +For the duration, you can read the thoughts of certain creatures. When you cast the spell and as an action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. + +Make a divination attack vs the Wisdom defence of the creature. On a hit, you learn the surface thoughts of the creature, i.e. what is most on its mind in that moment. As part of the action to sustain the spell, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, make a second divination attack vs the Wisdom defence of the creature. If you hit, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If you miss, the spell ends. Either way, the target knows that you are probing into its mind and, unless you shift your attention to another creature's thoughts, the creature can use 2 actions on its turn to make an Intelligence check vs your divination skill; if it succeeds, the spell ends. + +Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. + +You can also use this spell to detect the presence of thinking creatures that you cannot see. When you cast the spell, or as part of the action to sustain the spell during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower, or one that doesn't speak any languages. + +Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it. However, it must still be within range. + ## Mind Spike *2nd level Divination*
**Casting Time:** 2 Actions
diff --git a/Spells/2/Evocation/index.md b/Spells/2/Evocation/index.md index 9b76e376c..b2082b5c6 100644 --- a/Spells/2/Evocation/index.md +++ b/Spells/2/Evocation/index.md @@ -17,6 +17,17 @@ A burst of cold energy emanates from you in a 30-foot cone. Make an evocation at **At Higher Levels.** When you cast this spell using 3 or more mana, the damage increases by 1d8 for each additional point of mana. +## Branding Smite +*2nd Level Evocation*
+**Casting Time:** 1 Action
+**Range:** Self
+**Components:** V
+**Duration:** 1 Minute + +The next time that you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 sacred damage to the target, which becomes visible if it is [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/), and the target sheds dim light in a 5-foot radius and can’t become [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) until the spell ends. + +**At Higher Levels.** When you cast this spell using 3 or more mana, the extra damage increases by 1d6 for each additional point of mana. + ## Consecrate/Desecrate *2nd level Evocation*
**Casting Time:** 2 Actions
@@ -32,6 +43,30 @@ This spell blesses or curses an area in a 20-foot radius sphere centered on a po You cannot consecrate/desecrate an area with a similar fixture of a deity other than your own patron. Instead, the spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. +## Darkness +*2nd Level Evocation*
+**Casting Time:** 2 Actions
+**Range:** 120 feet (20-foot radius)
+**Components:** V, M *(Bat fur and a drop of pitch or piece of coal.)*
+**Duration:** 1 Minute + +You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell's level or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness. + +**At Higher Levels.** If cast using 4 or more mana, creatures with [darkvision](https://stormchaserroleplaying.com/stormchaserRPG/General/Awareness/Special/#darkvision) can barely see through the darkness. They treat targets seen through the darkness as [concealed](https://stormchaserroleplaying.com/stormchaserRPG/General/Awareness/Concealment/#concealed). + +## Flame Blade +*2nd Level Evocation*
+**Casting Time:** 1 Action
+**Range:** Self
+**Components:** V, S, M *(A leaf of sumac.)*
+**Duration:** 1 Minute + +You evoke a fiery, scimitar-shaped blade in your free hand. While the spell lasts, you can [strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) with this blade. When you do so, make a melee evocation attack. On a hit, the target takes 3d6 fire damage. + +The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. + +**At Higher Levels.** When you cast this spell using 3 or more mana, the damage increases by 1d6 for every additional point of mana. + ## Force Punch *2nd Level Evocation*
**Casting Time:** 2 Actions
@@ -85,7 +120,7 @@ When the spell is first cast and at the end of each of your turns for the spell' You gain +1d to hit shapechangers and they make their defence check with -1d. If one is hit or fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. -On each of your turns after you cast this spell, you can use 2 actions to move the beam up to 60 feet in any direction. +On each of your turns after you cast this spell, as part of the action to [sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell, you can move the beam up to 60 feet in any direction. **At Higher Levels.** When you cast this spell using 3 or more mana, the damage increases by 1d12 for each additional point of mana. diff --git a/Spells/2/Warding/index.md b/Spells/2/Warding/index.md index 996857bd5..a751afb92 100644 --- a/Spells/2/Warding/index.md +++ b/Spells/2/Warding/index.md @@ -17,6 +17,19 @@ Your spell bolsters your allies with toughness and resolve. Choose up to three c **At Higher Levels.** When you cast this spell 3 or more mana, a target's stamina increases by an additional 5 for each additional point of mana. +## Arcane Lock +*2nd level Ward*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S, M *(Gold dust worth 25 gp, which is consumed.)*
+**Duration:** Until Dispelled + +You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures that you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken, or the spell is dispelled or suppressed. Casting [knock]() on the object suppresses arcane lock for 10 minutes. + +While affected by this spell, any attempt to break or [pick](https://stormchaserroleplaying.com/stormchaserRPG/Skills/SleightofHand/PickLock/) the object is made by a skill check vs your warding skill. + +**At Higher Levels.** When you cast this spell with 3 or more mana, the DC to break a locked device increases by 1 for each additional point of mana. + ## Let the Soul Pass *2nd level Ward (Ritual)*
**Casting Time:** 3 actions