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Cleric branch spells
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stormchaserroleplaying authored Sep 29, 2023
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32 changes: 21 additions & 11 deletions Spellcasting/CastingaSpell/Duration/index.md
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---

# Duration
A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.
The duration of a spell is how long the spell effect lasts. Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell’s duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster’s turns, ending when the duration reaches 0.

Some spells have effects that remain even after the spell’s magic is gone. Any ongoing effect that isn’t part of the spell’s duration entry isn’t considered magical. For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn’t be counteracted because it is not itself magical (though it might be cured by other magic, such as restore senses).

If a spell’s caster dies or is incapacitated during the spell’s duration, the spell remains in effect till its duration ends. You might need to keep track of the caster’s initiative after they stopped being able to act to monitor spell durations.

## Instantaneous
Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.

## Concentration
Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).
## Sustaining Spells
If the spell’s duration is “sustained,” it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.

You can concentrate on a maximum number of spells equal to your spell casting ability modifier (minimum of one). Concentrating on a second spell simultaneously imparts a level of exhaustion. While you are concentrating on spellcasting, this level of exhaustion cannot be removed by any means. Concentrating on a third spell simultaneously imparts an additional two levels of exhaustion, for a total of three. Concentrating on a fourth spell simultaneously imparts an additional three levels of exhaustion for a total of six. Deadly exhaustion that is accumulated in this way kills a character only when the last spell that they are concentrating on ends.
> ### Sustain a Spell
> *Concentrate*<br>**Actions:** 1<br>**Requirements:** You have at least one spell active with a sustained duration, and you are not fatigued.
>
> Choose one spell with a sustained duration you have in effect. The duration of that spell continues until the end of your next turn. Some spells might have slightly different or expanded effects if you sustain them. Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”).
>
> If your Sustain a Spell action is disrupted, the spell immediately ends.
Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:
## Long Durations
If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time. If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you Cast the Spell or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don’t need to keep a spell slot open for these spells.

* **Casting more spells that require concentration than your spell-casting ability modifier.** If you cast a number of spells that require concentration greater than your spell-casting ability modifier, you lose concentration on all spells that you have cast.
* **Taking damage.** Whenever you take damage while you are concentrating on spells, the attacker rolls vs your spellcasting attribute's defence to break your concentration. The attack bonus equals the sum of levels of all spells that you are concentrating on, or half the damage that you take, whichever number is greater. If you take damage from multiple sources, such as an arrow and a dragon's breath, the attacker makes a separate attack roll for each source of damage.
* **Being incapacitated or killed.** You lose concentration on all spells that you have cast if you are incapacitated or if you die.
## Dismissing
Some spells can be dismissed, ending the duration early. This requires the caster or target to use the Dismiss action.

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 defence check using your spellcasting attribute to maintain concentration on a spell.
> ### Dismiss
> *Concentrate*<br>**Actions:** 1
>
> You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.
24 changes: 13 additions & 11 deletions Talents/Cleric/Arcana/index.md
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Expand Up @@ -26,9 +26,11 @@ If you have a branch spell that doesn’t appear on the [Divine Spell List](http

| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
| Arcane Initiate | 5 | - |
| Spell Breaker | 10 | 3rd Level Spells and Arcane Initiate |
| Arcane Mastery | 80 | 8th Level Spells and Spell Breaker |
| Arcane Initiate | 5 | - |
| Arcane Abjuration I | - | Channel Divinity |
| Spell Breaker | 10 | 3rd Level Spells and Arcane Initiate |
| AArcane Abjuration II | - | 3rd Level Spells and Arcane Abjuration I |
| Arcane Mastery | 80 | 8th Level Spells and Spell Breaker |

### Arcane Initiate

Expand All @@ -42,24 +44,24 @@ You gain two cantrips of your choice from the [Arcane Spell List](https://stormc
<div style="margin-top:-10px;"></div>

##### **Prerequisite:** Channel Divinity
You can use your Channel Divinity to abjure otherworldly creatures. You present your holy symbol toward one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you. Make a spellcasting attack vs the creature’s Wisdom defense, provided that the creature can see or hear you. If you hit, it is turned for 1 minute or until it takes any damage.
You can use your Channel Divinity to abjure otherworldly creatures. You present your holy symbol toward one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you. Make a warding attack vs the creature’s Wisdom defense, provided that the creature can see or hear you. If you hit, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use the Stride action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

#### Arcane Abjuration II

<div style="margin-top:-10px;"></div>

##### **Prerequisite:** 3rd Level Spells
When a creature is hit by your Arcane Abjuration feature, the creature is banished for 1 minute (as in a *[Banishment]()* spell that doesn't have to be sustained) if it isn’t on its plane of origin and its challenge rating is at or below your character value divided by 5.

### Spell Breaker

<div style="margin-top:-10px;"></div>

#### **Cost:** 10 Character Points<br>**Prerequisite:** 3rd Level Spells and Arcane Initiate
When you restore stamina to an ally with a spell which you spend one mana or more on, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the amount of mana used to cast the healing spell.

#### Arcane Abjuration II

<div style="margin-top:-10px;"></div>

##### **Prerequisite:** 3rd Level Spells and Arcane Abjuration I
When a creature is hit by your Arcane Abjuration feature, the creature is banished for 1 minute (as in a *[Banishment]()* spell that doesn't have to be sustained) if it isn’t on its plane of origin and its challenge rating is at or below your character value divided by 5.

### Arcane Mastery

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39 changes: 20 additions & 19 deletions Talents/Cleric/Death/index.md
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Expand Up @@ -9,33 +9,25 @@ The Death domain is concerned with the forces that cause death, as well as the n

## Branch Features

### Bonus Spells
You gain the following spells once you can cast spells of that level. Once you gain a bonus spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.
### Branch Spells
Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.

If you have a bonus spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.
If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.

| Spell Level | Spells |
|:-----------:|:------:|
| 1st | False Life, Ray of Sickness |
| 2nd | Blindness/Deafness, Ray of Enfeeblement |
| 3rd | Animate Dead, Spirit Shroud |
| 4th | Enervation, Death Ward |
| 5th | Antilife Shell, Cloudkill |

### Touch of Death

<div style="margin-top:-10px;"></div>

#### **Prerequisite:** Channel Divinity
*You can use Channel Divinity to destroy another creature’s life force by touch.*

When you hit a creature with a melee attack, you can use Channel Divinity to deal extra profane damage to the target. The damage equals 5× the cleric's maximum spell level.
| Spell Level | Spells | Cost |
|:-----------:|:------:|:----:|
| 1st | [False Life](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Necromancy/#false-life), [Ray of Sickness](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Necromancy/#ray-of-sickness) | 2 Character Points per Spell |
| 2nd | Blindness/Deafness, Ray of Enfeeblement | 4 Character Points per Spell |
| 3rd | Animate Dead, Spirit Shroud | 6 Character Points per Spell |
| 4th | Enervation, Death Ward | 8 Character Points per Spell |
| 5th | Antilife Shell, Cloudkill | 10 Character Points per Spell |

## Talents

| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
| Reaper | 5 | - |
| Touch of Death | - | Channel Divinity |
| Inescapable Destruction | 10 | 3rd Level Spells and Reaper |
| Improved Reaper | 80 | 8th Level Spells and Inescapable Destruction |

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#### **Cost:** 5 Character Points
You learn one necromancy cantrip of your choice from any spell list. When you cast any necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

#### Touch of Death

<div style="margin-top:-10px;"></div>

##### **Prerequisite:** Channel Divinity
*You can use Channel Divinity to destroy another creature’s life force by touch.*

When you hit a creature with a melee attack, you can use Channel Divinity to deal extra profane damage to the target. The damage equals 5× the cleric's maximum spell level.

### Inescapable Destruction

<div style="margin-top:-10px;"></div>
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66 changes: 32 additions & 34 deletions Talents/Cleric/Forge/index.md
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Expand Up @@ -9,40 +9,25 @@ The gods of the forge are patrons of artisans who work with metal, from a humble

## Branch Features

### Bonus Proficiencies
When you choose this domain, you gain proficiency with heavy armour and smith’s tools.

### Bonus Spells
As a forge cleric, you gain the following spells once you can cast spells of that level. Once you gain a domain spell, you always have it prepared and it doesn’t count against the number of spells that you can prepare each day.

If you have a domain spell that doesn’t appear on the divine spell list, that spell is nevertheless a divine spell for you.

| Spell Level | Spells |
|:-----------:|:------:|
| 1st | Identify, Searing Smite |
| 2nd | Heat Metal, Magic Weapon |
| 3rd | Elemental Weapon, Protection from Energy |
| 4th | Fabricate, Wall of Fire |
| 5th | Animate Objects, Creation |

### Artisan's Blessing

<div style="margin-top:-10px;"></div>
### Branch Spells
Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell's level to have that spell always prepared. Spells bought in this manner don't count against the number of spells that you can prepare.

#### **Prerequisite:** Channel Divinity
*You can use your Channel Divinity to create simple items.*

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armour, ten pieces of ammunition, a set of tools, or another metal object (see [Equipment](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/) for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
If you have a branch spell that doesn’t appear on the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/), that spell is nevertheless a divine spell for you.

| Spell Level | Spells | Cost |
|:-----------:|:------:|:----:|
| 1st | [Identify](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#identify), [Searing Smite](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#searing-smite) | 2 Character Points per Spell |
| 2nd | Heat Metal, Magic Weapon | 4 Character Points per Spell |
| 3rd | Elemental Weapon, Protection from Energy | 6 Character Points per Spell |
| 4th | Fabricate, Wall of Fire | 8 Character Points per Spell |
| 5th | Animate Objects, Creation | 110 Character Points per Spell |

## Talents

| Talent | CP | Prerequisites |
|:-------|:--:|:--------------|
| Blessing of the Forge | 5 | - |
| Blessing of the Forge | 5 | - |
| Artisan's Blessing | - | Channel Divinity |
| Soul of the Forge | 10 | 3rd Level Spells and Blessing of the Forge |
| Saint of Forge and Fire | 80 | 8th Level Spells and Soul of the Forge |

Expand All @@ -57,20 +42,33 @@ At the end of a long rest, you can touch one nonmagical object that is a suit of

Once you use this feature, you can’t use it again until you finish a long rest.

#### Artisan's Blessing

<div style="margin-top:-10px;"></div>

##### **Prerequisite:** Channel Divinity
*You can use your Channel Divinity to create simple items.*

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armour, ten pieces of ammunition, a set of tools, or another metal object (see [Equipment](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/) for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

### Soul of the Forge

<div style="margin-top:-10px;"></div>

#### **Cost:** 10 Character Points<br>**Prerequisite:** 3rd Level Spells and Blessing of the Forge
Your mastery of the forge grants you special abilities:
* You gain resistance to fire damage.
* While wearing heavy armour, you gain a +1 bonus to DR.
*Your mastery of the forge grants you special abilities.*

You are resistant to fire damage. Additionally, while wearing heavy armour, you gain a +1 bonus to DR.

### Saint of Forge and Fire

<div style="margin-top:-10px;"></div>

#### **Cost:** 80 Character Points<br>**Prerequisite:** 8th Level Spells and Saint of Forge and Fire
Your blessed affinity with fire and metal becomes more powerful:
* You gain immunity to fire damage.
* While wearing heavy armour, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
*Your blessed affinity with fire and metal becomes more powerful.*

You are immune to fire damage. Additionally, while wearing heavy armour, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
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