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Merge pull request #196 from stormchaserroleplaying/Update-Egyptian-s…
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…pells

Update egyptian spells and all current spells
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stormchaserroleplaying authored Sep 22, 2023
2 parents f81d5d4 + 2644a2a commit 9a7042c
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23 changes: 23 additions & 0 deletions Spells/1/Warding/index.md
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Expand Up @@ -58,6 +58,29 @@ You are immune to the [Prone](https://stormchaserroleplaying.com/stormchaserRPG/

When this spell is cast, you gain resistance to physical damage for the duration. If you are hit by a weapon attack while this spell is active, you gain a retribution charge, wbhich you can choose to spend before the spell ends to deal an additional 2d12 energy damage when you hit with a weapon attack. Once you expend the charge, the spell ends.

## Ceremony
*1st Level Warding (Ritual)*<br>
**Casting Time:** 1 Hour<br>
**Range:** Touch<br>
**Components:** V, S, M *(Powdered silver worth 25 gp, which is consumed.)*<br>
**Duration:** Instantaneous

*You perform a special religious ceremony that is infused with magic.*

When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

**Atonement.** You touch one willing creature who has broken an oath or breached their diety's principals. Make a DC 20 warding check. On a successful check, the target is absolved of its transgressions. A creature can benefit from this rite once every 7 days.

**Bless Water.** You touch one vial of water and cause it to become holy water.

**Coming of Age.** You touch one humanoid who is a young adult. For the next 24 hours, the target makes skill checks with +1d. A creature can benefit from this rite only once.

**Dedication.** You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a defence check, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

**Funeral Rite.** You touch one corpse and, for the next 7 days, the target can’t become undead by any means short of a [Wish]() spell.

**Wedding.** You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains +1d vs melee and ranged attacks, while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

## Mage Armour
*1st Level Warding (Ritual)*<br>
**Casting Time:** 2 Actions<br>
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10 changes: 5 additions & 5 deletions Spells/2/Charms/index.md
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Expand Up @@ -10,13 +10,13 @@ grand_parent: Spells
*2nd level Charm (Ritual)*<br>
**Casting Time:** 1 Action<br>
**Range:** Touch<br>
**Components:** V, S, M *(A stone stele.)*<br>
**Components:** V, S, M *(A stone stele worth 50 sp)*<br>
**Duration:** Instantaneous

Take a stone stele and affix it into a point of your choosing when you cast this spell. The next creature that attacks you within 100 foot of this stele must succeed at a Charisma defence check or be drawn to destroy it instead.
Take a stone stele and affix it into a point of your choosing when you cast this spell. The stele weighs 86 lbs, has 45 integrity and DR 8. The spell ends when the stele is reduced to 0 integrity, or until dispelled.

The stele has 10 integrity and DR 8. The spell ends when it breaks.
Any creature that attacks you within 20 feet of the stele must first make a Charisma defence check vs your charms skill. On a success, the spell has no effect on the creature. On a failure, the creature is drawn to destroy the stele instead. An affected creature must use its actions to moves towards the stele and damage it.

At the end of each of its turns, a creature affected by this spell can make another Charisma defence check. On a success, the spell ends on the target.
At the end of each of its turns, a creature affected by this spell can make another Charisma defence check.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the integrity of the stele increases by 10 and the DR of the stele increases by 2 for each slot level above 2nd.
**At Higher Levels:** When you cast this spell using 3 or more mana, the distance from the stele at which the spell is effective increases by 10 feet for every point of mana beyond the first.
22 changes: 14 additions & 8 deletions Spells/2/Conjuration/index.md
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Expand Up @@ -9,22 +9,28 @@ grand_parent: Spells
## Beget the Nest of Crowns
*2nd level Conjuration*<br>
**Casting Time:** 1 Action<br>
**Range:** Self (600-foot radius)<br>
**Range:** Self (300-foot radius)<br>
**Components:** V, S, M *(A crown of twigs and feathers.)*<br>
**Duration:** Instantaneous
**Duration:** 8 hours

Affix upon your brow a crown of twigs and feathers as a part of casting this spell. Birds without number will then cloud the heavens above and descend. All within 600 feet is considered obscured, ranged missiles will not hit their marks, no one can move more than 10 feet per round, and all sound is drowned by their chirping. These birds swarm until somehow killed en masse or dispelled. This spell is useless indoors.
*Birds without number cloud the skies and cover your movements.*

Affix upon your brow a crown of twigs and feathers. A large flock of birds is summoned that swarm an area centered on you in a 300-foot radius. The area within the flock is considered heavily obscured and difficult terrain. All creatures inside the flock are considered [deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/) as sound is drowned by their chirping.

These birds swarm until somehow killed en masse, dispelled, or the crown is removed from your head.

This spell cannot be used indoors.

## Move the Warlord's Statue
*2nd level Conjuration (Ritual)*<br>
**Casting Time:** 1 Minute<br>
**Range:** Touch<br>
**Components:** V, S, M<br>
**Duration:** 1 Hour (Concentration)
**Duration:** Sustained, up to 1 hour

A statue of animated stone constructs itself. It stands twice your height and is decorated and painted to mimic that of a famed warlord. It will follow in your footsteps for the spell's duration, or until you command it to take one of the following actions:
* **Attack:** The statue makes a melee spell attack (using your attack bonus) against a target that it can reach with 30 feet of movement. On a hit, this attack deals 5d6 bludgeoning damage.
* **Defend:** The statue absorbs the damage from the next melee or ranged attack that hits you.
* **Lift:** The status will lift one thing weighing 200 lbs. or less.
A statue of animated stone constructs itself. It stands twice your height and is decorated and painted to mimic that of a famed warlord. It will follow in your footsteps for the spell's duration, or until you use 1 action to command it to take one of the following actions:
* **Attack:** The statue charges to strike. Make a melee conjuration attack against a target that you can see within 30 feet of the statue. On a hit, this attack deals 5d6 bludgeoning damage.
* **Defend:** The statue interposes itself between you and your enemies. This counts as using the [Raise Shield](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Raise/) action, giving you a +3 shield bonus vs melee and ranged attacks until the start of your next turn.
* **Lift:** The status will lift one thing weighing 500 lbs. or less and move it up to 30 feet.

After any of these acts, the statue will turn into mud and disintegrate.
40 changes: 20 additions & 20 deletions Spells/2/Evocation/index.md
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Expand Up @@ -8,27 +8,27 @@ grand_parent: Spells

## Binding Ice
*2nd Level Evocation*<br>
**Casting Time:** 1 Action<br>
**Casting Time:** 2 Actions<br>
**Range:** Self (30-foot cone)<br>
**Components:** S, M *(A vial of meltwater.)*<br>
**Duration:** Instantaneous

A burst of cold energy emanates from you in a 30-foot cone. Make an attack against each creature's Constitution defense in that area. On a hit, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a miss, a creature takes half as much damage and isn’t hindered by ice.
A burst of cold energy emanates from you in a 30-foot cone. Make an evocation attack vs the Constitution defense of each creature in the area. On a hit, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a miss, a creature takes half as much damage and isn’t hindered by ice.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.
**At Higher Levels.** When you cast this spell using 3 or more mana, the damage increases by 1d8 for each additional point of mana.

## Consecrate/Desecrate
*2nd level Evocation*<br>
**Casting Time:** 1 Action<br>
**Range:** Touch<br>
**Components:** V, S, M *(A vial of holy water and 25 gp worth of silver dust, all of which must be sprinkled around the area.)*<br>
**Casting Time:** 2 Actions<br>
**Range:** Touch (20-foot radius)<br>
**Components:** V, S, M *(A vial of holy water and 25 gp worth of silver dust, all of which must be sprinkled around the area and are consumed.)*<br>
**Duration:** 8 Hours

This spell blesses or curses an area. Channel divinity has advantage to hit creatures within this area.
This spell blesses or curses an area in a 20-foot radius sphere centered on a point which you touch. Choose one of the following effects when you cast the spell:

Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, undead creatures within the area suffer disadvantage on attack rolls and other creatures have advantage to hit them.
**Consecrate.** Undead cannot be created within or summoned into the area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, undead creatures within the area suffer -1d on attack rolls and other creatures gain +1d on attack rolls to hit them.

An undead creature created within or summoned into a desecrated area gains +1 hit point per HD. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, undead creatures within the area gain advantage on attack rolls and other creatures have disadvantage to hit them.
**Desecrate.** Undead creatures created within or summoned into the area gain stamina equal to your spellcasting attribute modifier. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, undead creatures within the area gain +1d on attack rolls and other creatures suffer -1d to hit them.

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.

Expand All @@ -53,38 +53,38 @@ If the target being pushed would be moved into a creature of its own size or sma

## Gust of Wind
*2nd level Evocation*<br>
**Casting Time:** 1 Action<br>
**Casting Time:** 2 Actions<br>
**Range:** Self<br>
**Components:** V, S, M *(A legume seed.)*<br>
**Duration:** 1 Minute (Concentration)
**Duration:** Sustained, up to 1 minute

For the spell's duration, a line of strong wind 60 feet long and 10 feet wide blasts from the spellcaster in a direction of their choice.
For the spell's duration, a line of strong wind 60 feet long and 10 feet wide blasts from you in a direction of your choice.

When the spell is cast, the spellcaster may choose one of two possible effects:
1. Each creature hit by the spell is pushed 15 feet away from the spellcaster in a direction following the line.
2. Each creature hit by the spell is pushed 10 feet away from the spellcaster in a direction following the line and falls prone after being moved in this way.

When the spell is first case, the spellcaster makes a spell attack roll vs. the Strength defence of each creature in the line. Each creature hit is subject to the effects of the spell.
When the spell is first cast, make an evocation spell attack roll vs the Strength defence of each creature in the line. Each creature hit is subject to the effects of the spell.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to the spellcaster.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of the spellcaster's turns before the spell ends, they may change the direction in which the line blasts from them.
On each of your turns before the spell ends, you can use 1 action to change the direction in which the line blasts from them.

## Moonbeam
*2nd level Evocation*<br>
**Casting Time:** 1 Action<br>
**Casting Time:** 2 Actions<br>
**Range:** 120 feet (5-foot radius)<br>
**Components:** V, S, M *(Several seeds of any moonseed plant and a piece of opalescent feldspar.)*<br>
**Duration:** 1 Minute (Concentration)
**Duration:** Sustained, up to 1 minute

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When the spell is first cast and at the end of each of your turns for the spell's duration, any creature within the spell's area is engulfed in ghostly flames that cause searing pain. Make a spell attack vs the creature's Constitution defence. On a hit, it takes 2d10 radiant damage, or half as much damage on a miss. Additionally, any creature that enters the spell's area for the first time on a turn must also make a Constitution defence check. It takes 2d10 radiant damage on a failed check, or half as much damage on a successful one.
When the spell is first cast and at the end of each of your turns for the spell's duration, any creature within the spell's area is engulfed in ghostly flames that cause searing pain. Make a evocation attack vs the Constitution defence of each creature inside the area. On a hit, it takes 2d10 sacred damage, or half as much damage on a miss. Additionally, any creature that enters the spell's area for the first time on a turn must also make a Constitution defence check vs your evocation spell skill. It takes 2d10 sacred damage on a failed check, or half as much damage on a successful one.

The spell has advantage to hit shapechangers and they make their defence check with disadvantage. 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.
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 an action to move the beam up to 60 feet in any direction.
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.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
**At Higher Levels.** When you cast this spell using 3 or more mana, the damage increases by 1d10 for each additional point of mana.
13 changes: 3 additions & 10 deletions Spells/2/Necromancy/index.md
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# Necromancy

## Blind the Readers of These Spells
## Blind the Readers of This Tome
*2nd level Necromancy (Ritual)*<br>
**Casting Time:** 1 Minute<br>
**Range:** Touch<br>
**Components:** V, S, M *(Incense and a book.)*<br>
**Duration:** Until dispelled or triggered

Light incense upon a book when you cast this spell. When someone attempts to decipher the contents of the book, or attempts to cast a spell that lets them do so, they will be blinded for 1d6 days time. Even a creature with no training in magic trying to read the book will fall victim to this spell. After one creature is cursed in this manner, the spellbook is no longer protected.
Light incense upon a book when you cast this spell. When a creature attempts to read the contents of the book, or attempts to cast a spell that lets them do so, it must make a Constituion defence check vs your necromancy skill. On a failure, they will be blinded for 1d6 days time.

## Keep Dead the Dead
*2nd level Necromancy (Ritual)*<br>
**Casting Time:** 1 Minute<br>
**Range:** Touch<br>
**Components:** V, S, M *(The blood of a wounded creature.)*<br>
**Duration:** Instantaneous

Gather the blood of a wounded creature and imbibe it when you cast this spell. The creature cannot ever be brought back from the dead, as its body will turn to sour soil upon death, unfit for the hosting of a soul.
After one creature is cursed in this manner, the book is no longer protected.
2 changes: 1 addition & 1 deletion Spells/2/Restoration/index.md
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## Lesser Restoration
*2nd level Restoration*<br>
**Casting Time:** 1 Action<br>
**Casting Time:** 2 Actions<br>
**Range:** Touch<br>
**Components:** V, S<br>
**Duration:** Instantaneous
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