diff --git a/Spells/1/Warding/index.md b/Spells/1/Warding/index.md index 804bdb551..24b6040f0 100644 --- a/Spells/1/Warding/index.md +++ b/Spells/1/Warding/index.md @@ -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)*
+**Casting Time:** 1 Hour
+**Range:** Touch
+**Components:** V, S, M *(Powdered silver worth 25 gp, which is consumed.)*
+**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)*
**Casting Time:** 2 Actions
diff --git a/Spells/2/Charms/index.md b/Spells/2/Charms/index.md index 6050f034b..af027add3 100644 --- a/Spells/2/Charms/index.md +++ b/Spells/2/Charms/index.md @@ -10,13 +10,13 @@ grand_parent: Spells *2nd level Charm (Ritual)*
**Casting Time:** 1 Action
**Range:** Touch
-**Components:** V, S, M *(A stone stele.)*
+**Components:** V, S, M *(A stone stele worth 50 sp)*
**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. diff --git a/Spells/2/Conjuration/index.md b/Spells/2/Conjuration/index.md index 90c8508b3..c6127e8bc 100644 --- a/Spells/2/Conjuration/index.md +++ b/Spells/2/Conjuration/index.md @@ -9,22 +9,28 @@ grand_parent: Spells ## Beget the Nest of Crowns *2nd level Conjuration*
**Casting Time:** 1 Action
-**Range:** Self (600-foot radius)
+**Range:** Self (300-foot radius)
**Components:** V, S, M *(A crown of twigs and feathers.)*
-**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)*
**Casting Time:** 1 Minute
**Range:** Touch
**Components:** V, S, M
-**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. diff --git a/Spells/2/Evocation/index.md b/Spells/2/Evocation/index.md index d586ee0ff..4f4e1a835 100644 --- a/Spells/2/Evocation/index.md +++ b/Spells/2/Evocation/index.md @@ -8,27 +8,27 @@ grand_parent: Spells ## Binding Ice *2nd Level Evocation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self (30-foot cone)
**Components:** S, M *(A vial of meltwater.)*
**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*
-**Casting Time:** 1 Action
-**Range:** Touch
-**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.)*
+**Casting Time:** 2 Actions
+**Range:** Touch (20-foot radius)
+**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.)*
**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. @@ -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*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V, S, M *(A legume seed.)*
-**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*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 120 feet (5-foot radius)
**Components:** V, S, M *(Several seeds of any moonseed plant and a piece of opalescent feldspar.)*
-**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. diff --git a/Spells/2/Necromancy/index.md b/Spells/2/Necromancy/index.md index d865fbf5b..a5e4d0a56 100644 --- a/Spells/2/Necromancy/index.md +++ b/Spells/2/Necromancy/index.md @@ -6,20 +6,13 @@ grand_parent: Spells # Necromancy -## Blind the Readers of These Spells +## Blind the Readers of This Tome *2nd level Necromancy (Ritual)*
**Casting Time:** 1 Minute
**Range:** Touch
**Components:** V, S, M *(Incense and a book.)*
**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)*
-**Casting Time:** 1 Minute
-**Range:** Touch
-**Components:** V, S, M *(The blood of a wounded creature.)*
-**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. diff --git a/Spells/2/Restoration/index.md b/Spells/2/Restoration/index.md index eefcc840f..7ce3288c8 100644 --- a/Spells/2/Restoration/index.md +++ b/Spells/2/Restoration/index.md @@ -8,7 +8,7 @@ grand_parent: Spells ## Lesser Restoration *2nd level Restoration*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S
**Duration:** Instantaneous diff --git a/Spells/2/Transmutation/index.md b/Spells/2/Transmutation/index.md index 3752c8cb2..82037b6d7 100644 --- a/Spells/2/Transmutation/index.md +++ b/Spells/2/Transmutation/index.md @@ -8,60 +8,60 @@ grand_parent: Spells ## Barkskin *2nd level Transmutation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(A handful of oak bark.)*
-**Duration:** 1 Hour (Concentration) +**Duration:** Sustained, up to 1 hour You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance and they gain DR 8 and coverage 1-2, 8-16. The effects of *barkskin* do not stack with worn armour. ## Disfiguring Touch *2nd level Transmutation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S
**Duration:** 3 Days -Make a spell attack vs a creature's Wisdom defence. On a hit, the creature becomes cursed for the duration of the spell. The victim of this spell grows hideously disfigured. The physical appearance of the deformity is subject to the caster’s whim (most demon worshipers choose deformities that reflect their Abyssal patron’s shape or form). +Make a transmutation attack vs a creature's Wisdom defence. On a hit, the creature becomes cursed for the duration of the spell. The victim of this spell grows hideously disfigured. The physical appearance of the deformity is subject to the caster’s whim (most demon worshipers choose deformities that reflect their Abyssal patron’s shape or form). -**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 2 days for each slot level above 2nd. +**At Higher Levels.** When you cast this spell using a 3 or more mana, the spell's duration increases by 2 days for each additional mana. ## Dusk that Settles On Mud *2nd level Transmutation (Ritual)*
-**Casting Time:** 1 Action
-**Range:** Touch
+**Casting Time:** 2 Actions
+**Range:** Touch (10-foot cube)
**Components:** V, S, M *(The dust of a black ore.)*
-**Duration:** 1 Round +**Duration:** Instantaneous -Sprinkle the dust of a black ore onto clay, mud, soil, brick, limestone, or any other earthen substance. It will turn into constricting, hard, black metal and shrink slowly in size. A 10 foot cube of earth can be enchanted in this way. After 1 round, it will have shrunken down to the size of a pebble. +Sprinkle the dust of a black ore onto clay, mud, soil, brick, limestone, or any other earthen substance. It will turn into constricting, hard, black metal and shrink in size. Up to a 10-foot cube of earth can be enchanted in this way. At the beginning of your next turn, it will have shrunken down to the size of a pebble. ## Enlarge/Reduce *2nd level Transmutation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 30 ft
**Components:** V, S, M *(A pinch of powdered iron.)*
**Duration:** 1 Minute (Concentration) -You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, make a spell attack vs its Constitution defence. On a miss, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. +You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, make a transmutation attack vs the Constitution defence of the target. On a miss, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. -**Enlarge.** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks, attacks vs its Strength defence suffer disadvantage, and its walking speed increases by 5 feet. The target's weapons also grow to match its new size and deal 1d4 extra damage. +**Enlarge.** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has +1d on Strength checks, indirect attacks vs its Strength defence suffer -1d, and its walking speed increases by 5 feet. The target's weapons also grow to match its new size and deal 1d4 extra damage. -**Reduce.** The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category. Until the spell ends, the target also has disadvantage on Strength checks, attacks vs its Strength defence benefit from advantage, and its walking speed decreases by 5 feet. The target's weapons also shrink to match its new size and deal 1d4 less damage (this can't reduce the damage below 1). +**Reduce.** The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category. Until the spell ends, the target also has -1d on Strength checks, indirect attacks vs its Strength defence gain +1d, and its walking speed decreases by 5 feet. The target's weapons also shrink to match its new size and deal 1d4 less damage (this can't reduce the damage below 1). ## Paper Wings *2nd Level Transmutation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M (A sheet of paper.)
-**Duration:** Concentration, up to 10 minutes +**Duration:** Sustained, up to 10 minutes -You touch a willing creature while begging them to fly halfway around the world. The target gains a flying speed of 45 feet for the duration. This spell ends early if the target takes fire or radiant damage. When the spell ends, the target comes spiraling down, landing in a random location within a horizontal radius equal to their altitude when the spell ended. +You touch a willing creature while begging them to fly halfway around the world. The target gains a flying speed of 30 feet for the duration. This spell ends early if the target takes fire or radiant damage. When the spell ends, the target comes spiraling down, landing in a random location within a horizontal radius equal to their altitude when the spell ended. ## Wood Shape *2nd level Transmutation (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(One piece of wood no larger than 25 cu. ft.)*
**Duration:** Instantaneous -*Wood shape* enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn't work. +You form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn't work. diff --git a/Spells/2/Warding/index.md b/Spells/2/Warding/index.md index 475f41bbf..67394f49f 100644 --- a/Spells/2/Warding/index.md +++ b/Spells/2/Warding/index.md @@ -6,6 +6,17 @@ grand_parent: Spells # Warding +## Let the Soul Pass +*2nd level Warding (Ritual)*
+**Casting Time:** 3 actions
+**Range:** Touch
+**Components:** V, S, M *(Oils, salts and strips of linen worth 100gp which the spell consumes.)*
+**Duration:** Instantaneous + +*You prepare a body making it dificult to return to the living.* + +You touch the body of a deceased creature, anointing it with the ceremonial oils and salts. If, within the next 10 days, a spell is cast upon it to return it to life, the reviving caster must first succeed on a restoration check vs your warding skill for the creature to return to life. + ## Pass Without Trace *2nd level Ward*
**Casting Time:** 1 Action
diff --git a/Spells/3/Charm/index.md b/Spells/3/Charm/index.md index c6ff545cc..0a5f6335a 100644 --- a/Spells/3/Charm/index.md +++ b/Spells/3/Charm/index.md @@ -13,15 +13,15 @@ grand_parent: Spells **Components:** V
**Duration:** 1 Hour -You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 10 temporary hit points and attacks vs their Wisdom defence suffer disadvantage. If an affected creature takes damage, it has advantage on the next attack roll it makes. One round after an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. +You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 10 temporary hit points and attacks vs their Wisdom defence suffer -1d. If an affected creature takes damage, it has advantage on the next attack roll it makes. One round after an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature. -**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd. +**At Higher Levels.** When you cast this spell using 4 mana or more, the temporary hit points increase by 5 for each point of mana beyond the first. ## Psychic Spy *3rd Level Charm*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S
**Duration:** Special, see text. -With this spell, you can try to steal the elation from the mind of one humanoid you can see within 60 feet. Make a spell attack roll vs the target's Charisma defence. On a hit, you can steal one beneficial effect that they currently possess, such as an ongoing spell (as long as its level is equal to or less than the slot level that psychic spy was cast from), temporary hit points, or possession of Bardic Inspiration dice. The effect ends for the target and transfers to you for the remainder of its normal duration. If the effect requires concentration, you must concentrate on it instead of the original caster. +With this spell, you can try to steal the elation from the mind of one humanoid that you can see within 60 feet. Make a charm attack roll vs the Charisma defence of the target. On a hit, you can steal one beneficial effect that they currently possess, such as an ongoing spell (as long as its level is equal to or less than the level that psychic spy was cast at), temporary hit points, or possession of a Bardic Inspiration die. The effect ends for the target and transfers to you for the remainder of its normal duration. If the effect is being sustained, you must sustain it instead of the original caster. diff --git a/Spells/3/Conjuration/index.md b/Spells/3/Conjuration/index.md index d497bf9fb..392e9a4d2 100644 --- a/Spells/3/Conjuration/index.md +++ b/Spells/3/Conjuration/index.md @@ -8,27 +8,38 @@ grand_parent: Spells ## Create Food and Water *3rd level Conjuration (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 30 feet
**Components:** V, S
**Duration:** Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad. +## Passage Through the Underworld +*3th level Conjuration*
+**Casting Time:** 2 Actions
+**Range:** Self
+**Components:** V, S
+**Duration:** 1 Round + +Cover your ears and close your eyes as a part of this spell's casting. Then, walk forward. Your body will descend underground, to a place where no living or undead creature may follow. The following round, appear anywhere within 360 feet of your original location that you can see. When you emerge, one denizen of the underworld - of the GM's discretion - emerges with you, and will aggressively haunt wherever you appear. + ## Set Loose the Crocodiles *3rd level Conjuration*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V, S
**Duration:** Instantaneous -A moat 20 feet deep, 10 feet wide, and with a radius 30 feet away from you is suddenly carved into the earth and filled with water. If these dimensions cannot be met, then the moat tears through any non-magical obstructions to form itself. Inside of the moat, countless crocodiles. Creatures who attempt to swim or leap across must make a Strength (Athletics) check or take 1d6 damage as they are pulled in. Creatures in the moat cannot move, and take 3d6 damage every turn until they succeed at the Strength (Athletics) check and can swim out. +A moat 20 feet deep, 10 feet wide, and with a radius 30 feet away from you is suddenly carved into the earth and filled with water. If these dimensions cannot be met, then the moat tears through any non-magical obstructions to form itself. Inside of the moat, countless crocodiles. Creatures who attempt to swim or leap across must make an [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check or take 1d6 damage as they are pulled in. Creatures in the moat cannot move, and take 3d6 damage every turn until they succeed at the [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check and can swim out. ## Transfigure Dust into Vermin *3rd level Conjuration*
-**Casting Time:** 1 Action
-**Range:** Special
+**Casting Time:** 2 Actions
+**Range:** 30 feet
**Components:** S
-**Duration:** Instantaneous +**Duration:** Sustained, up to one minute + +Point to a creature within range. Unseen motes of dust that lie upon the creature are turned into lice, rats and scorpions. The vermin swarm them, biting and gnawing, dealing 6d6 piercing damage. This damage continues until the target brings fire to the vermin, or the spell is dispelled. -Motes of dust are turned into lice, rats, and scorpions around you. Point to a creature. The vermin swarm them, biting and gnawing, dealing damage equal to your levels. At 6th level, this will be 6d6 damage, and at 7th, 7d6, and so on. This damage continues until the target brings fire to the vermin, or the spell is dispelled. +**At Higher Levels.** When you cast this spell using 4 or more mana, the damage increases by 1d6 for each additional mana. diff --git a/Spells/3/Divination/index.md b/Spells/3/Divination/index.md index efe9eae99..b01d088a8 100644 --- a/Spells/3/Divination/index.md +++ b/Spells/3/Divination/index.md @@ -5,3 +5,14 @@ grand_parent: Spells --- # Divination + +## From the Heaven's Eye, See Sin +*3rd level Divination (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Self
+**Components:** V, S
+**Duration:** Sustained, up to 10 minutes + +Stare at the sun when you cast this spell and do not look away until you wish it to end. While staring into the sun, you shall see anything that the sun could see, in any part of the world. You can see it as close as if you were 10 feet above ground. After you have looked away from the sun, you are [blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/) for 1d4 hours. + +At night this spell has no effect, and it cannot be used indoors. diff --git a/Spells/3/Evocation/index.md b/Spells/3/Evocation/index.md index 538a77455..f9d5ee626 100644 --- a/Spells/3/Evocation/index.md +++ b/Spells/3/Evocation/index.md @@ -8,20 +8,20 @@ grand_parent: Spells ## Gather Forth All the World's Waves *3rd level Evocation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self (30-foot radius)
**Components:** V, S
**Duration:** 1 Round -Lift your hands and sing to all the seas you cannot sea. A 30 foot radius of space around you is filled with churning, crashing waves of white-crested green water. Creatures in the water begin [suffocating](https://stormchaserroleplaying.com/stormchaserRPG/Adventuring/TheEnvironment/Suffocating/) and thus cannot speak or cast spells with verbal components, unless under an effect such as waterbreathing. +Lift your hands and sing to all the seas you cannot sea. A 30 foot radius of space around you is filled with churning, crashing waves of white-crested green water. Creatures in the water begin [suffocating](https://stormchaserroleplaying.com/stormchaserRPG/Adventuring/TheEnvironment/Suffocating/) and thus cannot speak or cast spells with verbal components, unless under an effect that allows them to breath in water. -Make a spell attack roll vs the Strength defence of each creature in the area of the spell. On a hit, they take 3d8 bludgeoning damage and are picked up and deposited prone at a location of the spellcaster's choice within the area of the spell. On a miss, the creature takes half as much damage and remains unmoved. After 1 round, the waves dissipate, returning to their distant homes. +Make an evocation attack roll vs the Strength defence of each creature in the area of the spell. On a hit, they take 3d8 bludgeoning damage and are picked up and deposited prone at a location of the spellcaster's choice within the area of the spell. On a miss, the creature takes half as much damage and remains unmoved. After 1 round, the waves dissipate, returning to their distant homes. -**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. +**At Higher Levels.** When you cast this spell using 4 or more mana, the damage increases by 1d8 for each additional mana. ## Sending *3rd level Evocation (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Unlimited
**Components:** V, S, M *(A short piece of fine copper wire.)*
**Duration:** 1 Round @@ -32,9 +32,11 @@ You can send the message across any distance and even to other planes of existen ## Spreading of the Repelling Minerals *3rd level Evocation*
-**Casting Time:** 1 Action
-**Range:** Self
-**Components:** V, S, M
-**Duration:** 4 Rounds +**Casting Time:** 2 Actions
+**Range:** Self (30-foot cube)
+**Components:** V, S, M *(Small bits of minerals.)*
+**Duration:** Instantaneous -Scatter minerals strange and esoteric as a part of this spell's casting. A 100 foot cube magical zone is created. Any and all metal objects are thrown out of it with haste, as are weapons made of stone or bone, over the next 4 rounds. +You scatter minerals strange and esoteric as a part of this spell's casting. A 30-foot cube magical zone is created originating from you. All metal objects not held or worn are thrown out of it with haste, as are objects made of stone or bone. + +Make an evocation atack vs the Strength defence of any creature within the area holding or wearing any such object. On a hit, any such held object is pulled out of their hands, landing in a space of your choice immediately outside of the area. Additionally, any creature wearing any such object is pushed 10 feet in a direction of your choice. On a miss, this spell has no effect on a creature. diff --git a/Spells/3/Illusion/index.md b/Spells/3/Illusion/index.md index 418a233d6..71572a329 100644 --- a/Spells/3/Illusion/index.md +++ b/Spells/3/Illusion/index.md @@ -8,11 +8,11 @@ grand_parent: Spells ## Fear *3rd Level Illusion*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self (30-Foot Cone)
**Components:** V, S, M *(A white feather or the heart of a hen.)*
-**Duration:** Concentration, up to 1 minute +**Duration:** Sustained, up to 1 minute -You project a phantasmal image of a creature’s worst fears. Make a spell attack roll vs the Wisdom defence of each creature in a 30-foot cone. On a hit, the creatures drop whatever they are holding and become frightened for the duration. +You project a phantasmal image of a creature’s worst fears. Make an illusion attack roll vs the Wisdom defence of each creature in a 30-foot cone. On a hit, the creatures drop whatever they are holding and become [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) for the duration. -While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Charisma defence check. On a successful save, the spell ends for that creature. +While [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) by this spell, a creature must [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Stride/) and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom defence check. On a success, the spell ends for that creature. diff --git a/Spells/3/Necromancy/index.md b/Spells/3/Necromancy/index.md index 9b3dc1f12..387215f21 100644 --- a/Spells/3/Necromancy/index.md +++ b/Spells/3/Necromancy/index.md @@ -11,6 +11,6 @@ grand_parent: Spells **Casting Time:** 1 Minute
**Range:** Self
**Components:** V, S
-**Duration:** 6 Rounds +**Duration:** Sustained, up to 10 minutes -Work a short ceremony that loosens your soul from your body. It remains so for 6 rounds. While your soul is loosened, it can slip out of your body and move up to 2" away, sliding through walls or doors. You see and hear whatever is within the same area or space as your soul. +You work a short ceremony that loosens your soul from your body. While your soul is loosened, it can slip out of your body and move up to 20 feet away, sliding through walls or doors. You see and hear whatever is within the same area or space as your soul. diff --git a/Spells/3/Transmutation/index.md b/Spells/3/Transmutation/index.md index f7616ce3d..b1a189e28 100644 --- a/Spells/3/Transmutation/index.md +++ b/Spells/3/Transmutation/index.md @@ -8,11 +8,11 @@ grand_parent: Spells # Inflamed Feet *3rd Level Transmutation*
-**Casting Time:** 1 Bonus Action
+**Casting Time:** 1 Action
**Range:** Self
**Components:** V,S
-**Duration:** Up to 1 minute, Concentration +**Duration:** Sustained, up to 1 minute -Billowing flames grant you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. +Billowing flames grant you explosive speed. For the duration, your speed increases by 10 feet and moving doesn’t provoke attacks of opportunity. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. -**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. +**At Higher Levels.** When you cast this spell using 4 or more mana, your speed increases by 5 feet and the spell deals an additional 1d6 fire damage for each additional mana. diff --git a/Spells/3/Warding/index.md b/Spells/3/Warding/index.md index 347fcc26e..7fae271dd 100644 --- a/Spells/3/Warding/index.md +++ b/Spells/3/Warding/index.md @@ -8,23 +8,23 @@ grand_parent: Spells ## Dispel Magic *3rd level Ward*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 120 feet
**Components:** V, S
**Duration:** Instantaneous -Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. +Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a warding check. The DC equals 10 + the spell's level. On a successful check, the spell ends. -**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot that you used. +**At Higher Levels.** When you cast this spell using 4 or more mana, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the amount of mana that you used. ### Counterspell -As a special use of the dispel magic spell, you may attempt to interrupt a creature in the process of casting a spell as a free action. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, it makes a spellcasting attack roll modified by the spell's level vs your spellcasting ability defence modified by *counterspell*'s level. On a failure, the creature's spell fails and has no effect. +As a special use of the dispel magic spell, you may attempt to interrupt a creature in the process of casting a spell as a free action. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, it makes an attack roll using the spell school being cast modified by the spell's level vs your warding skil, modified by *Counterspell*'s level. On a failure, the creature's spell fails and has no effect. -For example, if a level 5 wizard with 18 intelligence casts a 3rd level *counterspell* vs a 5th level *cone of cold* spell cast by a CR 6 Mage with 17 intelligence, the Mage makes a proficient roll with an attack bonus of: +For example, if a character with 18 intelligence who is trained in warding casts a 3rd level *Counterspell* vs a 5th level *Cone of Cold* spell cast by a Mage with 17 intelligence, then the Mage makes a trained roll with an attack bonus of:
-+4 Intelligence +5 cone of cold spell level = +9 attack bonus ++4 Intelligence +5 Cone of Cold spell level = +9 attack bonus
@@ -32,26 +32,26 @@ vs a DC of:
-10 +4 Intelligence +4 proficiency +3 counterspell level = DC 21 +10 +4 Intelligence +4 training +3 counterspell level = DC 21
-You can only *counterspell* can only be cast when another creature that you can see casts a spell within 60 feet of you. In order to be ready to *counterspell*, you must on your own turn declare the conditions under which you will cast *counterspell*. If you wish to upcast *counterspell* then you must declare this in advance. You may only cast *counterspell* once per round. +You can only *Counterspell* when another creature that you can see casts a spell within 60 feet of you. In order to be ready to *Counterspell*, you must on your own turn declare the conditions under which you will cast *Counterspell*. If you wish to upcast *counterspell* then you must declare this in advance. You may only cast *Counterspell* once per round. The conditions must be specific. For example: -* I will *counterspell* the first spell that the mage casts. -* I will *counterspell* at 6th level the first evocation spell that the lich casts. -* I will *counterspell* the first spell attempting to heal the hobgoblin warlord. +* I will *Counterspell* the first spell that the mage casts. +* I will *Counterspell* at 6th level the first evocation spell that the lich casts. +* I will *Counterspell* the first spell attempting to heal the hobgoblin warlord. -**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the targeted spellcaster's defence is reduced as described above. +**At Higher Levels.** When you cast this spell using 4 or more mana, the targeted spellcaster's defence is reduced as described above. ## Exorcise the Hated Evil *3rd level Ward (Ritual)*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V, S, M *(A polished opal worth at least 1000 gp.)*
**Duration:** Instantaneous -Make an unarmed attack roll vs. a creature that is posessed or under the influence of a minor curse. On a hit, you grab the creature by the throat and press a polished opal to its forehead. +Make an unarmed attack roll vs a creature that is posessed or under the influence of a minor curse. On a hit, you grab the creature by the throat and press a polished opal to its forehead. -Make a spell attack roll vs. the Charisma defence of the posessing creature, or the DC of the curse. On a hit, when you pull opal back, the curse or entity posessing the creature will exit the creature in the form of black, ichor-filled vomit. Afterwards, the creature is no longer cursed or possessed. +Make a warding attack roll against vs the Charisma defence of the posessing creature, or the DC of the curse. On a hit, when you pull the opal back and the curse or entity posessing the creature will exit the creature in the form of black, ichor-filled vomit. Afterwards, the creature is no longer cursed or possessed. diff --git a/Spells/4/Charms/index.md b/Spells/4/Charms/index.md index b55d6aee1..2d8e13c11 100644 --- a/Spells/4/Charms/index.md +++ b/Spells/4/Charms/index.md @@ -8,9 +8,9 @@ grand_parent: Spells ## Block of Slaughter *4th level Charm*
-**Casting Time:** 1 Action
-**Range:** Special
-**Components:** V, S, M
-**Duration:** 6 Rounds +**Casting Time:** 2 Actions
+**Range:** 120 feet
+**Components:** V, S, M *(A dagger worth at least 50gp.)*
+**Duration:** Sustained, up to 1 minute -Slice your hand open with a ceremonial dagger and take 1d6 damage when you cast this spell. Point your hand towards a creature that can see it. Said creature will exert all of its efforts to kill as many creatures as it can other than you during the next 6 rounds. +Slice your hand open with a ceremonial dagger and take 1d6 damage when you cast this spell. Point your cut hand towards a creature that can see you within range and make a charm attack vs the Wisdom defence of the target. On a hit, the target will exert all of its efforts to attack as many creatures as it can *other* than you for the duration. diff --git a/Spells/4/Conjuration/index.md b/Spells/4/Conjuration/index.md index 0ab5a29f4..e714fd284 100644 --- a/Spells/4/Conjuration/index.md +++ b/Spells/4/Conjuration/index.md @@ -5,12 +5,3 @@ grand_parent: Spells --- # Conjuration - -## Passage Through the Underworld -*4th level Conjuration*
-**Casting Time:** 1 Action
-**Range:** Self
-**Components:** V, S
-**Duration:** 1 Round - -Cover your ears and close your eyes as a part of this spell's casting. Then, walk forward. Your body will descend underground, to a place no living or undead creature may follow. The following round, appear anywhere within 360 feet of your original location (up or down). You know exactly where you will go. When you emerge, one ghost emerges with you, and will aggressively haunt wherever you appear. diff --git a/Spells/4/Divination/index.md b/Spells/4/Divination/index.md index ba56fc9bb..f58f9cd23 100644 --- a/Spells/4/Divination/index.md +++ b/Spells/4/Divination/index.md @@ -6,20 +6,11 @@ grand_parent: Spells # Divination -## From the Heaven's Eye, See Sin -*4th level Divination*
-**Casting Time:** 1 Action
-**Range:** Self
-**Components:** V, S
-**Duration:** Concentration, until dusk - -Stare into the sun when you cast this spell and do not look away until you wish it to end. While staring into the sun, you shall see anything that the sun could see, in any part of the word. You can see it as close as if you were currently 100 feet above ground. At night, this spell does naught, and it cannot be used in doors. - ## Mold the Waxen Sacrifice *4th level Divination (Ritual)*
**Casting Time:** 1 Minute
**Range:** Self
-**Components:** V, S, M
+**Components:** V, S, M *(A wax figure and a lock of hair from a living creature.)
**Duration:** Special -Present a waxen figure you have made as a part of casting this spell. Affix to the figure via nail a piece of another living creature. Whatever the figure feels so too will the living creature, though it will suffer no other ill effects from the figure's defacing. 10 times may the figure be manipulated before this spell ends. +Present a waxen figure that you have made as a part of casting this spell and affix to the figure the hair of another living creature. Whatever the figure feels so too will the living creature, though it will suffer no other ill effects from the figure's defacing. You may the manipulate the figure 10 times before this spell ends. diff --git a/Spells/4/Evocation/index.md b/Spells/4/Evocation/index.md index 8335958dc..dd34c0990 100644 --- a/Spells/4/Evocation/index.md +++ b/Spells/4/Evocation/index.md @@ -8,18 +8,18 @@ grand_parent: Spells ## Flashbang *4th level Evocation*
-**Casting Time:** 1 Bonus Action
+**Casting Time:** 1 Action
**Range:** Self
**Components:** V
-**Duration:** Concentration, up to 1 minute +**Duration:** Sustained, up to 1 minute -The next time you hit a creature with a ranged weapon attack during this spell's duration, a dazzling burst of radiant energy erupts on impact, releasing a concussive clap that is audible out to 300 feet. The attack deals an extra 2d6 radiant damage and 2d6 thunder damage to the target and disorients nearby creatures. Compare your attack roll to the Constitution defence of the target of the attack and each creature within 5 feet of it. On a hit, a creature becomes blinded and deafened until the start of your next turn. +The next time that you hit a creature with a ranged weapon attack during this spell's duration, a dazzling burst of radiant energy erupts on impact, releasing a concussive clap that is audible out to 300 feet. The attack deals an extra 2d6 sacred damage and 2d6 sonic damage to the target and disorients nearby creatures. Additionally, make an evocation attack roll vs the Constitution defence of the target of the attack and each creature within 5 feet of it. On a hit, a creature becomes [blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/) and [deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/) until the start of your next turn. ## Shimmering Light *4th Level Evocation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 300 Feet
**Components:** V, S, M (A miniature replica of a mission bell.)
-**Duration:** Concentration, up to 1 minute +**Duration:** Sustained, up to 1 minute -You shine a light towards a creature you can see within range, causing their head to grow heavy and their sight to grow dim, such that they might need to stop for the night. Make a spell attack roll vs the target's Wisdom defence. On a hit, they are blinded for the duration and gain 1 level of exhaustion. The target can make a Wisdom defence check vs your spell skill at the end of each of their turns, ending the blindness effect on a success. +You shine a light towards a creature you can see within range, causing their head to grow heavy and their sight to grow dim, such that they might need to stop for the night. Make an evocation attack roll vs the target's Wisdom defence. On a hit, they are [blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/) for the duration and gain 1 level of [exhaustion](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Exhaustion/). The target can make a Wisdom defence check vs your evocation skill at the end of each of their turns, ending the blindness effect on a success. diff --git a/Spells/4/Necromancy/index.md b/Spells/4/Necromancy/index.md index f92443492..c4f9d5b41 100644 --- a/Spells/4/Necromancy/index.md +++ b/Spells/4/Necromancy/index.md @@ -8,37 +8,23 @@ grand_parent: Spells ## Invisible Touch *4th Level Necromancy*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 120 Feet
**Components:** V, S
-**Duration:** Concentration, up to 1 minute +**Duration:** Sustained, up to 1 minute -You create an invisible hand and use it to reach into a creature you can see within 120 feet, taking hold of their heart and slowly tearing them apart. Make a ranged spell attack against the creature. On a hit, the target takes 4d8 necrotic damage and the hand continues to cling to their heart for the spell's duration. +You create an invisible hand and use it to reach into a creature that you can see within 120 feet, taking hold of their heart and slowly tearing it apart. Make a ranged necromancy attack against the creature. On a hit, the target takes 4d8 profane damage and the hand continues to cling to their heart for the spell's duration. -As long as the hand clings to the target's heart, they cannot regain hit points, and they take 2d8 necrotic damage at the start of each of their turns. The target can make a Charisma defence check against your spell skill DC at the end of each of their turns, ending the spell on a success. +As long as the hand clings to the target's heart, they cannot regain stamina and they take 2d8 profane damage at the start of each of their turns. The target can make a Charisma defence check vs your necromancy skill at the end of each of their turns, ending the spell on a success. ## Paint a Curse Upon the Tomb *4th level Necromancy (Ritual)*
**Casting Time:** 1 Minute
**Range:** Touch
-**Components:** V, S, M
+**Components:** V, S, M *(Cermonial paints.)*
**Duration:** Instantaneous -As a part of this spell, drench an object in the same paints used to adorn the tombs of god-kings and god-queens. Any creature that takes the object other than you is cursed. Said creature rolls twice on all die rolls and takes the worse result. If this would result in a failure for any reason, the creature suffers 1d6 damage. This curse persists until somehow dispelled, or if the cursed object is destroyed by fire. - -## Resuscitate -*4th level Necromancy (Ritual)*
-**Casting Time:** 1 Action
-**Range:** Touch
-**Components:** V, S, M*
-**Duration:** Instantaneous - -You touch a creature that has died within the last hour. That creature returns to life with 1 hit point. - -This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival (its head, for instance) the spell automatically fails. This spell can't return to life a creature that has died of old age, nor can it return an undead creature to life. - -Coming back from the dead is an ordeal. The target takes a −2 penalty to all attack rolls, defences, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
-**- (diamonds worth 400 gp, which the spell consumes)* +As a part of this spell, drench an object in the same paints used to adorn the tombs of god-kings and god-queens. Any creature that takes the object other than you is cursed. A cursed creature has a -1d to all attack rolls, defences and skill checks. If this results in a miss or failure for any reason, the creature suffers 1d6 profane damage. This curse persists until somehow dispelled, or if the cursed object is destroyed by fire. ## Ruin That Which Ruins Me *4th level Necromancy*
@@ -47,4 +33,4 @@ Coming back from the dead is an ordeal. The target takes a −2 penalty to all a **Components:** V, S
**Duration:** Instantaneous -You can cast this spell only when you die. That which kills you dies for 1 round, resurrecting after that round with hit points equal to its total hit dice. +You can cast this spell only when you die. That which kills you dies for 1 round, resurrecting after that round with stamina equal to its recovery die multiplier. diff --git a/Spells/4/Restoration/index.md b/Spells/4/Restoration/index.md index 3d6c04a81..974b5c7e2 100644 --- a/Spells/4/Restoration/index.md +++ b/Spells/4/Restoration/index.md @@ -5,3 +5,16 @@ grand_parent: Spells --- # Restoration + +## Resuscitate +*4th level Restoration (Ritual)*
+**Casting Time:** 2 Actions
+**Range:** Touch
+**Components:** V, S, M *(Diamonds worth 400 gp, which the spell consumes)*
+**Duration:** Instantaneous + +You touch a creature that has died within the last hour. That creature returns to life with 1 hit point. + +This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival (its head, for instance) the spell automatically fails. This spell can't return to life a creature that has died of old age, nor can it return an undead creature to life. + +Coming back from the dead is an ordeal. The target takes a −2d dpenalty to all attack rolls, defences, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. diff --git a/Spells/4/Transmutation/index.md b/Spells/4/Transmutation/index.md index 1e18b9614..ca0d9b1c1 100644 --- a/Spells/4/Transmutation/index.md +++ b/Spells/4/Transmutation/index.md @@ -8,9 +8,11 @@ grand_parent: Spells ## Role Reversal *4th Level Transmutation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** V, S, M (A sugar pill.)
-**Duration:** Concentration, up to 1 hour +**Duration:** Sustained, up to 1 hour -When you cast this spell, the universal muse comes over you, inspiring you to break it all down. Choose two willing humanoids with class levels that you can see within range. The targets exchange one class feature (other than spellcasting) with each other, losing their ability but gaining access to the other party's ability for the duration. For example, you could choose a barbarian and a bard, granting the Bardic Inspiration feature to the barbarian and Rage to the bard. A creature cannot gain an ability it already has through this spell, and abilities that have limited uses are not recharged at any point: the creature gaining the ability inherits however many uses were remaining at the time the spell was cast, and the original owner of the ability is left with only as many uses as were unspent at the end of the spell's duration. +*The universal muse comes over you, inspiring you to break it all down.* + +Choose two willing humanoids that you can see within range. The targets exchange one talent (other than spellcasting) with each other, losing their ability but gaining access to the other party's talent for the duration. For example, you could choose barbarian and bard talents, granting the Bardic Inspiration feature to the barbarian and Rage to the bard. A creature cannot gain an ability that it already has through this spell, and abilities that have limited uses are not recharged at any point: the creature gaining the ability inherits however many uses were remaining at the time the spell was cast, and the original owner of the ability is left with only as many uses as were unspent at the end of the spell's duration. diff --git a/Spells/5/Charm/index.md b/Spells/5/Charm/index.md index 3f0e6f77e..1be541e8a 100644 --- a/Spells/5/Charm/index.md +++ b/Spells/5/Charm/index.md @@ -8,9 +8,9 @@ grand_parent: Spells ## Favour *5th level Charm*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Touch
**Components:** V
**Duration:** Instantaneous -This is one of the words of power. Utter it, and one creature whose hand you hold will be able to cast any 1 spell you have memorized. Once cast, they will be compelled by fate to do you a single favor. +This is one of the words of power. Utter it, and one creature whose hand you hold will be able to cast any 1 spell that you can currently cast of their choice. Once cast, they will be compelled by fate to do you a single favour. diff --git a/Spells/5/Conjuration/index.md b/Spells/5/Conjuration/index.md index 5303b54df..0ccd6f54d 100644 --- a/Spells/5/Conjuration/index.md +++ b/Spells/5/Conjuration/index.md @@ -8,7 +8,7 @@ grand_parent: Spells ## Rule *5th level Conjuration*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V
**Duration:** Instantaneous diff --git a/Spells/5/Divination/index.md b/Spells/5/Divination/index.md index fb29f8db3..db3b3fe13 100644 --- a/Spells/5/Divination/index.md +++ b/Spells/5/Divination/index.md @@ -8,12 +8,12 @@ grand_parent: Spells ## Evil Eye *5th level Divination*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Special
**Components:** V, S
**Duration:** Special -When you cast this spell, one of your eyes goes blind. A creature that you look upon when you cast this spell is cursed by the evil eye. You can see what it sees through one of its eyes, but only see, not hear, feel, or hear thoughts. At the end of every day, the creature must roll 1d20. On a 1, the die size reduces. When the die size reduces below a 1d4, the creature dies, and sight is returned to your blind eye. +When you cast this spell, one of your eyes goes blind. A creature that you look upon when you cast this spell is cursed by the evil eye. You can see what it sees through one of its eyes, but only see, not hear, feel, or hear thoughts. At the end of every day, the creature must roll 1d20. On a 1, the die size reduces by one step, e.g. from 1d20 to 1d12. When the die size is reduced to a 1d4 and the creatures rolls 1, the creature dies. Sight is returned to your blind eye when the creature dies. ## Legend Lore *5th level Divination (Ritual)*
diff --git a/Spells/5/Evocation/index.md b/Spells/5/Evocation/index.md index 45134559e..c6ea7c1cc 100644 --- a/Spells/5/Evocation/index.md +++ b/Spells/5/Evocation/index.md @@ -8,20 +8,22 @@ grand_parent: Spells ## Temporal Shunt *5th Level Evocation*
-**Casting Time:** 1 Free Action
+**Casting Time:** 1 Action
**Range:** 120 Feet
**Components:** V, S
**Duration:** 1 Round -Make a spell attack roll vs the Charisma defence of a creature that you have seen within the last round. On a hit, it vanishes at the start of its last turn, being thrown to another point in time such that its actions on that turn never happened. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it. +Make an evocation attack roll vs the Charisma defence of a creature that you have seen within the last round. On a hit, it vanishes at the start of its last turn, being thrown to another point in time, such that its actions on that turn never happened. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it. -**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other. +**At Higher Levels.** When you cast this spell using 6 or more mana, you can target one additional creature within range for each additional mana. All targets must be within 30 feet of each other. ## Thunderbolt and Lightning *5th Level Evocation*
-**Casting Time:** 1 Action
-**Range:** 120 Feet
+**Casting Time:** 2 Actions
+**Range:** 120 Feet (20-foot radius)
**Components:** S
-**Duration:** Concentration, up to 1 minute +**Duration:** Sustained, up to 1 minute + +*You do the fandango and call down a very, very frightening blast of energy.* -You do the fandango and call down a very, very frightening blast of energy, which explodes in a 20-foot radius sphere centered on a point you choose within range. Make a spell attack roll vs the Dexterity defence of each creature in the area. On a hit, a target takes 4d6 thunder and 4d6 lightning damage and becomes frightened of you for the duration; on a miss, it takes half as much damage and is not frightened. A frightened creature can make a Wisdom defence check vs your spell skill at the end of each of their turns, ending the effect for themselves on a success. +Make an evocation attack roll vs the Dexterity defence of each creature in a 20-foot area centered on a point that you can see within range. On a hit, a target takes 4d6 sonic and 4d6 electric damage and becomes [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) of you for the duration; on a miss, it takes half as much damage and is not [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/). A [frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) creature can make a Wisdom defence check vs your evocation skill at the end of each of their turns, ending the effect for themselves on a success. diff --git a/Spells/5/Necromancy/index.md b/Spells/5/Necromancy/index.md index a432e9140..10ae87653 100644 --- a/Spells/5/Necromancy/index.md +++ b/Spells/5/Necromancy/index.md @@ -13,25 +13,36 @@ grand_parent: Spells **Components:** V, S, M
**Duration:** Instantaneous -Take the body of a dead man and lay the corpse of an animal upon it. Only then may you cast this spell. The two bodies fuse in a way of your choosing. The new creature is risen as a chimera that will faithfully serve you. It has as many HD as you do, and has one aspect of the animal that it is fused with, such as an eagle's wings, a lion's claws, or a shark's water breath. If the chimera is ever exorcised, it dies instantly. +Take the body of a dead man and lay the corpse of an animal upon it. Only then may you cast this spell. The two bodies fuse in a way of your choosing. The new creature is risen as a chimera that will faithfully serve you. It has as half the stamina as you, and has one aspect of the animal that it is fused with, such as an eagle's wings, a lion's claws, or a shark's water breath. If the chimera is ever exorcised, it dies instantly. + +## Keep Dead the Dead +*5nd level Necromancy (Ritual)*
+**Casting Time:** 1 Minute
+**Range:** Touch
+**Components:** V, S, M *(The blood of a wounded creature.)*
+**Duration:** Instantaneous + +Gather the blood of a dead creature and imbibe it when you cast this spell. The creature's soul cannot ever inhabit this body, as it will turn to sour soil upon death, unfit for the hosting of a soul. ## Raise Dead Raise Dead can be cast as a ritual. ## Upon Me I Bestow the Strength of the Dead *5th level Necromancy*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
-**Components:** V, S, M
-**Duration:** 6 Rounds +**Components:** V, S, M (The skull of a fighter.)*
+**Duration:** Sustained, up to 1 minute -You may only cast this spell while having the skull of a 4th level or higher fighting-man in your inventory. You gain their Strength score and proficiency bonus, as well as the ability to use all armour, shields and weapons for 6 rounds. +You may only cast this spell while having the skull of a fighting-man in your inventory. You gain their Strength score and weapon proficiencies, as well as the ability to use all armour and shields for the duration. ## Walk Again, Those Countless Dead *5th level Necromancy (Ritual)*
**Casting Time:** 1 Minute
**Range:** Touch
-**Components:** V, S, M
+**Components:** V, S, M *(Flesh from the face of a dead man.)*
**Duration:** Instantaneous -To cast this spell, you must have a scrap of flesh from a dead man's face. Once cast, you call forth the dead to serve you. For the number of dead animated simply roll one hit die for every level above the 8th the caster is, thus a level 9 caster gets 1d6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with. +You call forth the dead to serve you. Roll 1d6 to determine the number of undead that you can raise. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with. + +**At Higher Levels:** When you cast this spell using 6 or more mana, the number of undead that you can raise increases by 1d6 for every point of mana beyond the fifth. diff --git a/Spells/5/Transmutation/index.md b/Spells/5/Transmutation/index.md index 0787a81a0..19f8d05e2 100644 --- a/Spells/5/Transmutation/index.md +++ b/Spells/5/Transmutation/index.md @@ -23,7 +23,7 @@ Reincarnate can be cast as a ritual. **Casting Time:** 1 Minute
**Range:** Self (5-mile radius)
**Components:** V, S, M (A small boat made of china.)
-**Duration:** Concentration, up to 30 days +**Duration:** Sustained, up to 30 days You sing like a bird released, allowing you to take the weather with you everywhere you go. When you cast this spell, the current weather conditions (which are determined by the GM based on the climate and season) are fixed in a 5-mile radius around you. These conditions remain constant for the duration of the spell, and stay with you when you move. The weather conditions in the spell's area cannot be changed by any means short of a control weather spell. diff --git a/Spells/6/Conjuration/index.md b/Spells/6/Conjuration/index.md index 869d1be63..716efa4f3 100644 --- a/Spells/6/Conjuration/index.md +++ b/Spells/6/Conjuration/index.md @@ -22,4 +22,4 @@ You must know the true name of a demon to cast this spell. You must also anoint **Components:** V, S, M
**Duration:** Instantaneous -You must have fashioned from clay an animal the size of a small hut before casting this spell. This spell is cast on this the idol. The idol turns into a flesh-and-blood version of itself, intelligent, sentient, and speaking all languages. It has HD equal to your total levels + 5. It will serve you loyally as a sage or as a warrior. It has +9 to hit and deals 3d6 damage with its attacks. The animal has all the traits of whatever animal you sculpted it after. When it dies, is dispelled, or is exorcised, it turns into clay and shatters. +You must have fashioned from clay an animal the size of a small hut before casting this spell. This spell is cast on this idol. The idol turns into a flesh-and-blood version of itself; intelligent, sentient and speaking all languages. It has stamina equal to 3 times your spellcasting attribute score. It will serve you loyally as a sage or as a warrior. When it attacks, make a melee conjuration attack roll and it deals 3d6 damage of a type appropriate to its form on a hit. The animal has all the traits of whatever animal you sculpted it after. When it dies, is dispelled, or is exorcised, it turns into clay and shatters. diff --git a/Spells/6/Divination/index.md b/Spells/6/Divination/index.md index 16a517343..df5fbd2f7 100644 --- a/Spells/6/Divination/index.md +++ b/Spells/6/Divination/index.md @@ -8,9 +8,9 @@ grand_parent: Spells ## Destiny, Rewritten *6th level Divination*
-**Casting Time:** 1 Action
-**Range:** 100 feet
+**Casting Time:** 2 Actions
+**Range:** 120 feet
**Components:** V, S, M
**Duration:** Instantaneous -As a part of this spell's casting you must know the birth place of a creature within 100 feet. The creature's birth place is changed, and thus its entire life path is changed. The creature's memories are rewritten, as is their personality and alignment, and they disappear, reappearing somewhere else in the world. +As a part of this spell's casting you must know the birth place of a creature that is within 120 feet of you. The creature's birth place is changed, and thus its entire life path is changed. The creature's memories are rewritten, as is their personality and alignment, and they disappear, reappearing somewhere else in the world. diff --git a/Spells/6/Necromancy/index.md b/Spells/6/Necromancy/index.md index e94061f53..201a1d973 100644 --- a/Spells/6/Necromancy/index.md +++ b/Spells/6/Necromancy/index.md @@ -13,32 +13,32 @@ grand_parent: Spells **Components:** V, S, M
**Duration:** Instantaneous -You must have access to the corpse of a creature with its head attached before you can cast this spell. As a part of the casting, cover the corpse in clay. The next round, the creature will be reborn, healed of all ailments and wounds. +You must have access to the corpse of a creature with its head attached before you can cast this spell. As a part of the casting, cover the corpse in clay. The next day, the creature will be reborn, healed of all ailments and wounds. ## Soul Cage *6th level Necromancy*
-**Casting Time:** 1 Free Action
+**Casting Time:** 2 Actions
**Range:** 60 Feet
**Components:** V, S, M *(A tiny silver cage worth 100 gp.)*
**Duration:** 8 Hours -When a humanoid that you can see died within 60 feet of you in the last round, you can snatch its soul as it dies and traps it inside the tiny cage that you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid that it came from can’t be revived. +You can cast this spell when a humanoid that you could see died within 60 feet of you within the last round. You snatch its soul as it dies and trap it inside the tiny cage that you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. -**Steal Life.** You can use a bonus action to drain vigour from the soul and regain 2d8 hit points. +While you have a soul inside the cage and you are holding the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released and the spell ends. While a soul is trapped, the dead humanoid that it came from can’t be revived. -**Query Soul.** You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. +**Steal Life.** You can use an action to drain vigour from the soul and regain 2d8 stamina. -**Borrow Experience.** You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll or ability check with advantage. If you don't use this benefit before the start of your next turn, it is lost. +**Query Soul.** You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. -**Eyes of the Dead.** You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence that you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. +**Borrow Experience.** You can use 1 action to bolster yourself with the soul’s life experience, granting a +1d to your next attack roll, defence, or skill check. If you don't use this benefit before the start of your next turn, it is lost. -A creature that can see the sensor (such as one using *see invisibility* or *truesight*) sees a translucent image of the tormented humanoid whose soul you caged. +**Eyes of the Dead.** You can use 2 actions to name a place that the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence that you are currently on. The sensor remains for as long as you sustain the effect, up to 10 minutes (as if you were sustaining a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. A creature that can see the sensor (such as one using *see invisibility* or *truesight*) sees a translucent image of the tormented humanoid whose soul you caged. ## Unluck of the Doomsday *6th level Necromancy*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Special
**Components:** V, S
**Duration:** Instantaneous -Roll 1d20 when you cast this spell, and stare at the creature whom you are cursing. On that day, the creature must succeed at a Wisdom defence check or die. If it has less then 20 hit points, it will die no matter what. +Stare at the creature whom you are cursing and roll 1d20. In a number of days equal to the roll, the creature must succeed at a Wisdom defence check vs your necromancy skill, or die. On a failure, it dies only if it has less than 20 stamina. diff --git a/Spells/6/Transmutation/index.md b/Spells/6/Transmutation/index.md index 22687f6ac..b420233bf 100644 --- a/Spells/6/Transmutation/index.md +++ b/Spells/6/Transmutation/index.md @@ -8,15 +8,15 @@ grand_parent: Spells ## Investment of Translucent Alabaster *6th Level Transmutation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V, S
-**Duration:** Concentration, up to 10 minutes +**Duration:** Sustained, up to 10 minutes Until the spell ends, your body is encased in flakes of white stone, and you gain the following benefits: -* You have resistance to necrotic damage, immunity to all disease and, as long as you have at least 1 hit point, you regain 1d8 hit points at the start of each of your turns. +* You have gain 1 level of resistance to profane damage, immunity to all disease and, as long as you have at least 1 stamina, you regain 1d8 stamina at the start of each of your turns. * You can understand all languages and speak them with perfect diction. -* You act with more conviction, gaining advantage on all Charisma checks. +* You act with more conviction, gaining +1d on all Charisma checks. * You gain mastery over all swarms of creatures. They will do your bidding when ordered as if magically charmed. ## Ironwood @@ -32,9 +32,15 @@ Further, if you make only half as much *ironwood* as the spell would normally al ## Serve *6th level Transmutation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V
**Duration:** Instantaneous -You utter a word of power. This utterance forces the world to serve you. You can use this spell to part water up to 10" deep, or lower the water level of a body of water by 50%. You can create weather of any kind, or raise up great walls 100 feet tall and 500 feet wide. Casting this spell allows only one of these feats to be achieved. +You utter a word of power. This utterance forces the world to serve you. + +You can use this spell to perform one of the following effects: +* Part water up to 100 feet deep. +* Lower the water level of a body of water by 50%. +* You can create weather of any kind. +* Raise up great walls 100 feet tall and 500 feet wide. diff --git a/Spells/7/Conjuration/index.md b/Spells/7/Conjuration/index.md index c2087c4f1..c09efad13 100644 --- a/Spells/7/Conjuration/index.md +++ b/Spells/7/Conjuration/index.md @@ -8,14 +8,14 @@ grand_parent: Spells ## The Wall *7th Level Conjuration*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** 120 Feet
**Components:** V, S, M (Another brick.)
**Duration:** Until dispelled or torn down A nonmagical wall of bricks and mortar springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of twenty 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-5-foot panels that are 16 inches thick, incorporating a 4-inch cavity. If a space would be surrounded below and on all four sides by the wall (or the wall and another solid surface), the spell can create a pitched roof of tile and timber to create a fully enclosed volume. Roof sections do not count towards the total number of panels conjured by the spell. -If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), make a spell attack roll vs their Dexterity defence. On a miss, it moves up to its speed so that it is no longer enclosed by the wall. +If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), make a conjuration attack roll vs their Dexterity defence. On a miss, it moves up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing structures or landforms. Thus, you can use this spell to bridge a chasm, create a ramp, or build a cantilevered annex onto an existing building. diff --git a/Spells/7/Necromancy/index.md b/Spells/7/Necromancy/index.md index 9946ac23c..5560239ce 100644 --- a/Spells/7/Necromancy/index.md +++ b/Spells/7/Necromancy/index.md @@ -6,5 +6,4 @@ grand_parent: Spells # Necromancy -## Resurrection -Resurrection can be cast as a ritual. + diff --git a/Spells/7/Restoration/index.md b/Spells/7/Restoration/index.md index 49efe30f2..d0ca91acb 100644 --- a/Spells/7/Restoration/index.md +++ b/Spells/7/Restoration/index.md @@ -5,3 +5,6 @@ grand_parent: Spells --- # Restoration + +## Resurrection +Resurrection can be cast as a ritual. diff --git a/Spells/7/Warding/index.md b/Spells/7/Warding/index.md index 0741c4d55..d86201a77 100644 --- a/Spells/7/Warding/index.md +++ b/Spells/7/Warding/index.md @@ -7,13 +7,13 @@ grand_parent: Spells # Warding ## Safeguard -*6th level Ward*
-**Casting Time:** 1 Bonus Action
+*7th level Ward*
+**Casting Time:** 1 Action
**Range:** Self (10-foot radius)
**Components:** V, S
-**Duration:** Concentration, up to 1 minute +**Duration:** Sustained, up to 1 minute -In the face of danger, you create a barrier that protects you and those around you. A faintly glowing sphere of protection with a radius of 10 feet appears. The sphere lasts for as long as maintain concentration, or up to 1 minute. +In the face of danger, you create a barrier that protects you and those around you. A faintly glowing sphere of protection with a radius of 10 feet appears. The sphere lasts for the duration. Any spell of a lower level than the Safeguard cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. @@ -23,4 +23,4 @@ Furthermore, hazards of the followings type cannot physically pass through the b * A specific effect, such as a dragon's breath attack. * An environmental danger, such as falling rocks or a lava flow. -***At Higher Levels.*** When you cast Safeguard using a spell slot of 8th level or higher, the maximum radius increases by 10 feet for each slot level above 7th. +***At Higher Levels.*** When you cast Safeguard using 8 or more mana, the maximum radius increases by 10 feet for each additional mana. diff --git a/Spells/9/Necromancy/index.md b/Spells/9/Necromancy/index.md index 0666d72e2..f6d7c07e9 100644 --- a/Spells/9/Necromancy/index.md +++ b/Spells/9/Necromancy/index.md @@ -6,5 +6,3 @@ grand_parent: Spells # Necromancy -## True Resurrection -True Resurrection can be cast as a ritual. diff --git a/Spells/9/Restoration/index.md b/Spells/9/Restoration/index.md index 95012fca3..e274dee46 100644 --- a/Spells/9/Restoration/index.md +++ b/Spells/9/Restoration/index.md @@ -5,3 +5,6 @@ grand_parent: Spells --- # Restoration + +## True Resurrection +True Resurrection can be cast as a ritual. diff --git a/Spells/9/Transmutation/index.md b/Spells/9/Transmutation/index.md index 03c98ecd1..eeca50b96 100644 --- a/Spells/9/Transmutation/index.md +++ b/Spells/9/Transmutation/index.md @@ -8,7 +8,7 @@ grand_parent: Spells ## Time Stop *9th-level transmutation*
-**Casting Time:** 1 Action
+**Casting Time:** 2 Actions
**Range:** Self
**Components:** V
**Duration:** Instantaneous
@@ -17,4 +17,4 @@ You briefly stop the flow of time for everyone but yourself. No time passes for **Action:** You take 3 turns in a row, during which you can use actions and move as normal. -When you take this extra turn attack rolls are made with advantage and any attack that hits counts as a critical hit. +When you take this extra turn attack rolls have +1d and any attack that hits counts as a critical hit.