Griffin's Spells

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Rituals

Magical Ability: Intelligence +3

  • Comprehend Languages: divination; 10 min, self, 1 hr, VSM. You understand the literal meaning of spoken language and written language, provided you're touching the surface on which the words are written. Takes about 1 min to read one pg of text.
  • Detect Magic: divination; 10 min, self, up to 10 min, VS. Sense presence of magic within 30 ft. If you sense magic, you can use your action to see a faint aura around any visible creature or object that bears magic and learn its school of magic, if any. Spell can penetrate most barriers, but is blocked by 1 ft stone, 1 in common metal, thin sheet of lead, or 3 ft wood/dirt.
  • Find Familiar: conjuration; 1 day & 10 min, self, permanent.
  • Identify: divination; 11 min, touch, instantaneous, VSM (pearl worth 100 gp). Must touch object throughout casting. Learn item's properties, how to use them, whether it requires attunement, how many charges it has, if any spells are affecting it & what they are. If item was created by a spell, you learn which one. Can also be used to discern what spells are affecting a creature.

Cantrips

  • Blade Ward: abjuration; 1 action, self, 1 round, VS. Until end of next turn, gain resistance against bludgeoning, piercing, & slashing damage from weapon attacks.
  • Light: evocation; 1 action, touch, 1 hr, VM. Object emits light of any color in 20 ft radius & dim light for another 20 ft. If you target object held or worn by a hostile, that creature must make a Dex save to avoid spell.
  • Mage Hand: conjuration; 1 action, 30 ft, 1 min, VS. Use your action to control the hand. Can move the hand up to 30 ft each time. Hand can't attack, activate magic item, or lift more than 10 lbs.
  • Prestidigitation: transmutation; 1 action, 10 ft, 1 hr, VS. If you cast spell multiple times, up to three of its non-instantaneous effects can be active at a time. Create an instantaneous sensory effect that is harmless, such as a shower of sparks; light or snuff out candle, torch, or small campfire; clean or soil item no larger than 1 cubic ft; chill, warm, or flavor up to 1 lb of nonliving material; make a color, small mark, or symbol appear on object or surface; produce small, nonmagical trinket or illusory image that lasts until end of your next turn; make small handheld item invisible until end of your next turn.
  • Shocking Grasp: evocation; 1 action, touch, instantaneous, VS. Make a melee spell attack; gain advantage if target is wearing metal armor. 2d8 lightning damage, and target can't take reactions until start of its next turn. Damage increases by 1d8 @ 11th and 17th lvl.

1st Level

  • Shield: abjuration; 1 reaction, self, 1 round, VS. Until start of next turn, +5 bonus to AC, including against triggering attack, and take no damage from magic missile.
  • Witch Bolt: evocation; 1 action, 30 ft, concentration up to 1 min, VSM. Make ranged attack against creature. On hit, target takes 1d12 lightnning damage. On each of your turns for the duration, you can use your action to deal 1d12 damage to target automatically. Spells ends if you do anything else, or if target moves out of range or gains total cover. Initial damage increases by 1d12 for each lvl above 1st.

2nd Level

  • Detect Thoughts: divination; 1 action, self, 30 ft, concentration up to 1 min, VSM. Read surface thoughts of any creature w/in range you can see. As an action, shift attention to new target or attempt to probe deeper into initial target's thoughts. If you probe deeper, target must make a Wis save. On fail, you gain insight into its reasoning, emotional state, & something that looms large in its mind. If target succeeds, spell ends. Either way, target becomes aware of you. Unless you shift your attention, it can (as its action on its turn) make a contested Int check against you to end your spell. Spell is good for interrogations, as verbal questions will shape target's thoughts. You can also detect creatures w/in range that you can't see; once detected, you can read thoughts as above even if target is still out of sight so long as it doesn't move out of range. Spell can penetrate barriers, but is blocked by 2 ft rock, thin sheet of lead, or 2 in any other metal. Creatures that speak no language or have Int 3 or less are unaffected.
  • Levitate: transmutation; 1 action, 60 ft, concentration up to 10 min, VSM. Raise one creature or object you can see up to 20 ft. Can raise up to 500 lbs. Unwilling creature that succeeds on a Con save is unaffected. Target can only move by pulling or pushing against a fixed surface. Can change target's altitude by 20 ft either direction on your turn. If you are target, it can be part of your move action. When spell ends, target floats gently to the ground.
  • Shatter: evocation; 1 action, 60 ft, instant, VSM. Each creature in 10-ft radius sphere centered on a point within range must make Con save. On failed save, creature takes 3d8 thunder damage; successful save takes half damage. Creatures of stone, crystal, or metal have disadvantage on save. Non-magical objects not worn or carried also take the damage. Use spell slot of 3rd level or higher, damage increases by 1d8.

3rd Level

  • Dispel Magic: abjuration; 1 action, 120 ft, instant, VS. 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. 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 you used.