Difference between revisions of "Griffin's Spells"
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==Font of Magic== | ==Font of Magic== | ||
− | ''Sorcery Points:'' | + | ''Sorcery Points:'' 8 |
* '''Flexible Casting:''' Use sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points. You can transform sorcery points into one spell slot as a bonus action on your turn. It costs 2 sorcery points to create a 1st level spell slot, 3 for 2nd, 5 for 3rd, 6 for 4th, 7 for 5th. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. | * '''Flexible Casting:''' Use sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points. You can transform sorcery points into one spell slot as a bonus action on your turn. It costs 2 sorcery points to create a 1st level spell slot, 3 for 2nd, 5 for 3rd, 6 for 4th, 7 for 5th. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. | ||
* '''Quickened Spell:''' spells with casting time of 1 action become 1 bonus action instead; costs 2 SP | * '''Quickened Spell:''' spells with casting time of 1 action become 1 bonus action instead; costs 2 SP |
Revision as of 20:29, 14 March 2015
Contents
Spells Stats
- Spell Attack Bonus: +6
- Saving Throw DC: 14
Font of Magic
Sorcery Points: 8
- Flexible Casting: Use sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points. You can transform sorcery points into one spell slot as a bonus action on your turn. It costs 2 sorcery points to create a 1st level spell slot, 3 for 2nd, 5 for 3rd, 6 for 4th, 7 for 5th. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
- Quickened Spell: spells with casting time of 1 action become 1 bonus action instead; costs 2 SP
- Twinned Spell: when you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP if the spell is a cantrip)
Cantrips
- 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, 30/37.5 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.
- Message: transmutation; 1 action, 120/150 ft, 1 round, VSM. You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
- Prestidigitation: transmutation; 1 action, 10/12.5 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
- Chromatic Orb: evocation; 1 action, 90/112.5 ft, instant, VSM (a diamond worth at least 50 gp). You hurl a 4-inch-diameter sphere of energy at a creature within range. Choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. Cast at 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
- 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, 30/37.5 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
- Alter Self: transmutation; 1 action, self, concentration up to 1 hour, VS. Choose one of the following options. While spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation: Adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance: You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics. You can make yourself appear as a member of another race. You also can’t appear as a creature of a different size than you, and your basic shape stays the same. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
- Detect Thoughts: divination; 1 action, self, concentration up to 1 min, VSM. Read surface thoughts of any creature w/in 30 ft 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.
- Shatter: evocation; 1 action, 60/75 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, 120/150 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.
4th Level
- Dimension Door: conjuration; 1 action, 500/625 ft, instant, V. Teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
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.
- Feign Death: necromancy; 10 min, touch, 1 hr, VSM. You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
- Find Familiar: conjuration; 1 hour & 10 min, self, permanent.
- Gentle Repose: necromancy; 10 min, touch, 10 days, VSM. You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
- 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.
- Unseen Servant: conjuration; 10 min, 60/75 ft, 1 hr, VSM. Creates invisible, mindless, shapeless force that performs simple tasks at your command. The servant has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.