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+ | <WRAP centeralign> | ||
+ | ====== Annabell' | ||
+ | </ | ||
+ | ---- | ||
+ | <WRAP box right 20em> <WRAP centeralign> | ||
+ | |||
+ | |||
+ | **Feats** | ||
+ | ^ Gift of the Metallic Dragon:| Background | | ||
+ | ^ War Caster:| LV4 | | ||
+ | ^ Shield Training:| LV8 | | ||
+ | ^ Feat:| LV8 | | ||
+ | ^ Feat:| LV8 | | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box right 20em> <WRAP centeralign> | ||
+ | |||
+ | **Vision** | ||
+ | ^ Common Sight: | ||
+ | ^ Passive Perception: | ||
+ | ^ Dark Vision:| 60ft | | ||
+ | ^ True Sight:| 0ft | | ||
+ | ^ Tremor Sense:| 0ft | | ||
+ | ^ Blind Sight:| 0ft | | ||
+ | |||
+ | </ | ||
+ | [[character: | ||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | ===== Annabell' | ||
+ | |||
+ | <WRAP box right 20em> <WRAP centeralign> | ||
+ | **Attunment** | ||
+ | </ | ||
+ | ^ Slot 1:| | | ||
+ | ^ Slot 2:| | | ||
+ | ^ Slot 3:| | | ||
+ | |||
+ | <WRAP centeralign> | ||
+ | **Movement** | ||
+ | </ | ||
+ | | Walking | 30ft | | ||
+ | | Swimming | 15ft | | ||
+ | | Climbing | 15ft | | ||
+ | | Flying | 00ft | | ||
+ | |||
+ | <WRAP centeralign> | ||
+ | **Currency** | ||
+ | </ | ||
+ | ^ Platinum ^ Gold ^ Silver ^ Copper ^ | ||
+ | | 0 | 118 | 6 | 0 | | ||
+ | |||
+ | ^ Occupation | Occupation | | ||
+ | ^ Income ^ Lifestyle ^ | ||
+ | | +0 GpD | -0GpD | | ||
+ | |||
+ | ^Other Expenses/ | ||
+ | | -5 Gold Rations and Ballbearings | | ||
+ | | -24 Gold Silvered Swords + Tip | | ||
+ | | -1 on bottles of booze | | ||
+ | | -700 Dawn spell scroll | | ||
+ | | -2 Cheep cloaks | | ||
+ | | -3 Gold Room | | ||
+ | | +25 Gold, Grave Keeper Job | | ||
+ | | -2 Silver for Hairbrush, Hygiene items | | ||
+ | | -15 silver for Bath and professionally armor clean | | ||
+ | | +30 Gold, looted from Imari' | ||
+ | | +50 Gold, Wizard' | ||
+ | | +50 Gold, Beldreeze | | ||
+ | | -15 Silver, Bathhouse | | ||
+ | | -90 Gold, Balder' | ||
+ | | -7 Silver, nice meal | | ||
+ | | -1 Gold, Nice tavern | | ||
+ | | -50 Gold, Church Donation | | ||
+ | |||
+ | //GpD = Gold per Day// | ||
+ | |||
+ | |||
+ | |||
+ | </ | ||
+ | |||
+ | ==== Equipment ==== | ||
+ | ^ Location ^ Item ^ Stats ^ | ||
+ | ^ Head | Empty | //Long flowing hair as white as snow, how she keeps it all neat, tidy and clean on a daily basis is a mystery. Magic must be involved // | | ||
+ | ^ Amulet | ||
+ | ^ Cloak | Traveling Cloak | //A sturdy cloak to protect against weather and prying eyes. helps cover Annabell' | ||
+ | ^ Clothes | ||
+ | ^ Armour | ||
+ | ^ Arms/ | ||
+ | ^ Ring/ | ||
+ | ^ Belt | | | | ||
+ | ^ Boots | | | | ||
+ | ^ Weapon | ||
+ | ^ Shield/ | ||
+ | ^ Sub-Weapon | ||
+ | ^ Quick Access | - | | | ||
+ | ^ Quick Access | - | | | ||
+ | ^ Quick Access | - | | | ||
+ | |||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ====Consumables==== | ||
+ | |||
+ | ^ Form ^ Carry Capacity ^ Lift, Push, Pull Capacity ^ Equipped Load ^ | ||
+ | | Elven Form | 270ibs \ 122kg | 540ibs \ 245kg | 000Ibs | | ||
+ | | Dragon Form | 405ibs \ 184kg | 810ibs \ 367kg | 000Ibs | | ||
+ | |||
+ | <WRAP box third column > <WRAP centeralign> | ||
+ | **Consumables & Useful Items** | ||
+ | </ | ||
+ | |||
+ | ^ Item Name ^ Details ^ | ||
+ | | Ball Bearings | ||
+ | | Rations | 12 | | ||
+ | | Torch | 9 | | ||
+ | | Hemp Rope | 50ft | | ||
+ | | more Rope | 20ft | | ||
+ | | - | | | ||
+ | | - | | | ||
+ | | - | | | ||
+ | | - | | | ||
+ | | - | | | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box third column> <WRAP centeralign> | ||
+ | **Special Items** | ||
+ | </ | ||
+ | |||
+ | ^ Name ^ Detail ^ | ||
+ | | Backpack | //Carries 1 cubic foot / 30ibs of items// | | ||
+ | | Bedroll | //Simple Bedding, Annabell uses it when there is no other option.// | | ||
+ | | Medicine Kit (10/10) | //A kit of tools ready to treat wounds, used to stabilize a creature without a skill check. Has limited uses// | | ||
+ | | Various Books on Arcana & Machine life | | | ||
+ | | TinderBox | //Simple Tinder box used for lighting firers// | | ||
+ | | [[item: | ||
+ | | Coin Pouch | //Holds Annabell' | ||
+ | | Water Skin | //Simple water skin with ' | ||
+ | | - | | | ||
+ | | - | | | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box third column> <WRAP centeralign> | ||
+ | **Misc Items** | ||
+ | </ | ||
+ | |||
+ | ^ Item ^ Detail ^ | ||
+ | | Magic Safe haven Wand | // | ||
+ | | [[story: | ||
+ | | Druid Homecall Stone | A smooth stone with fait arcane wrighting. //Within the Marsh, walk uninterupted, | ||
+ | | - | | | ||
+ | | - | | | ||
+ | | - | | | ||
+ | | - | | | ||
+ | | - | | | ||
+ | | - | | | ||
+ | | - | | | ||
+ | </ | ||
+ | |||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP box> | ||
+ | <WRAP centeralign> | ||
+ | ====Silver Dragon==== | ||
+ | </ | ||
+ | |||
+ | **Silver Dragon** \\ | ||
+ | Civlethrip was borne a silver dragon and even when she first landed in Mor-Thir. It wasn't until several traumatic events occurred that her scales began to loose there metallic sheen, loosing the spark of kindness. Ruling as leader of the ice drenched nation of Oxtrad, Through the war that plagued Mor-thir for many decades, her silver scales dulled during her rule as the blood spilled in her name has hardened her heart and chilled her once warm radiance. He scales resembling the white snow however you can still catch a glimpse of the metallic sheen in the right light. \\ | ||
+ | Taking the appearance of an elf when situation demands she holds incredible power and once held the drive to protect her nation and her people, However after close to a century of rule Civlethrip lost that fire. Now the task of queen only filled her with dread and longing for a simpler free life. | ||
+ | |||
+ | Since forfeiting her position as Queen her scales have started to regain their brilliant silver sheen. | ||
+ | |||
+ | <WRAP group> | ||
+ | <WRAP half column> | ||
+ | ***Ability Score increase:** \\ Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1. | ||
+ | |||
+ | ***Creature Type:** \\ Your classified as a Dragon. | ||
+ | |||
+ | ***Lifespan: | ||
+ | |||
+ | ***Alignment: | ||
+ | |||
+ | ***Size:** \\ Your size is naturally huge (3x3), But may change due to //Shape Change// | ||
+ | |||
+ | ***Speed:** \\ You have a base walking speed of 40ft, and a flying speed of 80ft | ||
+ | |||
+ | ***Languages: | ||
+ | |||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP half column> | ||
+ | ***Breath Weapon** \\ The Dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 2d10 cold damage on a failed save, or half as much damage on a successful one. \\ This damage increases by 2d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10). | ||
+ | ***Metallic Breath Weapon** At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 60-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one: | ||
+ | ***Enervating Breath** Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn. | ||
+ | ***Repulsion Breath** Each creature in the cone must succeed on a Strength saving throw or be pushed 40 feet away from you and be knocked prone. | ||
+ | *you can use this Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | ||
+ | |||
+ | ***Draconic Resistance** \\ You have resistance to the damage type associated with your Metallic Ancestry. | ||
+ | |||
+ | ***Trance** \\ You do not sleep. Instead you meditate deeply, remaining semi-conscious, | ||
+ | |||
+ | ***Shape Change:** The Dragon magically polymorphs into a Humanoid or beast that has a Challenge rating no higher than your level, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the dragon' | ||
+ | |||
+ | ***Frightful Presence:** \\ Each creature of the dragon' | ||
+ | |||
+ | ***Bite:** \\ Melee Weapon Attack: reach 10 ft., one target. Hit: 2d10 piercing damage. | ||
+ | |||
+ | ***Claw:** \\ Melee Weapon Attack: reach 5 ft., one target. Hit: 2d6 slashing damage. | ||
+ | |||
+ | ***Tail:** \\ Melee Weapon Attack: reach 15 ft., one target. Hit: 2d8 bludgeoning damage. | ||
+ | |||
+ | |||
+ | |||
+ | </ | ||
+ | </ | ||
+ | </ | ||
+ | |||
+ | <WRAP centeralign> | ||
+ | ===== Annabell' | ||
+ | </ | ||
+ | |||
+ | ===== Tempest Cleric Introduction ===== | ||
+ | |||
+ | Originally Welington started working as a cleric to keep up her façade, Nobody would expect a dragon to follow the teachings of the gods. Her clerical power was infact fueled by her own heritage rather than of the gods however through her time as Queen her views on the Gods have shifted. Her power always seemed to borrow from a deity but its not known which. The gods of the storm rarely commune with Welington only ever giving vague phrases or feelings. With her history lost in forgotten memories so too her true source of clerical power. praying to gods she is not sure of. they do not answer her prayers but their power flows through her without question for now. | ||
+ | |||
+ | **Hit Points** \\ | ||
+ | **Hit Dice:** 1d8 per cleric level \\ | ||
+ | **Hit Points at 1st Level:** 8 + your Constitution modifier \\ | ||
+ | **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per cleric level after 1st \\ | ||
+ | |||
+ | **Proficiencies** \\ | ||
+ | **Armor:** Light armor, medium armor, shields \\ | ||
+ | **Weapons: | ||
+ | **Tools:** None \\ | ||
+ | **Saving Throws:** Wisdom, Intelligence \\ | ||
+ | **Skills:** Medicine, Religion \\ | ||
+ | |||
+ | **Equipment: | ||
+ | You start with the following equipment, in addition to the equipment granted by your background: \\ | ||
+ | *(a) a mace or (b) a Warhammer (if proficient) \\ | ||
+ | *(a) scale mail, (b) leather armor, or (,c) chain mail (if proficient) \\ | ||
+ | *(a) a light crossbow and 20 bolts or (b) any simple weapon \\ | ||
+ | *(a) a priest' | ||
+ | *A shield and a holy symbol \\ | ||
+ | |||
+ | **Tempest Domain Spells** | ||
+ | | Cleric Level | Spells | | ||
+ | | 1st | Fog Cloud, Thunderwave | | ||
+ | | 3rd | Gust of Wind, Shatter | | ||
+ | | 5th | Call Lightning, Sleet Storm | | ||
+ | | 7th | Control Water, Ice Storm | | ||
+ | | 9th | Destructive Wave, Insect Plague | | ||
+ | |||
+ | |||
+ | ===Background: | ||
+ | |||
+ | //Short Description of Background// | ||
+ | |||
+ | <WRAP box right 45em > | ||
+ | === Featured Feat: Gift of the Metallic Dragon === | ||
+ | ---- | ||
+ | **Feat: Gift of the Metallic Dragon** // Source: Fizban' | ||
+ | You’ve manifested some of the power of metallic dragons, granting you the following benefits: | ||
+ | ***Draconic Healing** \\ You learn the Cure Wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell’s spellcasting ability is Intelligence, | ||
+ | ***Protective Wings** \\ You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target’s AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | ||
+ | </ | ||
+ | |||
+ | **Skill Proficiencies** | ||
+ | *Skill | ||
+ | **Languages And/Or Tools** | ||
+ | *Language | ||
+ | *Tool | ||
+ | **Equipment (If Any)** | ||
+ | |||
+ | |||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | ---- | ||
+ | <WRAP centeralign> | ||
+ | ===== Tempest Cleric Levels ===== | ||
+ | </ | ||
+ | |||
+ | <WRAP group> | ||
+ | <WRAP half column > | ||
+ | <WRAP box> | ||
+ | ==== 1st Level CLASS ==== | ||
+ | ---- | ||
+ | **Bonus Proficiencies** ++[1] | // | ||
+ | At 1st level, you gain proficiency with martial weapons and heavy armor. | ||
+ | |||
+ | **Wrath of the Storm** | ||
+ | Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. | ||
+ | |||
+ | You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 2nd Level CLASS ==== | ||
+ | ---- | ||
+ | **Channel Divinity** ++[1] | // | ||
+ | At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. | ||
+ | |||
+ | When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. \\ | ||
+ | Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. | ||
+ | |||
+ | **Channel Divinity: Turn Undead** ++[1] | // | ||
+ | As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. \\ | ||
+ | A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there' | ||
+ | |||
+ | **Channel Divinity: Destructive Wrath** ++[1] | // | ||
+ | Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. | ||
+ | |||
+ | When you roll lightning, Thunder or __Cold__ ((Homebrew Alteration)) damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 3rd Level CLASS ==== | ||
+ | ---- | ||
+ | Text | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 4th Level CLASS ==== | ||
+ | ---- | ||
+ | **Feat: War Caster** ++[1] | // | ||
+ | // | ||
+ | You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: | ||
+ | *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. | ||
+ | *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. | ||
+ | *When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 5th Level CLASS ==== | ||
+ | ---- | ||
+ | **Destroy Undead** ++[1] | // | ||
+ | Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above. | ||
+ | *Lv5 = CR: 1/2 | ||
+ | *Lv8 = CR: 1 | ||
+ | *LV11 = CR: 2 | ||
+ | </ | ||
+ | |||
+ | <WRAP box > | ||
+ | ==== 6th Level CLASS ==== | ||
+ | ---- | ||
+ | **Advance Channel Divinity** ++[1] | // | ||
+ | Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. | ||
+ | |||
+ | **Thunderous Strike** ++[1] | // | ||
+ | At 6th level, when you deal __Thunder, Cold__ ((Homebrew Alteration)) or Lightning damage to a < | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 7th Level CLASS ==== | ||
+ | ---- | ||
+ | Text | ||
+ | </ | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP half column > | ||
+ | <WRAP box> | ||
+ | ==== 8th Level CLASS ==== | ||
+ | ---- | ||
+ | **Feat: Shield Master** ++[1] | //Source: Player' | ||
+ | You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: | ||
+ | *If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. | ||
+ | *If you aren't incapacitated, | ||
+ | *If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. | ||
+ | |||
+ | **Divine Strike** | ||
+ | At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 9th Level CLASS ==== | ||
+ | ---- | ||
+ | Text | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 10th Level CLASS ==== | ||
+ | ---- | ||
+ | **Divine Intervention** ++[1] | // | ||
+ | Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. \\ | ||
+ | Imploring your deity' | ||
+ | he Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 11th Level CLASS ==== | ||
+ | ---- | ||
+ | Text | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 12th Level CLASS ==== | ||
+ | ---- | ||
+ | Text | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 13th Level CLASS ==== | ||
+ | ---- | ||
+ | Text | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 14th Level CLASS ==== | ||
+ | ---- | ||
+ | Text | ||
+ | </ | ||
+ | </ | ||
+ | </ | ||
+ | ---- | ||
+ | |||
+ | ===== Order of the Scribes Wizard Introduction ===== | ||
+ | ---- | ||
+ | |||
+ | **Hit Points** \\ | ||
+ | Hit Dice: 1d6 per wizard level \\ | ||
+ | Hit Points at 1st Level: 6 + your Constitution modifier \\ | ||
+ | Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1s \\ | ||
+ | |||
+ | **Spellbook** ++[1] | // | ||
+ | At 1st level, you have a Spellbook containing six 1st-level wizard spells of your choice. | ||
+ | |||
+ | The spells that you add to your Spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard' | ||
+ | |||
+ | Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. | ||
+ | Copying a spell into your Spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. \\ | ||
+ | For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. | ||
+ | |||
+ | Replacing the Book. You can copy a spell from your own Spellbook into another book-for example, if you want | ||
+ | to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. \\ | ||
+ | If you lose your Spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new Spellbook. Filling out the remainder of your Spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup Spellbooks in a safe place. | ||
+ | |||
+ | The Book's Appearance. Your Spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. | ||
+ | |||
+ | |||
+ | <WRAP centeralign> | ||
+ | ===== MULTI-CLASS Levels ===== | ||
+ | </ | ||
+ | |||
+ | <WRAP group> | ||
+ | <WRAP half column > | ||
+ | <WRAP box> | ||
+ | ==== 1st Level CLASS ==== | ||
+ | ---- | ||
+ | **Arcane Recovery** ++[1] | // | ||
+ | You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. \\ | ||
+ | For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 2nd Level CLASS ==== | ||
+ | ---- | ||
+ | **Wizardly Quill** ++[3] | // | ||
+ | At 2nd level, as a bonus action, you can magically create a < | ||
+ | *The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface. | ||
+ | *The time you must spend to copy a spell into your spell book equals 2 minutes per spell level if you use the quill for the transcription. | ||
+ | *You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you. | ||
+ | *This quill disappears if you create another one or if you die. | ||
+ | |||
+ | **Awakened Spellbook** ++[3] | // | ||
+ | Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook. | ||
+ | |||
+ | At 2nd level, while you are holding the book, it grants you the following benefits: | ||
+ | *You can use the book as a spellcasting focus for your wizard spells. | ||
+ | *When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell' | ||
+ | *When you cast a wizard spell as a ritual, you can use the spell' | ||
+ | *If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you're attuned. At the end of the rest, your spellbook' | ||
+ | |||
+ | *// | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 3rd Level CLASS ==== | ||
+ | ---- | ||
+ | Text | ||
+ | </ | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP half column > | ||
+ | <WRAP box> | ||
+ | ==== 4th Level CLASS ==== | ||
+ | ---- | ||
+ | **Feat: War Caster** //Source: Player' | ||
+ | // | ||
+ | You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: | ||
+ | *You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. | ||
+ | *You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. | ||
+ | *When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 5th Level CLASS ==== | ||
+ | ---- | ||
+ | Text | ||
+ | </ | ||
+ | |||
+ | <WRAP box> | ||
+ | ==== 6th Level CLASS ==== | ||
+ | ---- | ||
+ | **Manifest Mind** ++[3] | // | ||
+ | At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn' | ||
+ | |||
+ | While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required). | ||
+ | |||
+ | Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. | ||
+ | |||
+ | As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. | ||
+ | |||
+ | The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action. | ||
+ | |||
+ | Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again. | ||
+ | </ | ||
+ | </ | ||
+ | </ | ||
+ | ---- | ||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP centeralign> | ||
+ | =====Spellcasting Rules & Details===== | ||
+ | </ | ||
+ | |||
+ | **Type of Spell List you can access** | ||
+ | |||
+ | **Spell Slot Recovery** | ||
+ | |||
+ | <WRAP round left 15em> | ||
+ | ^ ^ ^ Spell ^ Slots ^ ^ | ||
+ | | 1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 | | ||
+ | | 4th | 0/0 | 5th | 0/0 | 6th | 0/0 | | ||
+ | | 7th | 0/0 | 8th | 0/0 | 9th | 0/0 | | ||
+ | ^ Total Cantrips | ||
+ | ^ Total Spells | ||
+ | </ | ||
+ | <WRAP clear /> | ||
+ | |||
+ | **Spell Preparation** \\ | ||
+ | Depending on your class you may have different ways of getting access to your spells. Most classes prepare a small list of spells each dawn from all the spells they can currently learn. | ||
+ | |||
+ | **Spellcasting Scores, DC, Bonus** | ||
+ | |||
+ | **Ritual Casting** \\ | ||
+ | Spells with the Ritual tag can be cast without using a spell slot but suffer a 10 minuet casting penalty. Your character spends additional timing carving runes or gathering extra materials or reciting the entire spell rather that using arcane power. | ||
+ | |||
+ | **Spellcasting Focus** \\ | ||
+ | Spells require a focus in order to be channeled correctly. there are a wide variety of focus used by spell casters based on their teaching and/or personal preference. a focus is required to channel a spells power. Without a focus the caster is as useful as a fighter is without their sword. | ||
+ | |||
+ | Welington has two spellcasting focus, One for her Wizardly spells and one for her Cleric spells. \\ | ||
+ | Her wizard spell-book, Tattooed all over her body acts as her focus. It offers its share of positives and negatives. The fact it cannot be lost or destroyed easily, but also means her entry is strictly denied where most wizards would merely need to hand over their book. \\ | ||
+ | Her shield acts as the focus for her Cleric spells but most of the spells are included on her body spell-book as well. | ||
+ | |||
+ | |||
+ | =====Spell List===== | ||
+ | |||
+ | <WRAP box> | ||
+ | ^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^ | ||
+ | | Chill Touch | Cure Wounds((1 Free Cast Per LR)) | Spiritual Weapon | Spirit Guardians | - | | ||
+ | | Ray of Frost | Inflict Wounds | ||
+ | | Toll The Dead | Detect Magic((Ritual)) | ||
+ | | Light | Ice Knife | Invisibility((1 Free Cast Per LR)) | Remove Curse | - | | ||
+ | | Prestidigitation | Detect Good & Evil | - | Galder' | ||
+ | | Message | Sleep((1 Free Cast Per LR)) | - | - | - | | ||
+ | ^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ | ||
+ | | - | - | - | - | - | | ||
+ | | - | - | - | - | - | | ||
+ | | - | - | - | - | - | | ||
+ | | - | - | - | - | - | | ||
+ | | - | - | - | - | - | | ||
+ | |||
+ | //Bold = Prepared Spell// | ||
+ | |||
+ | </ | ||
+ | |||
+ | ====Cantrips==== | ||
+ | |||
+ | ++ Chill Touch | \\ //Source: Player' | ||
+ | // | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** 120 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. \\ On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. \\ | ||
+ | **At Higher Levels** \\ This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ++ | ||
+ | |||
+ | ++ Ray of Frost| \\ //Evocation cantrip// \\ | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** 60 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. \\ On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. \\ | ||
+ | **At Higher Levels** The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ++ | ||
+ | |||
+ | ++ Toll of the Dead | \\ // | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** 60 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. \\ | ||
+ | **At Higher Levels** The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). ++ | ||
+ | |||
+ | ++ Light | \\ //Evocation cantrip// \\ | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** Touch \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. \\ The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. \\ | ||
+ | If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. ++ | ||
+ | |||
+ | ++ Message | \\ // | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** 120 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | 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. ++ | ||
+ | |||
+ | ++ Prestigitation | \\ // | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** 10 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: \\ | ||
+ | You create an instantaneous, | ||
+ | You instantaneously light or snuff out a candle, a torch, or a small campfire. \\ | ||
+ | You instantaneously clean or soil an object no larger than 1 cubic foot. \\ | ||
+ | You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. \\ | ||
+ | You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. \\ | ||
+ | You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. \\ | ||
+ | If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. ++ | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ====Level 1 Spells (4/4)==== | ||
+ | |||
+ | ++ Inflict Wounds | \\ //Source: Player' | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** Touch \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. \\ | ||
+ | At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ++ | ||
+ | |||
+ | ++ Cure Wounds | \\ //Source: Player' | ||
+ | 1st-level evocation \\ | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** Touch \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. \\ | ||
+ | At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. ++ | ||
+ | |||
+ | ++ Detect Magic | \\ //Source: Player' | ||
+ | // | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** Self \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. \\ | ||
+ | The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. ++ | ||
+ | |||
+ | ++ Ice Knife | \\ //Source: Xanathar' | ||
+ | //1st-level conjuration// | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** 60 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. \\ | ||
+ | At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. ++ | ||
+ | |||
+ | ++ Detect Evil And Good | \\ //Source: Player' | ||
+ | //1st-Level divination// | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** Self \\ | ||
+ | **Target:** Self \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. \\ | ||
+ | The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. ++ | ||
+ | |||
+ | ++ Sleep | \\ | ||
+ | //1st-level enchantment// | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** 90 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). \\ | ||
+ | Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. \\ | ||
+ | **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. ++ | ||
+ | ====Level 2 Spells (3/3)==== | ||
+ | |||
+ | ++ Spiritual Weapon | \\ //Source: Player' | ||
+ | // | ||
+ | **Casting Time:** 1 bonus action \\ | ||
+ | **Range:** 60 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. \\ | ||
+ | When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. \\ | ||
+ | As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. \\ | ||
+ | The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. \\ | ||
+ | At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. ++ | ||
+ | |||
+ | ++ Augury | \\ //Source: Player' | ||
+ | // | ||
+ | **Casting Time:** 1 minute \\ | ||
+ | **Range:** Self \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: | ||
+ | *Weal, for good results | ||
+ | *Woe, for bad results | ||
+ | *Weal and woe, for both good and bad results | ||
+ | *Nothing, for results that aren’t especially good or bad | ||
+ | The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. ++ | ||
+ | |||
+ | ++ Rime’s Binding Ice | \\ //Sorce: Fizbane' | ||
+ | // | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** Self (30-foot cone) \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | A burst of cold energy emanates from you in a 30-foot cone. \\ Each creature in that area must make a Constitution saving throw. On a failed save, 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 successful save, 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 ld8 for each slot level above 2nd. ++ | ||
+ | |||
+ | ++ Invisibility | \\ | ||
+ | //2nd-level illusion// \\ | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** Touch \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. \\ | ||
+ | At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. ++ | ||
+ | |||
+ | |||
+ | ====Level 3 Spells (3/3)==== | ||
+ | |||
+ | ++ Spirit Guardians | \\ //Source: Player' | ||
+ | // | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** Self (15-foot-radius) \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. \\ | ||
+ | When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. \\ | ||
+ | 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. ++ | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | ++Leomund' | ||
+ | //3rd-level evocation (ritual)// \\ | ||
+ | **Casting Time:** 1 minute \\ | ||
+ | **Range:** Self (10-foot-radius hemisphere) \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. \\ | ||
+ | Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. \\ | ||
+ | Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. ++ Not Prepared | ||
+ | |||
+ | ++ Phantom Steed | \\ //Source: Player' | ||
+ | //3rd-level illusion (ritual)// | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** 30 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. \\ | ||
+ | For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage. ++ | ||
+ | |||
+ | ++ Remove Curse | //Source: Player' | ||
+ | 3rd-level abjuration \\ | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** Touch \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. ++ | ||
+ | |||
+ | ++ Galder' | ||
+ | 3rd-level conjuration \\ | ||
+ | **Casting Time:** 10 minutes \\ | ||
+ | **Range:** 30 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:\\ | ||
+ | A bedroom with a bed, chairs, chest, and magical fireplace \\ | ||
+ | A study with desks, books, bookshelves, | ||
+ | A dining space with a table, chairs, magical fireplace, containers, and cooking utensils \\ | ||
+ | A lounge with couches, armchairs, side tables and footstools \\ | ||
+ | A washroom with toilets, washtubs, a magical brazier, and sauna benches \\ | ||
+ | An observatory with a telescope and maps of the night sky \\ | ||
+ | An unfurnished, | ||
+ | The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. \\ | ||
+ | You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. \\ | ||
+ | **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd. ++ | ||
+ | |||
+ | ====Level 4 Spells (1/1)==== | ||
+ | |||
+ | ++ Galder' | ||
+ | //Source: Lost Laboratory of Kwalish// | ||
+ | // | ||
+ | **Casting Time:** 1 action \\ | ||
+ | **Range:** 10 feet \\ | ||
+ | **Components: | ||
+ | **Duration: | ||
+ | You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, | ||
+ | |||
+ | As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. \\ | ||
+ | |||
+ | The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet. \\ | ||
+ | |||
+ | At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you. ++ | ||
+ | ====Level 5 Spells==== | ||
+ | |||
+ | |||
+ | |||
+ | ====Level 6 Spells==== | ||
+ | |||
+ | **Created Undead** \\ | ||
+ | 6th-level necromancy \\ | ||
+ | Casting Time: 1 minute \\ | ||
+ | Range: 10 feet \\ | ||
+ | Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) \\ | ||
+ | Duration: Instantaneous \\ | ||
+ | You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. The DM has game statistics for these creatures. \\ | ||
+ | As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. \\ | ||
+ | The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. \\ | ||
+ | At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. | ||
+ | |||
+ | **Wall of Ice** \\ | ||
+ | 6th-level evocation \\ | ||
+ | Casting Time: 1 action \\ | ||
+ | Range: 120 feet \\ | ||
+ | Components: V, S, M (a small piece of quartz) \\ | ||
+ | Duration: Concentration, | ||
+ | You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surfcae made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. \\ | ||
+ | If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. \\ | ||
+ | The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air int he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saaving throw. The creature takes 5f6 cold damage on a failed save, or half as much damage on a successful one. \\ | ||
+ | At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. | ||
+ | |||
+ | **Otiluke' | ||
+ | 6th-level evocation \\ | ||
+ | Casting Time: 1 action \\ | ||
+ | Range: 300 feet \\ | ||
+ | Components: V, S, M (a small crystal sphere) \\ | ||
+ | Duration: Instantaneous \\ | ||
+ | A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. \\ | ||
+ | If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. \\ | ||
+ | You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. \\ | ||
+ | At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. | ||
+ | ====Level 7 Spells==== | ||
+ | |||
+ | **Simulacrum** \\ | ||
+ | 7th-level illusion \\ | ||
+ | Casting Time: 12 hours \\ | ||
+ | Range: Touch \\ | ||
+ | Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) | ||
+ | Duration: Until dispelled | ||
+ | |||
+ | You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. | ||
+ | |||
+ | The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. | ||
+ | |||
+ | If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. | ||
+ | |||
+ | If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. | ||
+ | |||
+ | **Finger of Death** \\ | ||
+ | 7th-level necromancy \\ | ||
+ | Casting Time: 1 action \\ | ||
+ | Range: 60 feet \\ | ||
+ | Components: V, S \\ | ||
+ | Duration: Instantaneous \\ | ||
+ | You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. | ||
+ | |||
+ | A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. | ||
+ | ====Level 8 Spells==== | ||
+ | **Feeblemind** \\ | ||
+ | 8th-level enchantment \\ | ||
+ | Casting Time: 1 action \\ | ||
+ | Range: 150 feet \\ | ||
+ | Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres) \\ | ||
+ | Duration: Instantaneous \\ | ||
+ | You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw. \\ | ||
+ | On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. \\ | ||
+ | At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, | ||
+ | |||
+ | **Anti-magic field** \\ | ||
+ | 8th-level abjuration \\ | ||
+ | Casting Time: 1 action \\ | ||
+ | Range: Self (10-foot-radius sphere) \\ | ||
+ | Components: V, S M (a pinch of powdered iron or iron filings) \\ | ||
+ | Duration: Concentration: | ||
+ | A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffeses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the spere moves with you, centered on you. | ||
+ | |||
+ | Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. | ||
+ | |||
+ | • Targeted Effects. Spells and other magical effects, such as Magic Missile and Charm Person, that target a creature or an object in the sphere have no effect on that target. | ||
+ | |||
+ | • Areas of Magic. The area of another spell or magical effect, fireball can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. | ||
+ | |||
+ | • Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. | ||
+ | |||
+ | • **Magic Items** | ||
+ | The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere – for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere – the magic of the item ceases to be suppressed as soon as it exits. | ||
+ | |||
+ | • Magical Travel. | ||
+ | Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spells, temporarily closes while in the sphere. | ||
+ | |||
+ | • Creatures and Objects. | ||
+ | A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. | ||
+ | |||
+ | • Dispel Magic. | ||
+ | Spells and magical effects such as Dispel Magic have no effect on the sphere. Likewise, the spheres created by different Antimagic Field spells don’t nullify each other. | ||
+ | |||
+ | ====Level 9 Spells==== | ||
+ | **Foresight** \\ | ||
+ | 9th-level divination \\ | ||
+ | Casting Time: 1 minute \\ | ||
+ | Range: Touch \\ | ||
+ | Components: V, S, M (a hummingbird feather) \\ | ||
+ | Duration: 8 hours \\ | ||
+ | You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, | ||
+ | |||
+ | **Imprisonment** \\ | ||
+ | 9th-level abjuration \\ | ||
+ | Casting Time: 1 minute \\ | ||
+ | Range: 30 feet \\ | ||
+ | Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) \\ | ||
+ | Duration: Until dispelled \\ | ||
+ | You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn' | ||
+ | |||
+ | During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. | ||
+ | |||
+ | A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. | ||
+ | |||
+ | You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. | ||
+ | |||
+ | When you cast the spell, you choose one of the following forms of imprisonment. | ||
+ | |||
+ | • Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. | ||
+ | |||
+ | The special component for this version of the spell is a small mithral orb. | ||
+ | |||
+ | • Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. | ||
+ | |||
+ | The special component for this version of the spell is a fine chain of precious metal. | ||
+ | |||
+ | • Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. | ||
+ | |||
+ | The special component for this version of the spell is a miniature representation of the prison made from jade. | ||
+ | |||
+ | • Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similarobject. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. | ||
+ | |||
+ | The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. | ||
+ | |||
+ | • Slumber. The target falls asleep and can’t be awoken. | ||
+ | |||
+ | The special component for this version of the spell consists of rare soporific herbs. | ||
+ | |||
+ | **True Resurrection** \\ | ||
+ | 9th-level necromancy \\ | ||
+ | Casting Time: 1 hour \\ | ||
+ | Range: Touch \\ | ||
+ | Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) \\ | ||
+ | Duration: Instantaneous \\ | ||
+ | You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. \\ | ||
+ | This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. \\ | ||
+ | The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you. |