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character:valefor:spells [2023/05/24 09:20] – [Cantrips] Cindercharacter:valefor:spells [2023/05/30 15:44] (current) – [Zyllis’s Spell List] Cinder
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 [[character:valefor|{{:wiki:media:back.png?65|}}]] [[character:valefor|{{:wiki:media:back.png?65|}}]]
  
 +Zyllis draws power from Eldrich patrons and radiant gods. Most see these powers as polar opposites never meant to co exist however they are merely two sides of the same coin. Paladins and warlocks channel very similar skills to reach very different destinations. While one sided offers protection the other debilitates the enemy, one purifies the other defiles. the same action just different directions.
 ====Spellcasting Rules & Details==== ====Spellcasting Rules & Details====
  
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 <WRAP box> <WRAP box>
 ^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^  ^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^ 
-| Shield | Blur | Elemental Weapon | Phantasmal Killer | +Eldrich Blast | Shield | Blur | Elemental Weapon | Phantasmal Killer | 
-| Wrathful Smite | Branding Smite | Blink | Staggering Smite | +Prestigitation | Wrathful Smite | Branding Smite | Blink | Staggering Smite | 
-| Bane | Hold Person | Haste | - |+Sword Burst | Bane | Hold Person | Haste | - |
 | - | Hunter's Mark | Misty Step | - | - | | - | Hunter's Mark | Misty Step | - | - |
 | - | - | - | - | - | | - | - | - | - | - |
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 You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time. ++ You can dismiss the steed at any time, as an action, and it also disappears if its hit points drop to 0. You cannot have more than one steed of this kind at a time. ++
  
-**Lv2 Spell: Shatter** \\ +++ Shatter |  \\ //Evocation// \\ 
-2nd-level evocation \\ +**Casting Time:** 1 action \\ 
-Casting Time 1 action \\ +**Range:** 60 feet \\ 
-Range 60 feet \\ +**Components:** V S M (Chip of mica) \\ 
-Components V S M (Chip of mica) \\ +**Duration:** Instantaneous \\
-Duration Instantaneous \\+
 Each creature in a 10-foot-radius sphere must make a Constitution save. A creature takes 3d8 thunder damage on a failed save or half as much on a success. A creature of inorganic material has disadvantage on the save. \\ Each creature in a 10-foot-radius sphere must make a Constitution save. A creature takes 3d8 thunder damage on a failed save or half as much on a success. A creature of inorganic material has disadvantage on the save. \\
 A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. \\ A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. \\
-At Higher Levels: The damage increases by 1d8 for each slot level above 2nd.+**At Higher Levels:** The damage increases by 1d8 for each slot level above 2nd. ++
  
-**Lv2 Spell: Lesser Restoration** \\ +++ Lesser Restoration | \\ //School// \\ 
-Casting Time +**Casting Time:** 1 action \\ 
-1 action \\ +**Range:** Touch \\ 
-Range +**Components:** V S \\ 
-Touch \\ +**Duration:** Instantaneous \\ 
-Components +You touch a creature and end either one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned. ++ 
-V S \\ + 
-Duration +++ Zone of truth | \\ //Enchantment// \\ 
-Instantaneous \\ +**Casting Time:** 1 action \\ 
-You touch a creature and end either one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.+**Range:** 60 feet \\ 
 +**Components:** V S \\ 
 +**Duration:** 10 minutes \\ 
 +A creature that starts its turn in or enters the 15-foot sphere area you designate can no longer outright lie while in the area unless it succeeds on a Charisma saving throw. You are aware of who passes and who fails and the affected creatures are aware of the restriction.++
  
-**Lv2 Spell: Zone of truth** \\ 
-2nd-level enchantment \\ 
-Casting Time 1 action \\ 
-Range 60 feet \\ 
-Components V S \\ 
-Duration 10 minutes \\ 
-A creature that starts its turn in or enters the 15-foot sphere area you designate can no longer outright lie while in the area unless it succeeds on a Charisma saving throw. You are aware of who passes and who fails and the affected creatures are aware of the restriction. 
 ====Level 3 Spells==== ====Level 3 Spells====
  
-**Lv3 Spell: Magic Circle** \\ +++ Magic Circle \\ //Abjuration// \\ 
-3rd-level abjuration \\ +**Casting Time:** 1 minute \\ 
-Casting Time 1 minute \\ +**Range:** 10 feet \\ 
-Range 10 feet \\ +**Components:** V S M (Holy water/100gp of powdered silver and iron; consumed) \\ 
-Components V S M (Holy water/100gp of powdered silver and iron; consumed) \\ +**Duration:** 1 hour \\
-Duration 1 hour \\+
 A 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a visible point on the ground appears. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: \\ A 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a visible point on the ground appears. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: \\
 The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to teleport or use interplanar travel, it must succeed on a Charisma save. \\ The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to teleport or use interplanar travel, it must succeed on a Charisma save. \\
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 Targets within the cylinder can't be charmed, frightened, or possessed by the creature. \\ Targets within the cylinder can't be charmed, frightened, or possessed by the creature. \\
 When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. \\ When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. \\
-At Higher Levels: The duration increases by 1 hour for each slot level above 3rd.+**At Higher Levels:** The duration increases by 1 hour for each slot level above 3rd. ++ 
 ====Level 4 Spells==== ====Level 4 Spells====
  
  • character/valefor/spells.1684885812.txt.gz
  • Last modified: 12 months ago
  • by Cinder