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Player Character Spell Descriptions

Page history last edited by Adrian 10 months, 2 weeks ago

Arcana

 

Arcane Armour- Utility 0

Requirement: You must not be wearing armour.

Duration: 4 hours 

Effect: An invisible field of force springs into existence around you, granting a +2 bonus to your Defence for the duration. As well, for the duration, normal precipitation does not touch you, light wind does not affect you, and you are not discomfited by cold or heat, though you still take damage from cold and fire.

 

Magic Dart - Attack 0

Target: One creature or object within long range.

Effect: A magical dart flies from your fingertip. The dart automatically hits, provided there is an unobstructed path between you and the target. A target takes 1d3+1 damage.

 

Unerring Darts - Attack 1

Target: Up to three creatures or objects within long range.

Effect: Seven magical darts fly from your fingertip, divided as you choose among the targets. Each dart automatically hits, provided there is an unobstructed path between you and the target. A target takes 1 damage for each dart that hits it.

 

Celestial

 

Burning Beam - Attack 0

Target: One creature or object within medium range.

Effect: A fiery beam leaps from your hand. Make a Will attack roll against the target's Agility. On a success, the target takes 1d6 damage.

Attack Roll 20+: The target also becomes blinded for 1 round

 

Persistent Light - Utility 1

Target: One object you can reach.

Duration: 8 hours

Effect: You touch the target, and light shines from it in a 10-yard radius for the duration.

 

Curse

 

Hex - Attack 0

Target: One creature within short range that can see you.

Effect: Make an Intellect attack roll against the target's Will. On a success, the target becomes cursed for 1 minute or until it takes damage. While cursed, the target is impaired and you make attack rolls against it with 1 boon.

Attack Roll 20+: The target also becomes dazed for 1 round

 

Pox - Attack 0

Target: One living creature within short range.

Effect: Make an Intellect attack roll against the target's Strength. On a success, the target's body erupts in green, weeping blisters. The target takes 1d3 damage from disease and becomes frightened for 1 round.

Attack Roll 20+: The target also becomes frightened for 1 minute.

 

Pain - Attack 1

Target: One  creature within short range.

Effect: Make an Intellect attack roll against the target's Strength. On a success, for 1 minute, whenever the target takes damage it takes 1d6 extra damage.

Attack Roll 20+: In addition, for 1 minute, whenever the target takes damage, it becomes dazed for 1 round.

 

Jinx - Attack 1

Target: One  creature within short range.

Effect: Make an Intellect attack roll against the target's Will. On a success, the target becomes cursed for 1 minute. While cursed in this way, the target makes attack rolls and challenge rolls with 1 bane. In addition, whenever the total of the target's roll is 0 or lower, one item it carries falls to the gorund and moved 1d6 yards away from it.

Triggered: When a creature you can see within short range makes an attack roll or a challenge roll, you can use a triggered action to cast this spell against the triggering creature. On a success, the effect lasts for 1 round instead of 1 minute.

 

Weakness - Attack 2

Target: One  creature within medium range.

Effect: Make an Intellect attack roll against the target's Strength. On a success, the target becomes cursed for 1 minute. While cursed, the target takes a -10 penalty to Health and makes Strength and Agility attack rolls and challenge rolls with 1 bane.

Attack Roll 20+: The curse lasts until you die or until you lift it.

 

Conjuration

 

Conjure Useful Item - Utility 0

Area: A cube of space, 1 yard on a side, originating from a point you can reach.

Duration: 1 minute. 

Effect: A Size 1 or smaller object that is neither magical nor worth more than 1ss appears in the area.

 

Direct Conjuration - Utility 0

Target: One creature within short range created by your casting of a Conjuration spell.

Effect: You move the target up to half its Speed.

 

Conjure Small Monster - Utility 1

Area: A cube of space, 1 yard on a side, originating from a point within medium range and resting on a solid surface.

Duration: 1 minute. 

Effect: One compelled small monster appears in the area.

 

Conjure Feast - Utility 1

Area: A cube of space, 2 yards on a side, originating from a point you can reach.

Duration: 1 hour; see the effect.

Effect: A sumptous, wholesome feast appears on horizontal surfaces in the area, enough to sustain up to five creatures for one day. Anything not consumed vanishes when the effect ends.

 

Conjure Weapon - Utility 1

Duration: 1 hour.

Effect: A weapon or bundle of ammunition appears in your hand or hands, or at your feet if you don't have a hand free.

 

Conjure Steeds - Utility 2

Target: A cube, 10 yards on a side, originating from a point within medium range and resting on a solid surface.

Duration: 2 hours. 

Effect: A group of 1d6 steeds (as horse) appear in the area. They can have any appearance you choose. The conjured steeds are friendly to you and become compelled by any creature that rides them.

Sacrifice: You can expend a casting of this spell to cast conjure small monster

 

Divination

 

Eavesdrop - Utility 0

Duration: Concentration, up to 1 minute.

Effect: Choose a point in space you can see within long range. For the duration, you hear as if you were at the chosen point.

 

Epiphany - Utility 0

Triggered: You use a triggered action to cast this spell when you make a challenge roll or an attack roll. You roll the d20 twice and use the higher number on the dice.

 

Foretell - Utility 1

Target: One creature you can see within short range.

Duration: Concentration, up to 1 minute.

Effect: For the duration, whenever the target makes an attack roll or challenge roll and can hear you, it makes the roll with 3 boons.

 

Psychometry - Utility 1

Target: One object you can reach.

Effect: You touch the target and learn 1d6 facts about it, such as the identity of its previous owner; whether or not the object is cursed, possessed, or magical; how a previous owner gained or lost the object; and where it was made.

 

Enchantment

 

Bewitch - Attack 0

Target: One creature that can see you within long range.

Effect: Make an Intellect attack roll against the target's Intellect. On a success, the target is moved up to its Speed.

Attack Roll 20+: You regain the casting of this spell.

 

Charm - Attack 1

Target: One creature within short range that can see you.

Effect: Make an Intellect attack roll against the target's Will. If you or members of your group attacked the target since you last completed a rest, you make the attack roll with 1 bane. On a success, the target becomes charmed for 1 hour or until it takes any damage.

Attack Roll 20+: The target instead becomes charmed for 1d6 hours or until it takes any damage.

 

Fey

 

Shrink Object - Utility 0

Target: One Size 1 or smaller object you can reach.

Effect: You touch the target, causing it to become Size 1/8 or half its Soze, whichever is smaller. The object remains at this Size until you use an action to restore it to its normal Size.

 

Fade - Utility 1

Duration: 1 minute.

Effect: You become hidden for the duration. The effect ends if you use an action or a triggered action.

Triggered: When you take damage, you can use a triggered action to cast this spell. The duration becomes 1 round when you cast the spell in this way.

 

Fumble - Attack 1

Target: Up to 3 creatures within short ranger that you can see.

Effect: The target must get a success on an Agility challenge roll with 2 banes or drop whatever it is holding. The object slides 1 yard away from the target. If the total of the target's roll is 0 or less, the target also falls prone.

Triggered: When a creature draws a weapon or retrieves an object from a pocket or container, you can use a triggered action to cast this spell. Instead of the normal effect, make an Intellect attack roll against the target's Agility. On a success, the target drops that object that triggered this casting, If the total of your attack roll is 20 or higher and beats the target number by at least 5, the target also falls prone.

 

Repel Iron - Attack 2

Target: Up to 5 creatures within medium range that are wearing armour made from iron or an alloy of iron or are wielding or carrying a weapon made of such materials.

Effect: Each target must make a Strength challenge roll. If the target is wearing armour made from iron or an alloy of iron, or if the target is made from such metal, it makes the roll with 1 bane. On a failure, a target wearing metal or is made of metal moves 2d6 yards in a straight line away from you and then falls prone. A weapon carried or worn in a scabbard or other sheath pulls free from the target's body and flies 2d6 yards away from it on a failure, landing when reaches full distance or encounters a solid surface before then. If both effects apply to the same target, they happen at the same time.

Sacrifice: You can use an action and expend a casting of this spell to cast the Fumble spell.

 

Illusion

 

Clamour - Utility 0

Target: One point in space within medium range.

Duration: 1 minute.

Effect: The target point emits sound you choose for the duration. This can be noise or speech in a language you know, and its volume can range from as quiet as a whisper to as loud as thunder. For the duration, you can change the sound as you wish to mimic effects such as the clash of blades, a conversation, or the approach or retreat of footsteps.

 

Disguise - Utility 0

Target: One creature you can reach.

Duration: 1 hour.

Effect: You touch the target and confer an illusory disguise that lasts for the duration. You decide what the disguise looks like. You can increase or decrease the target's apparent height or weight by up to 25 percent. You can change the appearance of the target's clothing and equipment, though the effect does not mask any sounds it normally makes.

 

Flash/Bang - Utility 0

Triggered: You can use a triggered action on your turn to cast this spell. After a flash and a bang, smoke fills your space, totally obscuring it for 1 round.

 

Thimblerig - Utility 1

Duration: 1 hour; see the effect

Effect: Four illusory duplicates spring into existence in open spaces within your reach. For the duration, each duplicate moves with you, continually exchanging places so that observers cannot discern which one is the real you. The duplicates' movement does not trigger free attacks.

 

When a creature gets a success on an attack roll against your Defence, Strength or Agility, roll a d20 to see whether the attack affects you or one of the duplicates. If it affects a duplicate, reduce the number of duplicates by one. The effect ends when the last duplicate disappears.

 

Number of Duplicates  Hits a Duplicate on... 
16 or less 
15 or less 
14 or less 
10 or less 

 

Glamer - Utility 2

Area: A cube 2 yards on a side, originating from a point you can see within short range.

Duration: 1 hour (see effect)

Effect: A visual and auditory illusion of a creature, object or force appears in the area. If you cannot see the illusion at the end of the round, the effect ends immediately.

If you create an illusion of a dangerous force, such as fire or boiling water, a creature moving into its space must make a Perception challenge roll, taking 2d6 damage on a failure.

If you create an illusion of a creature, it moves and behaves in a lifelike manner and uses your Intellect score for its attributes, Defence and Health. It ignores all afflictions and disappears when it becomes incapacitated, which ends the effect. For the duration, you can use an action to move the illusion up to 10 yards and attack one creature within 1 yard of it that can see the illusion and that believes it to be real. Make an Intellect attack roll against the target's Perception. On a success, the target believes it was injured, burned or otherwise harmed by the illusion and takes 2d6 damage.

Attack Roll 20+: The target takes 2d6 extra damage.

 

Life

 

Minor Healing - Utility 0

Target: One creature you can reach.

Effect: You touch the target, which heals damage equal to half its healing rate.

 

Cure - Utility 1

Target: One creature you can reach.

Effect: You touch the target, granting one of the following benefits:

  • Remove one of the following afflictions from the target: diseased, fatigued, impaired or poisoned.
  • Remove 1 insanity from the target
  • Remove any penalty to the target's Health
  • The target heals damage equal to half of its healing rate.

 

Light Healing - Utility 1

Target: One creature you can reach.

Effect: You touch the target, which heals damage equal to its healing rate. 

 

Seed of Life - Utility 2

Target: Up to three creatures you can reach

Duration: 1 hour

Effect: You touch each target and implant in its body the seed of life. The seed grants the target a 2d6 bonus to Health that lasts for the duration. If the target becomes Injured it immediately heals damage equal to its healing rate and the spell ends for that target.

 

Vitality Burst - Utility 2

Target: Up to three living creatures within short range.

Effect: Each target heals damage equal to its healing rate.

 

Protection

 

Secure Site - Utility 0

Area: A sphere with a 10-yard radius centred on a point you can reach.

Duration: 6 hours

Effect: An invisible field springs into existence along the circumference of the area. For the duration, you know whenever a Size 1/2 or larger creature moves into the area from outside it. This knowledge wakes you if you are asleep.

 

Shadow

 

Nightfall Blade - Utility 0

Duration: 1 minute; see the effect.

Effect: Wisps of darkness form a solid blade in your hand that remains for the duration or until it leaves your hand. The blade functions as an off-hand swift weapon with the finesse property that deals 1d6 damage. It deals 1d6 extra damage when you get a success on an attack roll against a target in an area obscured by shadows or darkness. When you cast this spell you can make an attack with the blade created by this spell.

 

Darkness - Utility 1

Area: A sphere with a 5-yard radius centred on a point within short range.

Duration: 1 minute

Effect: Inky darkness fills the area, totally obscuring it for the duration. The darkness cancels all light from natural sources and that created by rank 0 spells, and it blocks all nonmagical vision other than truesight. If you cast this spell on an object you touch, the area of darkness moves with it. If you completely cover the object, the spell's effect is suppressed until it is no longer covered.

 

Darksight - Utility 1

Target: One creature you can touch.

Duration: 1 hour.

Effect: You touch the target, which gains Darksight for the duration.

 

Shadow Monster - Utility 2

Area: A cube, 1 yard on a side, originating from a point within medium range.

Duration: 1 minute.

Effect: Threads of darkness gather in the area to form a compelled medium monster with the flier trait. The shadow monster can have any appearance you choose. If it becomes incapacitated, the effect ends.

 

Telepathy

 

Mind Stab - Attack 1

Target: One creature that has an Intellect of 5 or higher and that is within medium range.

Effect: Make an Intellect attack roll against the target's Intellect. On a success, the target takes 1d6+6 damage.

Attack Roll 20+: The target takes 1d6 extra damage.

Triggered: When it's your turn, you can use a triggered action to cast this spell, but the target takes only half damage if you get a success.

 

Teleportation

 

Division - Attack 1

Target: One creature you can see within short range.

Effect: Make an Intellect attack roll against the target's Strength. On a success, the target takes 3d6 damage. If the target becomes incapacitated by this damage, pieces of its body fly apart, killing it instantly.

Attack Roll 20+: The target takes 1d6 extra damage.

 

Magician

 

Sense Magic - Utility 0

Area: A sphere with a 5-yard radius centred on a point within your space.

Effect: You know if there are any ongoing magical effects in the area and from what points they originate.

 

Spellbinder

 

Spellbound Weapon - Utility 0

Area: You touch one weapon you can reach and imbue it with magical power that lasts for 4 hours. Until the spell ends, you gain the following benefits with the target weapon:

  • The weapon counts as your implement
  • The weapon grants you 1 boon on attack rolls you make with it
  • If the weapon is within 1 mile of you, you can use an action to teleport it to your hand or to your feet if your hands are full.
  • You can use an action to touch the target weapon and remove all damage from it, even if the weapon is destroyed, provided you have at least a fragment of it.

Sacrifice: You can use a triggered action to expend a casting of this spell. Until the end of the round, your attacks with the weapon deal extra damage equal to your Power.

 

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