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===Spell Book=== :'''Alarm''' (Abj, Ritual 1 min) | 30 feet | V,S,M (a tiny bell and a piece of fine silver wire) | Duration:8 hours | You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible | A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. :'''Comprehend Languages''' (Div, Ritual) - 1 action | self | V,S,M (a pinch of soot and salt) | 1 hour | Understand literal meaning of any spoken language you hear | Also any written language you see, but must be touching the surface on which the words are written | It takes about 1 minute to read one page of text | Doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language :'''Detect Magic''' (Div, Ritual) - 1 action | self | V,S | Concentration, up to 10 min | Sense presence of magic within 30 ft | If you sense magic, can use action to see a faint aura around any visible creature or object in the area that bears magic, and learn its school of magic, if any | 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. :'''Feather Fall'''1st-level transmutation | Casting Time:1 reaction, which you take when you or a creature within 60 feet of you falls | Range:60 feet | Components: V, M (a small feather or piece of down) | Duration:1 minute | Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. : '''Find Familiar''' - (otter) : '''Hideous Laughter''' (Ench) - 1 Action | 30' | V,S,M (tiny tarts and a feather that is waved in the air) | A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected | At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends. : '''Mage Armour''' (Abj) - 1 action | Touch | V,S,M (piece of cured leather) | 8 hours | touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. : '''Magic Missile''' (Evoc) - 1 action | 120 feet | V,S | Three glowing darts of magical force. Each dart hits a creature of your choice that you can see | 1d4 + 1 force damage each | All strike simultaneously : '''Sleep''' (Ench) - 1 action | 90 feet | V, S, M (pinch of fine sand, rose petals, or a cricket) | 1 min | Sends creatures into a magical slumber. 5d8 hit points of creatures . 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. : '''Shield''' (Abj) - 1 Reaction | Self | V, S | An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. :Level 2 : '''Augury''' : '''Invisibility''' : '''Maximilian's Earthen Grasp''' : '''Suggestion''' :Level 2 : '''Clairvoyance''' (Div) - 10 minutes | 1 mile | V S M (A focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) | Target: A point in range in a location familiar to you or in an obvious location that is unfamiliar to you | You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with | When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. | A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. : '''Fireball''' (Evoc) - 1 action | 150 feet | V S M (A tiny ball of bat guano and sulfur) | Instantaneous | Bright streak flashes from pointing finger to point you choose within range and then blossoms with a low roar into an explosion of flame | Each creature in 20' radius sphere centered on that point makes Dex save | 8d6 fire damage or half if save | Fire spreads around corners, ignites flammable objects not being worn or carried | When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
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