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==Spells== Spells Cast: 0/2 =====Cantrips===== *'''Blade Ward:''' I extend my hand and trace a sigil of warding in the air. Until the end of my next turn, I have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Duration: 1 round. V S *'''Eldritch Blast:''' Two beams of crackling force energy streak toward a creature within 120'. V S *'''Green-Flame Blade:''' On a successful melee attack made with spell casting, target takes +1d8 fire damage and green fire surges to a different creature within 5', which takes 1d8+4 fire damage. V M =====1st level===== *'''Hex:''' I place a curse on a creature that I can see within range. Until the spell ends, I deal an extra 1d6 necrotic damage to the target whenever I hit it with an attack. Also, choose one Ability when I cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, I can use a bonus action on a subsequent turn of mine to curse a new creature. A remove curse cast on the target ends this spell early. Concentration. Duration: 1 hour, but with 5th level spell slot, I can maintain my concentration on the spell for up to 24 hours. Also, see Relentless Hex invocation. V S M =====2nd level===== *'''Hold Person:''' Choose a humanoid that I can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. With 5th spell slot, target 4 total individuals within 30' of each other. Concentration. Duration: 1 minute. Range: 60'. V S M *'''Suggestion:''' I suggest a course of activity (limited to a sentence or two) and magically influence a creature I can see within range that can hear and understand me. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action I described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. I can also specify conditions that will trigger a special activity during the duration. For example, I might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If I or any of me companions damage the target, the spell ends. Concentration. Duration: 8 hours. Range: 30'. V M =====3rd level===== *'''Blink:''' Roll a d20 at the end of each of my turns for the duration of the spell. On a roll of 11 or higher, I vanish from my current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if I was already on that plane). At the start of my next turn, and when the spell ends, if I am on the Ethereal Plane, I return to an unoccupied space of my choice that I can see within 10 feet of the space I vanished from. If no unoccupied space is available within that range, I appear in the nearest unoccupied space (chosen at random if more than one space is equally near). I can dismiss this spell as an action. While on the Ethereal Plane, I can see and hear the plane I originated from, which is cast in shades of gray, and I can't see anything there more than 60 feet away. I can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive me or interact with me, unless they have the ability to do so. Duration: 1 minute. V S *'''Counterspell:''' I attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 5th level or lower, its spell fails and has no effect. If it is casting a spell of 6th level or higher, make an ability check using my spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. Reaction Spell. Range: 60'. S *'''Dispel Magic:''' Choose one creature, object, or magical effect within range. Any spell of 5th level or lower on the target ends. For each spell of 6th level or higher on the target, make an ability check using my spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. Range: 120'. V S *'''Psionic Blast:''' I unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 7d8 force damage, is pushed 20 feet directly away from me, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. (+1d8 damage for every spell slot above 3rd, figured into the text.) V *'''Thunder Step:''' I teleport myself to an unoccupied space I can see within range. Immediately after I disappear, a thunderous boom sounds, and each creature within 10 feet of the space I left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. I can bring along objects as long as their weight doesn’t exceed what I can carry. I can also teleport one willing creature of my size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of me when I cast this spell, and there must be an unoccupied space within 5 feet of my destination space for the creature to appear in; otherwise, the creature is left behind. 5th Spell Slot is +2d10, total 5d10 damage. Range: 90'. V =====4th level===== none =====5th level===== *'''Intellect Fortress:''' I create a faintly shimmering barrier of protective psychic power around me. For the duration, I have advantage on all saving throws. When another creature that I can see within 30 feet of me fails a saving throw, I can use my reaction to allow them to reroll the save. They must use the new roll. Concentration. Duration: 10 minutes. V S *'''Scrying:''' I can see and hear a particular creature I choose that is on the same plane of existence as me. The target must make a Wisdom saving throw, which is modified by how well I know the target and the sort of physical connection I have to it. If a target knows I'm casting this spell, it can fail the saving throw voluntarily if it wants to be observed. On a successful save, the target isn't affected, and I can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. I can see and hear through the sensor as if I were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of my fist. Instead of targeting a creature, I can choose a location I have seen before as the target of this spell. When I do, the sensor appears at that location and doesn't move. Knowledge: secondhand (have heard of target) +5, firsthand (have met target) +0, familiar (know well) -5. Connection: likeness or picture -2, possession or garment -4, body part/lock of hair/bit of nail/etc. -10. Concentration. Duration: 10 minutes. V S M*
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