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thingyspells.html
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thingyspells.html
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Chaos Bolt
Deal 2d4/6/8/10/12 damage to a target, multiplying the dice instead of adding them.
Lightning Leash
Connect a tether to a target. At the end of your turn, deal 1/2/3/4/5 lightning damage to a target. The damage is then increased by 1. Requires concentration.
Firebolt
Deal 1/2/3/4/5d6 fire damage to a target. Any 6s rolled ignite the target, dealing an additional 1d6 fire damage at the end of the target's turn. This damage also has the possibility of igniting.
Magic Missile
Deal 1/2/3/4/5d4 damage to a target.
Finger of Death
Deal 7/10/13/16/19 necrotic damage to a target.
Hold Person
A humanoid target must succeed on a Wisdom save or be stunned for 1/2/3/4/5 turns. The target may repeat the save at the end of each of their turns or after taking damage.
Truestrike
A target deals 1d4/6/8/10/12 extra damage on their next attack.
Drain
A target gains a level of exhaustion for 1/2/3/4/5 turns.
Empower
Increase 1/1/2/2/3 of a target's ability scores by 1/2/2/3/3 for 3/4/5/6/7 turns.
Haste
A target gains an extra action for 1/2/3/4/5 turns.
Slow
A target loses an action for 1/2/3/4/5 turns. The target always gains at least one action each turn.
Sunder
Reduce a target's armor by 1/2/3/4/5.
Binding Circle
A target must succeed on a Strength save or be stunned. The target may repeat the save at the end of each of their turns. Every failed save results in the target taking 1/2/3/4/5d8 damage. Requires concentration.
Dominate
Virulent Plague
Afflict a target with a magical disease, dealing 1/2/3/4/5 poison damage at the end of their turn unless they succeed on a Constitution save. After they have succeeded on 1/2/2/3/3 saves, the disease is cured and they are immune to that particular strain. The disease spreads to any creature that starts their turn within 1/1/2/2/3m of an infected creature.
Rust
A non-magical item made of iron within 1/2/3/4/5m begins to rust, halving it's hit points and armor every 5/4/3/2/1 turns. Requires concentration.
Blink
Teleport
You move instantly to an empty location up to 10/100/1000/10000/100000m away.
Mage Armor
Increases a target's armor by 1/2/3/4/5 until they are reduced to 0 hit points.
Frost Armor
Increases a target's armor by 0/1/1/2/2 and grants them fire resistance until they are dealt fire damage 1/1/2/2/3 times.
Barrier
Grant a target 6/10/14/18/22 temporary hit points.
Shield
Reduce an instance of damage by 6/10/14/18/22.
Flame Lance
Deal 2/3/4/5/6d6 fire damage to a target, ignoring armor. Every pair of equal results ignites the target.
Mage Hand
You may interact with objects at a distance.
Ice Spike
Deal 1/2/3/4/5d8 frost/piercing damage to a target. Any odd results split, hitting a target within range.
Pyroblast
Deal 1/2/3/4/5d12 fire damage to a target. Any 12s will result in a conflagration, igniting all targets within 1/2/3/4/5m.
Cold Snap
Deal 1/2/3/4/5 frost damage to a target. If they take frost damage within 1 round, they are chilled. They then take an additional 1/2/3/4/5 frost damage.
Blizzard
Target an area with a radius of 2/3/3/4/4m, targets who enter the area, or start their turn inside the area, take 4/5/6/7/8 frost damage, and are chilled. The area disappears after 2/2/3/3/4 rounds.
Frostbolt
Deal 1/2/3/4/5d6 frost damage to a target. Any 6s chill the target, halving their movement until the end of their next turn.
Shadowbolt
Deal 1d6 necrotic damage to a target. If the damage dealt is higher than or equal to the target's Wisdom, the target loses 1d6 sanity, up to a maximum of 2/3/4/5/6.
Razorice
Deal 1/2/3/4/5d4 slashing/frost damage to a target.
Acid Bolt
Deal 1/2/3/4/5d6 acid damage to a target. Any 6s reduces the target's armor by 1
Cone of Cold
Deal 1/2/3/4/5d4 frost damage to all targets within 3/3/4/4/5m in a 45° cone. Targets hit are chilled aswell.
Lightning Bolt
Deal 1/2/3/4/5d8 lightning damage to a target.