Quartz sync: Jan 10, 2026, 10:43 PM
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238 changed files with 26 additions and 272 deletions
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@ -42,5 +42,4 @@ You cough up a cloud of gray soil, echoing the dust in the graves of Kemnebi's m
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**Failure** The creature takes full damage and persistent damage.
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**Critical Failure** The creature takes double damage and double the persistent damage.
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**Heightened (+2)** The initial negative damage increases by 1d6, and the persistent damage increases by 1.
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@ -38,7 +38,6 @@ components:
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***
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Area 1 cubic foot
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Your magic quickly flows over an area to help you count and catalog. Name a particular type of object you are looking for within the area. You gain an instant estimate of the quantity of the chosen objects that are clearly visible within the target area. The number is rounded to the largest digit. For example, you could look at a pile of 180 copper coins, and you would learn that it held about 200 coins, but you couldn't determine there were exactly 180 coins.
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The type of object you name can be as specific or general as you like - "dented copper coins" is as viable as "coins" - but the distinguishing features must be obvious at a glance, and the spell is automatically fooled by objects disguised as other objects. For instance, the spell would register copper coins plated in gold as gold coins, not copper coins
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@ -37,5 +37,4 @@ components:
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***
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You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy's attacks, spells, and other effects.
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**Heightened (6th)** The status bonus increases to +2.
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@ -44,5 +44,4 @@ Wind flows from your outstretched hands and whirls around you in a 5-foot emanat
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**Failure** The creature takes full damage and is pushed 5 feet away from you.
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**Critical Failure** The creature takes double damage and is pushed 10 feet away from you.
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**Heightened (+2)** The damage increases by 1d6.
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@ -32,7 +32,6 @@ components:
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**Traditions** `=this.traditions`
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**Cast** `=this.time` | `=this.components`
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***
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In your mind's eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).
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**Heightened (7th)** You can instead know the direction to a familiar location, such as a previous home or a favorite tavern.
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@ -40,5 +40,4 @@ You extend your aura, as a magical shield that protects your eidolon or minion.
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**Life Block | Reaction | Trigger** The spell's target would take damage; Effect Reduce the triggering damage by 10, but you lose 5 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike.
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**Heightened (+2)** The reaction reduces the damage by another 10, and you lose 5 more Hit Points. If you want to lose fewer Hit Points, you can choose to lower the damage reduction and HP lost to what any lower-level version of the spell could do without lowering the spell's actual level.
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@ -44,5 +44,4 @@ You exhale a shimmering cloud of toxic breath at an enemy's face. The target tak
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**Failure** The target takes full initial and persistent damage.
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**Critical Failure** The target takes double initial and persistent damage.
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**Heightened (+2)** The initial poison damage increases by 1d8 and the persistent poison damage increases by 1.
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@ -41,7 +41,6 @@ components:
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***
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Area 5-foot cube or 5-foot burst
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Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take bludgeoning damage equal to 1d4 plus your spellcasting ability modifier, with a basic Reflex saving throw.
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You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub.
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@ -43,6 +43,5 @@ A vine covered in sticky sap appears from thin air, flicking from your hand and
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**Success** The target takes a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
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**Failure** The target is unaffected.
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**Heightened (2nd)** The effects last for 2 rounds.
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**Heightened (4th)** The effects last for 1 minute.
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@ -44,7 +44,6 @@ components:
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You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
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**Heightened (3rd)** You can target an unattended object with a Bulk of 1 or less.
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**Heightened (5th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
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**Heightened (7th)** The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
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@ -39,5 +39,4 @@ You hurl a loose, unattended object that is within range and that has 1 Bulk or
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**Critical Success** You deal double damage.
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**Success** You deal full damage.
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**Heightened (+1)** The damage increases by 1d6.
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@ -30,6 +30,5 @@ components:
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**Traditions** `=this.traditions`
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**Cast** `=this.time` | `=this.components`
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***
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When you walk, the earth warps beneath your feet-your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
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@ -38,5 +38,4 @@ A ray of energy bludgeons your target into submission without causing lasting ha
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**Critical Success** The target takes double damage.
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**Success** The target takes full damage.
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**Heightened (+1)** The damage increases by 2d6.
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@ -46,5 +46,4 @@ You send the target's mind and body into overdrive, forcing it to become restles
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**Failure** The duration is 2 rounds.
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**Critical Failure** The duration is 4 rounds.
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**Heightened (+1)** The damage increases by 2d8.
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@ -41,5 +41,4 @@ A blast of wind wildly pushes everything nearby. Unattended objects of 1 Bulk or
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**Failure** As success, and the creature is pushed 5 feet away from you.
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**Critical Failure** The creature is pushed 5 feet away from you and can't use reactions until the end of your turn.
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**Heightened (4th)** Increase the area to a 10-foot emanation and increase the distance objects and creatures are pushed to 10 feet.
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@ -45,5 +45,4 @@ You cause a length or section of Rope or a rope-like object to animate and follo
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**Tie** The Rope ties itself around a willing creature or an object that's unattended or attended by a willing creature.
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**Undo** The Rope undoes one of its knots, ties, or bindings.
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**Heightened (+2)** The range increases by 50 feet, and you can animate 50 more feet of Rope.
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@ -52,6 +52,5 @@ You can Dismiss the spell. If you use hostile actions against the target, the sp
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**Failure** The target's attitude becomes [[Friendly]] toward you. If it was Friendly, it becomes [[Helpful]]. It can't use hostile actions against you.
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**Critical Failure** The target's attitude becomes Helpful toward you, and it can't use hostile actions against you.
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**Heightened (4th)** The duration lasts until the next time you make your daily preparations.
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**Heightened (8th)** The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
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@ -45,5 +45,4 @@ A cone of icy shards bursts from your spread hands and coats the target in a lay
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**Failure** The creature takes full damage and takes a -5-foot status penalty to its Speeds for 2 rounds.
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**Critical Failure** The creature takes double damage and takes a -10-foot status penalty to its Speeds for 2 rounds.
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**Heightened (+1)** The damage increases by 2d4.
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@ -36,7 +36,6 @@ components:
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***
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You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters.
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1 (verbal) The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save.
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2 (somatic, verbal) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save.
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@ -44,5 +44,4 @@ You cause mental distress to a creature, goading it to strike back at you. You d
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**Failure** The target takes full damage and the penalty.
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**Critical Failure** The target takes double damage, and the status penalty is -2.
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**Heightened (+1)** The damage increases by 1d10.
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@ -51,5 +51,4 @@ You plant fear in the target; it must attempt a Will save.
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**Failure** The target is [[Frightened]] 2.
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**Critical Failure** The target is [[Frightened]] 3 and [[Fleeing]] for 1 round.
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**Heightened (3rd)** You can target up to five creatures.
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@ -31,10 +31,13 @@ components:
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**Traditions** `=this.traditions`
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**Cast** `=this.time` | `=this.components`
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**Range** `=this.range`; **Targets** `=this.target`
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***
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With a touch, you strip off the flesh, muscle, and internal organs off your target, leaving only bare bones. The effect depends on whether the target is a living creature, undead creature, or inanimate corpse. A creature or corpse that lacks flesh, muscle, and internal organs is immune to this spell.
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**Inanimate Corpse** The flesh, muscle, viscera, and organs are stripped from the corpse and vanish, leaving only bare bones behind.
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**Living Creature** Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also takes 1d4 persistent bleed damage. If this spell's damage kills the target, the corpse is only bones.
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**Undead Creature** Make a spell attack roll. On a hit, the target takes 2d6 slashing damage. On a critical hit, double the damage, and the target also becomes [[Enfeebled]] 1 for 1 minute. If this spell's damage destroys the target, only its bare bones remain behind.
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**Heightened (+1)** The slashing damage to living and undead creatures increases by 2d6, and the persistent bleed damage to living creatures increases by 1d4.
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@ -43,5 +43,4 @@ components:
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You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
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**Heightened (+2)** You shoot one additional missile with each action you spend.
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@ -46,5 +46,4 @@ You soften the target's blows, ensuring they avoid vital areas and cause no last
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**Failure** The creature is affected for 1d4 rounds.
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**Critical Failure** The creature is affected for 1 minute.
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**Heightened (4th)** The range increases to 100 feet, and you can target up to 8 creatures.
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@ -40,5 +40,4 @@ components:
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***
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Trigger a creature within range is falling
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You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.
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@ -45,7 +45,6 @@ Your touch afflicts the target with goblin pox, an irritating allergenic rash. T
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**Critical Failure** The target is afflicted with goblin pox at stage 2.
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**Goblin Pox (disease) Level 1.**
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Goblins and goblin dogs are immune.
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@ -38,7 +38,6 @@ components:
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***
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You conjure grease, with effects based on choosing area or target.
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Area [4 contiguous 5-foot squares] All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall [[Prone]]. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save.
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Target [1 object of Bulk 1 or less] If you cast the spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a -2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM's choice. If you cast this spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
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@ -44,5 +44,4 @@ Water creatures and plant creatures use the outcome one degree of success worse
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**Failure** The creature takes full damage and is [[Dazzled]] for 1 round.
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**Critical Failure** The creature takes double damage and is dazzled for 1 minute.
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**Heightened (+1)** The damage increases by 2d4.
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@ -36,8 +36,6 @@ You gather magical energy into your palm, forming a concentrated ball of electri
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**3** (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.
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**Two Rounds** If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.
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**Heightened (+1)** The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6 electricity, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1 electricity.
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@ -42,5 +42,4 @@ You call forth a powerful blast of pressurized water that bludgeons the target a
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**Critical Success** The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
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**Success** The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
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**Heightened (+1)** The damage increases by 2d6.
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@ -37,7 +37,6 @@ components:
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***
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Gathering kinetic energy, you either focus it in a straight line or disperse it as an encircling ripple. Any creature targeted by this spell must succeed at a Fortitude saving throw or be pushed 10 feet away from you (or 20 feet on a critical failure). The spell's area or range and how many creatures it affects is based on how many actions you spend when Casting the Spell.
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1 The spell targets one creature within 15 feet.
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2 The spell targets one creature within 30 feet. The distance the target is pushed if it fails is doubled, and on a critical failure, the target is also knocked [[Prone]] and takes 1d6 bludgeoning damage.
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@ -44,5 +44,4 @@ Weakness 5 to physical damage. (If you take physical damage in this form, you ta
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Low-light vision and imprecise scent 30 feet.
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Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier -4.
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**Heightened (4th)** You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
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@ -47,5 +47,4 @@ Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent Me
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**Failure** The target takes full initial and Persistent Damage, and the target is [[Sickened]] 1. If the target recovers from being Sickened, the Persistent Damage ends and the spell ends.
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**Critical Failure** As failure, but the target is [[Sickened]] 2.
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**Heightened (+1)** The damage increases by 2d4 and the Persistent Damage by 1d4.
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@ -43,5 +43,4 @@ A spray of heavy rocks flies through the air in front of you. The rubble deals 2
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**Failure** The creature takes full damage and is pushed 5 feet away from you.
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**Critical Failure** The creature takes double damage and is pushed 10 feet away from you.
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**Heightened (+1)** Increase the damage by 2d4.
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@ -42,6 +42,5 @@ You blast the area with grit that scours away soil and gets into creatures' eyes
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**Failure** The creature is [[Dazzled]] for 1 minute or until it uses an Interact action to get the sand out of its eyes.
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**Critical Failure** As failure, but the creature is also [[Blinded]] for its next action.
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**Heightened (3rd)** Once per round when you Sustain the Spell, you can move the center of the burst to a spot within range.
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**Heightened (6th)** As the 3rd-level version, except the range is 120 feet and the area is a 20-foot burst.
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@ -45,5 +45,4 @@ You create a wave of energy that ripples through the earth. Terrestrial creature
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**Failure** The creature falls [[Prone]].
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**Critical Failure** As failure, plus the creature takes 1d6 damage.
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**Heightened (+1)** The area increases by 5 feet (to a 20-foot cone at 2nd level, and so on).
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@ -50,5 +50,4 @@ Each creature in the area becomes drowsy and might fall asleep. A creature that
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**Failure** The creature falls Unconscious. If it's still Unconscious after 1 minute, it wakes up automatically.
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**Critical Failure** The creature falls Unconscious. If it's still Unconscious after 1 hour, it wakes up automatically.
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**Heightened (4th)** The creatures fall Unconscious for 1 round on a failure or 1 minute on a critical failure. They fall Prone and release what they're holding, and they can't attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
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@ -42,5 +42,4 @@ You throw a magically propelled and chilled ball of dense snow. The target takes
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**Success** The target takes full damage and a -5-foot status penalty to its Speeds for 1 round.
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**Failure** No effect.
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**Heightened (+1)** The damage increases by 2d4.
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@ -45,7 +45,6 @@ You magically duplicate a spider's venomous sting. You deal 1d4 piercing damage
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**Critical Failure** The target is afflicted with spider venom at stage 2.
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**Spider Venom (poison) Level 1**
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Maximum Duration 4 rounds.
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Stage 1 1d4 poison damage and [[Enfeebled]] 1 (1 round)
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@ -41,5 +41,4 @@ You call upon the spirits of the soil to twist and churn, transforming the terra
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**Failure** The creature sinks partially into the mud. The creature takes a -10-foot circumstance penalty to its Speeds (except for its swim Speed, if any) and becomes [[Flat-Footed]]. These effects last until the creature leaves the area or until the end of its next turn, whichever comes first.
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**Critical Failure** As failure, but the penalty to Speeds (except Swim speed) is -15 feet.
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**Heightened (3rd)** The range increases to 60 feet, and the area increases to a 20-foot burst.
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@ -38,5 +38,4 @@ components:
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***
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You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed.
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**Heightened (2nd)** The duration increases to 8 hours.
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@ -44,5 +44,4 @@ You use magical chains, vines, or other tethers to bind your target to you. The
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**Failure** The target takes a -10-foot circumstance penalty to its Speed and cannot move more than 30 feet away from you until it Escapes or the spell ends.
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**Critical Failure** The target is [[Immobilized]] until it Escapes or the spell ends.
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**Heightened (+1)** The tethers' AC increases by 3 and their Hit Points increase by 10.
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@ -38,7 +38,6 @@ components:
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***
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You summon an unseen servant, which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait.
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## Unseen Servant
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==[[No Alignment]]== ==[[Medium]]== ==[[Mindless]]==
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@ -49,7 +48,6 @@ You summon an unseen servant, which you can command as part of Sustaining the Sp
|
|||
**Str** -4, **Dex** +2, **Con** +0, **Int** -5, **Wis** +0, **Cha** +0
|
||||
**Invisible** An unseen servant is invisible, though it normally doesnt Sneak, so it is usually only hidden.
|
||||
|
||||
|
||||
**Saves** _AC_ 13; _Fort_ +0, _Ref_ +4, _Will_ +0
|
||||
**HP** 4; Immunities disease, mental, non-magical attacks, paralysis, poison, precision, unconscious ; Resistances all damage 5 (except force or ghost touch)
|
||||
**Speed** fly 30 feet
|
||||
|
|
|
|||
|
|
@ -37,5 +37,4 @@ Duplicate any spell from another spell list of 7th level or lower. It must be co
|
|||
Produce any effect whose power is in line with the above.
|
||||
Reverse certain effects that refer to the [[Wish]] spell.
|
||||
|
||||
|
||||
At the GM's discretion, you can try to produce greater effects, but this is dangerous and the spell may have only a partial effect.
|
||||
|
|
@ -33,7 +33,6 @@ components:
|
|||
***
|
||||
You transform into an avatar of your deity, assuming a Huge battle form. You must have space to expand or the spell is lost. You have hands in this battle form and can take manipulate actions. You can Dismiss this spell. You gain the following statistics and abilities regardless of which deity's battle form you assume:
|
||||
|
||||
|
||||
AC = 25 + your level. Ignore your armor's check penalty and Speed reduction.
|
||||
30 temporary Hit Points.
|
||||
Darkvision.
|
||||
|
|
|
|||
|
|
@ -46,7 +46,6 @@ components:
|
|||
***
|
||||
You call upon the unimaginable power of world-ending cataclysms, ripping a small piece of each cataclysm and combining them together into one horrifically powerful attack. The following effects come down upon all creatures in the area. Treat the resistances of creatures in the area as if they were 10 lower for the purpose of determining the cataclysm's damage. Each creature attempts one basic Reflex save that applies to all five types of damage.
|
||||
|
||||
|
||||
Flesh-dissolving acid rain deals 3d10 acid damage.
|
||||
|
||||
A roaring earthquake shakes and bludgeons creatures on the ground, dealing 3d10 bludgeoning damage.
|
||||
|
|
|
|||
|
|
@ -31,7 +31,6 @@ components:
|
|||
***
|
||||
You request aid directly from your divine source. Your divine source always refuses a request out of line with its nature, and it might grant a different request (potentially more powerful or better fitting its nature) than the one you asked for. A casting of miracle can do any of the following things.
|
||||
|
||||
|
||||
Duplicate any spell from the divine list of 9th level or lower to which you have access.
|
||||
|
||||
Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access.
|
||||
|
|
|
|||
|
|
@ -31,7 +31,6 @@ components:
|
|||
***
|
||||
You request a direct intercession from the natural world. Nature always refuses unnatural requests and might grant a different request (potentially more powerful or better fitting its character) than the one you asked for. A primal phenomenon spell can do any of the following things.
|
||||
|
||||
|
||||
Duplicate any spell from the primal spell list of 9th level or lower to which you have access.
|
||||
|
||||
Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access.
|
||||
|
|
|
|||
|
|
@ -41,7 +41,6 @@ You briefly conjure a kaiju, a massive, rampaging monster with a unique name and
|
|||
**Arrive** ([[necromancy]], [[negative]]) **Channel Void** Each foe in a 100-foot emanation takes 16d8 negative damage with a basic Fortitude save;
|
||||
**Depart** ([[transmutation]]) **Gravitic Repulsion** Each foe in a 50-foot emanation is pushed 100 feet away unless it succeeds at a Fortitude save.
|
||||
|
||||
|
||||
**Agyra, the Forever Storm** Speed 80 feet, fly 200 feet;
|
||||
**Arrive** ([[electricity]], [[evocation]]) **Breath of a Thousand Storms** Agyra shoots two 1,200-foot lines of electricity, one from each of her heads. The lines can't overlap. Each creature along one of the lines takes 6d12 electricity damage with a basic Reflex save. On a failure, the creature is also [[Slowed]] 1 for 1 round (or for 1 minute on a critical failure);
|
||||
**Depart** ([[evocation]], [[sonic]]) **Thunderous Blast** Each creature within a 100-foot emanation takes 6d10 sonic damage with a basic Reflex save, and is also knocked [[Prone]] on a failed save.
|
||||
|
|
|
|||
|
|
@ -31,7 +31,6 @@ components:
|
|||
***
|
||||
You state a wish, making your greatest desire come true. A wish spell can produce any one of the following effects.
|
||||
|
||||
|
||||
Duplicate any spell from the arcane list of 9th level or lower to which you have access.
|
||||
|
||||
Duplicate any spell from another spell list of 7th level or lower. It must be common or you must have access.
|
||||
|
|
|
|||
|
|
@ -37,14 +37,12 @@ You call upon primal energy to transform yourself into a Medium animal battle fo
|
|||
|
||||
You gain the following statistics and abilities regardless of which battle form you choose:
|
||||
|
||||
|
||||
AC = 16 + your level. Ignore your armor's check penalty and Speed reduction.
|
||||
5 temporary Hit Points.
|
||||
Low-light vision and imprecise scent 30 feet.
|
||||
One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the [[Enfeebled]] condition, for example). If your unarmed attack bonus is higher, you can use it instead.
|
||||
Athletics modifier of +9, unless your own modifier is higher.
|
||||
|
||||
|
||||
You also gain specific abilities based on the type of animal you choose:
|
||||
**Ape**
|
||||
Speed 25 feet, climb Speed 20 feet;
|
||||
|
|
|
|||
|
|
@ -43,5 +43,4 @@ The first creature that uses a mental effect against you triggers the animus min
|
|||
**Failure** The creature takes full damage and is [[Stunned]] 1.
|
||||
**Critical Failure** The creature takes double damage and is [[Stunned]] 1. You are unaffected by the triggering mental effect.
|
||||
|
||||
|
||||
**Heightened (+1)** The damage increases by 2d8.
|
||||
|
|
|
|||
|
|
@ -47,5 +47,4 @@ You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain f
|
|||
**Failure** The target takes full damage and is [[Dazzled]] for 1 round.
|
||||
**Critical Failure** The target takes double damage and is [[Blinded]] for 1 round.
|
||||
|
||||
|
||||
**Heightened (+1)** The damage increases by 1d4.
|
||||
|
|
|
|||
|
|
@ -40,5 +40,4 @@ You gain a vague glimpse of the future. During the casting of this spell, ask ab
|
|||
**Nothing** There won't be particularly good or bad results.
|
||||
|
||||
|
||||
|
||||
The GM rolls a secret DC 6 flat check. On a failure, the result is always "nothing." This makes it impossible to tell whether a "nothing" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.
|
||||
|
|
@ -48,5 +48,4 @@ A heap of insults and invectives spew from your mouth-words so devastating your
|
|||
**Failure** The target becomes [[Frightened]] 1 and takes the full persistent fire damage.
|
||||
**Critical Failure** The target becomes [[Frightened]] 2 and takes double the persistent fire damage.
|
||||
|
||||
|
||||
**Heightened (+2)** You can target two additional creatures, and the persistent damage increases by 2d6.
|
||||
|
|
|
|||
|
|
@ -45,5 +45,4 @@ You curse the target, punishing it for having the audacity to spill your blood.
|
|||
**Failure** The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
|
||||
**Critical Failure** As failure, but the target takes double the persistent bleed damage.
|
||||
|
||||
|
||||
**Heightened (+2)** The persistent bleed damage increases by 2d6 persistent Bleed damage.
|
||||
|
|
|
|||
|
|
@ -44,5 +44,4 @@ You reach out a hand and seize a creature's skeleton from afar, harming their bo
|
|||
**Failure** The target takes full damage and is [[Enfeebled]] 1. If you cast the 3-action version, you can move the target up to 15 feet; it can fall prone to avoid moving.
|
||||
**Critical Failure** The target takes double damage and is [[Enfeebled]] 2. If you cast the 3-action version, you can move the target up to 25 feet, then knock the target prone; if you attempt to move the target to a hazardous location, such as into a pool of acid or off a cliff, it can fall prone to avoid moving.
|
||||
|
||||
|
||||
**Heightened (+2)** The damage increases by 3d8.
|
||||
|
|
|
|||
|
|
@ -41,6 +41,5 @@ You fill the area with an oppressive, arid swelter that overwhelms creatures wit
|
|||
**Failure** The creature is [[Sickened]] 1.
|
||||
**Critical Failure** The creature is [[Sickened]] 2.
|
||||
|
||||
|
||||
**Heightened (4th)** Once per round when you Sustain the Spell, you can move the center of the burst to a new location within range.
|
||||
**Heightened (7th)** As the 4th-level version, except the range is 120 feet and the area is a 20-foot burst.
|
||||
|
|
|
|||
|
|
@ -45,7 +45,6 @@ components:
|
|||
A magical flame springs up from the object, as bright as a torch. It doesn't need oxygen, react to water, or generate heat.
|
||||
**Heightened (+1)** The cost increases as follows:
|
||||
|
||||
|
||||
16 gp for 3rd level
|
||||
|
||||
30 gp for 4th
|
||||
|
|
|
|||
|
|
@ -44,5 +44,4 @@ You remove loose dirt, dust, gravel, sand, and the like (though not solid stone)
|
|||
**Failure** The creature falls [[Prone]] in the nearest available space of its choice, or falls into the pit if it prefers.
|
||||
**Critical Failure** The creature falls into the pit excavated by the spell and lands Prone, taking falling damage as normal.
|
||||
|
||||
|
||||
**Heightened (+2)** The spell can excavate an additional 5-foot cube of earth. If you excavate all four 5-foot cubes beneath a Large creature, it must attempt a Reflex save or Acrobatics check, as above.
|
||||
|
|
|
|||
|
|
@ -43,5 +43,4 @@ You cause the creature's vision to become particularly sensitive. The creature m
|
|||
**Failure** The creature is dazzled for 1 minute.
|
||||
**Critical Failure** The creature gains Light Blindness for 1 minute. If the creature is already exposed to bright light, it immediately becomes [[Blinded]], as it isn't acclimated to its newly acquired light blindness.
|
||||
|
||||
|
||||
**Heightened (6th)** You can target up to 10 creatures.
|
||||
|
|
|
|||
|
|
@ -47,5 +47,4 @@ You curse the target with a hunger no food can sate. You can Dismiss the spell.
|
|||
**Failure** The creature is immediately afflicted by hunger as if it hadn't eaten food in days. It becomes Fatigued and takes 1d4 damage each day that can't be healed until it sates its hunger. No amount of eating can sate the creature's hunger during the spell's duration. After the spell's duration, the creature takes damage from starvation.
|
||||
**Critical Failure** As failure but the creature takes 2d4 damage each day, twice as much as usual for hunger.
|
||||
|
||||
|
||||
**Heightened (+1)** The hunger becomes more unbearable, increasing the damage each day by 1d4, or by 2d4 on a critical failure.
|
||||
|
|
|
|||
|
|
@ -40,5 +40,4 @@ Toxic spores swarm over creatures in the area, causing them to erupt in grotesqu
|
|||
**Failure** The target takes the full persistent poison damage. While it is taking this persistent poison damage, it has weakness 1 to fire and weakness 1 to slashing.
|
||||
**Critical Failure** As failure, but double the persistent poison damage. While it is taking this persistent poison damage, it has weakness 2 to fire and weakness 2 to slashing.
|
||||
|
||||
|
||||
**Heightened (+2)** The persistent damage increases by 2d6, and the weakness increases by 1, or by 2 on a critical failure.
|
||||
|
|
|
|||
|
|
@ -44,7 +44,6 @@ You touch the target to afflict it with ghoul fever, infesting it with hunger an
|
|||
**Critical Failure** The target is afflicted with ghoul fever at stage 3.
|
||||
|
||||
|
||||
|
||||
**Ghoul Fever (disease) Level 3**
|
||||
|
||||
Stage 1 carrier with no ill effects (1 day)
|
||||
|
|
|
|||
|
|
@ -46,5 +46,4 @@ If you target an item held by the creature, the creature can Release the item to
|
|||
**Failure** The creature takes full damage and the object deals full persistent damage.
|
||||
**Critical Failure** As failure, but the creature takes double damage and the object deals double persistent damage.
|
||||
|
||||
|
||||
**Heightened (+1)** The initial damage increases by 2d6 and the persistent damage increases by 1d4.
|
||||
|
|
|
|||
|
|
@ -46,5 +46,4 @@ You curse the target, filling it with terror at the loss of its blood. The targe
|
|||
**Failure** The target is [[Frightened]] 2. Until it stops bleeding, its frightened value can't decrease below frightened 1.
|
||||
**Critical Failure** As failure, but the target is [[Frightened]] 3.
|
||||
|
||||
|
||||
**Heightened (4th)** You even terrify witnesses with the copious quantities of blood. You can target up to four creatures as secondary targets. These secondary targets don't need to be bleeding but must be able to see the primary target. Secondary targets must also attempt Will saves, with the same results, except their restriction on decreasing their frightened value depends on whether the primary target is still bleeding.
|
||||
|
|
|
|||
|
|
@ -45,5 +45,4 @@ A brilliant and clamorous display of sparks and colorful fireworks explode aroun
|
|||
**Failure** The creature takes full damage and is dazzled for 3 rounds.
|
||||
**Critical Failure** The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute.
|
||||
|
||||
|
||||
**Heightened (+2)** The initial fire damage increases by 1d8, the sonic damage increases by 1d8, and the persistent fire damage a creature takes on a critical failure increases by 1d4.
|
||||
|
|
|
|||
|
|
@ -44,7 +44,6 @@ You reproduce an imp's evil, poisonous sting, stabbing at an enemy and possibly
|
|||
**Critical Failure** The target is afflicted with imp venom at stage 2.
|
||||
|
||||
|
||||
|
||||
**Imp Venom (poison) Level 3**
|
||||
|
||||
Maximum Duration 6 rounds
|
||||
|
|
|
|||
|
|
@ -37,5 +37,4 @@ You attune yourself to an underlying cosmic order to the world. While you remain
|
|||
**Heightened (8th)** The status bonus increases to +3.
|
||||
|
||||
|
||||
|
||||
Note: The automation for the critical failure effect defaults to 10 rounds and must be altered manually.
|
||||
|
|
@ -36,11 +36,9 @@ components:
|
|||
***
|
||||
You gradually manifest your spiritual energy into your cupped hands before firing off a storm of bolts and beams that deal 4d4 force damage to all creatures in a 60-foot line. Creatures in the area must attempt a basic Reflex save. On a critical failure, they're also blinded for 1 round. The number of actions you spend when Casting this Spell determines the area. If the line passes through an area of magical darkness or targets a creature affected by magical darkness, inner radiance torrent attempts to counteract the darkness.
|
||||
|
||||
|
||||
**2** (somatic, verbal) The line is 60 feet long.
|
||||
**3** (material, somatic, verbal) The line is 120-foot long.
|
||||
|
||||
|
||||
**Two Rounds** The line is 120 feet long. If you spend 3 actions casting the spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you choose to do so, the damage dealt by this spell increases by 4d4, and you enter a shining state for 1 minute, causing you to glow with light and deal 1 force damage to creatures that end their turn adjacent to you.
|
||||
|
||||
**Heightened (+1)** The initial damage, as well as the additional damage for the 2-round casting time, each increase by 4d4, and the damage to adjacent creatures dealt while in your shining state increases by 1.
|
||||
|
|
|
|||
|
|
@ -44,5 +44,4 @@ One object held by a creature becomes fused to that creature's hand and can't be
|
|||
**Failure** The creature is affected for 4 rounds.
|
||||
**Critical Failure** The creature is affected for 1 minute.
|
||||
|
||||
|
||||
**Heightened (+2)** You can target either 1 additional object held by the same creature or 1 additional object held by 1 additional creature.
|
||||
|
|
|
|||
|
|
@ -36,7 +36,6 @@ components:
|
|||
***
|
||||
Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.
|
||||
|
||||
|
||||
Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.
|
||||
|
||||
Reduce a Condition Reduce the value of the target's [[Clumsy]], [[Enfeebled]], or [[Stupefied]] condition by 2. You can instead reduce two of the listed conditions by 1 each.
|
||||
|
|
|
|||
|
|
@ -44,5 +44,4 @@ You cast a shadow over the target zombie, briefly turning it into shadowy vapor
|
|||
**Failure** The target becomes your shadowy minion for 1 minute.
|
||||
**Critical Failure** As failure, but for 10 minutes.
|
||||
|
||||
|
||||
**Heightened (4th)** You can target a zombie of level 5 or lower.
|
||||
|
|
|
|||
|
|
@ -42,5 +42,4 @@ A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must at
|
|||
**Failure** The creature takes full damage and is [[Deafened]] for 1 round.
|
||||
**Critical Failure** The creature takes double damage, is Deafened for 1 minute, and is [[Stunned]] 1.
|
||||
|
||||
|
||||
**Heightened (+1)** The damage increases by 1d10.
|
||||
|
|
|
|||
|
|
@ -39,5 +39,4 @@ components:
|
|||
You create a buffer in the link between yourself and your eidolon in order to prevent you from falling alongside your bonded ally. You gain the Sever Conduit reaction; after using it, the spell ends.
|
||||
|
||||
|
||||
|
||||
**Sever Conduit | reaction | [[Concentrate]] | Trigger** Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a [[Death]] effect; **Effect** You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out
|
||||
|
|
|
|||
|
|
@ -43,5 +43,4 @@ The target believes its teeth are falling out, crawling along its face, stabbing
|
|||
**Failure** The target takes full damage and persistent mental damage and is[[Frightened]] 1.
|
||||
**Critical Failure** The target takes full damage and persistent mental damage and is [[Frightened]] 3.
|
||||
|
||||
|
||||
**Heightened (+2)** You can target two additional creatures, the mental damage increases by 2d4, and the persistent mental damage increases by 1d4.
|
||||
|
|
|
|||
|
|
@ -44,5 +44,4 @@ The target is overcome by deep jealousy and resentment that twists its mind agai
|
|||
**Failure** The target no longer treats anyone as its allies. The target can't take the Aid reaction or any action that would directly benefit another creature, such as casting a beneficial spell on them, though it can still take actions that indirectly benefit other creatures, such as fighting the same foes.
|
||||
**Critical Failure** As failure, and whenever the target starts its turn within reach of a creature it previously considered an ally, it must spend its first action on its turn to berate the creature or otherwise wave it away.
|
||||
|
||||
|
||||
**Heightened (4th)** You can target up to 10 creatures.
|
||||
|
|
|
|||
|
|
@ -45,5 +45,4 @@ Regret eats away at the target's mind, punishing it for its violence until it ce
|
|||
**Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends a complete round without intentionally damaging another creature.
|
||||
**Critical Failure** As success, except the curse damages the target at the end of each of its turns and lasts until the target spends 24 hours atoning for its perceived sins.
|
||||
|
||||
|
||||
**Heightened (+2)** The amount of mental damage the target takes for each creature it damaged that turn increases by 1d8, and the maximum damage the target can take per turn increases by 4d8.
|
||||
|
|
|
|||
|
|
@ -47,5 +47,4 @@ Each time a creature in the web begins to use a move action or enters the web du
|
|||
**Failure** The creature takes a -10-foot circumstance penalty to its Speeds until the start of its next turn.
|
||||
**Critical Failure** The creature is Immobilized until the start of its next turn, after which it takes a -10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its Immobilized condition.
|
||||
|
||||
|
||||
**Heightened (4th)** The spell's area increases to a 20-foot burst, and its range increases to 60 feet.
|
||||
|
|
|
|||
|
|
@ -42,5 +42,4 @@ Gnawing worms materialize within the flesh of the target creature, dealing 4d6 p
|
|||
**Failure** The target takes full initial and persistent damage and is [[Flat-Footed]] due to the pain for as long as it takes persistent damage.
|
||||
**Critical Failure** As failure, but the target takes double the initial damage and is also [[Slowed]] 1 by the pain for as long as it takes persistent damage.
|
||||
|
||||
|
||||
**Heightened (+2)** The initial and persistent damage increase by 2d6 and 1d6, respectively
|
||||
|
|
|
|||
|
|
@ -45,5 +45,4 @@ Your target's mind tumbles down a deep well of dread, dwelling so intently on de
|
|||
**Failure** The target takes full damage and becomes [[Frightened]] 2.
|
||||
**Critical Failure** The target takes double damage and becomes [[Frightened]] 3.
|
||||
|
||||
|
||||
**Heightened (+1)** Increase the damage by 2d6 mental.
|
||||
|
|
|
|||
|
|
@ -44,5 +44,4 @@ You behold the many timelines that weave around a creature, and in so doing, you
|
|||
**Failure** As success, but the creature must commit at least two of its actions for the next turn-"I will Stride toward Valeros and then Strike with my claws." All of these actions are similarly locked in and can't be changed, but the creature can take them in any order.
|
||||
**Critical Failure** As failure, but the creature must commit all of its actions for the next turn.
|
||||
|
||||
|
||||
**Heightened (7th)** Instead of affecting a single target, the spell affects all enemies within a 30-foot emanation.
|
||||
|
|
|
|||
|
|
@ -45,5 +45,4 @@ If the ray passes through an area of magical light or targets a creature affecte
|
|||
**Critical Success** The target takes double damage.
|
||||
**Success** The target takes full damage.
|
||||
|
||||
|
||||
**Heightened (+1)** The cold damage increases by 2d6, and the evil damage against celestials increases by 2d6.
|
||||
|
|
|
|||
|
|
@ -43,5 +43,4 @@ To many deities, casting this spell on a follower of your own deity without sign
|
|||
**Failure** The target takes full damage; if the target can cast divine spells, it's [[Stupefied]] 1 for 1 round.
|
||||
**Critical Failure** The target takes double damage, is [[Stupefied]] 1 for 1 round, and can't cast divine spells for 1 round.
|
||||
|
||||
|
||||
**Heightened (+1)** The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).
|
||||
|
|
|
|||
|
|
@ -49,5 +49,4 @@ You curse the target with a thirst no drink can quench. You can Dismiss the spel
|
|||
**Failure** The creature is immediately afflicted by thirst as if it hadn't had a drink in days. It becomes Fatigued and takes 1d4 damage each hour that can't be healed until it quenches its thirst. No amount of drinking can quench the creature's thirst during the spell's duration.
|
||||
**Critical Failure** As failure but the creature takes 2d4 damage each hour, twice as much as usual for thirst.
|
||||
|
||||
|
||||
**Heightened (+3)** The thirst becomes more unbearable, increasing the damage each hour by 1d4, or by 2d4 on a critical failure.
|
||||
|
|
|
|||
|
|
@ -41,7 +41,6 @@ components:
|
|||
***
|
||||
You curse the target with rapid aging or erosion. The effect depends on whether the target is an object, a construct, or a living creature. Artifacts and objects and constructs made of precious materials (as determined by the GM), are immune.
|
||||
|
||||
|
||||
**Object** If the object is attended, its bearer can attempt a Fortitude save. If the bearer fails or the object is unattended, the object immediately takes 4d6 damage (applying Hardness normally) and the item is cursed with an unlimited duration. Until the curse ends, the item becomes shoddy and can't be Repaired, and the curse attempts to counteract any spell that would restore the object's Hit Points. [[Remove Curse]] can target an item affected by this spell.
|
||||
|
||||
**Construct** The construct takes 4d6 damage (basic Fortitude save). On a failure, for 1 hour the construct is [[Clumsy]] 1, is [[Enfeebled]] 1, and can't be Repaired, and the curse attempts to counteract any spell that would restore the construct's Hit Points. On a critical failure, these effects have an unlimited duration.
|
||||
|
|
@ -51,5 +50,4 @@ You curse the target with rapid aging or erosion. The effect depends on whether
|
|||
**Failure** As success, with a duration of 1 hour.
|
||||
**Critical Failure** As success, with an unlimited duration.
|
||||
|
||||
|
||||
**Heightened (+1)** The damage increases by 1d6.
|
||||
|
|
|
|||
|
|
@ -43,5 +43,4 @@ You fast-forward time for a single creature, burdening it with the aches and pai
|
|||
**Failure** The target is fatigued and enfeebled 1 for the duration.
|
||||
**Critical Failure** The target is fatigued and [[Enfeebled]] 2 for the duration. The fatigued condition doesn't end when the spell's duration does (but can still be removed with a night's rest or by similar means).
|
||||
|
||||
|
||||
**Heightened (6th)** You can target up to 10 creatures.
|
||||
|
|
|
|||
|
|
@ -43,5 +43,4 @@ You bombard a target with distracting auditory illusions, surrounding them with
|
|||
**Failure** The duration is 3 rounds.
|
||||
**Critical Failure** The duration is 1 minute.
|
||||
|
||||
|
||||
**Heightened (7th)** You can target up to five creatures.
|
||||
|
|
|
|||
|
|
@ -42,8 +42,6 @@ You draw elemental power from your surroundings, and combining it with your own
|
|||
|
||||
**3** (material, somatic, verbal) The spell is a 30-foot cone. On a failed saving throw, creatures are pushed 5 feet away from you, and on a critical failure they are pushed 10 feet away and are knocked prone.
|
||||
|
||||
|
||||
**Two Rounds** If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, the spell is as 3 actions, but the area is a 60-foot cone, and for 1 round, the elements linger in the cone, racing off into the distance and making approaching you difficult, with the effects of [[Gust of Wind]].
|
||||
|
||||
|
||||
**Heightened (+2)** The damage increases by 2d6, and the distance that enemies are pushed back if you spent 3 actions or 2 rounds increases by 5 feet on a failed save and 10 feet on a critical failure.
|
||||
|
|
|
|||
|
|
@ -43,5 +43,4 @@ You reach into a creature's mind and extract its knowledge of a word. Choose a w
|
|||
**Failure** The spell's duration is 1 day.
|
||||
**Critical Failure** The spell's duration is unlimited.
|
||||
|
||||
|
||||
**Heightened (+2)** You excise one additional word.
|
||||
|
|
|
|||
|
|
@ -48,5 +48,4 @@ You sift through myriad potential futures, seize upon one potential moment in wh
|
|||
**Failure** The creature is immediately flat-footed. On the second round, it becomes [[Frightened]] 2. Finally, on the third round, it also becomes [[Stunned]] 1. At the end of the third round, the creature takes full damage.
|
||||
**Critical Failure** The creature is immediately flat-footed and [[Frightened]] 3. On the second round, it becomes stunned 1. Finally, on the third round, it also becomes [[Paralyzed]]. At the end of the third round, the creature takes double damage.
|
||||
|
||||
|
||||
**Heightened (+1)** The damage increases by 2d6.
|
||||
|
|
|
|||
|
|
@ -44,5 +44,4 @@ With a wave of your hand and a short invocation, you cause feelings of ennui and
|
|||
**Failure** The target is slowed 1 and [[Frightened]] 1 from the sense of ennui, and remains slowed and can't reduce the frightened condition below 1 as long as the spell is sustained. At the start of the target's turn, choose one creature within 30 feet of the target to attempt a Will save as well; on a failure, that creature is slowed 1 for 1 round; either way, they are then temporarily immune to this casting of infectious ennui. (Ennui does not continue to spread from this secondary target.)
|
||||
**Critical Failure** As failure, but the primary target is [[Slowed]] 2 and [[Frightened]] 2.
|
||||
|
||||
|
||||
**Heightened (5th)** When a secondary target becomes slowed, it remains slowed as long as the spell is sustained.
|
||||
|
|
|
|||
|
|
@ -43,7 +43,6 @@ Low-light vision.
|
|||
One or more attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +13, and your damage bonus is +2. These attacks are Strength based (for the purpose of the [[Enfeebled]] condition). If your unarmed attack modifier is higher, you can use it instead.
|
||||
Athletics modifier of +13, unless your own is higher.
|
||||
|
||||
|
||||
You also gain specific abilities based on the form you choose:
|
||||
**Ant**
|
||||
Speed 30 feet, climb Speed 30 feet;
|
||||
|
|
|
|||
|
|
@ -41,17 +41,14 @@ Magical monkey spirits fill the area as they pile and climb on top of one anothe
|
|||
|
||||
Choose the kind of mischief your monkeys make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the Spell. The first time each round when you Sustain the Spell, you can move the area of the monkeys by 5 feet.
|
||||
|
||||
|
||||
Flagrant Burglary The monkeys try to Steal any one item from one creature in the area. Use your spell DC - 10 as the monkeys' Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the monkeys-even for the caster-requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell's area you choose.
|
||||
|
||||
|
||||
Raucous Din The monkeys screech loudly, potentially deafening creatures in the spell's area. Each creature in the spell's area must attempt a Fortitude save.
|
||||
**Critical Success** The creature is unaffected and is temporarily immune for 10 minutes.
|
||||
**Success** The creature is unaffected.
|
||||
**Failure** The creature is [[Deafened]] for 1 round.
|
||||
**Critical Failure** The creature is Deafened for 1 minute.
|
||||
|
||||
|
||||
Tumultuous Gymnastics The monkeys jump and climb all over creatures in the spell's area, interfering with complex movements. Each creature in the spell's area must attempt a Reflex save.
|
||||
**Critical Success** The creature is unaffected and is temporarily immune for 10 minutes.
|
||||
**Success** The creature is unaffected.
|
||||
|
|
|
|||
|
|
@ -43,5 +43,4 @@ components:
|
|||
This spell wards against those who attempt to subvert your mind and turns mental magic back on them. When the spell is complete, you gain the Fight with Fear reaction; once you use the reaction, the spell ends.
|
||||
|
||||
|
||||
|
||||
**Fight with Fear | reaction | [[Concentrate]], [[Emotion]], [[Enchantment]], [[Fear]], [[Mental]] | Trigger** A creature that you can see uses a mental effect against you; **Effect** The triggering creature must attempt a Will save, which has the following effects.
|
||||
|
|
|
|||
|
|
@ -42,6 +42,5 @@ Moonlight ray's cold damage is silver damage for the purposes of weaknesses, res
|
|||
**Critical Success** The target takes double cold damage, as well as double good damage if a fiend or undead.
|
||||
**Success** The target takes full damage.
|
||||
|
||||
|
||||
If the light passes through an area of magical darkness or targets a creature affected by magical darkness, moonlight ray attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.
|
||||
**Heightened (+1)** The cold damage increases by 2d6, and the good damage against fiends and undead increases by 2d6 good{2d6 good damage}.
|
||||
|
|
|
|||
|
|
@ -33,7 +33,6 @@ components:
|
|||
***
|
||||
You sigh, and your breath transforms into delicate, black‑winged butterflies and huge death's-head hawkmoths. They flutter about you briefly, and then range forth in search of sustenance- fresh-spilled blood, by preference, but rotting corpses, flowering plants, or even left-behind food will do in a pinch. They then return, perching on your hair or shoulders and whispering their secrets into your ears. This has three effects.
|
||||
|
||||
|
||||
You heal 2d4 Hit Points every 10 minutes.
|
||||
|
||||
The first time during the duration when someone successfully Treats your Wounds, you regain an additional 4d4 Hit Points.
|
||||
|
|
|
|||
|
|
@ -44,7 +44,6 @@ No vision and motion sense 30 feet. You can sense nearby motion through vibratio
|
|||
One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +14, and you use the listed damage. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack modifier is higher, you can use it instead.
|
||||
Athletics modifier of +14, unless your own is higher.
|
||||
|
||||
|
||||
You also gain specific abilities based on the ooze:
|
||||
**Black Pudding** Speed 15 feet, climb 15 feet;
|
||||
|
||||
|
|
|
|||
|
|
@ -46,5 +46,4 @@ You block the target's motor impulses before they can leave its mind, threatenin
|
|||
**Failure** The target is [[Paralyzed]] for 1 round.
|
||||
**Critical Failure** The target is Paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
|
||||
|
||||
|
||||
**Heightened (7th)** You can target up to 10 creatures.
|
||||
|
|
|
|||
|
|
@ -46,5 +46,4 @@ If the creature is undead or has negative healing, it instead takes 1d8 positive
|
|||
**Failure** The creature is damaged immediately and at the end of each of your turns (so twice in the round you Cast the Spell).
|
||||
**Critical Failure** As failure, and the damage is doubled.
|
||||
|
||||
|
||||
**Heightened (+3)** The damage and healing each increase by 1d8{1d8}.
|
||||
|
|
|
|||
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Reference in a new issue