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25 changes: 18 additions & 7 deletions Spells/2/Charms/index.md
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Expand Up @@ -6,38 +6,49 @@ grand_parent: Spells

# Charms

## Beckon
*2nd level Charm*<br>
**Casting Time:** 2 Actions<br>
**Range:** 60 Feet<br>
**Components:** V, S, M *(An article of attractive clothing which you are wearing.)*<br>
**Duration:** Sustained, up to 1 minute

You weave magic into an alluring command, enrapturing those around you. Make a charm attack vs the Wisdom defense of one creature within range that you can see. On a hit, the target becomes obsessed with being near you. During this time, it cannot willingly move further away from you and if it does not begin its turn adjacent to you, it must use at least 1 action to [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Stride/) toward you, expending at least half of its movement to do so. This effect cannot compel a creature to cross through dangerous terrain nor willingly harm itself to make this movement, such as by running off a cliff.

**At Higher Levels:** When you cast this spell using more than 2 mana, you may choose an additional target for each additional mana spent.

## Crown of Madness
*2nd level Charm*<br>
**Casting Time:** 2 Actions<br>
**Range:** 120 feet<br>
**Range:** 120 Feet<br>
**Components:** V, S<br>
**Duration:** Sustained

Make a charm attack vs the Wisdom defence of one humanoid of your choice that you can see within range. On a hit, it becomes [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) by you for the duration. While the target is [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) in this way, a twisted crown of jagged iron appears on its head and a madness glows in its eyes.

When you cast this spell and as part of the action to [sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell, you can designate another creature that the [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) target must attempt to [strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) on each of its turns. The target can act normally on its turn if you choose no creature or if none are within its attack range.
When you cast this spell and as part of the action to [Sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell, you can designate another creature that the [charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) target must attempt to [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) on each of its turns. The target can act normally on its turn if you choose no creature or if none are within its attack range.

A creature affected by this spell can make a Wisdom defense check vs your charm skill at the end of each of its turns. On a success, the spell ends.

## To This Point, Bring the East!
*2nd level Charm (Ritual)*<br>
**Casting Time:** 1 Action<br>
**Range:** Touch<br>
**Components:** V, S, M *(A stone stele worth 50 sp)*<br>
**Components:** V, S, M *(A stone stele worth 50 sp.)*<br>
**Duration:** Instantaneous

Take a stone stele and affix it into a point of your choosing when you cast this spell. The stele weighs 86 lbs, has 45 integrity and DR 8. The spell ends when the stele is reduced to 0 integrity, or until dispelled.

Any creature that attacks you within 20 feet of the stele must first make a Charisma defence check vs your charms skill. On a success, the spell has no effect on the creature. On a failure, the creature is drawn to destroy the stele instead. An affected creature must use its actions to moves towards the stele and damage it.
Any creature that attacks you within 20 feet of the stele must first make a Charisma defence check vs your charms skill. On a success, the spell has no effect on the creature. On a failure, the creature is drawn to destroy the stele instead. An affected creature must use its actions to move towards the stele and damage it.

At the end of each of its turns, a creature affected by this spell can make another Charisma defence check.

**At Higher Levels:** When you cast this spell using 3 or more mana, the distance from the stele at which the spell is effective increases by 10 feet for every point of mana beyond the first.
**At Higher Levels:** When you cast this spell using 3 or more mana, the distance from the stele at which the spell is effective increases by 10 feet for every point of mana above the first.

## Zone of Truth
*2nd level Charm*<br>
*2nd level Charm (Ritual)*<br>
**Casting Time:** 2 Actions<br>
**Range:** 30 feet (20-foot radius sphere)<br>
**Range:** 30 Feet (20-foot radius sphere)<br>
**Components:** V, S<br>
**Duration:** 10 Minutes

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15 changes: 13 additions & 2 deletions Spells/2/Conjuration/index.md
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Expand Up @@ -66,12 +66,23 @@ After any of these acts, the statue will turn into mud and disintegrate.
## Phantom Steed
*2nd Level Conjuration (Ritual)*<br>
**Casting Time:** 10 Minutes<br>
**Range:** 30 feet<br>
**Range:** 30 Feet<br>
**Components:** V, S<br>
**Duration:** 8 Hours

You conjure a large, magical, equine creature that only you (or another medium or small creature that you choose) can ride. It appears on the ground in an unoccupied space of your choice within range. You may detrmine the creature's appearance, but it must be clearly phantasmal in nature. It is equipped with a saddle, bit and bridle that vanish in a puff of smoke if carried more than 10 feet away from the steed.
You conjure a large, magical, equine creature that only you (or another medium or small creature that you choose) can ride. It appears on the ground in an unoccupied space of your choice within range. You may determine the creature's appearance, but it must be clearly phantasmal in nature. It is equipped with a saddle, bit and bridle that vanish in a puff of smoke if carried more than 10 feet away from the steed.

The creature uses the statistics for a [riding horse](), except that it has a speed of 50 feet. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use 1 action to dismiss it or if the steed is reduced to 0 Stamina.

**At Higher Levels.** When you cast this spell using 3 or more mana, the steed's speed increases by 10 feet for each mana point beyond the 2nd.

## Sour Stomach
*2nd Level Conjuration*<br>
**Casting Time:** 2 Actions<br>
**Range:** 60 Feet<br>
**Components:** V, S, M *(A bit of sheepskin.)*<br>
**Duration:** Instantaneous

You manifest a vile substance within a creature's stomach, attempting to sicken them. Make a conjuration attack vs Constitution defence of one creature that you can see within range. On a hit, the target takes 2d8 poison damage, becomes [poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) for 1 minute, and is [stunned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Stunned/) until the end of its next turn as it vomits. On a miss, the target is not [stunned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Stunned/), takes half as much damage and has -1d on attack rolls it makes until the end of its next turn.

**At Higher Levels.** When you cast this spell using 3 or more mana, the damage increases by 1d8 for each additional mana spent.
29 changes: 28 additions & 1 deletion Spells/2/Divination/index.md
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# Divination

## Detect Disease
*2nd level Divination (Ritual)*<br>
**Casting Time:** 2 Actions<br>
**Range:** Self (60-foot cone)<br>
**Components:** V, S<br>
**Duration:** Sustained

You can sense the presence of disease. The amount of information revealed depends on how long you study a particular area of subject.

* 1 Round: Presence or absence of disease.
* 2 Rounds: Number of diseased individuals in the area.
* 3 Rounds: The status (see below) and location of each individual present. If a diseased individual is outside of your line of sight, then you discern its direction but not its exact location.The caster also knows the type of infection, the incubation period, and the damage the disease does.

> *Status:*
> * Incubating: The individual is suffering from a disease still in its incubation period.
> * Infected: The individual has a disease that has manifested.
> * Immune but Transmitting: The individual carries a disease and is able to transmit it but is not itself infected.

## Detect Thoughts
*2nd level Divination*<br>
**Casting Time:** 2 Actions<br>
Expand All @@ -23,6 +41,15 @@ You can also use this spell to detect the presence of thinking creatures that yo

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it. However, it must still be within range.

## Magic Probe
*2nd level Divination (Ritual)*<br>
**Casting Time:** 2 Actions<br>
**Range:** Touch<br>
**Components:** V, S, M *(A pearl worth at lease 100 gp and small steel rod.)*<br>
**Duration:** Instantaneous

When you touch a willing creature, you learn the name of all spells affecting it and the spell level of each spell, but no other details.

## Mind Spike
*2nd level Divination*<br>
**Casting Time:** 2 Actions<br>
Expand All @@ -43,4 +70,4 @@ You reach into the mind of one creature that you can see within range. Make a di

For the duration, you can see [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) creatures and objects, as well as creatures and objects in the ethereal plane. They appear to you as translucent shapes and are concealed to you.

**At Higher Levels.** When you cast this spell using 3 mana, the spell's duraction increases to 1 hour.When you cast this spell using 3 mana, the spell's duraction increases to 1 hour. When you cast this spell using 5 mana, the spell's duration increases to 24 hours.
**At Higher Levels.** When you cast this spell using 3 mana, the duration increases to 1 hour. When you cast this spell using 4 mana, the duration increases to 1 hour. When you cast this spell using 5 mana, the duration increases to 24 hours.
14 changes: 7 additions & 7 deletions Spells/2/Evocation/index.md
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Expand Up @@ -22,7 +22,7 @@ A burst of cold energy emanates from you in a 30-foot cone. Make an evocation at
**Casting Time:** 1 Action<br>
**Range:** Self<br>
**Components:** V<br>
**Duration:** 1 Minute
**Duration:** Sustained, up to 1 minute

The next time that you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 sacred damage to the target, which becomes visible if it is [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/), and the target sheds dim light in a 5-foot radius and can’t become [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) until the spell ends.

Expand All @@ -46,7 +46,7 @@ You cannot consecrate/desecrate an area with a similar fixture of a deity other
## Darkness
*2nd Level Evocation*<br>
**Casting Time:** 2 Actions<br>
**Range:** 120 feet (20-foot radius)<br>
**Range:** 120 Feet (20-foot radius)<br>
**Components:** V, M *(Bat fur and a drop of pitch or piece of coal.)*<br>
**Duration:** 1 Minute

Expand All @@ -61,7 +61,7 @@ You create a shroud of darkness that prevents light from penetrating or emanatin
**Components:** V, S, M *(A leaf of sumac.)*<br>
**Duration:** 1 Minute

You evoke a fiery, scimitar-shaped blade in your free hand. While the spell lasts, you can [strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) with this blade. When you do so, make a melee evocation attack. On a hit, the target takes 3d6 fire damage.
You evoke a fiery, scimitar-shaped blade in your free hand. While the spell lasts, you can [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) with this blade. When you do so, make a melee evocation attack. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Expand Down Expand Up @@ -105,12 +105,12 @@ Any creature in the line must spend 2 feet of movement for every 1 foot it moves

The gust disperses gas or vapour, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

On each of your turns before the spell ends, you can use 1 action to change the direction in which the line blasts from them.
On each of your turns after you cast this spell, as part of the action to [sustain](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/Casting/Duration/#sustaining-spells) the spell, you can change the direction in which the line blasts from you.

## Moonbeam
*2nd level Evocation*<br>
**Casting Time:** 2 Actions<br>
**Range:** 120 feet (5-foot radius)<br>
**Range:** 120 Fet (5-foot radius)<br>
**Components:** V, S, M *(Several seeds of any moonseed plant and a piece of opalescent feldspar.)*<br>
**Duration:** Sustained, up to 1 minute

Expand All @@ -127,7 +127,7 @@ On each of your turns after you cast this spell, as part of the action to [susta
## Scorching Ray
*2nd level Evocation*<br>
**Casting Time:** 1 Action<br>
**Range:** 120 feet<br>
**Range:** 120 Feet<br>
**Components:** V, S<br>
**Duration:** Instantaneous

Expand All @@ -140,7 +140,7 @@ For each additional action you use when Casting the Spell, you can fire an addit
## Shatter
*2nd level Evocation*<br>
**Casting Time:** 2 Actions<br>
**Range:** 60 feet (10-foot radius)<br>
**Range:** 60 Feet (10-foot radius)<br>
**Components:** V, S, M *(A chip of mica.)*<br>
**Duration:** Instantaneous

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9 changes: 4 additions & 5 deletions Spells/2/Illusion/index.md
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Expand Up @@ -11,7 +11,7 @@ grand_parent: Spells
**Casting Time:** 2 Actions<br>
**Range:** Touch<br>
**Components:** V, S, M *(An eyelash encased in gum arabic.)*<br>
**Duration:** 1 Hour
**Duration:** Sustained, up to 1 Hour

Cloaked in illusion, the target becomes [invisible](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Invisible/) until the spell ends. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Expand All @@ -24,11 +24,10 @@ Cloaked in illusion, the target becomes [invisible](https://stormchaserroleplayi
**Components:** V, S<br>
**Duration:** 1 Minute

Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6). Each time a creature targets you with an attack during the spell's duration, it must first roll the die indicated above to determine whether the attack instead targets one of your duplicates.

Once an image is hit, it is destroyed. If an attack roll fails to hit you, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical hit and would hit one of the images, one of the images is destroyed and you discard one hit from the attacking dice pool. Once all the images are destroyed, the spell ends.
Your images share your Dexterity and Strength defenses. Once an image is hit, it is destroyed. If an attack roll fails to hit you, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical hit and would hit one of the images, one of the images is destroyed and you discard one hit from the attacking dice pool. Once all the images are destroyed, the spell ends.

You can use your action to dismiss the illusory duplicates.
You can use 1 Action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, it must first roll the die indicated above to determine whether the attack instead targets one of your duplicates.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as [blindsight](https://stormchaserroleplaying.com/stormchaserRPG/Exploration/Environment/VisionandLight/#blindsight), or if it can perceive illusions as false, as with [truesight](https://stormchaserroleplaying.com/stormchaserRPG/Exploration/Environment/VisionandLight/#truesight).
13 changes: 12 additions & 1 deletion Spells/2/Necromancy/index.md
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Expand Up @@ -13,6 +13,17 @@ grand_parent: Spells
**Components:** V, S, M *(Incense and a book.)*<br>
**Duration:** Until dispelled or triggered

Light incense upon a book when you cast this spell. When a creature attempts to read the contents of the book, or attempts to cast a spell that lets them do so, it must make a Constituion defence check vs your necromancy skill. On a failure, they will be blinded for 1d6 days time.
Light incense upon a book when you cast this spell. When a creature attempts to read the contents of the book, or attempts to cast a spell that lets them do so, it must make a Constitution defence check vs your necromancy skill. On a failure, they will be blinded for 1d6 days time.

After one creature is cursed in this manner, the book is no longer protected.

## Selfless Gift
*2nd level Necromancy*<br>
**Casting Time:** 2 Actions<br>
**Range:** 30 Feet<br>
**Components:** V, S, M *(At least 2 ounces of your blood, which the spell consumes)*<br>
**Duration:** Instantaneous

By giving a vital piece of yourself, you pour healing energy into those around you. When you cast this spell, you take 1dR damage. This damage may not be reduced in any way, nor transferred to another creature. Choose any amount of creatures other than you within range. Those creatures regain Stamina equal to 1dP plus your spellcasting attribute modifier, which is split among them.

**At Higher Levels.** When you cast this spell using 3 or more mana, the amount of damage you take increases by 1dR and the amount of Stamina healed increases by 1dP for each additional mana spent.
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