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Magic even if the spell is cast multiple times, and only by the

In document Shadow of the Demon Lord (Page 116-118)

most recent casting of that spell. For example, successfully casting the compel spell on a target already under the effect of another compel spell would replace the effect of the older casting. Similarly, if a creature is in the overlapping areas of two acid rain spells, it suffers only the effects of the one most recently cast.

Triggered

Some spells can be cast using a triggered action instead of an action. In such cases, the spell’s entry states the trigger for casting it this way and any changes to the effect for doing so.

Sacrifice

Some spells allow you to expend their casting to cast a different spell, even if the other spell has no castings remaining or if you don’t know that spell. Sacrificing a spell this way takes an action, just like casting a spell normally.

Permanence

The effects of some spells can be made permanent by performing specified actions.

Air

Spells of the Air tradition harness the power of the wind, allowing casters to direct it where they will. Many users of Air magic discover the tradition by forging a bond with wind genies encountered in high places or in areas where the air is never still. Others come to it by studying the ancient writings of accomplished elementalists and mastering the mystic phrases required to control the air. Once you have discovered this tradition, the air always moves around you. It stirs your hair, rustles your clothing, and whispers in your ears. Some find the constant motion maddening. You might take comfort from the ever-present companionship of your favored element. Each time you cast an Air spell, the air moving around you picks up speed—just enough to cause flames to flicker and to disturb lightweight objects.

STIR THE AIR AIR UTILITY 0

Area A sphere with a 2-yard radius centered on a point you

can reach

Duration 1 minute

You create a light breeze in the area, which moves with you for the duration. The breeze clears away odors and dust, scatters lightweight objects such as papers, extinguishes candles, and causes larger flames to flicker and dance. Creatures in the area that attack you with thrown or ranged weapons make their attack rolls with 1 bane.

WIND BLAST AIR ATTACK 0

Target One creature or object within short range

A powerful wind assails the target. Make a Will attack roll against the target’s Strength. On a success, the wind moves the target 1d6 yards away from you.

Attack Roll 20+ The target also falls prone at the end of this

movement.

EVOKE GALE AIR ATTACK 1

Area A cone, 3 yards long, originating from a point within

short range

A howling wind disperses vapors, fog, smoke, and gas from the area. Unprotected flames gutter out, and lightweight objects are blown to the nearest edge of the area. Each creature in the area must get a success on a Strength challenge roll or be moved 1d6 yards away from the origin point. Flying creatures make the roll with 1 bane.

FLENSE AIR ATTACK 1

Target One creature or object within short range

Windborne grit scours your target. Make a Will attack roll against the target’s Strength. On a success, the target takes 2d6 + 3 damage. A living creature that becomes incapacitated by this damage dies instantly, its flesh (if any) stripped from its bones.

Attack Roll 20+ The target takes 2d6 extra damage.

GLIDE AIR UTILITY 1

Target One creature within long range Duration 1 minute

Triggered You use a triggered action to cast this spell when

you see the target fall. For the duration, the target takes no damage from landing after a fall. If it continues to fall after the effect ends, it takes damage based on where it continues falling from.

STILL THE AIR AIR UTILITY 2

Area A sphere with a 4-yard radius centered on a point

within medium range

Duration 1 hour

For the duration, no sound emanates from or reaches into the area. Creatures in the area are deafened and are immune to any sound-based attack, such as the thunderclap spell.

THUNDERCLAP AIR ATTACK 2

Area A sphere with a 10-yard radius centered on a point

within medium range

A wave of thunderous noise spreads out from the center of the area, dealing 1d6 + 1 damage to everything in it. Each creature in the area must make a Strength challenge roll, taking half the damage on a success. On a failure, the creature also becomes deafened for 1 minute.

BESTOW FLIGHT AIR UTILITY 3

Target One creature you can reach Duration 1 hour

You touch the target. It can fly at its normal Speed for the duration.

FLING AIR ATTACK 3

Area A cylinder, 4 yards tall with a radius of 4 yards,

centered on a point within long range

A powerful blast of wind erupts from the origin point. Each creature in the area must make a Strength challenge roll;

Magic

Size 1 or smaller creatures make the roll with 1 bane. On a failure, it falls prone and is moved 5d6 yards away from the origin point. If it encounters a solid surface before moving the full distance, it and the surface it strikes each take 1d6 damage plus 1d6 extra damage per 5 yards remaining in this movement (round down).

CREATE CYCLONE AIR ATTACK 4

Area A line, 20 yards long, 10 yards high, and 2 yards wide

originating from a point within long range

A powerful whirlwind appears at one end of the area and moves along and through it, dealing 3d6 damage to anything whose space it enters. Each unsecured object damaged this way is moved 1d6 yards in a direction you choose. Each creature damaged this way must make a Strength challenge roll. On a failure, it is moved 1d6 yards in a direction you choose and falls prone. On a success, it just takes half the damage.

BIND WIND GENIE AIR UTILITY 5

Target A cube of air, 2 yards on a side, originating from a

point within long range

Duration 1 minute

At the end of the round in which you cast this spell, the target cube becomes a Size 2 wind genie. You cannot voluntarily

end this spell. When the genie appears, make a Will attack roll against its Will. The genie becomes compelled for the duration on a success, or becomes hostile to you on a failure.

Alteration

Alteration magic changes the fundamental capabilities of creatures and bestows on them new properties, abilities, or traits. Learned magic-users commonly study this tradition; both witches and wizards appreciate the advantages its spells grant to themselves and their allies.

Since Alteration magic augments and transforms, it’s believed to tap into the more chaotic aspects of magical energy. Some students of the tradition discover it after exposure to raw, uncontrolled magic, further lending credence to this theory.

Your study of such magic often results in physical changes. At first, these are subtle: a scar or blemish disappears, or facial features soften. Extensive study leads to more profound changes; you might lose all pigment from your body or have indistinct features. The most powerful masters of Alteration magic are rumored to have no faces at all.

COMPREHENSION ALTERATION UTILITY 0

Target You and one creature you can reach Duration Concentration, up to 1 minute

You touch the target. Provided it knows at least one language, you can communicate with the target for the duration while you maintain physical contact with it, regardless of whether you share any languages.

DISTORT APPEARANCE ALTERATION UTILITY 0

Target One creature you can reach Duration 1 minute

You touch the target, causing it to appear indistinct. For the duration when the target attempts to hide, it makes the

Agility challenge roll with 1 boon; creatures that can see the target and attack its Defense or Agility make the attack rolls with 1 bane.

ENHANCE SENSES ALTERATION UTILITY 1

Target One creature you can reach Duration 1 hour

You touch the target. For the duration, it gains a +5 bonus to Perception and can see in areas obscured by shadows or darkness as if those areas were lit; however, it makes challenge rolls with 1 bane to resist becoming blinded or deafened.

SPIDER CLIMB ALTERATION UTILITY 1

Target One creature you can reach Duration 1 hour

You touch the target. For the duration, it can move at its Speed across walls, ceilings, and overhangs, and it never needs to make a challenge roll to climb.

UNDERWATER ADAPTATION ALTERATION UTILITY 1

Target One creature you can reach Duration 1 hour

You touch the target. For the duration, it can breathe water as easily as it breathes air, moves at full Speed while swimming, and never needs to make a challenge roll to swim.

BOLSTER ATTRIBUTE ALTERATION UTILITY 2

Target One creature you can reach Duration 1 minute

You touch the target. Choose Strength, Agility, Intellect, or Will. For the duration, when the target makes an attack roll or challenge roll using the chosen attribute, it makes the roll with 1 boon.

BOLSTER DEFENSE ALTERATION UTILITY 2

Target: One creature you can reach Duration: 1 minute

You touch the target. For the duration, the target gains a +5 bonus to Health, and attack rolls against the target are made with 1 bane.

ALTER SIZE ALTERATION UTILITY 3

Target One creature you can reach Duration 1 minute

You touch the target, which grows or shrinks and remains at its new Size for the duration. Everything the target wears and carries also grows or shrinks to accommodate the new form, though if such an object leaves the target’s possession it immediately returns to its normal size.

If the target grows, its Size doubles and it gains a +10

bonus to Health. Its weapon attacks deal 1d6 extra damage if its new Size is 3 or less, or 2d6 extra damage if its new Size is 4 or more. If the space the target occupies is not large enough to accommodate its new Size, the target takes 5d6 damage and the effect ends immediately.

If the target shrinks, its Size is halved. It deals half damage with weapon attacks, makes Strength attack rolls and challenge rolls with 1 bane, and makes Agility attack rolls and challenge rolls with 1 boon.

Magic

In document Shadow of the Demon Lord (Page 116-118)