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The globe can be picked up and moved by other creatures. |
The globe can be picked up and moved by other creatures. |
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A disintegrate spell targeting the globe destroys it without harming anything inside it. |
A disintegrate spell targeting the globe destroys it without harming anything inside it. |
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== Tristram's Flash in the Pan == |
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''Conjuration cantrip'' |
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'''Casting time''': 1 action |
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'''Range''': 30 feet |
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'''Components''': V, S |
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'''Duration''': 1 round |
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You create a burst of powder that explodes, confusing and harming a creature within range. The target must succeed on a Dexterity saving throw or take 1d4 force damage and suffer disadvantage on the first attack roll it makes before the end of your next turn. |
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This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). |
Revision as of 17:56, 30 September 2022
This is a list of magical spells invented or otherwise engineered by Quelmar natives.
Read Name
Divination Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You learn the given name of 1 creature within range.
Read Titles
3rd-Level Divination
Casting Time: 1 minute
Range: 60 feet
Components: S
Duration: Instantaneous
You learn 1d12 titles, achievements, nicknames, military ranks, and other important names given to a creature within range over their course of their past history.
At Higher Levels: You learn an additional 1d12 titles for each additional level this spell is cast at.
Spell-Storage from Memories
9th-Level Enchantment
Casting Time: 24 Hours
Range: Self
Components: V, S, M (a memory and a magically chargeable item)
Duration: Instantaneous
Invented by Archmage Nimz
This spell is capable of converting chronologically recorded instances of magical events, such as watching someone cast a spell, and interpreting those memories in the form of an item. This spell allows the caster to imbue one scroll, wand, staff, or other item with 1d4 charges of a spell that the caster has personally witnessed before. Once imbued, the caster forgets that immediate memory, and the item is charged.
In addition, if the caster instead uses memories of non-magical events, such as a campfire or a flood, the spell can map the memories to a relatable charging at the DM's discretion. (More often than not, the memory will be interpreted wrong, so instead of a spell hoping to recreate the boulder attacks of giants, it becomes instead a spell of "Enhanced Strength", mapping the giant's strength and not the boulder attack itself.)
Elzanque-El's Glyph of Debitas
6th-level abjuration
Casting Time: 1 hour
Range: Touch
Components: V, S, M (ink or pigment for the inscription, 1 ounce of magnetized iron and 200 powdered gold pieces, which the spell consumes)
Duration: Until dispelled
Invented by Elza
As you cast this spell, you inscribe a glyph of debitas on orwithin an object you are holding, similarly to the symbol spell.The object should be one which can be easily stowed orhidden, such as a small card or plaque, a blank page in abook, or a piece of jewelry. If you attempt to cast this spell onan object that already has magical properites of any kind(including a curse or another spell such as symbol or glyph ofwarding) it fails with a puff of silver smoke, and does notconsume the materials required.A glyph of debitas can be no more than 6 inches indiameter, and may be any symbol, inscription, or uniquecharacter that links to or identifies an individual with anIntelligence score of 7 or higher, who is then treated as theowner of the glyph. The glyph is nearly invisible to anycreature or construct other than the owner, requiring a DC 20Intelligence (Investigation) check to see it, and a successfulDC 20 Intelligence (Arcana) check once found to discern thefunction of the glyph. Creatures who know of this spell or thedebidraw spell and have seen either of their effects before donot need to make the Intelligence (Arcana) check to discernthe glyph's function.The glyph acts as a miniature gateway to a micro-planeunder the jurisdiction of Garl Glitterhold, Gnomish god ofprotection, trickery, and most importantly, wealth. Thegateway will only accept objects smaller than 1 foot indiameter, and it will only accept objects that can beconsidered forms of wealth (coins, gemstones with monetaryvalue, etc). These may be "deposited" into the micro-plane bytouching the glyph in one hand, holding the object or objectsin another hand, and reciting the command word debitas.(This may be done one at a time or in lump sums by usingmundane containers like small pouches or boxes.) Theobjects "deposited" into the micro-plane retain full valuewhile inside.By linking themselves to a glyph of debitas, the ownerenters into a contract of sorts with Garl Glitterhold, who, inexchange for securing the micro-plane from thieves and otherhazards, exacts a small fee every time wealth is extractedfrom this glyph using the debidraw spell.The glyph cannot be removed and the object it is inscribedon cannot be destroyed by non-magical means, except by theowner. Any attempt by a creature that is not the owner to non-magically remove the glyph or destroy the object it isinscribed on incurs 1 psychic damage (per attempt). Thisdamage cannot be resisted or prevented in any way. Iftargeted by a dispel magic spell cast using a spell slot of 5th-level or lower, glyph of debitas also adds the owner of theglyph's proficiency modifier to the spellcasting ability checkDC of dispel magic.
Elzanque-El's Debidraw
conjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Invented by Elza
You touch a glyph of debitas that you own and speak thecommand word debidraw while visualizing in your mind theexact amount and type of currency you wish to "withdraw"from the micro-plane. As long as the micro-plane inside yourglyph contains the equivalent of the amount and type ofcurrency you have visualized while casting this spell, theamount will be spoken out loud as a "confirmation" in acackling whisper that only you can hear.Within seconds, invoking the contract between yourselfand Garl Glitterhold, Gnomish god of protection and wealth,the amount and type of currency appears in an appropriately-sized magical container in front of you marked with the glyphyou used to cast this spell, and the equivalent of the"withdrawal" disappears from your micro-plane. The magicalcontainer is only visible to you, since it only partially exists onthe material plane, and disappears when emptied. If you donot empty the container within 1 minute, the glyph willdisappear and the container will become non-magical andvisible to all. If this happens, it still disappears when emptied.In exchange for securing the micro-plane from thieves andother hazards, Garl Glitterhold's contract with you exacts asmall fee every time wealth is extracted from the glyph usingthis spell. As this spell is cast, after the "confirmation" isheard aloud, an additional 2% of the expected "withdrawn"wealth is removed from your micro-plane, and enters intoGarl's Glittering hold.
Vision of Destiny
9th-level Divination
Casting Time: 12 Hours
Range: Unlimited
Components: V, S, M (Something of the head, something of the thread, something of the body, and something of the dead from the target)
Duration: Instantaneous
Invented by mages at The Shadowfell for The Hunt for Zugs
Drawing from the timeless matter of the Astral Plane, the caster may open a window in the life of a target from which they have collected a variety of material components from. Once the components are gathered and the ritual has been completed, the window shows the life of the target, played out in fast motion, as if their life was "flashing before" the caster's eyes. The visions consist of the moment the target was born, all the way until the target's death, only hindered by areas and enchantments of nondetection, which prevent that moment in time from being viewed.
Swarm of Monkeys
Invented by Doraleous after being begged by Anema to tamper with summoning magics (a favorite of the bard).
Summon Greater Devil
4th level conjuration (ritual)
Casting time: 1 hour
Range: 10 feet
Components: V, S, M (a vial of blood from a great hero killed within the past 24 hours)
Duration: 1 hour
Used to summon Belial the Devourer during Sparklesmas in 1251 PR.
You utter foul words, summoning one devil by name from the Ten Hells. The devil appears in an unoccupied space you can see within range, and the devil disappears when it drops to 0 hit points or when the spell ends.
As part of casting the spell, you can form a 5-foot-radius circle on the ground with the blood used as a material component. Using the material component in this manner consumes it when the spell ends. The circle affects the devil in the following ways: The devil can’t willingly exit the cylinder by nonmagical means. If the devil tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. While in the circle, the devil has disadvantage on attack rolls against targets outside the circle. Targets outside the circle can’t be charmed, frightened, or possessed by the devil while it is in the circle.
Brown Note
1st level transmutation (ritual)
Casting time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous
A special spell devised by students and faculty at Laergul, where it was known as the Nota Marrone composition.
A sudden low and dull note, painfully intense, erupts from a point of your choice within 15 feet. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 1d6 force damage on a failed save and becomes poisoned until the end of its next turn. The creature takes half as much damage and no poison effect on a successful save. A creature without bowels or an intestinal tract is unaffected by this spell.
Istishia's Sphere
An aquatic spell which was a specialty of The Paladin when he was in possession of The Wand of the Spout.
6th level transmutation (ritual)
DURATION: 1 Minute
CASTING TIME: 1 Action
SCHOOL: Evocation
RANGE: Self
You conjure up a shimmering sphere of water and force with a 10-foot radius that surrounds you. The sphere can hover no more than 10 feet off the ground. The sphere remains for the spell's duration. Any creature who enters the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, the caster can choose to restrain the creature or push it out of the sphere. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. As a bonus action, the sphere can be hardened into resilient magical ice. While frozen in the ice ball, nothing—not physical objects, energy, or other spell effects—can pass through the ice, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside cant be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. While in ice form, you can move the sphere up to 120 feet in a straight line as an action. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make a dexterity saving throw (DC 21) against taking 4d10 bludgeoning damage, which is halved on a successful save. The globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.
Tristram's Flash in the Pan
Conjuration cantrip
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 round
You create a burst of powder that explodes, confusing and harming a creature within range. The target must succeed on a Dexterity saving throw or take 1d4 force damage and suffer disadvantage on the first attack roll it makes before the end of your next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).