Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Modified Spells:
- Cantrip
- True Strike - Can now be Cast on allies.
- Cantrips
- Shooting Stars
- School: Divination
- Casting Time: 1 Action
- Range: 80 Feet
- Duration: Instantaneous
- Components: V, S
- You clasp your hands above your head and call three small silvery stars to fall from the heavens, You can direct them at one target or several. Make a ranged spell attack for each star. On a hit, the target takes 1d3 radiant damage. If three stars hit a single target the next attack against them before the end of its next turn is made with advantage.
- The damage of the stars increases to 1d6 at 5th level, 1d8 at 11th level and 1d12 at 17th Level
- If the spell is cast during the Night with nothing obstructing the light of the Stars, the damage is 1d4, 1d8, 1d10 and 1d16 respectively.
- Level 1
- Counter Spell (War Magic)
- School:Abjuration
- Casting Time:1 reaction
- Range:60 feet
- Duration:Instantaneous
- Components:S
- Requisite: Arcane Tradition(War Magic)
- The Art of War Magic teaches the disruption of enemy spellcasters from early on.
- You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 1st level or lower, its spell fails and has no effect. If it is casting a spell of 2th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
- At Higher Levels: When you cast this spell using a spell slot of 2th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
- Level 2
- Aggressive Thundercloud
- 2nd-level Evocation
- Casting Time:1 Action
- Range:60 Feet
- Duration:60 feet
- Components:V, S, M (A piece of a tree struck by lightning)
- A 5-foot-diameter Thundercloud appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the cloud must make a Dexterity save. It takes 2d6 lightning damage on a fail, or half damage on a success.
- As a bonus action, you can move the cloud up to 30 feet. If you ram the cloud into a creature, that creature must make the saving throw against the clouds's damage, and the cloud stops moving this turn.
- When you move the cloud, it can go over barriers up to 5 feet tall and jump across pits up to 10 feet wide. The Cloud ignites flammable objects not being worn or carried, and counts as half concealment in direct line of sight between two people.
- At Higher Levels: The damage increases by 1d6 for each slot level above 2nd.
- Lightning Arc
- School: Evocation
- Casting Time:1 Action
- Range:60 Feet
- Duration:Instantaneous
- Components:V, S, M ((A piece of sand turned to glass by lightning))
- You hold out a hand and unleash a bright arc of Lightning that hits a target for 3d6 lightning Damage or half that if it succeeds a Dexterity save. The Lightning then jumps to the next target within 10 feet and does 2d6 damage to it. The second target can also make a Dexterity save to half. The Lightning continues as long as targets are within 10 feet and it has more than 0d6.
- If you cast this spell at higher levels you add 1d6 for every level and the lightning can arc at one more target until it hits 0d6
- Luck of the Dice (Ranald Bard)
- School: Divination
- Casting Time:1 Action
- Range:60 Feet
- Duration:1 Hour
- Components:V, S
- Target gains 1 Luck for an Hour they can use as they please
- Protection from Arrows
- School: Abjuration
- Abjuration
- Casting Time:1 Action
- Range:30 Feet
- Duration:Concentration, Up to 1 Minute
- Components:V, S ()
- You focus on a friendly target. Any attempt to hit them with a ranged projective weapon (For example; Bow, Crossbow and Firearm) has Disadvantage on the Attack.
- Twisted Futures
- School: Divination
- Casting Time:1 Action
- Range:60 Feet
- Duration:1 Min/Caster Level
- Components:V, S
- You change the fate upon a Marked Creature. Until the spell runs out, you may decide upon your discretion to have the Marked Creature roll one D20 roll at Disadvantage. This may be done after an attack roll but before the Damage Roll.
- Will Save negates.
- If you use this Spell at a higher Level, every Slot higher than 2nd adds one more D20 you can force into Disadvantage until the spell runs out.
- A will Save success reduces it back to 1 D20
- Level 3
- Call Lightning (Ported from Druid List)
- School: evocation
- Casting Time: 1 Action
- Range: 120 Feet
- Duration: Concentration, up to 10 Minutes
- Components: V, S ()
- A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
- At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level, the damage increases by 1d10 for each slot level above 3rd.
- Damsel Only:
- Curse of The Lady
- 3rd-level Necromancy
- Casting Time:1 Action
- Range:60 Feet
- Duration:Concentration, up to a Minute
- Components:V, S
- Casting aside spoiled tokens of virtue and nobility, the Damsel calls down the Lady's greatest punishment on all those champions who would oppose noble Bretonnia
- That creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
- • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- • While cursed, the target has disadvantage on attack rolls against you.
- • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
- A remove curse spell ends this effect. At the GM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on such a curse's effect.
- At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement