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21:41, 19th April 2024 (GMT+0)

New Spells.

Posted by High SparrowFor group 0
High Sparrow
GM, 2 posts
Tue 4 May 2021
at 13:19
  • msg #1

New Spells



Illusion, level 2 ranger, vulpine racial
Casting Time: 1 action
Range: Self
Components: S, M (a broken twig)
Duration: 1 hour

You channel primal predatory energies to perfectly conceal your presence in order to surprise your target. You become invisible for the spell’s duration, granting advantage on all Dexterity (Stealth) checks to remain hidden. The invisibility will last for the duration of the spell, however, moving 5 feet or more from your position when you cast the spell will end the effect.As long as you remain invisible, the first attack you make against any target who is unaware of your presence deals an additional 1d6 points of damage. This attack ends the spell.

At Higher Levels: When you cast this spell using a spell slot above 2nd level, the damage of your first attack increases by 1d6 for every slot level above 2nd.
This message was last edited by the GM at 13:26, Tue 04 May 2021.
High Sparrow
GM, 3 posts
Tue 4 May 2021
at 13:23
  • msg #2

New Spells.



Divination, 1st level cleric, druid, ranger, warlock, wizard
Casting Time: 1 action
Range: Self
Components:  V,S
Duration: Concentration, up to 1 minute

You cast your eyes skyward, granting you sight from a higher vantage point. You project your vision to see through an invisible sensor which appears in a spot up to 120 feet above you. You can see through the sensor as if you were flying, granting a full 360 degree view from its location. The sensor moves with you, retaining its height in rela-tion to you. You can use a bonus action to adjust the sensor’s height, but only to a maximum of 120 feet above you.While looking through this sensor you are blind, though you can switch between seeing through the sensor or through your own eyes at any time during your turn.
This message was last edited by the GM at 13:26, Tue 04 May 2021.
High Sparrow
GM, 4 posts
Tue 4 May 2021
at 13:32
  • msg #3

New Spells.



Transmutation, 3rd level druid, ranger
Casting Time: 1 action
Range: Self
Components: S, M (a small feather)
Duration: 1 minute

You transform your arms into powerful wings, and your fingers into long, graceful feathers. The effects of this spell last 1 minute, at which point the feathers gradually fall out, causing you to float gently to the ground as your arms return to their original form. This spell confers a number of benefits upon the caster:

  -As a bonus action, you can fly up to double your movement speed. You must land once you finish your movemment, although you do not take fall damage while this spell is active, as your feathered arms bear you gently to the ground.

  -You can use your powerful feathered arms to propel your-self upward a distance equal to half your movement speed. You can do this once during your turn and may use it in conjunction with a regular jump.

  -When falling, you can use your reaction to stiffen your arms, and glide on the wind. You may fly up to your movement speed, in any direction, choosing where you land.

  -You gain advantage on all athletics checks used to make a long or high jump. You do not need to move 10 feet before you jump to gain distance, and you triple the distance you would jump normally.In order to benefit from this spell your hands must  be free of shields and heavy weapons, and you cannot  be encumbered.
High Sparrow
GM, 5 posts
Sun 9 May 2021
at 03:28
  • msg #4

New Spells.



Conjuration, 3rd level druid, ranger, warlock
Casting Time: 1 action
Range: Self (15-foot radius, 15 feet high)
Components: V, S, M (a dab of pitch and a bag of  glittering sand)
Duration: Concentration, up to 10 minutes

You shroud the area surrounding you in a sphere of night sky, dotted with miniature stars. The twilight conceals your allies, but clearly illuminates your enemies. The area affected by this spell is lightly obscured by magical shadow, within which small constellations softly twinkle. Aside from these stars, only light produced by a spell of 3rd level or higher can properly illuminate any area inside the sphere. Nonmagical light does not func-tion inside the sphere, and all other forms of magical radiance can only produce dim light in a 5-foot space.When you cast this spell you may designate any number of creatures you can see to be concealed by the supernatural shadows while in the sphere. A concealed creature has advan-tage on Dexterity (Stealth) checks when inside the sphere and may attempt to hide at any time. Because the area of the spell is lightly obscured, creatures within the spell’s area have disad-vantage on Wisdom (Perception) checks made to see those outside of it. All other creatures in the area are dazzled by the light of the miniature stars, causing them to have disadvantage on all perception checks inside the sphere. When such a creature enters the spell’s area for the first time, or starts its turn there, it must make a Wisdom saving throw or be blinded until the end of its tur
High Sparrow
GM, 6 posts
Sun 9 May 2021
at 03:32
  • msg #5

New Spells.



Evocation, cantrip bard, druid, sorcerer, wizard
Casting  Time: 1 action
Range: Self
Components: S
Duration: 1 round

You spread your arms wide, allowing yourself to become enveloped by the air around you. Until the end of your next turn, any ranged attack against you is made with disadvantage. Melee attackers who successfully hit you must make a Constitution saving throw against your spell save DC. On a failure, the attacker is flung away from you up to 10 feet and is knocked prone.
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