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ClericSpells

(Un)Holy Censer

Conjuration

Cleric 2

Components: V, S, F - Torch, lantern, or censer - M - Some holy herbs or incense.

Casting Time: 1 Action

Duration: 1 Minute

Range/Area: 10' cloud within 10

Save/Attack: CON Half

You swing your burning flame of holy incense and chant the sacred words, and a cloud of smoky embers billows forth. A 10' spherical cloud effect appears within 10' of you, and immediately deals 2d4 Fire and 2d4 Radiant (if good, Necrotic if evil) damage to all creatures within it except the caster. A Constitution saving throw may be made to take half damage. Creatures that enter or end their turns within the cloud take this damage (saving throw applies) again. This fire will ignite flammable objects within the cloud. This cloud is thick smoke, and will obscure vision, granting full concealment to creatures behind it, and half concealment to creatures within it.


Weight of Judgement

Conjuration

Cleric 2

Components: V, S, Divine Focus

Casting Time: 1 Action

Duration: 1 Minute

Range/Area: 60'

Save/Attack: STR Save

The target is burdened by ponderous spectral weights. A successful Strength save negates all effects of this spell, and causes it to end. On a failure, the spectral weights slow the target, granting them disadvantage on all Strength and Dexterity ability checks and saves, as well as attack rolls, and lose 30' of movement speed of all types. Flying or floating creatures are additionally dragged 30' toward the ground each turn they are affected by the weights. This does not cause falling damage.

At the end of each of the target's turns, the target may attempt a new saving throw. Success frees the target of the effects of this spell, and it ends.

At higher levels, casting this spell with a 3rd level slot or higher causes it to affect one additional target per spell level above 2nd. A successful saving throw for one target does not end the spell for any others.

Design Notes: This is a Save or Suck competitive with Hold Person, less situational but far less powerful than paralysis.


Arcane Prayer of the Faithful

Enchantment

Cleric 3

Components: V, S, M - A page of parchment for each recipient of the spell.

Casting Time: 10 Minutes

Range/Area: 20' Emanation

Duration: 24 Hours. The effects of this spell end on each target independently after they complete a long rest.

The caster and all allies within range who can participate in the prayer may immediately prepare a single 1st level Arcane spell, in a single 1st level Arcane spell slot granted to them by the deity. The spell may not have any descriptors that are opposing the cleric's patron deity (example: a cleric of Pelor casting this spell could not let allies prepare Protection from Good). Each ally may choose to prepare a spell independently, they do not have to prepare the same spell. Any material components or foci that would normally be contained in a Spell Component Pouch are provided by the spell, any others must be obtained by the caster. For spell attack rolls and saving throw DCs, casters may use their Intelligence or Charisma modifier, whichever is higher.

Additionally, all participants in the prayer have advantage on the first Arcana check they make in the next 24 hours.

At Higher Levels: Casting this spell with a slot of 5th level allows the participants to prepare a 2nd level spell. Casting this spell with a slot of 7th level allows the participants to prepare a 3rd level spell. Casting this spell with a slot of 9th level allows the participants to prepare a 4th level spell.


(Un)Holy Storm

Transmutation [Good/Evil]

Cleric 3

Attack/Save: None

Casting Time: 1 Action

Duration: 1 Minute

Range/Area 20' Cylinder 100' High

Components: V, S, M - A Vial of Holy Water

You throw the vial of holy water into the air and a blessed rain begins to pour in the target area. Evil outsiders and Undead in the area immediately take 4d8 Radiant damage. Evil outsiders and Undead entering or ending their turns within the area take this damage again.


Control Fire

Transmutation [Fire]

Cleric 4, Druid 4

Attack/Save: DEX Save

Casting Time: 1 Action

Duration: 10 Minutes (C)

Range/Area: 300 Feet

Components: V, S

For the duration of this spell, you gain control of magical and nonmagical fires. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Fanning Fire: You may cause nonmagical fires within a 100' x 100' x 100' cube to spread rapidly. As long as there is one burning fire within this cube, you may spread that fire to any objects or creatures within the cube. You may also choose to have the fire extinguish on any objects or creatures you choose within the cube, as long as the spread is a continuous movement of fire. You may also choose to spread magical fire, increasing the size of the ongoing effect by one 5' cube or moving its point of origin 5'.

Flare: All nonmagical fires immediately deal their damage to whatever creatures or objects they are burning.

Command Spells You gain control of any [Fire] spell currently active and within range. The caster does not need to be in range. You are now the controller of this spell, with the exception that if the spell requires concentration, the original caster's is still used (and can be ended on the original caster's next turn). Any effects that reference the caster's turn now reference your turn, and any choices made for these effects (such as moving a Flaming Sphere are made by you. You gain control of any creatures summoned by the spell, and summoned creatures are considered valid ongoing spells. If the spell can be dismissed, you may also choose to dismiss the spell, ending its effects immediately. Spells whose choices are made when they are cast, such as Wall of Fire are unaffected.

Mastery of Fire This effect requires no action. Any [Fire] descriptor spells cast within the area of Control Fire are sculpted by you. Creatures you choose to be unaffected by the spell automatically pass saving throws against it, and take no damage instead of half damage on a successful save. In addition, whenever a creature makes a saving throw to extinguish fire on itself or an attended object, you may choose to give that creature disadvantage on its saving throw.


Control Earth

Transmutation [Earth]

Cleric 4, Druid 4

Attack/Save: DEX Save

Casting Time: 1 Action

Duration: 10 Minutes (C)

Range/Area: 300 Feet

Components: V, S For the duration of this spell, you gain control of the elemental Earth under your feet, within the area. You may gain control of a cube of earth, mud, sand, dirt*, rock*, or worked stone that is 100' on a side.

Limitations exist when applying the effects of this spell on rock and worked stone.

You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Tremor: You cause tremors within the area of ground. Creatures standing on the ground must make a Dexterity save or fall prone.

Sinkhole: You may open a sinkhole within the cube, causing an area of dirt, sand, or mud to compress and open up. This area may be up to 10' x 10' x 20', shaped as you like. Creatures at the edges may make a Dexterity save to avoid falling into the hole. Any creatures with no adjacent safe square automatically fail, and take appropriate falling damage. You may choose to have the edges of your sinkhole slope inward at any grade you desire, or be sheer.

Swell: You may cause the earth to swell, creating a mound 20' high and 10' x 10' at its peak, sloping at least 5' upward per 5'. You may choose to make the slope less steep, but not more. Creatures standing on any displaced ground must make a Dexterity save or fall prone.

Excavate: You may move up to 20 5' cubes of soft earth, sand, or mud up to 100', as long as they begin and end their movement within the 100' cube. As earth is moved gradually, this does not incur falling damage. Any creature standing on ground that is moved must make a Dexterity save or fall prone and be moved with the excavated dirt. This action may be taken on rock or worked stone, but may only move a 5' cube up to 5'.

Churn / Solidify: You churn soft earth into deep, sinking sand or dirt. The area of surface ground within the target cube is Rough Terrain until the spell ends. If you choose Solidify, you reverse this effect, making rough or very rough terrain into normal ground.


Control Air

Transmutation [Air]

Cleric 4, Druid 4

Attack/Save: STR/CON Save

Casting Time: 1 Action

Duration: 10 Minutes (C)

Range/Area: 300 Feet

Components: V, S

For the duration of this spell, you gain control of the very air around you, in a 100' cube completely within the spell's range. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Gale: A force of wind blows through the cube, in a direction (including up or downdrafts) of your choosing. Each creature within the area must succeed at a Strength saving throw or be blown 30' with the wind. If they are blown into an object, they take damage as if they fell 30'. Flying creatures have disadvantage on this save. Grounded creatures are moved half this distance. Creatures entering this cube with their movement until the start of your next turn must make this save or suffer the effects. Moving against the direction of the wind costs 2 squares of movement per square moved. The gust disperses gas or vapor, 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. Medium and smaller projectiles flying against the wind falter and fall to the ground, and larger and siege projectiles have disadvantage on attack rolls if they are fired against the wind.

Whirlwind: Create a 10' x 10' x 20' high whirlwind within the area. Creatures within the area must succeed at a Strength save or be buffeted for 2d6 Bludgeoning damage and be caught in the whirlwind. You may move this whirlwind, and any creatures caught within it, up to 60' as long as the movement ends within the area. Flying creatures have disadvantage on this saving throw. Unattended objects are also picked up and moved by this whirlwind. If suitably dangerous or heavy objects or creatures are picked up, the DM may decree the bludgeoning damage is increased, up to a maximum of 4d6.

Asphyxiate: Target creature within the area of the spell must succeed on a Constitution save or begin to suffocate (see The Environment: Suffocating - https://roll20.net/compendium/dnd5e/The%20Environment#toc_2). Repeating this action allows the target to make another Constitution save to end the suffocation. The suffocation immediately ends if the target succeeds on one of these saves, you choose to take another action with this spell, or the spell ends. While suffocating, the target cannot speak aloud or cast spells with verbal components. Nonmagical fires on the suffocating character's person are immediately extinguished.

Breath: Condense any air within the chosen area. Creatures within it that you choose may breathe freely, regardless of what gases or liquids surround them. They are immune to the effects of breathing in any harmful clouds, and cannot be asphyxiated or drowned by any means for 1 round.


Planar Exchange

Conjuration [Summoning]

Cleric 4

Cast Time: 1 Action

Duration: 1 Hour

You exchange yourself with an extraplanar creature, granting a portion of your magical energy (the spell) to the plane you contact. When you cast this spell, you call forth a CR6 or lower outsider from a plane your deity can contact (sharing an alignment or domain). You are transported to that plane, and protected by magical stasis from the harmful effects of that plane. You cannot perceive your surroundings. The creature you have called appears in your place and will roll Initiative (if in combat) at the beginning of the next round. The creature cannot be surprised and does not appear defenseless.

The creature will do your bidding innately, having a mental link with you, until the spell's duration expires, the spell is dismissed by you, or the creature is banished or destroyed. If the creature is banished or destroyed, when you return you suffer 8d10 psychic damage, with half damage on a successful Constitution save. When the spell ends, you may choose to reappear in place of the creature, or where you were when you cast the spell.

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Page last modified on August 31, 2020, at 02:14 AM