A mystical multiverse of light and darkness, Keyblades and heartless. Start at Fairest of them All.
Played | 6 times |
Cloned | 0 times |
Created | 211 days ago |
Last Updated | 2 days ago |
Visibility | Public |
Poison
Impart a magical affliction on the target, dealing 1d4 damage per round for up to 10 rounds. On cast and on every of the target's turn after, the target may make a Constitution Saving Throw to end the effects early. For every spell level above, raise the spell save dc by 1 and add 1 additional point of damage
Sleep
Soothe creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
Confuse
Addle the mind of the target, making them confuse friend and foe for the next 10 rounds. On cast and every of their turn after, target makes a Wisdom Saving Throw to end the effects. While addled, the target has a 50% chance to attack an ally instead of a foe. For every spell level above, add another target
Esuna
Restore the target with the powers of nature, removing a debilitating effect such as Disease, Burning, or Poison. For every spell level above, add another target
Holy
Channel the power of Light into a column strike above the target, bathing them in Light for 1d10 + Casting Modifier damage. For every spell level above, add another pillar of light targeting either the same or another target within 20 feet of the original. Targets may make a Dexterity Saving Throw for half damage
Water
The tides come to your aid, surrounding you in a barrier with the fury of the sea for 3 rounds. The next attack to hit you is reduced by 1d6, and if the source is within 30 feet then the tide strikes back with the same amount of damage reduced. Target must make a Dexterity Saving Throw for half damage. For every spell level above, increase the damage guarded and redirected by 1d6, and the range of the counter attack by 5 feet
Reflect
Bring the power of Light to bear against an incoming attack. Reduce the damage of the next received attack until the start of your next turn by 1d6 + Casting Modifier. For every spell level above, increase the amount guarded by 1d6
Magnet
Magically attract the target, moving up to 50 pounds up to 10 feet towards you. If the target is an enemy, deal 1d4 damage as well. Unwilling targets may make a Charisma Saving Throw to avoid all effects. For every spell level above, add 25 pounds and 5 feet to the limit, as well as 1d4 damage to enemies.
Stop
Manipulate the flow of time to hinder the target reducing their movement by 1d6 + Casting Modifier. If cast with at least a spell slot, target must make a Wisdom Saving Throw or lose their action for the round.
Gravity
Bind the target with the power of the stars, dealing a small amount of damage that increases with level and attempting to stop them in their tracks with the weight of the cosmos. Targets make a Dexterity Saving Throw to negate all damage and effects. For every spell level above the first, increase the spell save dc by 1
Aero
Surround yourself in the magic of the gale for 3 rounds. Melee attacks that strike you during this period deal half damage. If cast at least one spell level above, the first ranged attack to strike while the gale is active consumes it to nullify the damage entirely. For every spell level above, add 1 more round to the duration
Cure
Soothe the target's physical pain with the magic of nature. Increase the amount healed by 1d6 + Casting Mod and increase the range by 5 feet for every spell level above it is cast
Thunder
Raise your focus and summon a bolt of lightning down upon a location in range and sight. Increase the damage by 1d6 for every spell level above this spell is cast at, and targets need to make a Dexterity Saving Throw for half damage.
Blizzard
Gather and release the wilds of winter before you, first triggering a cone of damage immediately in front followed by a slow moving orb of ice. If someone is hit by either, they loose 5 feet of movement. Increase the damage by 1d6 and the loss of movement by 5 feet for every spell level above this is cast at.
Fire
Gather flames together and release towards the target in a controlled projectile. Spell does 1d8 of Fire damage to start and for every spell level above it is cast add 1d8 more and increase range by 10 feet