School of Magic - Enchanting: Difference between revisions

From Tael
Jump to navigation Jump to search
(Created page with "The School of Fundamentals is the basic foundation of every wizard. == List of Spells == {| class="wikitable sortable" |+ !Grade !Name !Description !Casting time !Range !Duration !Focus !Voice !Meditate !Focusing !Heavy |- |0 |Icy touch |Deals 1d4 Ice Damage to the target and freezes it on hit with a Constitution 8 check. |Spell-Action |Touch |None |No |No |No |No |No |- |0 |Firebolt |Deals 1d8 Fire Damage to the target. |Spell-Action |10 Meter |None |Yes |Yes |No |No |...")
 
mNo edit summary
Line 1: Line 1:
The School of Fundamentals is the basic foundation of every wizard.
The School of Enchanting focuses on enhancing the potential of your party's armory.


== List of Spells ==
== List of Spells ==
Line 15: Line 15:
!Focusing
!Focusing
!Heavy
!Heavy
|-
|0
|Icy touch
|Deals 1d4 Ice Damage to the target and freezes it on hit with a Constitution 8 check.
|Spell-Action
|Touch
|None
|No
|No
|No
|No
|No
|-
|0
|Firebolt
|Deals 1d8 Fire Damage to the target.
|Spell-Action
|10 Meter
|None
|Yes
|Yes
|No
|No
|No
|-
|0
|Thunder Shock
|Deals 1d4 Electric Damage to the target and every other creature other than yourself within 5 meters of the target that is wet or otherwise in contact with water.
|Spell-Action
|Touch
|None
|No
|No
|No
|No
|No
|-
|0
|Telepathy
|Send a message via thoughts to a creature within range. You must know exactly where that creature is currently. The receiving creature can answer with their thoughts once.
|Spell-Action / Bonus-Action
|100 Meter
|None
|No
|No
|No
|No
|No
|-
|1
|Identify
|Investigate a magical Item and learn all its properties.
|Spell-Action
|Touch
|None
|No
|No
|Yes
|No
|Yes
|-
|1
|Mage Hand
|Summons a flying spectral hand that can do mundane tasks for you. It can carry weights up to your Magic Modifier in kilograms. It can not attack. It has one hitpoint and a defensive value of 10.
|Spell-Action
|20 Meter
|10 Minutes
|No
|No
|Yes
|No
|No
|-
|1
|Magic Vision
|You can see magic in the world. Objects or creatures that are infused with magic will have to clear blue glow to them for you.
|Spell-Action
|Self
|10 Minutes
|No
|Yes
|Yes
|No
|No
|-
|1
|Translate
|Your target can now comprehend any language (except animal) it is spoken to with. It can be used on Animals; however, they will not be able to answer in an understandable language.
|Spell-Action
|Touch
|10 Minutes
|Yes
|Yes
|Yes
|No
|No
|-
|-
|1
|1
|Arcane staff
|Arcane staff
|Imbues your weapon with arcane energy, allowing you to add your Magic Modifier to your next next attack with that weapon. Instantly gain an Attack-Action after using this spell. Damage dealt with this weapon will be of the Arcane type.
|Imbues your weapon with arcane energy, allowing you to add your Magic Modifier to your next next attack with that weapon. Instantly gain an Attack-Action after using this spell. Damage dealt with this weapon will be of the Arcane type, unless the weapon is already imbued by another element.
|Spell-Action
|Spell-Action
|Self
|Self
Line 124: Line 28:
|No
|No
|-
|-
|1
|2
|Arcane Protection
|Imbue Elements
|Gain resistance to Arcane Damage. Additionally, your defensive value will increase by your Magic Modifier as long as you'r wearing cloth armor or less. This spell is not considered a shield for other shield spells.
|Temporarily imbues a weapon with either Ice, Fire or Electric Damage. The weapons damage will be converted to this type of Damage.
|Spell-Action / Bonus-Action
|Self
|1 Hour
|Yes
|Yes
|Yes
|No
|No
|-
|1
|Swift Feet
|Increases the target's movement speed by 2 meters. You can upcast this spell to target one more creature per grade.
|Spell-Action
|20 Meter
|1 Minute
|Yes
|Yes
|Yes
|No
|No
|-
|1
|Jump
|Increases the target's maximum jump distance by 5 meters. You can upcast this spell to target one more creature per grade.
|Spell-Action
|Spell-Action
|20 Meter
|20 Meter
|1 Minute
|1 Minute
|Yes
|Yes
|Yes
|No
|No
|-
|1
|Feather Fall
|The target will not take any falling damage and instead will float gently to the ground. You can upcast this spell to target one more creature per grade.
|Spell-Action
|100 Meter
|10 Minutes
|Yes
|Yes
|Yes
|No
|No
|-
|1
|Arcane Missile
|Summons 1 magic missile that homes in on your target. It will always hit despite the target's defensive value and deal 1d4 Arcane Damage. This spell can be upcast to summon one additional missile per grade.
|Spell-Action
|20 Meter
|None
|Yes
|Yes
|Yes
|Yes
Line 185: Line 41:
|-
|-
|2
|2
|Blink
|Drain Elements
|Teleports to an unoccupied space you can see.
|When attacked with a non Physical Attack, reduce the Damage by 50% and imbue a weapon of your choice with the element drained.  
|Spell-Action / Bonus-Action
|Preparation
|15 Meter
|Self
|None
|1 Minute
|Yes
|Yes
|No
|No
Line 196: Line 52:
|No
|No
|-
|-
|2
|4
|Orbs of Light
|Enhance Weapon
|Summons 3 little orbs of light that illuminate the area around them. They can be freely moved independently from each other during your turn and have the same movement speed as you. They have 1 hitpoint and a defensive value of 2.
|Enchant a Weapon or Armor permanently with a +1 enchantment. Requires a small amount of Taelit. Only one such enhancement can be present on any weapon or armor.
|Spell-Action / Bonus-Action
|1 Hour
|20 Meter
|10 Minutes
|Yes
|Yes
|Yes
|No
|No
|-
|2
|Magic Lock
|Magically seals any lock or door. It can also open locks or doors sealed by this type of spell. When locking a seal, roll a d20 and add your Magic Modifier to set the DC of the lock. When someone other than yourself tries to open the lock, they must beat or meet the DC set when you locked the seal. You can upcast this spell to try to reroll the d20 by the number of grades this spell was upcasted with. The decision to upcast can be made after a roll is made.
|Spell-Action
|Touch
|Touch
|None
|Permanent
|Yes
|Yes
|Yes
|Yes
Line 220: Line 64:
|No
|No
|-
|-
|3
|5
|Flight
|Enchant Weapon
|Grants the Ability to fly.
|Enchant a Weapon permanently to add 1d4 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon.
|Spell-Action
Nachkraut: Necrotic Damage
|20 Meter
Crimson Butterfly wings: Fire Damage
|1 Minute
Winterpine resin: Ice Damage
Propellertoad tongue: Wind Damage
Electric Eel slime: Electric Damage
Pure Water: Water Damage
Scarlet Water: Psychic Damage
Lunar Stone: Lunar Damage
Solar Stone: Solar Damage
|1 Hoour
|Touch
|Permanent
|Yes
|Yes
|Yes
|Yes
Line 232: Line 85:
|No
|No
|-
|-
|3+
|6
|Counterspell
|Enhance Weapon +
|It allows you to counter any spell cast during your preparation phase. A spell of a higher grade must be countered by a Counterspell upcasted to meet the grade. The spellcaster countered will still have his resources deducted if his spell got countered.
|Enchant a Weapon or Armor permanently with a +2 enchantment. Requires a good amount of Taelit. Only one such enhancement can be present on any weapon or armor.
|Preparation
|1 Hoour
|Self
|Touch
|None
|Permanent
|Yes
|Yes
|Yes
|Yes
Line 244: Line 97:
|No
|No
|-
|-
|3
|7
|Arcane Portals
|Enchant Weapon +
|Place down two magic portals, one at your feet, the other at a place of your choice in range you can see. You and everyone you allow to can freely walk through the portals without using up movement.
|Enchant a Weapon permanently to add 1d8 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon.
|Spell-Action
Nachkraut: Necrotic Damage
|20 Meter
Crimson Butterfly wings: Fire Damage
|10 Minutes
Winterpine resin: Ice Damage
|Yes
Propellertoad tongue: Wind Damage
|Yes
Electric Eel slime: Electric Damage
|No
Pure Water: Water Damage
|Yes
Scarlet Water: Psychic Damage
|No
Lunar Stone: Lunar Damage
|-
Solar Stone: Solar Damage
|3
|1 Hoour
|Invisibility
|Touch
|Makes a creature completely invisible to the naked eye. It can still be seen by Magic Vision. After the invisible creature takes an Attack- or Spell-Action, the Invisibility ends.
|Permanent
|Spell-Action
|20 Meter
|1 Minute
|Yes
|Yes
|Yes
|Yes

Revision as of 02:45, 29 March 2024

The School of Enchanting focuses on enhancing the potential of your party's armory.

List of Spells

Grade Name Description Casting time Range Duration Focus Voice Meditate Focusing Heavy
1 Arcane staff Imbues your weapon with arcane energy, allowing you to add your Magic Modifier to your next next attack with that weapon. Instantly gain an Attack-Action after using this spell. Damage dealt with this weapon will be of the Arcane type, unless the weapon is already imbued by another element. Spell-Action Self 1 Turn Yes Yes No No No
2 Imbue Elements Temporarily imbues a weapon with either Ice, Fire or Electric Damage. The weapons damage will be converted to this type of Damage. Spell-Action 20 Meter 1 Minute Yes Yes No No No
2 Drain Elements When attacked with a non Physical Attack, reduce the Damage by 50% and imbue a weapon of your choice with the element drained. Preparation Self 1 Minute Yes No No No No
4 Enhance Weapon Enchant a Weapon or Armor permanently with a +1 enchantment. Requires a small amount of Taelit. Only one such enhancement can be present on any weapon or armor. 1 Hour Touch Permanent Yes Yes No No No
5 Enchant Weapon Enchant a Weapon permanently to add 1d4 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon.

Nachkraut: Necrotic Damage Crimson Butterfly wings: Fire Damage Winterpine resin: Ice Damage Propellertoad tongue: Wind Damage Electric Eel slime: Electric Damage Pure Water: Water Damage Scarlet Water: Psychic Damage Lunar Stone: Lunar Damage Solar Stone: Solar Damage

1 Hoour Touch Permanent Yes Yes No No No
6 Enhance Weapon + Enchant a Weapon or Armor permanently with a +2 enchantment. Requires a good amount of Taelit. Only one such enhancement can be present on any weapon or armor. 1 Hoour Touch Permanent Yes Yes No No No
7 Enchant Weapon + Enchant a Weapon permanently to add 1d8 Damage of a type depending on the material used. The material will be consumed in the process. Only one such enchantment can be present on any weapon.

Nachkraut: Necrotic Damage Crimson Butterfly wings: Fire Damage Winterpine resin: Ice Damage Propellertoad tongue: Wind Damage Electric Eel slime: Electric Damage Pure Water: Water Damage Scarlet Water: Psychic Damage Lunar Stone: Lunar Damage Solar Stone: Solar Damage

1 Hoour Touch Permanent Yes Yes No No No