Druidic Magic

From Tael
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Druids of Tael have their very own specific set of spells they master.

List of Spells

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 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 Bloom Instantly let any small flower bloom temporarily. Spell-Action 1 Meter 10 Minutes 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 Animal Speak Your target can now comprehend any animal language it is spoken to with and speak with the same language. Spell-Action Touch 10 Minutes Yes Yes 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 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 20 Meter 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 Vine Whip Deals 1d6 Earth Damage and 1d6 Slicing Damage to the target. Spell-Action 10 Meter None Yes Yes No No No
1 Healing Touch Heals the target for 1d6 + Nature Modifier. Can be upcasted to heal for 1d6 more per grade. Spell-Action Touch None No Yes No No No
2 Solar Beam Places a 3-meter square beam of concentrated sunlight at the target location. All creatures that come in contact with that area take 2d8 Solar Damage. Additionally every creature starting its turn inside the area will take 2d8 Solar Damage as well. If they succeed a Constitution 8 check they only take half the damage. Spell-Action 30 Meter 1 Minute Yes Yes No Yes No
2 Orbs of Light 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. Spell-Action / Bonus-Action 20 Meter 10 Minutes Yes Yes Yes No No
2 Poison Ivy Always poisons the target for 3 turns. Does not affect Automatons or Undead creatures. Spell-Action 10 Meter None Yes Yes No No No
2 Thorn growth Places a 5-meter square area at the target location. The area will be overgrown with thorns, slowing movement down by 3 meter per turn and damaging creatures inside it for 1d6 Earth Damage for every 1 meter they traverse through it. The thorns are weak to Fire Damage and will instantly burn up when coming in contact with fire. Spell-Action 30 Meter 1 Minute Yes Yes No Yes No
3 Flight Grants the target the Ability to fly. Spell-Action 20 Meter 1 Minute Yes Yes No No No
3 Invisibility 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. Spell-Action 20 Meter 1 Minute Yes Yes No No No
3 Mass Healing Select up to 4 targets within range and heal them each for 2d6 + Nature Modifier. Spell-Action 20 Meter None Yes Yes No No No
3 Geysir Shoots up a giant beam of water from the ground, dealing 3d6 Water Damage to the creature at the target location. Will produce a total of 25 cubic meters of water. Spell-Action 20 Meter None Yes Yes No No No
3 Decurse Remove a curse from a target. Spell-Action 20 Meter None Yes Yes No No No
4 Tornado Places a Vortex of Wind at a target location. Every enemy within 10 meters of the vortex must succeed a Strength 15 check or be pulled towards the vortex's location. Afterwards the vortex will explode, dealing 3d8 Wind Damage to every creature in a 1-meter radius around it. Spell-Action 20 Meter None Yes Yes No No No
4 Cryostasis Deal two instances of 2d8 Ice Damage against the target. Each instance the target must succeed a Constitution 12 check or become frozen. Spell-Action 20 Meter None Yes Yes No No No
5 Summon Elemental Summon a Fire, Water, Earth or Wind Elemental to fight by your side. He will remain by your side for one hour. Spell-Action 20 Meter 1 Hour Yes Yes No No No
5 Poison Mist Select a 10-meter square area. The area becomes filled with toxic mist, dealing 4d8 Earth Damage to everyone touching the area and causing 3 turns of poisoned unless they succeed a Constitution 12 check. The same applies to everyone starting their next turn within the area. Spell-Action 20 Meter 1 Minute Yes Yes No Yes No
5 Mass-Decurse Select up to 4 targets and remove one curse from each. Spell-Action 20 Meter None Yes Yes No No No