Primal: Difference between revisions

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Spell Effect: The caster launches a small bolt of elemental energy that travels in a straight line towards a target. This follows normal projectile rules and the caster must roll a d20 to hit. Upon a successful hit, the bolt deals 1d8 arcane damage on impact. When this spell is learned, the caster must choose a damage type between: Lightning, Frost, Water, Fire and Impact. The appearance of the bolt will take on the corresponding damage type: e.g Frost becomes an ice bolt, Impact becomes a mound of earth.
Spell Effect: The caster launches a small bolt of elemental energy that travels in a straight line towards a target. This follows normal projectile rules and the caster must roll a d20 to hit. Upon a successful hit, the bolt deals 1d8 arcane damage on impact. When this spell is learned, the caster must choose a damage type between: Lightning, Frost, Water, Fire and Impact. The appearance of the bolt will take on the corresponding damage type: e.g Frost becomes an ice bolt, Impact becomes a mound of earth.
Spell Name: Mold Earth<br />
Spell Name: Mold Earth<br />
Discipline: Primal<br />
Discipline: Primal<br />
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Spell Effect: The caster chooses a portion of loose dirt or stone within range and that fits within a 1m cube and can manipulate it in one of the following ways:<br />
Spell Effect: The caster chooses a portion of loose dirt or stone within range and that fits within a 1m cube and can manipulate it in one of the following ways:<br />
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If the target is an area of loose earth, it can be instantaneously excavated, moved along the ground, and deposited up to 2m away. This movement doesn’t have enough force to cause damage.<br />
If the target is an area of loose earth, it can be instantaneously excavated, moved along the ground, and deposited up to 2m away. This movement doesn’t have enough force to cause damage.<br />
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Cause shapes, colours, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
Cause shapes, colours, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.<br />
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If this spell is cast multiple times, no more than two of its non-instantaneous effects are active at a time, and effects can be dismissed as an action.<br />
If this spell is cast multiple times, no more than two of its non-instantaneous effects are active at a time, and effects can be dismissed as an action.<br />
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Revision as of 22:51, 13 January 2025

When a spell refers to an “Elemental Force of the caster’s choice”, this means the spell can be customized to Air, Fire, Water or Earth. This changes the damage type of the spell: Fire deals Pyro damage, Water deals Cryo damage, Air moves targets and causes Impact damage if pushed into an obstacle, and Earth deals Impact damage directly.

Cantrips

Spell Name: Elemental Bolt
Discipline: Primal
Tier: Cantrip
Spell Duration: Instant
Range: 35m
Concentration: False
Ritual: False

Spell Effect: The caster launches a small bolt of elemental energy that travels in a straight line towards a target. This follows normal projectile rules and the caster must roll a d20 to hit. Upon a successful hit, the bolt deals 1d8 arcane damage on impact. When this spell is learned, the caster must choose a damage type between: Lightning, Frost, Water, Fire and Impact. The appearance of the bolt will take on the corresponding damage type: e.g Frost becomes an ice bolt, Impact becomes a mound of earth.

Spell Name: Mold Earth
Discipline: Primal
Tier: Cantrip
Spell Duration: Instant
Range: 5m
Concentration: False
Ritual: False

Spell Effect: The caster chooses a portion of loose dirt or stone within range and that fits within a 1m cube and can manipulate it in one of the following ways:
If the target is an area of loose earth, it can be instantaneously excavated, moved along the ground, and deposited up to 2m away. This movement doesn’t have enough force to cause damage.
Cause shapes, colours, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
If this spell is cast multiple times, no more than two of its non-instantaneous effects are active at a time, and effects can be dismissed as an action.


Spell Name: Waterbend
Discipline: Primal
Tier: Cantrip
Spell Duration: Channeled
Range: 15 Meters
Concentration: True
Ritual: False

Spell Effect: The caster can freely manipulate water and ice within range, moving the water or changing it between states. This spell is not harmful and is solely for manipulating and moving water. With this spell, the caster can lift up to 5 pounds (around 2 kgs).


Spell Name: Repel
Discipline: Primal
Tier: Cantrip
Spell Duration: Channeled
Range: Self
Concentration: True
Ritual: False

Spell Effect:
This spell prevents liquids from touching the body and any items the caster is holding. It can be used to allow the caster to move through water sources such as lakes and rivers without getting wet. This cannot be used to traverse dangerous bodies of liquid, and does not prevent the caster from suffocating.


Spell Name: Forge
Discipline: Primal
Tier: Cantrip
Spell Duration: Channeled
Range: 5 Meters
Concentration: True
Ritual: False

Spell Effect:
The caster is able to freely manipulate metal in range (i.e. shaping, sharpening, dulling, liquefying, solidifying, etc.). This can only be done for metals that the caster has a proficiency to work with. Items can be created by this spell. This spell does not provide more material from an ore that is manipulated than would be obtained mundanely. Creating any kind of weapon or shield with this spell requires at least 2 turns. This spell can also be used to mend cracks, chips, or remove rust.

Tier 1

Spell Name: Fast Feet
Discipline: Primal
Tier: 1
Spell Duration: Instant
Range: Self, 15m
Concentration: False
Ritual: False

Spell Effect: A tremendous wind carries the caster at speeds usually impossible. This allows them to instantly burst forwards 15 meters in any given direction. This spell does not allow them to perceive time any differently, however. Should the caster make contact with a person or object while dashing, both parties will receive 2d4 impact damage and the caster’s movement will be stopped.


Spell Name: Elemental Fist
Discipline: Primal
Tier: 1-3
Spell Duration: Instant
Range: Self, Touch
Concentration: False
Ritual: False

Spell Effect: The caster imbues their fist with a chosen element. Upon hitting a target, they take 3d4 damage. Flames cause first degree burns if hitting flesh or cloth. Armoured targets remain unaffected by the flames. At tier 2 the target takes 3d6 damage, and at tier 3 the target takes 4d8 damage.

Spell Name: Fire Resistance
Discipline: Primal
Tier: 1
Spell Duration: 10 turns.
Range: Self, Touch
Concentration: False
Ritual: False

Spell Effect: The target becomes immune to all mundane fire and resistant to extreme heat. They may interact with substances such as lava, though not fully immerse themselves within it. The target is still vulnerable to conjured flames or arcane fire.


Spell Name: Burst
Discipline: Primal
Tier: 1-3
Spell Duration: Instant
Range: Self, 15m
Concentration: False
Ritual: False

Spell Effect: The caster’s body becomes a mass of elemental force (either fire, water, air or stone) and they lurch fifteen meters in a direction of their choosing. During this time, the caster cannot attack or cast; however, the caster may still collide with people or objects, causing bruising to the caster and equivalent elemental damage to targets hit. 3d4 damage is dealt at tier 1, 3d6 at tier 2, and 4d8 at tier 3.


Spell Name: Extinguish Flame
Discipline: Primal
Tier: 1
Spell Duration: Instant
Range: 5 Meters
Concentration: True
Ritual: False

Spell Effect: The caster concentrates on a 3x3m area of fire, slowly suppressing and snuffing out the flames in the given area. Flames cast by conventional magic are covered under this condition, though it is possible for some fires to resist this rule (DM discretion).


Spell Name: Imbue
Discipline: Primal
Tier: 1
Spell Duration: 5 Turns
Range: Touch
Concentration: False
Ritual: False

Spell Effect:
Holding a weapon of choice, the caster may imbue this weapon with an elemental force, dealing additional 1d4 damage per strike.


Spell Name: Frost Stride
Discipline: Primal
Tier: 1
Spell Duration: Channeled
Range: Self
Concentration: True
Ritual: False

Spell Effect:
The caster surrounds their feet with freezing temperatures, immediately solidifying the ground they stand on. It can turn snow and water to ice; however, should the caster lose concentration or stop channeling for any other reason, the ice will melt after 2 turns.


Spell Name: Elemental Whip
Discipline: Primal
Tier: 1-3
Spell Duration: Instant
Range: 5 Meters
Concentration: True
Ritual: False

Spell Effect:
The caster manipulates elemental forces in order to create a whip. This whip is able to inflict small lacerations onto a target when in skilled hands. 3d4 damage is dealt at tier 1, 3d6 at tier 2, and 4d8 at tier 3.


Spell Name: Disorient
Discipline: Primal
Tier: 1
Spell Duration: 1 Turn
Range: 15 Meters, 5 Meters Vertically
Concentration: False
Ritual: False

Spell Effect:
The caster can select up to two targets within 15 meters of the caster, launching them 5 meters up into the air and making them lose balance. The next action of both targets will be spent floating in the air, unable to control direction and move accurately. At the end of their emotes, each floating target should roll a 1d20 to attempt to land on their feet. A roll of 11 or higher will allow them to land on their feet in the next action.


Spell Name: Mist
Discipline: Primal
Tier: 1
Spell Duration: Instant
Range: 15 Meters, 5 Meter Radius
Concentration: False
Ritual: False

Spell Effect:
A cloud of mist is spread across an area in a 5m radius from a point up to 15m away. Targets within the mist are concealed and cannot be targeted by ranged attack. Likewise, targets within the mist cannot make ranged attacks. Melee attacks are not affected.

Tier 2

Spell Name: Elemental Torrent
Discipline: Primal
Tier: 2
Spell Duration: 3 Turns
Range: 6m x 1m
Concentration: True
Ritual: False

Spell Effect: The caster flares out a cone of swirling elemental force (fire, water, air or earth), 6 meters long and 1 meter wide. Fire can easily catch things alight and cause second-degree burns to those unprotected from the flames. Water can suck targets in and disrupt concentration. Air forcibly pushes targets back, causing damage if colliding with an object. Earth conjures a swirling mass of stones capable of causing impact damage to targets in range. Targets take 3d4 damage each turn they are within range.

Spell Name: Fireball
Discipline: Primal
Tier: 2
Spell Duration: Instant
Range: 15m
Concentration: False
Ritual: False

Spell Effect: The caster conjures a mass of flame and launches it at a single target. It inflicts second-degree burns on targets wearing armor with Average or High conductivity, first-degree burns on unarmored targets, and staggers both armored (all kinds of armor) and unarmored foes. The target takes 3d6 damage.


Spell Name: Ice Wall
Discipline: Primal
Tier: 2
Spell Duration: 3 Turns
Range: 5 Meters, 3x3x1 Meters
Concentration: True
Ritual: False

Spell Effect:
The caster creates a wall of ice that is 3 meters wide, 3 meters tall, and one meter thick. The wall stops small projectiles and light attacks. The air around this wall is chilled. This wall can be melted if met with adequate temperatures. Three strikes from a blunt weapon or a pickaxe (from three distinct actions if in combat) will cause the wall to crumble.


Spell Name: Ice Construct
Discipline: Primal
Tier: 2
Spell Duration: 10 Turns
Range: 5 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster fires out a constant beam of ice to form a shape of their choosing, such as a bridge or other kinds of temporary constructs. Three strikes to these ice constructs from a blunt weapon or a pickaxe (from three distinct actions if in combat) will cause the construct to crumble.


Spell Name: Imprison
Discipline: Primal
Tier: 2
Spell Duration: 3 Turns
Range: 10 Meters
Concentration: True
Ritual: False

Spell Effect:
The caster summons earthen material that binds the hands and feet of a target, restraining the target’s movement and rendering them stunned for the duration. To free themselves, the target must succeed on a 1d20 roll with DC 12, or otherwise remain trapped for the duration. The target cannot move or make attacks while imprisoned.


Spell Name: Tunnel
Discipline: Primal
Tier: 2
Spell Duration: Instant
Range: Touch
Concentration: False
Ritual: False

Spell Effect:
The caster forcefully digs a tunnel into stone or earthen material, boring a hole large enough for the caster to crawl through. Each turn, up to three meters of material may be mined from the earth as the caster works into the crust. This can also apply to stone walls, etc. Walls may be enchanted to resist this spell.


Spell Name: Stoneskin
Discipline: Primal
Tier: 2
Spell Duration: 15 Turns
Range: Self
Concentration: False
Ritual: False

Spell Effect:
The caster abruptly surrounds themselves in stone, and their skin turns as hard as rock. During this time, the caster cannot attack or cast; however, the caster cannot be struck, and weapons, objects, etc., glance off them harmlessly.

Tier 3

Spell Name: Explosion
Discipline: Primal
Tier: 3
Spell Duration: Instant
Range: 10m, 3m, 2m Outside Blast
Concentration: False
Ritual: False

Spell Effect: This spell creates a 3-meter radius explosion based on an elemental force somewhere within 10 meters of the caster. The explosion knocks back any within range by 2 meters, causing damage to those individuals. The blast can also cause damage to surrounding materials such as stone, wood, etc., and sends shrapnel outwards from the origin of the blast, causing some injury to others nearby (within 2 meters outside the blast range). Targets within the blast take 4d8 damage, and targets within shrapnel range take 3d6 damage.


Spell Name: Blizzard
Discipline: Primal
Tier: 3
Spell Duration: 3 Turns
Range: 10 Meters, 3 Meter Radius
Concentration: True
Ritual: False

Spell Effect:
The caster creates a flurry of sleet and snow in a 3-meter radius area. Targets in range have their movement slowed to 1 meter per turn and are unable to concentrate for the duration. First-degree frostbite is afflicted on exposed skin upon the second turn of being in range, and should a victim be in the area of effect for all three turns, they receive second-degree frostbite on exposed skin. Targets wearing armor with Average or High conductivity receive frostbite at a rate of 1 turn faster. Targets take 3d8 damage each turn they are within range.


Spell Name: Flight
Discipline: Primal
Tier: 3
Spell Duration: 15 Turns
Range: Self
Concentration: False
Ritual: False

Spell Effect:
The caster manipulates wind around them and flies up into the air. While flying, the caster moves at a speed equivalent to flying races in flight as noted on the Strength and Speed chart. Additionally, when flying, the caster cannot cast concentration spells.


Spell Name: Tornado
Discipline: Primal
Tier: 3
Spell Duration: Channeled
Range: 10 Meters, 3 Meter Radius
Concentration: True
Ritual: False

Spell Effect:
This spell creates and unleashes a 3-meter radius tornado. When a target comes into contact with this tornado, it will rip anything from the grasp of those it comes into contact with, and anyone caught in the area of the whirlwind is flung aside 5 meters. Any unarmored individuals caught in the spell area are dealt a deep laceration by razor-sharp bands of air in the mass and take 3d8 damage. On each turn, the caster may move the spell up to 3 meters in any direction within range.


Spell Name: Launch Boulder
Discipline: Primal
Tier: 3
Spell Duration: Instant
Range: 10 Meters, 3 Meter Radius
Concentration: False
Ritual: False

Spell Effect:
The caster conjures a 3x3m stone boulder and launches it in a straight trajectory, travelling 10m before breaking apart. Those within the path of the boulder take 3d8 impact damage that cannot be avoided with most defensive spells.