![]() You can curse them with your choice of disadvantage on a type of saving throw or attack rolls, the possible loss of their next turn, or to deal 1d8 extra necrotic damage each time you strike it with an attack or spell.Įnchant an item to shine or create a sun-like sphere to dispel darkness in a 15m radius. They also gain advantage on WIS saving throws and Death Saves.Ĭurse a creature you can touch. When healed, all allies regain the maximum amount of HP. Inside, all creatures within are Silenced and immune to Thunder damage.Īnimate corpse to become a servant while not in battle. Heal all allies within 9m and sight by 2d8 + your spell casting modifier.Ĭreate a soundproof sphere 6m across within 18m of the spellcaster. On a failed WIS save, a creature within 18m is immobilized and unable to move or take Actions. On a failed CON save, a creature is Blinded for 10 turns. Heal a creature you can touch by 1d8 + your spellcasting modifier. Select 3 allies and inflict 1d4 bonus to ability checks and saving throws for duration. These creatures also have disadvantage on attacking rolls against the target. Protect one creature against being Charmed, Frightened, or possessed by an aberration, celestial, elemental, fey, fiend, or undead. Heal a creature you can see within 18m by 1d4 + your spellcasting modifier.ĭeal 3d10 necrotic damage to a creature you can touch. Select 3 enemies and inflict 1d4 penalty to ability checks and saving throws for duration.Ĭommand a creature to halt, preventing it from moving or taking actions, bonus actions, or reactions. Grant +2 AC to a creature of your choice within 60ft and sight. Gain advantage on Intimidation and Persuasion rolls.Ĭonjure rain or destroy a water-based surface 9m across.Īttack with 4d6 radiant damage bolt of light and give advantage to the next attack roll made against the same creature by the end of your next turn. If used on a creature, they must succeed a DEX saving throw or be illuminated. Give 1d4 bonus to one creature's ability checks.Ĭonjure flame that deals 1d8 radiant damage. Collect powerful grimoires to strengthen your university and to confront increasingly hostile environments during a procedural campaign.Give 1d4 bonus to one creature's saving throws.Escape the armies of darkness by building your university in isolated environments: lake, mountain, desert, volcano, giant turtle back, etc….Select your students: traits, personality, alignment, wealth… each decision will have its consequences.At the end of their course, you discover their future (necromancer, archimage, peasant…) according to the success of their training, and win new bonuses. Push your students towards a glorious future.Tame legendary creatures: dragons, fauns, pegasus, janitors…. ![]()
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