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{"name":"Amoebic Hypergrowth","author":"CrusaderDroid","tier":6,"tags":["Transmutation","Disease"],"cost":"3 AP","range":"30 feet ","duration":"1 hour ","desc":"You grow an amoeba into a Huge size creature that fully fits within an empty space in the target range. The amoeba is invulnerable, has a movement of 15 feet, and follows your mental orders.<br><br>The amoeba can't do anything except move. If it would be the target of one of your Disease spells, it instead affects all creatures adjacent to the amoeba.<br><br>Casting this spell again before the duration ends removes the first amoeba.","empower":"Creates an additional amoeba. Up to three amoeba can be created this way. Casting this spell again after reaching the limit removes the oldest amoeba."}

data/spells/Ancient Wisdom.json

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{"name":"Ancient Wisdom","author":"CrusaderDroid","tier":1,"tags":["Divination","Forbidden (Elf)","Potent"],"cost":"1 AP","range":"Self","duration":"Instantaneous","desc":"You ask a question to the gloried ancestors that came before you, and receive a six word answer.<br><br>The ancestors generally give great advice as to matters of warfare and craftsmanship, but are significantly weaker in matters of diplomacy, social matters, and religion.<br><br>The length of the answer increases by six words for each tier above 1. You can't cast this spell above tier 1 unless a talent allows you.","empower":""}

data/spells/Antibacteria.json

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{"name":"Antibacteria","author":"CrusaderDroid","tier":7,"tags":["Abjuration","Disease","Concentration"],"cost":"2 AP","range":"Self (300 foot radius)","duration":"8 hours","desc":"You project a field of antibaterial magic that sanitizes everything and everyone in the area and defends against contamination. All Poison and Disease effects other than this spell are ended and can't be cast while in this field. Creatures that are bleeding stop bleeding, food and water in the area is purified and safe for consumption, and any natural poisons or diseases are destroyed utterly.<br><br>Creatures that use hit dice to recover hit points in the field restore double the amount of hit points. Any food or drink effects that would cause additional hit points to be restored during a break are also doubled.","empower":"No longer requires concentration."}

data/spells/Boreal Grasp.json

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{"name":"Boreal Grasp","author":"CrusaderDroid","tier":6,"tags":["Conjuration","Cold","Concentration"],"cost":"2 AP","range":"120 feet","duration":"1 minute","desc":"A pale hand travels from you up to 30 feet towards target creature or object within range you can see. At the start of each of your turns, the hand moves 30 feet closer, even if you can't see the target any more, and even if it is out of range.<br><br>Upon contact with the hand, it freezes the target and everything within a 10 foot radius that is touching the target. Objects frozen this way are petrified and invulnerable. Creatures must make a Constitution saving throw. On a failure, they are petrified and invulnerable. On a success, they instead lose 2 AP and have their movement speed reduced to 5 feet so long as they are in contact with the hand or anything affected by the hand.<br><br>When the spell ends, or when an affected creature is moved away from the hand, any petrified creature or object returns to normal and is no longer invulnerable.","empower":""}

data/spells/Call Fey Spirit.json

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{"name":"Call Fey Spirit","author":"CrusaderDroid","tier":1,"tags":["Conjuration","Forbidden (Elf)","Potent"],"cost":"1 AP","range":"30 feet","duration":"1 minute","desc":"You call a playful fey spirit into being at target point. It emanates bright light in a 15 foot radius and dim light 15 feet farther. It can move up to 20 feet now and at the start of each of your turns. It is incorporeal and can't be affected by anything.<br><br>The number of spirits summoned increases by 1 per tier above 1. You can't cast this spell above tier 1 unless a talent allows you.","empower":""}

data/spells/Call to Glory.json

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{"name":"Call to Glory","author":"CrusaderDroid","tier":1,"tags":["Enchantment","Forbidden (Elf)","Potent"],"cost":"1 AP","range":"60 feet","duration":"Instantaneous","desc":"A creature that can see and hear you within range gains the benefit of the Help action, as if you had used it on them, and adds your proficiency modifier to the damage dealt with their next attack made before the end of their next turn.<br><br>The number of creatures you can target increases by 1 per tier above 1. You can't cast this spell above tier 1 unless a talent allows you.","empower":""}

data/spells/Caustic Storm.json

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{"name":"Caustic Storm","author":"CrusaderDroid","tier":6,"tags":["Conjuration","Acid","Concentration"],"cost":"1-3 AP","range":"60 feet","duration":"1 minute","desc":"A 15 foot radius area per AP spent, centered on target point within range you can see, is bombarded with a rain of acid arrows for the duration. Creatures inside at least one area when it is created, and when they start their turn inside or enter for the first time during their turn, must make a Dexterity saving throw or take 3d8 acid damage, halved on a success.<br><br>You can spend 1 AP to move one area 15 feet at the start of your turn.","empower":"Any creatures caught in the initial spell are followed by a 5 foot radius area that moves with them for the duration of the spell."}
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{"name":"Channel Possibility","author":"CrusaderDroid","tier":7,"tags":["Eldritch"],"cost":"0 AP","range":"Self","duration":"Instantaneous","desc":"Until the end of your turn, you are treated as if you know every non-apocalyptic spell. You can't cast spells of a higher tier than you can cast, but you can cast any other spell, even if you do not have their tags.<br><br>You must pay this spell's MP cost with your maximum hit points instead. For each spell you cast this turn, deduct its tier from your maximum hit points.","empower":""}

data/spells/Companion Vine.json

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{"name":"Companion Vine","author":"CrusaderDroid","tier":6,"tags":["Conjuration","Plant"],"cost":"2 AP","range":"10 feet","duration":"8 hours","desc":"You create a 10 foot cylindrical vine in a space within range, which rises up 10 feet off the ground. The vine is under your control. You can cause it to grow or shrink in length, move wherever you please, and perform precise movement in any direction with the vine. You can spend 2 AP to have the vine withdraw into the ground and reappear at a space within 10 feet of you.<br><br>The vine has AC 10 and 100 hit points. The spell ends immediately if the vine is reduced to 0 or fewer hit points, or if you cast this spell again.","empower":""}
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{"name":"Council of the Fallen","author":"CrusaderDroid","tier":7,"tags":["Divination","Unholy","Ritual"],"cost":"N/A AP","range":"Self","duration":"8 hours","desc":"After 1 hour, you arrange a council session comprising of yourself and eleven other creatures. Any creature not chosen can't hear or be heard by any other creature in the council.<br><br>You can choose living creatures to be in the council, as well as any deceased creature you know, as well as any reanimated creature you are controlling. Even if you haven't met a deceased creature, if you know their name and manner of death, you can call upon them. Reanimated creatures have their duration suspended, if applicable, for the spell.<br><br>All creatures in the council gain the ability to speak a shared language, and any creature with a Knowledge or Intuition below 0 is set to 0 for the duration.<br><br>Creatures in the council are not obligated to be friendly or forthcoming with information, but they can't leave the council unless you end the spell, and they can't take any other actions while in the council unless you permit it.<br><br>This spell doesn't require concentration, but taking damage still requires you to make a concentration saving throw. On a failure, the council session immediately ends, and any living or reanimated participants take 5d6 psychic damage from the sudden break.","empower":""}

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