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- Wizard | Halcyon D&D
Wizard Class Features Spellcasting Abjuration Bladesinging Enchantment Evocation Necromancy Wizard Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic. The lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Subclasses Class Features Basics Base Hit Po ints: 40 Hit Points per Advancement: 10 Actions: 1 Attack, 1 Bonus, 1 Reaction Casting Attribute: Intelligence Starting Kit: Quarterstaff Tome Proficiencies Armor: None Weapons: Dagger, Staff, Crossbow Sav ing Throws: Intelligence, Wisdom Skills: Arcana, Investigation Proficiency Bonus: Level 8: +2 Level 10: +1 (3) Level 12: +1 (4) Arcane Recovery Once per long rest, you may recover a 1st, 2nd, and 3rd level spellslot while out of combat. Arcane Traditions The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. Choose your arcane tradition from the four available: Bladesinging, the School of Enchantment, the School of Evocation, and the School of Necromancy. These will be unlocked at Level 10 and reach their full potential at Level 12. Spellbooks Through arcane research or experience, wizards are able to document and expand their own arcane knowledge through spells located within spellbooks. These are broken down into three levels of spellbooks. Minor, Basic, and Advanced. Which can be created by wizards at 8th, 10th, and 12th level respectfully once every three days. Additionally beginning at 12th level, once every two weeks a wizard may copy any spellbook in their possession. The requirements to create a basic spellbook is 1 tome, 6 arcanium, and 300 gold. To create a Advanced spellbook is one tome, 8 arcanium, and 300 gold. Enchantment (Minor) 1st Level 2nd Level Charm Person Tasha's Hideous Laughter Charm Person Enchantment 1 Action V, S You attempt to charm a humanoid you can see within range. It must make a Wisdom Saving Throw. If it fails the saving throw it is charmed by you for the remainder of combat or until a hostile action is taken against them by you or one of your allies. They may also repeat the saving throw at the end of each of their turns. (8 + Spell Bonus vs WIS Save) Tasha's Hideous Laughter Enchantment 1 Action V, S A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom Saving Throw or fall prone. (8 + Proficiency Bonus + Spell Bonus vs WIS Save) Crown of Madness Crown of Madness Enchantment 1 Action V, S One humanoid of your choice that you can see within range must succeed on a Wisdom Saving Throw or become charmed by you for the remainder of combat. While charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. On each of its turns it can make a Wisdom Saving Throw against your spell DC to end the effect. (8 + Spell Bonus vs WIS Save) Illusion (Minor) 2nd Level 4th Level Invisibility Shadow Blade Invisibility Illusion 1 Action V, S A creature you touch beco mes invisible. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends when the target attacks or casts a spell. Shadowblade Illusion 1 Bonus Action V, S You weave together threads of shadow to create a sword of solidified gloom in your main hand. This magic sword lasts for the duration of combat, dealing 2d8 + STR/DEX psychic dam age a hit. Additionally you may make a ranged attack against a target within 6 tiles. Recalling the blade to your hand requires a bonus action. Must be dispelled. Phantasmal Killer Phantasmal Killer Illusion 1 Action V, S You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom Saving Throw. On a failed save, the target takes 4d10 psychic dama ge and becomes frightened until the end of their next turn. (8 + Spell Bonus vs WIS Save) Transmutation (Minor) 2nd Level 4th Level Earthbind Dragon's Breath Dragon's Breath Transmutation 1 Bonus Action V, S You touch a willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the end of combat, the creature can use an action to exhale energy of the chosen type in a 2 tile cone. Earthbind Transmutation Full Round Action V, S Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spell’s duration. Polymorph Polymorph Transmutation 1 Action V, S This spell transforms a creature that you can see within range into a helpless critter. The target must succeed a Wisdom Saving Throw or be transformed for two turns. Any damage reverts the target back to its original shape. Conjuration (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level Sword Burst Sword Burst Conjuration 1 Action V You create a momentary circle of spectral blades that sweep around you. All other creatures within 1 tile of you must succeed on a Dexterity Saving Throw or take 3d6 force damage. Grease Grease Conjuration 1 Action V, S Slick grease covers the ground in a 2 tile square centered on a point within range. Each creature in its area must succeed on a Dexterity Saving Throw (8 + Spell Bonus) or fall prone. Evard's Black Tentacles Evard's Black Tentacles Conjuration 1 Action V, S Squirming, ebony tentacles fill a 2 tile square on the ground that you can see within range. A creature in the affected area must succeed on a Dexterity Saving Throw or take 6d6 bludgeoning damage and be restrained until the end of their next turn. A creature that succeeds on the Dexterity Saving Throw takes 3d6 bludgeoning damage. Web Web Conjuration 1 Action V, S You conjure a mass of thick, sticky webbing at a point of your choice within range. The fills a 4 tile cube from that point. Each creature within that area must make a Dexterity Saving Throw (8 + Spell Bonus). On failed save the creature is restrained until the end of their next turn. Sleet Storm Sleet Storm Conjuration 1 Action V, S Freezing rain and sleet fall in a 4 tile radius centered at a point you choose within range. The ground in the area is covered with slick ice. Any creature within the area must succeed a Dexterity Saving Throw (8 + Spell Bonus) or be knocked prone. Evocation (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level Frostbite Frostbite Evocation 1 Action V, S You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution Saving Throw. On a failed save the target takes 3d6 cold damage and has disadvantage on weapon attacks until the end of its next turn. ( 8 + Spell Bonus vs CON Save) Burning Hands Burning Hands 1 Action V, S As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth in a 2 tile cone. Each target must make a Dexterity Saving Throw. A creature takes 3d6 fire damage on a failed save or half as much on a success. (8 + Spell Bonus vs DEX Save) Ice Storm Ice Storm Evocation 1 Action V, S A hail of rock-hard ice pounds to the ground in a 2 tile radius centered on a point within range. Each creature must make a Dexterity Saving Throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs DEX Sav e) Melf's Acid Arrow Melf's Acid Arrow Evocation 1 A ction V, S A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of it's next turn. Lightning Bolt Lightning Bolt Evocation 1 Action V, S A stroke of lightning forming a line that is 10 tiles long and 1 tile wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity Saving Throw. A creature takes 6 d6 lightning damage on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Necromancy (Basic) Cantrips 1st Level 2nd Level 3rd Level 4th Level Chill Touch Chill Touch Necromancy 1 Action V, S You create a ghostly, skeletal hand in the space of a creature within range. On a hit the target cannot regain hit points until the start of your next turn. 3d8 Necrotic Damage (1d20 + Spell Bonus vs AC) Ray of Sickness Ray of Sickness Necromancy 1 Action V, S A ray of sickening greenish energy lashes out towards a creature within range. Target must succeed a CON save or take 2d8 poison damage and the Poisoned Status. Blight Blight Necromancy 1 Action V , S Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution Saving Throw. The target take s 6 d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on Undead or Con structs. (8 + Spell Bonus vs CON Save) Blindness Blindness Necromancy 1 Action V You attempt to blind a foe. Choose one creature that you can see within range to make a Constitution Saving Throw (DC 8 + Spell Bonus). If it fails the target is blinded until the end of combat. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Vampiric Touch Vampiric Touch Necromancy 1 Action V, S The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage and you regain hit points equal to half the amount of damage dealt. (1d20 + Spell Bonus vs AC) School specific books, such as Evocation and Necromancy, may only be created by wizards who follow those arcane traditions. Beginning at 12th Level, any wizard may take a minor and basic spellbook they possess and combine it into an Advanced Spellbook which grants the spells of both books at once. Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Spell Slots Level 8 1st: +4 2nd: +3 Level 10 3rd: +3 4th: +2 Level 12 4th: +1 5th: +2 Combat Spells The following list of spells are directly tied to, and reflected within, our dice system. Cantrips can be used an indefinite amount of times, but the rest are tied to spell slots of their corresponding level, and as such, are limited in their usage. All spell slots are restored upon a long rest. Cantrips, along with 1st and 2nd level spells, are available to newly created characters (Level 8s). 3rd and 4th level spells are available to Level 10 characters. 5th level spells are available to Level 12 characters. Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level Disguise Self Ice Knife Mage Armor Magic Missile Shield Thunderwave Ice Knife Conjuration 1 Action V, S You create a shard of ice and fling it at one creature within range. Hit or miss, the shard explodes. The target and each creature within 1 tile of the point where the original target is located must succeed on a Dexterity Saving Throw or take 2d6 cold damage. Granted at 10th Level. Mage Armor Abjuration 1 Action V, S You touch a willing creature who isn’t wearing armor. A protective magical force surrounds it until the end of combat. The target’s AC becomes 13 + DEX. Magic Missile Evocation 1 Action V, S You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts deal 1d4+1 force damage to its target. Shield Abjuration 1 Reaction V, S An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +2 bonus to AC including against the triggering attack. Can be cast at any time on your turn, or when struck. You take no damage from magic missile. Disguise Self Illusion 1 Action V, S You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different for two hours or until you use another action to dismiss it. You can seem 1 foot taller or shorter and can appear thin, fat, or in between. You can’t change your body type so you must adopt a form that has the same basic arrangement of limbs. Any changes created by this spell are purely visual. You cannot grow additional body parts with this spell, and if someone touches a part of your illusion that does not match with your physical being by shape or texture, they will immediately be aware that an illusion is at play. You may not take the identity of another player character. This extends to their ToT Presets, using another character's name via /act, or any means which would directly duplicate another PC. If someone for any reason whatsoever suspects you for being disguised, they may roll Investigation against your Spell Bonus + 8 as the DC to learn an illusion is in use. This spell will be automatically dispelled upon entering combat. Acquired at 10th Level and y ou may not disguise as an Advanced Race or a different gender than your own. Thunderwave Evocation 1 Action V, S A wave of thunderous force sweeps out from you. Each creature in a 2 tile x 2 tile cube must make a Constitution Saving Throw (DC 8 + Spell Bonus). On a failed save, a creature takes 2d8 thunder damage and is knocked back 1 tile. If succeeded, the creature only takes half damage. Granted at 10th Level. Acid Splash Fire Bolt Poison Spray Ray of Frost Shocking Grasp Fire Bolt Evocation 1 Action V, S You hurl a mote of fire at a creature or object within range. 3d10 Fire Damage ( 1d20 + Spell Bonus vs AC) Poison Spray Conjuration 1 Action V, S You extend your hand toward a creature and project a puff of noxious gas from your palm. 2d12 Poison Damage (8 + Spell Bonus vs CON Save ) Shocking Grasp Evocation 1 Action V, S Lightning springs from your hand to deliver a shock to a creature you try to touch. On a hit, the target cannot take reactions until the end of their next turn. 3d8 Lightning Damage (1d20 + Spell Bonus vs AC) Acid Splash Conjuration 1 Action V, S You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within half a tile of each other. A target must succeed on a Dexterity Saving Throw or take 2d6 acid damage. (8 + Proficiency Bonus + Spell Bonus vs DEX Saving Throw) Ray of Frost Evocation 1 Action V, S A frigid beam of blue-white light streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 1 tile until the end of their next turn. (1d20 + Spell Bonus vs AC) Granted at 12th Level. Bestow Curse Dispel Magic Fear Fireball Mind Spike (3rd) Slow Tidal Wave Dispel Magic Abjuration 1 Action V , S Choose one creature within range. Any magical effects on the target end. Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 4 d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Fireball Evocation 1 Action V, S A bright streak flashes from your p ointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 2 tile radius sphere centered on that point must make a Dexterity Saving Throw (DC 8 + Spell Bonus). A creature takes 6d6 fire damage on a failed save, or half as much on a successful one. Tidal Wave Conjuration 1 Ac tion V, S You conjure up a wave of water that crashes down on an area within range. The weave is 3 tiles wide, 1 tile high, and moves forward from you for 12 tiles. Each creature in the area must make a Dexterity Saving Throw (DC 8 + Spell Bonus). On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. Bestow Curse Necromancy 1 Action V , S You touch a creature and they become cursed. Granting them a -2 to Spell Saving Throws and Proficiency Bonus until removed. Additional you may choose a lingering effects from the Minor Curse list. May only be applied as a PvP Consequence. Requires 10th Level. Fear 3rd Level Spell, Illusion 1 Action V, S You project a phantasmal image of a creature’s worst fear. Each creature in a 3 tile cone must succeed on a Wisdom or become frightened until the end of it's next turn. (8 + Spell Bonus vs WIS Save) Granted at 12th Level. Slow Transmutation 1 Action V, S You alter time around up to three creatures of your choice in a 4 tile cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell until the end of their next turn. An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. Acquired at 12th Level Immolation Cloud Kill Immolation Evocation 1 Action V Flames wreathe one creature you can see within range. The target must make a Dexterity Saving Throw. It takes 7d6 fire damage and burns on a failed save or half as much on a successful one. (8 + Spell Bonus vs DEX Save) Cloudkill Conjuration 1 Action V, S You create a 2 tile radius sphere of poisonous, yellow-green fog centered on a point you choose within range. A creature inside the fog must make a Constitution Saving Throw, taking 5d8 poison damage on a failed save or half as much on a success. Creatures are affected even if they hold their breath or don’t breathe. (8 + Spell Bonus vs CON Save) Gust of Wind Knock Mind Spike Misty Step See Invisibility Scorching Ray Silence Mind Spike Divination 1 Action S You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save or half as much damage on a successful one. On failed save, the caster knows the targets location for the duration of combat and gains +2 on tracking attempts on the target for 2 hours after combat ends. Misty Step Conjuration 1 Bonus Action V Briefly surrounded by a silvery mist, you teleport up to 3 tiles to an unoccupied space that you can see. See Invisibility Divination 1 Ac tion V, S For the duration, you see invisible creatures and objects as if they were visible. Acquired at 10th Level Silence Illusion 1 Action V, S Create a 2 tile zone of silence somewhere within' a 12 tile radius. All those caught inside are silenced until the end of their next turn. Acquired at 10th Level Scorching Ray Evocation 1 Ac tion V, S You create three rays of fire and hurl them at targets within range making a ranged spell attack for each ray. On a hit the target takes 2d6 fire damage. (1d20 + Spell Bonus vs AC) Knock Transmutation 1 Action V Choose a door, or set of manacles that you can see within range. The target that was held shut by mundane locks, or barred becomes unlocked or unbarred. Doors are unlocked, and opened at the same time. If the target was held shut by an Arcane Lock, the spell is suppressed for ten minutes, or the remainder of combat. Granted at 10th Level. Gust of Wind Evocation 1 Action V, S A line of strong wind 6 tiles long and 1 tile wide blasts from you in a direction you choose. Each creature in the line must succeed on a Strength Saving Throw or be pushed 2 tiles away. (8 + Spell Bonus vs STR Save) Banishment Banishment Abjuration 1 Action V, S You attempt to send one creature that you can see to another plane of existance. The target must succeed on a Charisma Saving Throw or be banished. (8 + Spell Bonus vs CHA Save) Flavor Spells The following spells are included in the wizard's repertoire, however; these spells cannot be used in combat and do not consume a spell slot. They cannot be used to gain advantage, access a base, or otherwise - they are only to enrich the narrative of your roleplay. For spells that involve affecting another person, they should be treated as social rolls. They are fully consent based and cannot be used to force an outcome in a rol eplay sc enario. Some are available to a newly created character (Level 8) and others are unlocked at Level 10. Level 8 Level 10 Galder's Tower Leomund's Tiny Hut Major Image Tiny Servant Galder's Tower Conjuration 1 Action V, S You conjure a two-story tower made of stone, woo d, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 1 tile tall and has an area of up to 10 tiles. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell: A bedroom with a bed, chairs, chest, and magical fireplace. A study with desks, books, bookshelves, parchments, ink, and ink pens. A dining space with a table, chairs, magical fireplace, containers, and cooking utensils. A lounge with couches, armchairs, side tables and footstools. A washroom with toilets, washtubs, a magical brazier, and sauna benches. An observatory with a telescope and maps of the night sky. An unfurnished, empty room. The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year. Major Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than 2 0-foot cube in a 12 tile range. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can dete rmine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. Tiny Servant Transmutation 1 Action V, S You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control for a maximum of 8 hours. As a bonus action, you can mentally command the creature if it is within 12 tiles of you. You decide what action the creature will take and where it will move, or you can issue a simple, menial task command, such as to fetch a key, stack some books, or send an item to your merchant. If you issue no commands, the servant does nothing other than try defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. If the servant takes any damage, it reverts to its original form, and any remaining damage carries over to that form. Leomund's Tiny Hut Evocation 1 Action V, S A 1 tile immobile dome of force springs into existence around and above you and remains stationary for 8 hours. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area ever includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Control Flames Dancing Lights Gust Light Mage Hand Mending Minor Illusion Mold Earth Prestidigitation Shape Water Illusory Script Silent Image Unseen Servant Continual Flame Levitate Control Flames Transmutation 1 Action S You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. Y ou affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Dancing Lights Evocation 1 Action V, S You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. Y ou can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. Gust Transmutation 1 Action V, S You seize the air and compel it to create one of the following effects at a point you can see within range: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. Light Evocation 1 Action V You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mage Hand Conjuration 1 Action V, S A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Mending Transmutation 1 Action V, S This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. Minor Illusion Illusion 1 Action S You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Mold Earth Transmutation 1 Action S You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Prestidigitation Transmutation 1 Action V, S This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Shape Water Transmutation 1 Action S You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusory Script Illusion 1 Action S You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for 10 days . To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature under the effect of Truesight can read the hidden message. Silent Image Illusion 1 Action V, S You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Unseen Servant Conjuration 1 Action V, S This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the sp ell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 2 tiles and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 6 tiles away from you, the spell ends. Continual Flame Evocation 1 Action V, S A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. Levitate Transmutation 1 Action V, S One creature or loose object of your choice that you can see within range rises vertically, up to 2 tiles, and remains suspend ed there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 2 tiles in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. Ritual Spells Spel ls that require components to cast, or spells that have longer and broader effects than any of the aforementioned combat and flavor spells, are considered rituals. They do not consume spell slots. Most require DM oversight and such will be denoted in a ritual's description if it does . If it does not, it can be cast as any other spell is cast in our dice system, should you have the required components on hand. Level 8 Level 10 Level 12 Detect Magic Detect Magic Divination 1 Action V, S , M Class Required: Artificer Cleric Bard Druid Paladin Ranger Sorcerer Wizard Components Required: 1x Unstable Essence 5x Arcane Res idue For the next 10 minutes, you sense the presence of magic within 3 tiles of you. You may use another action to determine the school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood/dir t. This is an RPR Spell, and does not require a DM Ticket! Legend Lore Private Sanctum Scrying Teleportation Circle Locate Object Private Sanctum Abjuration 10 Minutes V, S, M Class Required: Wizard Components Required: 40x Arcane Residue 10x Unstable Essence 10x Strange Shards You make an area within range magically secure. The area may encompass an entire room or small building. The spell is permanent u ntil dismissed. You may only have one per clan. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can't pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can't be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Please o pen a Ritual DM Ticket in order to begin the process of casting this ritual. You must also open a ticket if you've already created a private sanctum and wish to dispel it. Scrying Divination 1 0 Minutes V, S, M Class Required: Bard Druid Warlock Wizard Components Required: 1x Crystal Ball 30x Arcane Residue Item from Target of Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a DC 15 Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Secondhand (you have heard of the target): +5 Save Modifier Firsthand (you have met the target): +0 Save Modifier Familiar (you know the target well): -5 Save Modifier Connection Likeness or drawing/painting: -2 Save Modifier Possession or garment: -4 Save Modifier Body part, lock of hair, bit of nail, or the like: -10 Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. P lease open a Ritual DM Ticket in order to begin the process of casting this ritual. Legend Lore Divination 10 Minutes V, S, M Class Required: Bard: College of Lore Cleric Wizard Warlock: Pact of the Undying Components Required: 10x Daisy 10x Briskleaf 10x Mother'sleaf 10x Giant's Root 10x Valorbell 30x Arcane Residue Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on han d, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips." Teleportation Circle Conjuration 1 Minute V, M Class Required: Bard Sorcerer Wizard Components Required: 20x Unstable E ssence 50x Arcane Residue 400 Gold As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle connected to the network of other teleportation circles in the region. You may only have one of these per clan. This grants the clan a clan warp that can be used to access other clan warps as well as the main warp netw ork. Additionally you may use this to create "wormhole" warps for your clan. Allowing transport within your base. These require approval and must make sense and encourage roleplay. Locate Object Divination 10 Minutes V, S, M Class Required: Wizard Components Required: 10 Incense 1 Crystal Ball Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1 grid square of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close—within 1 tile—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. Arcane Lock Remove Curse Water Breathing Water Breathing Transmutation 1 Action V, S , M Class Required: Artificer Bard Ranger Wizard Sorcerer Components Requir ed: 10x Feral Claws 6x Holy Water 30x Arcane Residue This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. The spell ends when PvP Intent is dropped. Arcane Lock Abjuration 1 Action V, S, M Class Required: Artificer Wizard Components Required: 4x Unstable Essence 250x Gold Coin 10x Arcane Re sidue You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed by knock. While affected by this spell, the object may not be forcibly opened by mundane means. (You may not break in or picklock an arcane locked door.) Knock must be cast in order to by pass the arcane lock. You may only have one arcane lock per cl an. You must also open a ticket if you've already created an arcane lock and wish to dispel it. Remove Curse 3rd Level Spell slot Abjuration 1 Action V, S , M Class Required: Cleric Wizard Components Requir ed: 3x Feral Claws 3 Precious Gemstones 15x Valorbell 15x Arcane Residue At your touch, all minor curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks the owner's attunement to the object so it can be removed or discarded. Subclass: School of Abjuration The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Bonus P roficiencies Skills: History Arcane Ward You can weave magic around yourself for protection. When you enter combat you can simultaneously create a magical ward on yourself that lasts for the remainder of the fight. The ward has hit points equal to 15. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to three time the level of the spell. Projected Ward When a creature that you can see within 3 tiles of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. Improved Abjurations Requires Level 12 As a bonus action on your turn when you have not cast an abjuration spell to empower your Arcane Ward, you may trade your maximum movement to increase your Arcane Ward by 5. Abjuration Spells Cantrip 1st Level 2nd Level 4th Level 5th Level Absorb Elements Absorb Elements Abjuration 1 Reaction V, S The spell captures some of the incoming elemental energy from attacks, lessening its effect on you. If the damage was Acid, Fire, Cold, or Lightning you may reduce the triggering damage by 6. Also dealing 6 damage of the same elemental type back to the original attacker. Blur Blur Illusion 1 Full Round Action V, S Your body becomes blurred, shifting and wavering to all who can see you. Granting to +2 to AC while the effect remains. Counterspell Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Otiluke's Resilient Sphere Otiluke's Resilient Sphere Evocation 1 Full Round Action V, S A sphere of shimmering force encloses a willing creature within 3 tiles. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it until the end of their next turn. Blade Ward Blade Ward Abjuration 1 Action V, S You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Subclass: Bladesinging Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade. Bonus P roficiencies A rmor: Light Skills: Performance Class Resource: Level 10: +3 Level 12: +1 (4) Bladesong For the cost of a class resource, use your bonus action to invoke an elven magic called the Bladesong for the remainder of combat, provided you aren’t wearing medium or heavy armor, and are using a single one handed weapon with a free offhand. It graces you with supernatural speed, agility and focus. You gain an additional bonus to your AC equal to your Proficiency Bonus modifier to a maximum of 4 bonus, and y our movement speed increases by 1 tile; and you gain proficiency with one type of one-handed melee weapon of your choice. Ends early if you are stunned, fall asleep, or your are disarmed. Extra Attack You can attack twice instead of once whenever you take the Attack Action on your turn. Moreover, you can use this to follow up a cantrip with a single attack. Song of Defense You direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction and a 5th level spell slot to reduce the damage taken by 25. Song of Victory Requires Level 12 You deal extra damage with your melee attacks equal to your Intelligence score while in Bladesong. Subclass: School of Enchantment As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between. Bonus P roficiencies Skills: Persuasion Hypnotic Gaze Attempt to use your soft words and enchanting gaze to magically enthrall another creature. Choose one creature you can see within 1 tile. If the target can see and hear you, it must succeed on a Wisdom Saving Throw (DC 8 + Spell Bonus) or be charmed by you until the end of their next turn. The charmed creature’s speed drops to 0 and they may take no actions. Once this effect ends, or the creature succeeds the saving throw, they are immune to this effect until you finish a long rest. Instinctive Charm When a creature within 4 tiles of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom Saving Throw (DC 8 + Spell Bonus). On a failed save, the attacker must target the creature that is closest to it, not including you or itself. A lter Memory Requires Level 12 You have the ability to mak e a creature unawar e of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, yo u can alter one creature’s understanding so that it remains unaware of being charmed. Split Enchantment Requires Level 12 When you cast an enchantment spell of 1st or 2nd level that targets only one creature, you can have it target a second creature as well. Enchantment Spells 1st Level 2nd Level 3rd Level 5th Level Dissonant Whispers Dissonant Whispers Enchantment 1 Action V You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom Saving throw (DC 8 + Spell Bonus). On a failed save it takes 3d6 psychic damage and must use its reaction to move up to 2 tiles from you. On a successful save it takes half as much damage and doesn’t have to move away. Tasha's Mind Whip Tasha's Mind Whip Enchantment 1 Action V You psychically lash out at one creature you can see within range. The target must make an Intelligence Saving Throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a bonus action until the end of its next turn. On a successful save, the target takes half as much damage and suffers none of the spell’s effects. (8 + Spell Bonus vs INT Save) Synaptic Static Counterspell Synaptic Static Enchantment 1 Action V, S You choose a poi nt within range and cause psychic energy to explode there. Each creature in a 2 tile radius sphere centered on that point must make an Intelligence Saving Throw (DC 8 + Spell Bonus). A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Antagonize Antagonize Enchantment 1 Action V You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. Subclass: School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. B onus P roficiencie s Skills: Perception Sculpt Spells You are able to create pockets of relative safety within the effects of your evocation spells. Choose up to 3 targets within the area of effect to exclude from the damage. Empowered Evocation Requires Level 12 Your evocation spells deal additional damage equal to your Intelligence score. E vocation Spells 2nd Level 4th Level 5th Level Witch Bolt (2nd) Witch Bolt (2nd) Evocation 1 Action V, S A beam of crackling, blue energy lances out towards a creature within range. Make a ranged spell attack against the creature. O n a hit, the target takes 2d12 lightning damage and you are able to deal damage to the target again on the next turn without needing to roll to hit again or taking the cost of a spell slot. If you choose to take any other action, the effect will fade. (1d20 + Spell Bonus vs AC) Fire Shield Wall of Fire Fire Shield Evocation 1 Action V, S Thin and wispy flames wreathe your body for the duration, shedding bright light for 1 tile and dim light for 1 tile beyond that. Whenever a creature hits you with a melee attack, you may use your reaction to have the shield erupt with flame. Dealing 2d8 fire damage to the at tacker. Provides Cold resistance. Wall of Fire Evocation 1 Action V, S You create a wall of fire from you in a line on a solid surface within range 6 tiles long and 2 tiles high. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. Dawn Cone of Cold Counterspell Dawn Evocation 1 Action V, S The light of dawn shines down on a location you specify within range. A 3 tile radius of bright light glimmers at the location. This light is sunlight. Each creature within the radius must make a Constitution Saving Throw. Taking 4d10 radiant damage on a failed save or half as much on a success. Cone of Cold Evocation 1 Action V, S A blast of cold air erupts from your hands. Each creature in a 4 tile cone must make a Constitution Saving Throw. A creature takes 6 d8 cold damage on a failed save or half as much damage on a successful one. (8 + Spell Bonus vs CON Save) Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Subclass: School of Necromancy The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. B onus P roficiencie s Skills: Intimidation Grim Harvest You may reap the life energy from creatures you hit with your spells. Once per turn, when you damage a creature with a spell using a spellslot of 1st level or higher, you may regain 5 hit points. Does not work on Undead. Undead Thralls When you cast animate dead you raise an additional minion. Additionally your Undead Minions gain 12 bonus hit points and do 4 additional damage with each of their attacks. The connection between you and your minions are stronger. When you deal damage with your Undead Minion you may treat their attacks as if they were your own. Necromancy Savant Requires Level 12 When you deal Necrotic damage on your turn and you do not have an active Undead Minion you may summon one as a free action. Inured to Un death Requires Level 12 You gain resistance to necrotic damage. Command Undead Requires Level 12 As an action, choose one un dead you can see within 6 tiles of you. That undead must make a Charisma saving throw (8 + Spell Bonus Vs CHA). On save failure, the undead must use it's full turn to adhere to any movement commands and action commands you make to the best of their ability, including reactions and spell use. Usable once per day. Necromancy Spells 1st Level 2nd Level 3rd Level 5th Level False Life False Life Necromancy 1 Action V, S Bolster yourself with a n ecromantic facsimile of life. You gain 12 temporary hit points. Life Transference Spirit Shroud Life Transference Necromancy 1 Action V, S You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which cannot be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. Spirit Shroud (Necrotic) 3rd Level Spell, Necromancy 1 Bonus Action Call forth the spirits of the dead, which flit around you for the duration. Until the spell ends, once on each of your turns, attacks you make deal 1d8 additional necrotic damage to a creature within 1 tile. Any creature that takes this damage cannot regain hit points until the end of their next turn. Negative Energy Flood Counterspell Negative Energy Flood Necromancy 1 Action V You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution Saving Throw, taking 5d12 necrotic damage on a failed save, or half as much on a successful one. If used on Undead, will instead heal 5d6 with no save. (8 + Spell Bonus vs CON Save) Counterspell Abjuration 1 Reaction V, S You interrupt a creature in the process of casting a spell. Negating it’s effects. Cannot be used to Counterspell another Counterspell. Ray of Enfeeblement Ray of Enfeeblement Necromancy 1 Action V, S A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, all damage the target inflicts originating from weapon attacks deal half damage until the end of their next turn. Ritual Spells 12th Level Animate Dead Animate Dead Necromancy 1 Action V, S Components Required: 1 Resilient Heart 1 Blood Vial 6 Arcane Residue This spell creates an undead servant. You will be given 3 Undead Minion runes that can be consumed in combat to summon a minion to fight at your side.
- Goliath | Halcyon D&D
Goliath Racial Guidelines Basic Traits Racial Traits Goliath The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors’ mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone. Goliaths are naturally competitive, keeping track of their accomplishments and seeing everything as a challenge. It is rare for goliath adventurers to retire or live to an old age, as they often die trying to surpass their previous achievements. Permanently injured or aging goliaths often seek death in battle rather than succumb to an existence where they cannot excel. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Thesk Mountains Mountains of Copper Sunrise Mountains Icerim Muontains Sword Coast Mountain Ranges of Chult and Anauroch (Azirrhat) Tamalune Spine of the World Deities Kavaki Kuliak Manethak Naki-Uthai Thalia Vanua Primal Forces of Nature Enmity Goblin (Wary) Orc (Wary) Half-Orc (Wary) Affinity Dwarves Human Very fond of druids Earth Genasi (Friendly Rivalry) Elves (Intimidated but friendly) Notable Features Competitive, self-reliant and independent, fair competitors, value talent, belief that using magic leads to complacency, small nomadic tribes, mock hierarchical societies, omnivore leaning towards meat. Basic Traits Height Min: 210 cm (6'11") Max: 245 cm (8'0) Languages Common Giant Life S pa n Adult hood: 18 years Longevity: 100 years Movement 3 ti le s per turn Racial Traits Little Giant Standing head and shoulders above most races, goliaths physiques are impressive and imposing. You are proficient in Athletics and Intimidation, as well as having a +1 to Strength and Constitution saving throws. Stone's Endurance With skin as tough as stone, goliaths shrug off more physical damage than most. When you take damage, you can use your reaction to roll a d12+CON and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. Mountain Born You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
- Half-Elf | Halcyon D&D
Half-Elf Racial Guidelines Basic Traits Racial Traits Half-Elf Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Aglarond Gulthandor The Daelands Luruar Deities The Seldarine (Elven Pantheon) Sune Silvanus Hanali Celanil Chauntea Selune Valkur Eilistraee (Aglarond born Half-Elves) Enmity Drow (Elven Generational Hatred. Gods at war) Orcs Goblins Affinity Elves Humans Dwarves Gnomes Halflings Half-races such as half-orcs Notable Features Independent, creative and expressive, dislike towards strict rules and restrictions, pointed but more rounded ears than elven race, omnivore with a heavier lean towards vegetables and grains inherited from their elven race. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common Elvish 1 Choice Life Spa n Adulthoo d: 20 years Longevity: 180 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Of Two Worlds Half-elves are very familiar with the similarities and differences between human and elven society. Their multicultural nature makes them skilled at reading, and dealing with, a variety of people. You are proficient in Insight and Persuasion. Half-Elf Versatility Depending on your heritage, you gain various abilities. Drow half-elves receive Faerie Fire, High Elves may pick Firebolt, Frostbite, or Shocking grasp, and Wood Elv es may attain Fleet of Foot.
- Svirfneblin | Halcyon D&D
Svirfneblin Racial Guidelines Basic Traits Racial Traits Svirfneblin Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark. Deep gnomes are wiry and lean with a body as hard as a slab of rock. Males are completely bald and beardless, while the females sport hair. Deep gnome complexions are sometimes described as "gnarled" and, like drow and duergar, are commonly dark in hue, with most deep gnomes demonstrating brown or gray skin with dark gray eyes. Females typically have gray hair. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Northwest Faerun Underdark Deities Lords of the Golden Hills (Gnome Pantheon) Callarduran Smoothhands (Svirfneblin) Enmity Kobolds Drow Duergar Affinity Forest Gnomes Gold and Shield Dwarves Elves (if needed but not sought out) Notable Features Underdark dwellers, naturally stealthy, magic-resistant, keen darkvision, stone affinity, cautious and secretive, expert miners, naturally hardy, skilled illusionists, distrustful of surface folk, omnivorous with preference for fungi and underground roots. Basic Traits Height Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 10 0 cm (3'3") Max: 120 cm (3'11") Languages Common Gnomish Life S pa n Adult hood: 40 years Longevity: 500 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the worl d. G nomish Magic Resistance You gain a +1 to Wisdom, Intelligence, and Charisma saving throws. Gift of the Svirfneblin You may cast Disguise Self for no cost once per Long Rest.
- Eladrin | Halcyon D&D
Eladrin Racial Guidelines Basic Traits Racial Traits Eladrin Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Feywilds Deities Seelie and Unseelie Courts Archfey The Seldarine (Elven Pantheon, Rare) Enmity Goblins Affinity Elves Notable Features Fey-touched, seasonal mood shifts that alter their appearance, innate teleportation, graceful and elegant, strong arcane affinity, emotionally expressive, quick reflexes, long-lived, connected to the Feywild, omnivorous with preference for wild fruits and delicacies. Advanced Race Expectations Eladrin are intrinsically tied to their emotions and their bodies can change with them. They may go through these Seasons daily, or never at all. Each Season represents a different emotion for the Eladrin and are as follows: Autumn: Peace and goodwill, when summer’s harvest is shared with all. Winter: Contemplation and dolor, when the vibrant energy of the world slumbers. Spring: Cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes. Summer: Boldness and aggression, a time of unfettered energy and calls to action. Basic Traits Height Min: 155 cm (5'0") Max: 185 cm (6'0) Languages Common Elvish Sylvan Life Spa n Adulthood: 100 years Longevity: 750 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Fey Ancestry You are immune to magical sleep effects. Fey Step Once per long rest, as a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see. Keen Senses Elves are highly attuned to their surroundings. You have proficiency in Perception. At Season's Change An eladrin’s season can change, though some remain in one season forever. You may change your current season once per Long Rest. Each season greatly effects your character's mood: Autumn: Peace and goodwill, when summer's harvest is shared with all. Winter: Contemplation and dolor, when the vibrant energy of the world slumbers. Spring: Cheerfulness and celebration, marked by merriment and hope as winter's sorrow passes. Summer: Boldness and aggression, a time of unfettered energy and calls to action. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Furthermore, Eldarin may change their season upon using their trance. Trancing is an intrinsic part of the elven experience, for elves peer back into their past memories to dissect them and learn from them. These memories extend back a century, and it is for this reason why elves are not considered adults until they've aged 100 years, for their trance will include memories of their past elven life within that span.
- Genasi (Fire) | Halcyon D&D
Fire Genasi Racial Guidelines Basic Traits Racial Traits Fire Genasi Descended from efreet, the genies of the Elemental Plane of Fire, or severe exposure to fire elemental energy, the fire genasi channel the chaotic and often destructive nature of flame. They show their heritage in their skin tones, which can range from deep charcoal to shades of red and orange. Some bear skin tones common to humanity but with fiery marks, such as slowly swirling lights under their skin that resemble embers or glowing red lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke. Fire genasi are generally energetic, quick to act, and impatient. They often care a great deal about their appearance, dressing flamboyantly. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Calimshan Chult Lake of Steam Unther Deities Gond Talos Kossuth Enmity Generally amicable with many races and people Humans (Distrusted, especially those from Calimshan) Air Genasi (Were at war in Calimshan) Affinity Generally amicable with many races and people Notable Features Hot to the touch, quick to anger, decisive, self-reliant, confidant, proud, omnivore. Prideful, saw themselves as superior over all races including other Genasi. Basic Traits Height Min: 150 cm (4'11") Max: 190 cm (6'3) Languages Common Primordial Life Spa n Adulthood: 18 years Longevity: 120 years Movement 3 ti le s per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Natural Magic (Fire) Reaching to the blaze of the Elemental Plane of Fire, all fire genasi know the basics of fire magic. You know the Produce Flame cantrip, and can cast Burning Hands for free once per long rest. Fire Resistance You are resistant to fire damage.
- Gnome | Halcyon D&D
Gnome Racial Guidelines Basic Traits Racial Traits Gnome A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Lantan The Daelands The Great Dale Thesk The Western Heartlands Aglarond Spiderhaunt Wood Deities Lords of the Golden Hills (Gnome Pantheon) Garl Glittergold (Rock Gnomes) Bearvan Wildwanderer (Forest Gnomes) Enmity Goblins Kobolds Affinity Eladrin Elves Halflings Dwarves Notable Features Very knowledgeable about the arcane, omnivore with a leaning towards berries and vegetables, tricksters and jokesters, curious, strong affinity to nature. Basic Traits Hei ght Being smaller than 140 results in Conan wonkin ess, so please keep in mind that proportions must remain believable. Min: 100 c m (3'3") Max: 120 cm (3'11") Languages Common Gnomish Life Spa n Adulthoo d: 40 years Longevity: 500 years Movement 3 tiles per turn Racial Traits D ar kvision Yo u have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Artificer's Lore All gnomes share a fascination of the mysteries of magic and the world around them. You are proficient in Arcana and History. Gnome Cunning You have a +2 to your Intelligence, Wisdom, and Charisma saving throws. Natural Illusionist While long removed from their origins, all gnomes still have sylvan roots. You know the Minor Illusion cantrip and the Speak with Animals spell.
- Drow | Halcyon D&D
Drow Racial Guidelines Basic Traits Racial Traits Drow Drow are infused with the magic of Lolth—the Queen of Spiders—and the Underdark, an underground realm of wonders and horrors rarely seen on the surface above. They are at home in shadows and, thanks to their innate magic, learn to conjure forth both light and darkness. They tend to have stark white hair and onyx skin of many hues. Their eyes can be red or white. The society of the drow is a matriarchal one in nature, in reverence to Lolth. From the very beginning of their lives, they are plunged headfirst into a system of politics, deception, manipulation, cruelty, and ruthlessness. They are taught that the surface elves scorned them, that Lolth saved them, and that it is their duty and their pleasure to enact their due revenge upon their elven kin as frequently as possible. To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands The Underdark (Primarily Middledark) Deities Lolth (Primarily) The Dark Seldarine Enmity Drow Elves (Generational Hatred. Gods at war) Dwarves Affinity Duergar Demons Generally viewed other races as slave fodder or weak Notable Features Obsidian-skinned elves, superior darkvision, innate magic (faerie fire), skilled warriors and spellcasters, matriarchal society, distrustful and cunning, sensitive to sunlight, long-lived, often hostile, omnivorous with preference for exotic meats and fungi. Hated Race Expectations Primarily worshipping the Spider Queen Lolth, Drow are notorious for their wicked deeds across Faerun. Whether it be ritual sacrifice in the name of their goddess, raids, or even participating in fratricide. The Drow as a culture is summarized by worshipping a cold goddess who routinely murderers Her own people and the inner fighting amongst their Houses. Drow are notorious for their silver tongues and many go along with a scheme long enough to stab their ally in the back. They always reach for power for power's sake, yet most all will succumb to the Spider Queen's web. The hatred they have for surface elves is immense. They often view them as their mortal enemy that they wish to tear apart to feed to Lolth. Both races' gods put them on this path when they were created and the hatred that runs within their veins cannot be ignored for long. A very small subsect of Drow have heard the call of the Dark Maiden Eilistraee. A hard and lonely journey for these Drow that learn of this goddess and proceed to go against everything they were raised into, Eilistraeen drow are rare and conflicted and rarely find solace with surface elves and races due to the immense animosity. Basic Traits Height Min: 140 cm (4'7") Max: 170 cm (5'7") Languages Common Elvish Undercommon Life Spa n Adulthood: 100 years Longevity: 700 years Movement 3 tiles per turn Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the world. Drow Magic The influences of Lolth are potent in your blood. You know the Dancing Lights cantrip, and can cast the Faerie Fire spell once per day. Fey Ancestry You are immune to magical sleep effects. Lolth's Web Having lived your life in the cruel society of drow, you are trained to be keenly aware of your surroundings and to deceive others. You are proficient in Deception and Perception. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that non-elves do from 8 hours of sleep (a long rest). Drow, through their connection to Lolth, have lost the ability to peer back into the memories of their past lives, though they can still experience the memories of their current life.
- Donations | Halcyon D&D
Moons Hero's Marks A single Moon can be exchanged for one of the following items at the Market Hub. Custom items must not have links to IRL pictures, pornography, or other immersion breaking pictures. They are subject to deletion. The available items are: Custom Ba nner A Long Custom Banner A Short Custom Banner B Long Custom Banner B Short Custom Book Custom Letter Custom Playing Cards Custom Sign Custom Shield Custom Scroll Armor St and with Custom Banner Custom Round Rug Custom Rug Custom Tapestry Custom Pillow A A single Hero's Mark can be exchanged for a number of exotic mounts. The available mounts are: War Boar Mount Ostrich Mount Dire Wolf White Mount Dire Wolf Black Mount Elk King Mount Tiger Mount Mountain Goat Mount Hyena Mount Panther Mount Camel Mount Rabbit Mount Sulcata Tortoise Mount White Tiger Mount Saber-toothe d Tiger Mount Frog Mount Donations $ 10 Become a Patron Patron Rewards 🗹 P atron Rank on Discord 🗹 4x Moons 🗹 1x Hero's Mark 🗹 2 Additional Character Shelf Slo ts 🗹 Clan Building Extension of 100 Building Pieces and 50 Placeables 🗹 Our Thanks This can stack up to 3 times within a single clan. If you donate $30 individually, or your clan collectively has up to $30 worth of donations, you can add 300 building pieces and 150 placeables. Multiple donations of $10 get you 4 more Moons, and one more Hero's Mark. Additional packages beyond the first $10 do not carry between full wipes. You will always be a patron and subject to the first package at the start of any new season. However, multiple additional packages will be limited to further donations within that season . Moons and Hero's Marks may be traded or sold, in-character, at your discretion. They cannot be stolen. Giving a donation is a one-time payment to show appreciation, is not a subscription, and do es not excuse you from our rules. You will not receive deferential treatment from Halcyon Staff.
- Tabaxi | Halcyon D&D
Tabaxi Racial Guidelines Basic Traits Racial Traits Tabaxi Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended. Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have feature s or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences—or might even be hairless! To play, press and hold the enter key. To stop, release the enter key. Racial Guidelines Homelands Maztica Chult Deities Cat Lord (Creator) Tezca Nula Azul (Tabaxi Pantheon) Enmity Generally amicable with all races Affinity Generally amicable with all races Notable Features Feline humanoids resembling predatory cats, naturally agile, deeply curious, nomadic and self reliant, omnivorous, physically expressive (tail, ears, posture), fond of trinkets, prefer knowledge and story to material wealth, omnivorous with strong preference for fish and small game. Basic Traits Height Min: 140 cm (4'7") Max: 190 cm (6'3") Languages Common 1 Choice Life S pa n Adult hood: 18 years Longevity: 100 years Movement 3 tiles per turn Race Expectations Tabaxi are required to have an animalistic face and not just a regular face with tattoos to mimic one. Racial Traits Darkvision You have superior vision in dark and dim conditions, negating the Perception and to-hit penalties present at nighttime and in the dark areas of the worl d. Cat's Talent You gain proficiency in Stealth and Perception. Cat's Claws You may attack with your claws for 1d4+STR damage, and additionally may climb at n o speed penalty in combat.

