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rules:part_3_spells:new_spells [2025/06/13 18:50] – [Body of Snow] restlessrules:part_3_spells:new_spells [2025/06/20 21:15] (current) – external edit 127.0.0.1
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 ====== New Spells ====== ====== New Spells ======
 +
 +
 +
 +=== Blessing of the Earth  ===
 +Range: Touch \\
 +Duration: 1 turn/level \\
 +
 +The caster touches a creature, granting it a +1 bonus to saving throws for the duration, representing the protective favor of the land spirits.
 +
 +\\
  
 === Body of Snow === === Body of Snow ===
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 This spell is as **Body of Sand**, except the user appears more pale after casting and their skin has a crystalized, snow-like appearance. This spell is as **Body of Sand**, except the user appears more pale after casting and their skin has a crystalized, snow-like appearance.
 +
 +\\
 +
 +=== Calm Animal  ===
 +Range: 60 ft \\ 
 +Duration: 1 turn/level \\ 
 +
 +Causes a single animal (up to 4 HD) to become non-hostile and calm towards the caster and her allies.  The animal will not attack unless directly harmed.  A successful save versus spells negates.
 +
 +\\
 +
 +=== Commune with Ancestors/Spirits  ===
 +Range: Self \\
 +Duration: Instantaneous \\ 
 +
 +The caster contacts a powerful, ancient ancestral spirit or a significant land spirit (DM’s discretion on who is available).  The caster can ask up to three questions, and the spirit will respond with truthful, but potentially enigmatic or grand-scale, answers.  This spell is mentally exhausting and can only be cast once per week.
  
 \\ \\
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 Duration: Instantaneous Duration: Instantaneous
  
-The caster contacts a powerful, ancient spirit of the land or a revered ancestral spirit (GM‘s discretion on who is available).  The caster can ask up to three questions and the spirit will respond with truthful, but potentially enigmatic or grand-scale, answers.  This spell is mentally exhausting and can only be cast once per week.+The caster contacts a powerful, ancient spirit of the land or a revered ancestral spirit (DM‘s discretion on who is available).  The caster can ask up to three questions and the spirit will respond with truthful, but potentially enigmatic or grand-scale, answers.  This spell is mentally exhausting and can only be cast once per week.
  
 \\ \\
  
 +=== Curse (Minor)  ===
 +Range: 120 ft \\
 +Target: 1 creature \\ 
 +Duration: 1d6 rounds \\
  
 +The caster lays a minor curse upon a creature.  The target must make a Wisdom saving throw (DC 14) or suffer a -1 penalty to all attack rolls or saving throws for the duration.
 +
 +\\
 +
 +=== Curse of Ill Fortune ===
 +Range: 120 ft \\
 +Target: 1 creature \\
 +Duration: 1 turn/level
 +
 +The caster places a minor curse on a creature.  The target must make a save versus magic or suffer a -2 penalty to all attack rolls, saving throws, and ability checks for the duration. This curse does not stack with other penalizing effects.
 +
 +\\
 +
 +=== Force of Nature  ===
 +Range: 90 ft \\
 +Area: 20 ft cone or 10 ft radius burst \\
 +Damage: 3d6 \\
 +Duration: Instantaneous
 +
 +The caster can call upon a localized burst of natural force, such as a gust of razor-sharp ice, a torrent of crashing water, or a tremor of earth.  Creatures in the area make a save versus spells for half damage.
 +
 +\\
 +
 +=== Heal Minor Wounds  ===
 +Range: Touch \\
 +Duration: Instantaneous
 +
 +The caster touches a creature, channeling restorative energy.  The target heals 1d4 hit points of damage.  This spell has no effect on undead or constructs.
 +
 +\\
 +
 +=== Ice Path/Snow Bridge ===
 +Range: 60 ft \\ 
 +Area: 10 ft wide, 60 ft long \\
 +Duration: 1 turn/level
 +
 +The caster can cause ice or compacted snow to form a stable, traversable path over gaps, thin ice, or dangerous terrain (e.g., a crevasse, a small river).  The path is sturdy enough to support a party of adventurers and their mounts.
 +
 +\\
 === Nature’s Balm === === Nature’s Balm ===
 Range: Touch \\ Range: Touch \\
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 The caster touches a creature and channels minor restorative energy from the land or spirits.  The target heals 1d4 hit points of damage.  This spell has no effect on undead or constructs. The caster touches a creature and channels minor restorative energy from the land or spirits.  The target heals 1d4 hit points of damage.  This spell has no effect on undead or constructs.
  
 +\\
  
-Commune with Greater Spirit: (Range: Self; Duration: Instantaneous) The Völva contacts a powerful, ancient spirit of the land or a revered ancestral spirit (GM’s discretion on who is available). She can ask up to three questions, and the spirit will respond with truthful, but potentially enigmatic or grand-scale, answers. This spell is mentally exhausting and can only be cast once per week.+=== Obscure Vision  === 
 +Range: 60 ft \\ 
 +Area: 20 ft cube \\ 
 +Duration: 1d6 rounds
  
-Curse of Ill Fortune: (Range: 120 ft; Target: 1 creature; Duration: 1 turn/level) The Völva places a minor curse on creatureThe target must make a Wisdom saving throw (DC 15) or suffer a -2 penalty to all attack rolls, saving throws, and ability checks for the duration. This curse does not stack with other penalizing effects.+Creates localized cloud of mist, shimmering heat haze, or illusory distortions, reducing visibility to 10 feet within the area Creatures attempting to make ranged attacks into, out of, or through the area suffer a -2 penalty to attack rolls.
  
-Ice Path/Snow Bridge: (Range: 60 ft; Area: 10 ft wide, 60 ft long; Duration: 1 turn/level) The Völva can cause ice or compacted snow to form a stable, traversable path over gaps, thin ice, or dangerous terrain (e.g., a crevasse, a small river). The path is sturdy enough to support a party of adventurers and their mounts.+\\
  
-Raise Dead (Limited): (Range: Touch; Duration: Instantaneous) The Völva can attempt to restore life to a creature that has died no more than 24 hours ago. This spell is incredibly taxing; the Völva loses 1 point of Constitution permanently after casting. The revived creature returns with HP and is weak (all stats halved for 1d4 days). Only works on creatures with a soul (GM’s discretion); cannot affect those who died of old age or whose bodies are completely destroyed. Can only be cast once per month.+=== Pathfinding  === 
 +Range: Self \\ 
 +Duration: 1 turn/level
  
-Sense Animals: (Range: Self (60 ft radius); Duration: 2 turns) The Völva can detect the presencenumberand general type of non-magical animals within range. This does not reveal their exact location but gives strong sense of their direction and quantity.+The caster gains an intuitive sense of the easiest or safest route through natural terrain (e.g.a swampdense forest, treacherous mountain pass) This grants +2 bonus to any wilderness navigation or survival checks.
  
-Sense Hidden Secrets: (Range: Self (60 ft radius/level); Duration: 1 turn) The Völva becomes supernaturally aware of hidden things in the environment. She can perceive invisible creatures (though not perfectly clearly), hidden doors, secret passages, and major illusions within range. This does not automatically reveal magical traps, but might make their presence felt.+\\
  
-Spike Growth (Minor): (Range: 60 ft; Area: 20 ft square; Duration: 1d4 rounds) Causes the ground to sprout sharpened, stiff growths (ice, rock shards, thorny roots). Creatures moving through the area take 1d4 damage per round of movement. Those who fail a Save vs. Paralysis (DC 13) are slowed to half movement for the duration.+=== Raise Dead (Limited===
  
-Spirit Ward: (Range: 30 ft; Area: 10 ft radius; Duration: 1 turn/level) Creates a protective ward that causes non-corporeal spirits (ghosts, spectres, wraiths, but not standard corporeal undead like zombies/skeletons) to become uneasy and reluctant to enter. Spirits attempting to enter the area suffer a -1 penalty to attack rolls while within it.+Range: Touch \\ 
 +Duration: Instantaneous
  
-Summon Animal (1d4): (Range: 90 ft; Duration: 3 turns) The Völva calls forth 1d4 normal animals (e.g., wolves, bears, large birds, depending on environmentup to 3 HD each)They appear in round and obey the Völva'simple commands. They vanish when the duration expires or they are reduced to 0 HP.+The caster can attempt to restore life to a creature that has died no more than 24 hours ago This spell is incredibly taxingthe caster loses 1 point of constitution permanently after casting The revived creature returns with HP and is weak (all stats halved for 1d4 days).  Only works on creatures with a soul (GM'discretion); cannot affect those who died of old age or whose bodies are completely destroyed.  Can only be cast once per month.
  
-Whisper of the Wind: (Range: 1 mile; Duration: InstantaneousThe Völva can send shortaudible message (up to 10 words) to any creature she has seen before. The message travels instantly on the wind and is only heard by the intended recipient.+\\ 
 + 
 +=== Sense Animals === 
 +RangeSelf (60 ft radius) \\ 
 +Duration: 2 turns 
 + 
 +The caster can detect the presence, number, and general type of non-magical animals within range.  This does not reveal their exact location but gives a strong sense of their direction and quantity. 
 + 
 +\\ 
 + 
 +=== Sense Hidden Secrets === 
 +Range: Self (60 ft radius/level) \\ 
 +Duration: 1 turn 
 + 
 +The caster becomes supernaturally aware of hidden things in the environment.  She can perceive invisible creatures (though not perfectly clearly), hidden doors, secret passages, and major illusions within range.  This does not automatically reveal magical traps, but might make their presence felt. 
 + 
 +\\ 
 + 
 +=== Sense Omens  === 
 +Range: Self \\ 
 +Duration: Instantaneous 
 + 
 +The caster gains an intuitive hunch or briefsymbolic vision regarding an immediate situation or course of action (e.g., "The path ahead is ill-favored," "A betrayal is near," "Good fortune awaits at the river").  The GM provides a truthful but concise hint.  Can be used once per day in addition to normal spell slots. 
 + 
 +\\ 
 + 
 +=== Speak with Spirits (Minor)  === 
 +Range: 10 ft \\ 
 +Duration: 1 turn/level 
 + 
 +The caster can communicate with very weak or lingering spirits (e.g., faint echoes of the recently deceased, minor nature wights).  These spirits can only respond with basic, fragmented answers (yes/no, single words, imagesand may not be reliable. 
 + 
 +\\ 
 + 
 +=== Spike Growth (Minor) === 
 +Range: 60 ft \\ 
 +Area: 20 ft square \\ 
 +Duration: 1d4 rounds 
 + 
 +Causes the ground to sprout sharpened, stiff growths (ice, rock shards, thorny roots) Creatures moving through the area take 1d4 damage per round of movement.  Those who fail a pave vs. paralysis are slowed to half movement for the duration. 
 + 
 +\\ 
 + 
 +=== Spirit Call (Summon Guardian)  === 
 +Range: 90 ft \\ 
 +Duration: 5 turns 
 + 
 +The caster calls forth a powerful protective spirit (e.g., a spirit wolf, a frost elemental minor, a protective ancestral ghost, GM’s discretion).  This guardian has 4-6 HD, acts on the caster’s initiative, and will defend the caster and her allies.  It vanishes when its duration expires, it is reduced to 0 HP, or the caster loses concentration. 
 + 
 +\\ 
 + 
 +=== Spirit Lore  === 
 +Range: Self \\ 
 +Duration: 2 turns 
 + 
 +The caster’s mind opens to the echoes of past events tied to an area or object.  They gain a vague sense of significant historical events (within the last century, DM’s discretion) or powerful emotions associated with a specific place or item. 
 + 
 +\\ 
 + 
 +=== Spirit Walk  === 
 +Range: Self \\ 
 +Duration: 1 turn/level 
 + 
 +The caster can temporarily shift partially into the spirit world, becoming ethereal.  While ethereal, the caster is invisible and incorporeal to creatures on the Material Plane, but can see and hear them.  The caster can move through solid objects but cannot affect or be affected by physical objects or attacks on the Material Plane The caster is visible and corporeal to creatures in the Ethereal Plane. 
 + 
 +\\ 
 + 
 +=== Spirit Ward === 
 +Range: 30 ft \\ 
 +Area: 10 ft radius\\ 
 +Duration: 1 turn/level 
 + 
 +Creates a protective ward that causes non-corporeal spirits (ghosts, spectres, wraiths, but not standard corporeal undead like zombies/skeletons) to become uneasy and reluctant to enter.  Spirits attempting to enter the area suffer a -1 penalty to attack rolls while within it. 
 + 
 +\\ 
 + 
 +=== Summon Animal (1d4) === 
 +Range: 90 ft \\ 
 +Duration: 3 turns 
 + 
 +The caster calls forth 1d4 normal animals (e.g., wolves, bears, large birds, depending on environment; up to 3 HD each).  They appear in 1 round and obey the caster’s simple commands.  They vanish when the duration expires or they are reduced to 0 HP. 
 + 
 +\\ 
 + 
 +=== Visions of Truth  === 
 +Range: Self \\ 
 +Duration: Instantaneous 
 + 
 +The caster gains a powerful vision, revealing a significant past event, a crucial current truth, or a likely future scenario with greater clarity than Sense Omens.  The GM provides a detailed descriptive scene or a direct answer to a single question.  Can be cast once per day. 
 + 
 +\\ 
 + 
 +=== Whisper of the Wind === 
 +Range: 1 mile \\ 
 +Duration: Instantaneous
  
 +The caster can send a short, audible message (up to 10 words) to any creature she has seen before.  The message travels instantly on the wind and is only heard by the intended recipient.
  
  
-{{tag>spells}}+{{tag>houserule spells}}

Fumble!  You lose your grip on your weapon and reality.