Sunday, July 31, 2022

The Pillars of Pelagia

 

The Pillars of Pelagia by Chris Doyle is my daughter's favorite module so far. It's got a lot going for it. A cool setting at the rocky seaside cliff lair of a wizard, lots of thematic puzzles, an intricate, interesting dungeon map, and a high-stakes boss fight. I ran this for the Riverport Rebels in person, around a live table, and had made all the puzzles into actual hands-on escape-room type challenges. When I ran it later for the Class of  '81, I had re-invented all the puzzles into formats that could be worked in real time on the Roll20 virtual tabletop.

When I ran this for the Rebels, the hook was that Duke Orsino, their patron and employer, had sent them to deliver a mysterious note to his friend the Countess in Blue Haven to the south. Now, I'd made an actual note to give to the players. It was on parchment and sealed with red wax, so I figured my daughter, who plays a fast-talking grifter of a sorceress, would naturally pop the seal as soon as she was out of sight of the town and dig right in. 

This plan was almost foiled by my husband, playing an uptight paladin, who declared that it would be wrong to violate the Duke's trust by breaking the wax seal on the later. 

I mean, he wasn't wrong. 

Anyway, after much argument, the seal was broken and the letter was found to contain an embarrassingly bad bit of love poetry. And after much mocking and hooting, the poetry was discovered to be an acrostic telling the Countess that the Duke was in trouble and needed her help. 

So off to Blue Haven they went, and Countess sent them to seek out the wizard Arcadianus, her advisor and helper, and escort him back to Riverport to help the Duke. 

When I ran this module for the Class, I believe the hook was simply that they were supposed to seek out Arcadianus to advice on what to do with the Eye of Death, and maybe how to destroy it, since it was now in their possession and they were a little freaked out. 



SPOILERS: The players must get past an angry harpy to enter the keep, where a convoluted, multi-level keep features all kinds of interesting puzzles and challenges that will keep a party of adventurers on their toes, exploring and thinking. A trail of clues left by the wizard's pet faery dragon, Myricia, leads them on while telling them an increasingly urgent story about what's going on in the keep. 

The module as written has Arcadianus dead already, and the players confronted with having to battle a drow priestess with a contingent of koalinth and goblin sharks. Myricia has been captured and is in a cage, about to be roasted alive. 

When I ran it for the Rebels, Arcadianus was still alive, and hiding in the underwater trunk that is in the water below this chamber. When the Class ran, it was closer to how it was written and he was dead already. Also, since the Rebels consists of two kids who were pretty young at the time we ran it, no cute little faery dragons can be burned to death in front of them. This is D&D, not How-To-End-Up-Paying-For-Therapy-Later. 

Anyway, this module contains a mechanical submersible! It's supposed to only hold one person, but when young kids want to excitedly pile in and drive it back to Riverport, you let that happen. They named it the "S.S. Bumblecrab" and drove it home. 

The Class didn't do that. They used the submersible to hide the Eye of Death underwater in the ocean until they could get some intel on what to do with it or how to destroy it. They did, however, take Myricia with them when they left. 

Back to The Riverport Rebels page.




 

The Fey Sisters' Fate

 The Fey Sisters' Fate by Chris Doyle


This was an interesting little module I picked up from Firefly Toys and Games, the local game Mecca. I ran it for the Riverport Rebels, and then again for the Class of '81 sometime later. It makes a great "sidequest" sort of adventure to slip into a campaign. 


The premise is that a small town has gotten a distress call from its fey allies in the nearby forest. When they send militia to answer it, their soldiers disappear. The players are tasked with finding out why. 


SPOILERS AHEAD: Turns out, some frogfolk have dammed up an important creek and the lack of water has already killed one dryad. They are capturing and enslaving anyone who comes to help, forcing them to, you guessed it, work on the dam.


The players can choose to solve this problem by fighting, diplomacy, subterfuge, or any combo of the three. They will have to play referee for a dispute between a group of bedraggled naiads and a marauding bear on their way to the work camp, where they will discover that the frog folk are keeping the missing townsfolk as an enslaved workforce.

The three main goals of the module are to free the townsfolk, destroy the dam, and defeat the frog folk.

There is a weird little side thingy in there where the town's favorite militia leader is deeply motivated to get her magic sword back, but the players may or may not share that motivation. Frankly, I thought that story detail was a little weird, and the Class was fairly unenthusiastic about helping retrieve it. They chose to simply head back to town with the townsfolk. The Rebels, however, did go on and finish out the module by entering the dark, subterranean grotto where the sword was hidden.

Saturday, July 30, 2022

List of Adventures To Date

January 2020

Tomb of Crossed Words


The Fey Sisters' Fate

The one on the way to Pelegia with the hamadryad and toad/frog beings (where we didn’t go into the cave to get the sword)


Pillars of Pelegia 

April 2020


The Witch of Underwillow 

May 1, 2020 to May 8, 2020


Against the Cult of the Reptile God

May 15, 2020 

Start of the Parabor cult adventure. I can’t remember the name. I believe it was an older module that you modified for us.


I have no notes for June 2020.  ???


Ghosts of Saltmarsh: The Sinister Secret of Saltmarsh

July 10, 2020 

We are heading into Salt Marsh.  So June was probably the 1st fight with the Bullywogs in the marsh on the way there.  July 10 started the Sword Coast Adventure with our solving the problem of the “Haunted House” so that Sorrow could entertain at the festival.


July 24, 2020: Rescuing Vaz.


The Brain-Gorger's Appetite

August 7, 2020 

In Riverport, when the Duke is compromised, ends with us in the Copper Mines


September 4, 2020 (1st of Tarsakh) We finally tell Joan, Vaz, Searphina and Sorrow about the Eye and Actually head to the Coper Mines. 


Scourge of the Sword Coast

Start in Daggerford (Riverport). Characters travel to Julkoun. They also stop over in Secomber, encountering another adventuring group that is taking advantage of the survivors there. 


"Journey to the Mountain" starts

September 11, 2020 

We start of the Journey to White Plume Mountain.  Adventures in Julkoun and Secomber. 


Dark Caravan

October 9, 2020

Encounter on Road with the “Circus” group and we end up freeing the Satyr


Chorus of Toads

October 16, 2020 

Head to Zelbross.  


White Plume Mountain 

October 30, 2020 


Ghosts of Saltmarsh: The Isle of the Abby

December 4 & 11, 2020  


Journey to the Mountain, returning home.

February 2021 

Clear out Julkoun of Goblins.  Learn captives taken away.. to Harpshield?


Scourge of the Sword Coast: Introduction


Scourge of the Sword Coast: Harpshield Castle 

February 26 through March 12, 2021


Scourge of the Sword Coast: Firehammer Hold

March 26 through April 9

Free the Julkounians and return them to Julkoun


Scourge of the Sword Coast: Floshin Estate

May 21, 2021 

Adventure for Darfin Floshin to get into his manor and figure out why he couldn’t. (Freeing of Shalendra Floshin)


Scourge of the Sword Coast: Phylund Hunting Lodge 

July 30, 2021 through August

September 3, 2021 Head back to Waterdeep.


Underworld Speculation

September 10 2021

Goldfish Bowl Adventure


Mini-Dungeon Tome: Level 4 Adventures

Thelamos

September 17, 2021 

Party finds themselves in the lair of a were-rat crime boss in Waterdeep. It gets...expensive. 


Ghosts of Saltmarsh: The Final Enemy

September 24, 2021 through October 22, 2021

Start of the Sahuagun Adventure 


Ghosts of Saltmash: Salvage Operation

November 12, 2021

Ghost Ship Adventure. We met Krell on November 19, 2021.  Krell Grohlg of Balder’s Gate, a Coastal Druid.  Krell wanted to meet with some of the Coastal Druids.  “I’m a loner.”  Parting words:  “I owe you. I’ll help you.”


Return to Underwillow

Mini-Dungeon Tome: Level 4 Adventures

Carrionholme

December 3, 2021:  Underwillow/Fey Wood where we find out that “witches”, or rather, hags, are snatching children. We return Sandy and Summer to their home in Parabor (#14)


The Wild Beyond the Witchlight

January 2022 



June 24. 2023:  Re-enter the Temple of Merricka in Parabor to deal with Cult members again.



Other Modules run as quick adventures while traveling

Fifth Edition Fantasy #7: Deadfall

Fifth Edition Fantasy #7: The Lonely Pier

Fifth Edition Fantasy #7: A Broken Window

Islands of Plunder #1: Spices and Flesh



*From Atalaya's notes. Atalaya and Macterah take better notes than I do.


Quartermaster's Quarterly 3rd of Flamerule, 1491 (07-30-2022)


 

Tuesday, March 1, 2022

The Witch of Underwillow

 

I placed the little village of Underwillow in the pass that the Class of '81 must go through to get back to their house in Parabor. My players had gifted me a map pack of a hobbit village, and I really wanted to use it. So I decided that Underwillow was a Halfling village. 

Also with this awesome map pack, I created a halfling tavern called The Smoke Ring that the players have since made a habit of stopping at when they come through the pass. Tifinin, who is a bard and who is played by an actual bard, wrote a song called "Round" after being inspired by a night of carousing here. 

Like, yeah, an actual song was written and sung during a game. Needless to say, Tif got Inspiration for that session. 

Anyway, the Witch of Underwillow is a short little module that can be completed in a single session. 

The premise is that a witch that holds sway over the village has stolen a child from one of the villagers. The townsfolk ask the players to go on a rescue mission. 


SPOILERS PAST THIS POINT! If you are a player and have this module in your future, you should probably stop reading now.



It's a pretty straightforward little adventure, but one of the things that is kind of cool about it is that it leaves the DM several options on how to play it. For instance, the DM can choose if the mcguffin is a doll or an actual baby. Maybe the witch is actually a Good Guy instead of a Bad Guy. Maybe there's a second witch. So it's pretty flexible and easy to customize. 

The basic plot is that as it turns out, the child is actually a doll and the villagers are being a bit dodgy about this little detail. But the players don't know that, so off they go to confront the witch in her lair. It being Dungeons & Dragons, the motive for the witch stealing the doll to force a confrontation with the players is a bit...how shall we say...contrived. So since I was shoehorning it into my campaign, I changed the story so that the witch was looking to get her hands on the Eye of Death and knew it was in the Class's possession. 

The witch's lair is underneath a willow grove, and consists of a creepy, subterranean tunnel. 

At one point, the witch will send a pretty scary dire wolf after the players. I think my favorite part was when Macterah, the druid, thought about trying to talk to it instead of going straight to combat. "Hey, I want to try talking to the wolf..." 

And that's when I hit the audio on tabletop audio and played a really scary, hair-raising audio of a wolf growl. The Class immediately abandoned that plan and ran like hell down the tunnel and ended up climbing trees. 

Which I kinda love, because that's a reasonable response, frankly. 

Macros

Not going to kid you, most of these are fine, but I make no guarantees that they are perfect or without problems. They certainly won't damage your game or anything, but they may possibly need a tweak here and there.  I like to keep them all on one page so I can find them and just copy and paste them when I'm putting a game together.  -Regina


 Immunities-Resistances-Vulnerabilites


/w GM &{template:default} {{name=@{selected|token_name}}} {{Resistances=@{selected|npc_resistances}}} {{Immunity=@{selected|npc_immunities}}} {{Vulnerabilities=@{selected|npc_vulnerabilities}}} {{Condition Immunities=@{selected|npc_condition_immunities}}}



CANTRIPS



*cFireBolt120ft

/w GM &{template:default} {{name=Fire Bolt}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d10]]}} {{If Crit :+ Addt'l= [[1d10]] Fire Damage}} {{Description= A flammable object hit by this spell ignites if it isn't being worn or carried.}} {{5th Level to 11th Level Casting=add [[1d10]]}} {{Components=V,S}}


cProduceFlame

/emas @{selected|token_name} produces a mote of flame and hurls it at @{target|token_name}!

&{template:default} {{name=Produce Flame Attack}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|bar3}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Fire Dmg}}


*cProduceFlameAttack30ft

&{template:default} {{name=Produce Flame}} {{attack=[[1d20+6]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}}{{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d6]] Fire Damage}} {{Note=A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you.}} {{Duration=10 minutes}} {{Components=V,S,M}}


*cRay of Frost 60ft

&{template:default} {{name=Ray of Frost}} {{Target=One creature}} {{Duration=Instantaneous}}  {{Attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage=[[2d8]]}} {{If Crit :+ Addt'l= [[2d8]] Cold Damage}} {{Description=A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes cold damage, and its speed is reduced by 10 feet until the start of your next turn.}} {{Components=V,S}}


*cShockingGrasp

/w GM &{template:default} {{name=Shocking Grasp}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Lightning Damage}} {{Description= You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, target cannot take reactions until the start of its next turn.}} {{5th to 11th Level Casting=Add [[1d8]]}} {{Components=V,S}}


*cViciousMockery60ftSee

&{template:default} {{name=Vicious Mockery}}{{Duration=Instantaneous}} {{Saving Throw=WISvsDC14}} {{Description=You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take [[1d4]] psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.}} {{Components=V}}


1st LEVEL SPELLS


1Bane30ft

&{template:default} {{name=Bane}} {{Casting Time & Duration=30 Feet, See,Up to 3 Creatures, Concentration up to 1 minute}} {{Note=Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.}} {{Saving Throw=CHAvsDC15}} {{At Higher Levels=When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.}} {{Components=V, S, M (A drop of blood)}}


1Charm Person30ftSee

&{template:default} {{name=Charm Person}} {{Casting Time & Duration=30 Feet, See, 1 Hour}} {{Note=You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. 

When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.}} {{Saving Throw=WISvsDC15}} {{Components=V, S}}


1Color Spray12ftfrmSelf

&{template:default} {{name=Color Spray}} {{Casting Time & Duration=15 foot cone emanating from you,1 Round}} {{Description=A dazzling array of flashing, colored light springs from your hand.

Roll [[6d10]]; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. 

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.}} {{Level 2 Slot Cast Add=[[2d10]]}} {{Level 3 Cast Add=[[4d10]]}} {{Components=V, S, M  (Apinch of powder or sand that is colored red, yellow, and blue)}}



1DissonantWhispers60ft

&{template:default} {{name=Dissonant Whispers}} {{Saving Throw=WISvsDC14}} {{Description=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. On a failed save, it takes [[3d6]] psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.

The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. 

A deafened creature automatically succeeds on the save.}} {{2nd Level Casting=Add [[1d6]] to damage}} {{3rd Level Casting=Add [[2d6]] to damage}}


1ExpeditiousRetreatSELFBONUS

/w GM &{template:default} {{name=Expeditious Retreat}} {{Duration=Concentration Up to 10 minutes}} {{Description=This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.}} {{Components=V,S}}


1HellishRebuke60ftREACTION

&{template:default} {{name=Hellish Rebuke}} {{attack=[[1d20+7]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[2d10]]}} {{If Crit :+ Addt'l= [[2d10]] Fire Damage}} {{Note=You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature takes full fire damage on a failed save, or half as much damage on a successful one}} {{Saving Throw=DEXvsDC15.}} {{2nd Level Cast Add=[[1d10]]}} {{3rd Level Cast Add=[[2d10]]}} {{Casting Time=1 Reaction}} {{Range and Duration=60 Feet, See, Instant}} {{Components=V, S}}


1HideousLaughter30ftSee

&{template:default} {{name=Hideous Laughter}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC15}}{{Description=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, becoming incapacitated and unable to stand up for the duration. 

A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.}} {{Components=V, S, M (Tiny tarts and a feather that is waved in the air)}}


1HuntersMark

&{template:default} {{name=Hunter's Mark, magic longsword}}{{Hunter's Mark=You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra [[1d6]] damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.}} {{Hunter's Mark Higher Level=When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.}} {{Hunter's Mark Casting Time=1 Bonus Action}} {{Hunter's Mark Duration and Range=1 Hour, 90 feet}}


1MageArmor

/w GM &{template:default} {{name=Mage Armor}} {{Duration=8 hours}} {{Description=You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.}} {{Components=V,S,M (a piece of cured leather)}}


1MagicMissle120ftSee

&{template:default} {{name=Magic Missile}} {{Duration=Instantaneous}} {{attack1=[[1d20+5]]}} {{damage1=[[1d4+1]]}} {{If Crit1 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack2=[[1d20+5]]}} {{damage2=[[1d4+1]]}} {{If Crit2 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack3=[[1d20+5]]}} {{damage3=[[1d4+1]]}} {{If Crit3 :+ Addt'l= [[1d4+1]] Force Damage}} {{Casting Time & Duration=Instantaneous}} {{Description=You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts all strike simultaneously, and you can direct them to hit one creature or several.}} {{Level 2 Slot Cast Add=[[1d4+1]]}} {{Level 3 Cast Add=[[2d4+1]]}} {{Components=V, S}} {{Components=V,S}}


1ShieldSELF

/w GM &{template:default} {{name=Shield}} {{Duration=1 round}} {{Description=An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.}} {{Components=V,S}}


2nd LEVEL SPELLS


2HeatMetal60ft

&{template:default} {{name=Heat Metal}} {{Target=A manufactured metal object that you can see within range}} {{Duration=Concentration up to 1 minute}} {{Saving Throw=CONvsDC14}}{{Description=Choose a manufactured metal object that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes [[2d8]] fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. 

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution Save or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.}} {{3rd Level Cast Add=[[1d8]]}}


2HoldPerson60ftSee

&{template:default} {{name=Hold Person}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC14}} {{Description=The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.}} {{Higher Level Cast=When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.}}{{Components=V, S, M (A small, straight piece of iron)}} {{Components=V,S,M (a small, straight piece of iron)}}


2InvisibilityTOUCH

/w GM &{template:default} {{name=Invisibility}} {{Duration=Concentration Up to 1 hour}}{{Description=A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.}} {{Higher Level Casting=When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.}} {{Components=V,S,M (an eyelash encased in gum arabic)}}


2MirrorImageSELF

/w GM &{template:default} {{name=Mirror Image}} {{Duration=1 minute}} {{Description=Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 [[d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.}} {{Components=V,S}}


2PhantasmalForce60ft

&{template:default} {{name=Phantasmal Force}} {{Description=You craft an illusion that takes root in the mind of a creature that you can see within range. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. 

This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against DC15. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. 

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal [[1d6]] psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking.

The target perceives the damage as a type appropriate to the illusion.}} {{Saving Throw=INTvsDC15}} {{Duration=Up to 1 minute}} {{Components=V,S,M (A bit of fleece]}}



2ScorchingRay120ft

&{template:default} {{name=Magic Missle}} {{Casting Time & Duration=Instantaneous}}  {{Attack1=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage1=[[2d6]]}} {{If Crit :+ Addt'l= [[2d6]] Fire Damage}} {{Attack2=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage2=[[2d6]]}} {{If Crit2 :+ Addt'l= [[2d6]] Fire Damage}} {{Attack3=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage3=[[2d6]]}} {{If Crit3 :+ Addt'l= [[2d6]] Fire Damage}} {{Description=You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.}} {{Level 3 Slot Cast Add a fourth ray=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage4=[[2d6]]}} {{If Crit4 :+ Addt'l= [[2d6]] Fire Damage}} {{Components=V, S}}


2SpikeGrowth150ft

&{template:default} {{name=Spike Growth}} {{Target=20 foot radius centered on a point within range}} {{Duration=Concentration up to 10 minutes}} {{Description=The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes [[2d4]] piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.}}



2Suggestion30ft

&{template:default} {{name=Suggestion}} {{Range & Duration=30 Feet, See, Up to 8 Hour}} {{Description=You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. 

Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.}} {{Saving Throw=WISvsDC15}}{{Components=V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)}}


3rd LEVEL SPELLS


3Dispel Magic120ft

&{template:default} {{name=Dispel Magic}} {{Target=One creature, object, or magical effect within range}} {{Duration=Instantaneous}}{{Description=Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. 

For each spell of 4th level or higher on the target, make a WISDOM check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.}} {{Higher Level Casting=When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.}} {{Components=V,S}}


3LightningBolt100ftLine

&{template:default} {{name=Lightning Bolt}} {{Target=Self (100x5-foot line)}} {{Duration=Instantaneous}} {{Saving Throw=DEXvsDC14}} {{Description=A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[8d6]] lightning damage on a failed save, or half as much damage on a successful one. 

The lightning ignites flammable objects in the area that aren’t being worn or carried.}} {{Components=V, S, M (A bit of fur and a rod of amber, crystal, or glass}} 


Abilities


*AcidBreath

/fx beam-acid @{target|token_id} @{target|PC|token_id}

/emas Macterah blasts her foe with a 5'x30' spray of sizzling acid!

&{template:default} {{name=Acid Breath}}  {{damage=[[2d6]]}} {{Saving Throw= DC13vs DEX}} {{note=  Affects each creature in area of exhalation.  A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. 

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.}}




*BardicInspiration

&{template:default} {{name=Bardic Inspiration}} {{Casting=Bonus Action}} {{Duration=Up to 10 Minutes}} {{Description=Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.

Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.}}


*CuttingWords60ftSeeREACTION

&{template:default} {{name=Cutting Words}} {{Description=Use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling [[1d8]] and subtracting the number from the creature’s roll.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. 

The creature is immune if it can’t hear you or if it’s immune to being charmed.}}


Hoardbreaker

&{template:default} {{name=Hoardbreaker}} {{Hoardbreaker Attack=[[1d20+9]] vs. @{target|token_name}'s AC @{target|AC}}} {{Hoardbreaker Damage=[[1d8+4]]}} {{If Hoardbreaker Crit :+ Addt'l=[[1d8]] Piercing Damage}}{{Hoardbreaker=Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.}}





CANTRIPS



*cFireBolt120ft

/w GM &{template:default} {{name=Fire Bolt}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d10]]}} {{If Crit :+ Addt'l= [[1d10]] Fire Damage}} {{Description= A flammable object hit by this spell ignites if it isn't being worn or carried.}} {{5th Level to 11th Level Casting=add [[1d10]]}} {{Components=V,S}}


cProduceFlame

/emas @{selected|token_name} produces a mote of flame and hurls it at @{target|token_name}!

&{template:default} {{name=Produce Flame Attack}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|bar3}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Fire Dmg}}


*cProduceFlameAttack30ft

&{template:default} {{name=Produce Flame}} {{attack=[[1d20+6]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}}{{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d6]] Fire Damage}} {{Note=A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.


You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you.}} {{Duration=10 minutes}} {{Components=V,S,M}}


*cRay of Frost 60ft

&{template:default} {{name=Ray of Frost}} {{Target=One creature}} {{Duration=Instantaneous}}  {{Attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage=[[2d8]]}} {{If Crit :+ Addt'l= [[2d8]] Cold Damage}} {{Description=A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes cold damage, and its speed is reduced by 10 feet until the start of your next turn.}} {{Components=V,S}}


*cShockingGrasp

/w GM &{template:default} {{name=Shocking Grasp}} {{Duration=Instantaneous}} {{attack=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[1d8]]}} {{If Crit :+ Addt'l= [[1d8]] Lightning Damage}} {{Description= You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, target cannot take reactions until the start of its next turn.}} {{5th to 11th Level Casting=Add [[1d8]]}} {{Components=V,S}}


*cViciousMockery60ftSee

&{template:default} {{name=Vicious Mockery}}{{Duration=Instantaneous}} {{Saving Throw=WISvsDC14}} {{Description=You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take [[1d4]] psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.}} {{Components=V}}


1st LEVEL SPELLS


1Bane30ft

&{template:default} {{name=Bane}} {{Casting Time & Duration=30 Feet, See,Up to 3 Creatures, Concentration up to 1 minute}} {{Note=Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.}} {{Saving Throw=CHAvsDC15}} {{At Higher Levels=When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.}} {{Components=V, S, M (A drop of blood)}}


1Charm Person30ftSee

&{template:default} {{name=Charm Person}} {{Casting Time & Duration=30 Feet, See, 1 Hour}} {{Note=You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. 

When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.}} {{Saving Throw=WISvsDC15}} {{Components=V, S}}


1Color Spray12ftfrmSelf

&{template:default} {{name=Color Spray}} {{Casting Time & Duration=15 foot cone emanating from you,1 Round}} {{Description=A dazzling array of flashing, colored light springs from your hand.

Roll [[6d10]]; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. 

Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.}} {{Level 2 Slot Cast Add=[[2d10]]}} {{Level 3 Cast Add=[[4d10]]}} {{Components=V, S, M  (Apinch of powder or sand that is colored red, yellow, and blue)}}



1DissonantWhispers60ft

&{template:default} {{name=Dissonant Whispers}} {{Saving Throw=WISvsDC14}} {{Description=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. On a failed save, it takes [[3d6]] psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you.

The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. 

A deafened creature automatically succeeds on the save.}} {{2nd Level Casting=Add [[1d6]] to damage}} {{3rd Level Casting=Add [[2d6]] to damage}}


1ExpeditiousRetreatSELFBONUS

/w GM &{template:default} {{name=Expeditious Retreat}} {{Duration=Concentration Up to 10 minutes}} {{Description=This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.}} {{Components=V,S}}


1HellishRebuke60ftREACTION

&{template:default} {{name=Hellish Rebuke}} {{attack=[[1d20+7]] vs. @{target|token_name}'s AC @{target|AC}}} {{damage=[[2d10]]}} {{If Crit :+ Addt'l= [[2d10]] Fire Damage}} {{Note=You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature takes full fire damage on a failed save, or half as much damage on a successful one}} {{Saving Throw=DEXvsDC15.}} {{2nd Level Cast Add=[[1d10]]}} {{3rd Level Cast Add=[[2d10]]}} {{Casting Time=1 Reaction}} {{Range and Duration=60 Feet, See, Instant}} {{Components=V, S}}


1HideousLaughter30ftSee

&{template:default} {{name=Hideous Laughter}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC15}}{{Description=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, becoming incapacitated and unable to stand up for the duration. 

A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.}} {{Components=V, S, M (Tiny tarts and a feather that is waved in the air)}}


1HuntersMark

&{template:default} {{name=Hunter's Mark, magic longsword}}{{Hunter's Mark=You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra [[1d6]] damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.}} {{Hunter's Mark Higher Level=When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentr⁠ation on the spell for up to 24 hours.}} {{Hunter's Mark Casting Time=1 Bonus Action}} {{Hunter's Mark Duration and Range=1 Hour, 90 feet}}


1MageArmor

/w GM &{template:default} {{name=Mage Armor}} {{Duration=8 hours}} {{Description=You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.}} {{Components=V,S,M (a piece of cured leather)}}


1MagicMissle120ftSee

&{template:default} {{name=Magic Missile}} {{Duration=Instantaneous}} {{attack1=[[1d20+5]]}} {{damage1=[[1d4+1]]}} {{If Crit1 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack2=[[1d20+5]]}} {{damage2=[[1d4+1]]}} {{If Crit2 :+ Addt'l= [[1d4+1]] Force Damage}} {{attack3=[[1d20+5]]}} {{damage3=[[1d4+1]]}} {{If Crit3 :+ Addt'l= [[1d4+1]] Force Damage}} {{Casting Time & Duration=Instantaneous}} {{Description=You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts all strike simultaneously, and you can direct them to hit one creature or several.}} {{Level 2 Slot Cast Add=[[1d4+1]]}} {{Level 3 Cast Add=[[2d4+1]]}} {{Components=V, S}} {{Components=V,S}}


1ShieldSELF

/w GM &{template:default} {{name=Shield}} {{Duration=1 round}} {{Description=An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.}} {{Components=V,S}}


2nd LEVEL SPELLS


2HeatMetal60ft

&{template:default} {{name=Heat Metal}} {{Target=A manufactured metal object that you can see within range}} {{Duration=Concentration up to 1 minute}} {{Saving Throw=CONvsDC14}}{{Description=Choose a manufactured metal object that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes [[2d8]] fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. 

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution Save or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.}} {{3rd Level Cast Add=[[1d8]]}}


2HoldPerson60ftSee

&{template:default} {{name=Hold Person}} {{Duration=Concentration Up to 1 minute}} {{Saving Throw=WISvsDC14}} {{Description=The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.}} {{Higher Level Cast=When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.}}{{Components=V, S, M (A small, straight piece of iron)}} {{Components=V,S,M (a small, straight piece of iron)}}


2InvisibilityTOUCH

/w GM &{template:default} {{name=Invisibility}} {{Duration=Concentration Up to 1 hour}}{{Description=A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.}} {{Higher Level Casting=When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.}} {{Components=V,S,M (an eyelash encased in gum arabic)}}


2MirrorImageSELF

/w GM &{template:default} {{name=Mirror Image}} {{Duration=1 minute}} {{Description=Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 [[d20]] to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.}} {{Components=V,S}}


2PhantasmalForce60ft

&{template:default} {{name=Phantasmal Force}} {{Description=You craft an illusion that takes root in the mind of a creature that you can see within range. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. 

This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against DC15. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. 

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal [[1d6]] psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking.

The target perceives the damage as a type appropriate to the illusion.}} {{Saving Throw=INTvsDC15}} {{Duration=Up to 1 minute}} {{Components=V,S,M (A bit of fleece]}}



2ScorchingRay120ft

&{template:default} {{name=Magic Missle}} {{Casting Time & Duration=Instantaneous}}  {{Attack1=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage1=[[2d6]]}} {{If Crit :+ Addt'l= [[2d6]] Fire Damage}} {{Attack2=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage2=[[2d6]]}} {{If Crit2 :+ Addt'l= [[2d6]] Fire Damage}} {{Attack3=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage3=[[2d6]]}} {{If Crit3 :+ Addt'l= [[2d6]] Fire Damage}} {{Description=You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.}} {{Level 3 Slot Cast Add a fourth ray=[[1d20+5]] vs. @{target|token_name}'s AC @{target|AC}}} {{Damage4=[[2d6]]}} {{If Crit4 :+ Addt'l= [[2d6]] Fire Damage}} {{Components=V, S}}



2SpikeGrowth150ft

&{template:default} {{name=Spike Growth}} {{Target=20 foot radius centered on a point within range}} {{Duration=Concentration up to 10 minutes}} {{Description=The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes [[2d4]] piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.}}



2Suggestion30ft

&{template:default} {{name=Suggestion}} {{Range & Duration=30 Feet, See, Up to 8 Hour}} {{Description=You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. 

Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends.}} {{Saving Throw=WISvsDC15}}{{Components=V, M (A snake's tongue and either a bit of honeycomb or a drop of sweet oil)}}


3rd LEVEL SPELLS


3Dispel Magic120ft

&{template:default} {{name=Dispel Magic}} {{Target=One creature, object, or magical effect within range}} {{Duration=Instantaneous}}{{Description=Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. 

For each spell of 4th level or higher on the target, make a WISDOM check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.}} {{Higher Level Casting=When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.}} {{Components=V,S}}


3LightningBolt100ftLine

&{template:default} {{name=Lightning Bolt}} {{Target=Self (100x5-foot line)}} {{Duration=Instantaneous}} {{Saving Throw=DEXvsDC14}} {{Description=A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes [[8d6]] lightning damage on a failed save, or half as much damage on a successful one. 

The lightning ignites flammable objects in the area that aren’t being worn or carried.}} {{Components=V, S, M (A bit of fur and a rod of amber, crystal, or glass}} 


ABILITIES


*AcidBreath

/fx beam-acid @{target|token_id} @{target|PC|token_id}

/emas Macterah blasts her foe with a 5'x30' spray of sizzling acid!

&{template:default} {{name=Acid Breath}}  {{damage=[[2d6]]}} {{Saving Throw= DC13vs DEX}} {{note=  Affects each creature in area of exhalation.  A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. 

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.}}


*BardicInspiration

&{template:default} {{name=Bardic Inspiration}} {{Casting=Bonus Action}} {{Duration=Up to 10 Minutes}} {{Description=Choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.

Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.}}


*CuttingWords60ftSeeREACTION

&{template:default} {{name=Cutting Words}} {{Description=Use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling [[1d8]] and subtracting the number from the creature’s roll.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. 

The creature is immune if it can’t hear you or if it’s immune to being charmed.}}


Hoardbreaker

&{template:default} {{name=Hoardbreaker}} {{Hoardbreaker Attack=[[1d20+9]] vs. @{target|token_name}'s AC @{target|AC}}} {{Hoardbreaker Damage=[[1d8+4]]}} {{If Hoardbreaker Crit :+ Addt'l=[[1d8]] Piercing Damage}}{{Hoardbreaker=Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.}}


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