Seeker Spells: Difference between revisions

9,046 bytes added ,  15:12, 11 January 2023
(Created page with "= Seeker Spells = == Cantrips == === Booming Blade === {| class="wikitable" |+ |- | Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Seeker, Shaman, Warlock, Wizard |- | Range: Self || Duration: 1 Round || Components: VM (a Melee Weapon) || Arcane |} You brandish the Weapon used in the Spell's casting and make a Melee Weapon Attack with it. On a hit, the target suffers the Attack's normal effects and then becomes sheathed in booming energy until the st...")
 
 
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| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal
| Range: 30ft || Duration: 1 Round || Components: VS || Arcane, Primal
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You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.<br>
You create a burst of colored smoke, sparkling lights, or other fanciful imagery in a 15ft Cube centered on a point of your choice within Range that lasts until the end of your next turn. The area of the Cube is Heavily Obscured and dissipates when the Spell ends.<br>
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).
The size of the Cube increases by 5ft when you reach 5th Level (20ft), 11th Level (25ft), and 17th Level (30ft).
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| Range: 90ft || Duration: Instant || Components: VS || Arcane
| Range: 90ft || Duration: Instant || Components: VS || Arcane
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You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal.<br>
You create an illusory shadow-projectile in your hand and launch it with unerring precision at a creature you can see within Range. The illusory projectile can look and sound like whatever you choose, provided it can fit in your hand. The target makes an Intelligence Saving Throw, it has Advantage on this Saving Throw if it would have Resistance to the Damage Type the projectile looks like it would deal, and it automatically succeeds the Saving Throw if it has Immunity to the Damage Type the projectile looks like it would deal. On a failed Save the target takes 1d8 Psychic Damage. The resulting wound looks and feels real, appropriate to the projectile, but all physical evidence of the attack disappears at the end of your turn. This Damage is non-lethal. The target perceives the Damage taken as a Type that would be appropriate to the illusory projectile.<br>
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
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| Range: Self || Duration: 24 Hours || Components: VS || Arcane
| Range: Self || Duration: 24 Hours || Components: VS || Arcane
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You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only gain the benefits of this Spell once per day.<br>
You are able to tweak tiny variables affecting your future to grant yourself a bit of luck at the right time. Roll a d20 and the record the result. Once, if you roll the same result on any die, you choose whether you add a +2 bonus to the result, or if you reroll the die, then the Spell ends. You can only cast and gain the benefits of this Spell once per day.<br>
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.
You roll an additional d20 for this Spell when you reach 5th Level (2d20), 11th Level (3d20), and 17th Level (4d20). You choose which d20 result you use for this Spell.
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*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.
*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 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 three of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
If you cast this spell multiple times, you can have no more than 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have an additional effect active at a time with this Spell when you reach 5th Level (four effects), 11th Level (five effects) and 17th Level (six effects).
You can have an additional effect active at a time with this Spell when you reach 5th Level (4 effects), 11th Level (5 effects) and 17th Level (6 effects).
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*You make a color, a small mark, or a symbol appear on an object or a surface 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.
*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-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).
The Spell can create an additional effect when you reach 5th Level (up to 4 effects), 11th Level (up to 5 effects), and 17th Level (up to 6 effects).
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=== Ray of Frost ===
{| class="wikitable"
|+
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Seeker, Shaman, Sorcerer, Wizard
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| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
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 1d8 Cold Damage and its Speed is reduced by 10ft until the start of your next turn.<br>
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
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=== Resistance ===
{| class="wikitable"
|+
|-
| Level: Cantrip || Casting Time: 1 Reaction (when a creature that you can see within Range fails on a Saving Throw) || Abjuration || Artificer, Psion, Cleric, Druid, Seeker, Soul-Binder
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| Range: 30ft || Duration: Instant || Components: VSM (a miniature cloak) || Arcane, Divine, Primal
|}
You shout words of wisdom to the creature that failed the Saving Throw that triggered the casting of this Spell. You roll a d4 and add the result to the Saving Throw.<br>
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the failed Saving Throw. When reach 11th Level you roll 2d4 and add the result of both dice to the failed Saving Throw. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the failed Saving Throw.
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=== Seek Phrase ===
{| class="wikitable"
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| Level: Cantrip || Casting Time: 1 Action || Divination || Bard, Psion, Seeker, Sorcerer, Warlock, Wizard
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| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane
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Finding quickly is as good as knowing, in the eyes of the inexperienced. You speak a word or phrase aloud and touch a book, scroll, or other object covered in writing. Each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search. If you cast this Spell during the Duration of this Spell, a book you are using the Spell on flips to the next page containing the subject of your search.<br>
The Duration of the Spell increases to 10 Minutes when you reach 5th Level, and increases by another 10 Minutes when you reach 11th Level (20 Minutes), and 17th Level (30 Minutes).
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=== Shape Water ===
{| class="wikitable"
|+
|-
| Level: Cantrip || Casting Time: 1 Action || Transmutation || Druid, Psion, Seeker, Shaman, Sorcerer, Soul-Binder, Wizard
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| Range: 30ft || Duration: Instant || Components: VS || Arcane, Primal
|}
You choose an area of water that you can see within Range and that fits within a 5ft 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 5ft in any direction. This movement doesn't have enough force to deal 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 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects).
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=== Shocking Grasp ===
{| class="wikitable"
|+
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Bard, Druid, Psion, Seeker, Shaman, Sorcerer, Wizard
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| Range: Touch || Duration: 1 Minute || Components: VS || Arcane, Primal
|}
Lightning springs from your hand to deliver a shock to a creature of your choice within Range. Make a Melee Spell Attack against the target. You have Advantage on the Attack Roll if the target is wearing Armor made of metal. On a hit, the target takes 1d8 Lightning Damage, and it can't take Reactions until the start of its next turn.<br>
The Spell's Damage increases by 1d8 when you reach 5th Level (2d8), 11th Level (3d8), and 17th Level (4d8).
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=== Shooting Star ===
{| class="wikitable"
|+
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation || Artificer, Cleric, Druid, Psion, Seeker, Sorcerer, Soul-Binder, Warlock
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| Range: 120ft || Duration: 1 Round || Components: VS || Arcane, Divine
|}
Choose a point you can see within Range, which begins to glow with a radiant light. At the start of your next turn, a mote of starlight crashes down on that point. Each creature within 5ft of that point takes 1d12 Radiant Damage.<br>
The Spell's Damage increases by 1d12 when you reach 5th Level (2d12), 11th Level (3d12), and 17th Level (4d12).
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=== Thaumaturgy ===
{| class="wikitable"
|+
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| Level: Cantrip || Casting Time: 1 Action || Transmutation || Cleric, Seeker
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| Range: 30ft || Duration: Instant || Components: VS || Divine
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You manifest a minor wonder, a sign of supernatural power, within Range. You create one of the following magical effects within range:
*Your voice booms up to three times as loud as normal for 1 minute.
*You cause flames to flicker, brighten, dim, or change color for 1 minute.
*You cause harmless tremors in the ground for 1 minute.
*You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
*You instantaneously cause an unlocked door or window to fly open or slam shut.
*You alter the appearance of your eyes for 1 minute.
If you cast this Spell multiple times, you can have up to 3 of its non-instant effects active at a time, and you can dismiss such an effect as a Free Action.<br>
You can have one more of the Spell's non-instant effects active at a time when your reach 5th Level (4 effects), 11th Level (5 effects), and 17th Level (6 effects.
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=== Toll the Dead ===
{| class="wikitable"
|+
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| Level: Cantrip || Casting Time: 1 Action || Necromancy || Cleric, Seeker, Warlock, Wizard
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| Range: 60ft || Duration: Instant || Components: VS || Arcane, Divine
|}
You point at one creature you can see within Range, and the sound of a dolorous bell fills the air around it for a moment. The target makes a Wisdom Saving Throw. On a failed Save, the target takes 1d8 Necrotic Damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic Damage on a failed Save.<br>
The Spell's Damage increases by 1d8, or 1d12 if the target is below its missing any of its Hit Points when you reach 5th Level (2d8 and 2d12), 11th Level (3d8 and 3d12), and 17th Level (4d8 and 4d12).
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=== True Strike ===
{| class="wikitable"
|+
|-
| Level: Cantrip || Casting Time: 1 Reaction (when a creature that you can see within Range misses on an Attack) || Divination || Bard, Psion, Seeker, Sorcerer, Soul-Binder, Warlock, Wizard
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| Range: 30ft || Duration: Instant || Components: VS || Arcane
|}
You shout words of arcane wisdom to the creature that missed on the Attack that triggered the casting of this Spell. You roll a d4 and add the result to the Attack Roll.<br>
When you reach certain Levels this Spell Improves. When you reach 5th Level, you roll 2d4 and add the highest result to the missed Attack Roll. When reach 11th Level you roll 2d4 and add the result of both dice to the missed Attack Roll. Finally when you reach 17th Level you roll 4d4 and add the two highest results to the missed Attack Roll.
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=== Unkindness ===
{| class="wikitable"
|+
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| Level: Cantrip || Casting Time: 1 Action || Conjuration || Druid, Psion, Seeker, Soul-Binder, Warlock, Wizard
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| Range: 60ft || Duration: Instant || Components: VSM (a raven feather) || Arcane
|}
Uttering a strange incantation, you call upon multiple ravens to descend upon a target that you can see within Range. Make a Ranged Spell Attack against the target. On a hit, the target takes 1d6 Piercing Damage and it subtracts a d4 from the next Ability Check it makes before the end of its next turn.<br>
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
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=== Word of Radiance ===
{| class="wikitable"
|+
|-
| Level: Cantrip || Casting Time: 1 Action || Evocation || Cleric, Seeker
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| Range: 5ft Still Emanation || Duration: Instant || Components: V || Divine
|}
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within Range must make a Constitution Saving Throw. On a failed Save, a creature takes 1d6 Radiant Damage.<br>
The Spell's Damage increases by 1d6 when you reach 5th Level (2d6), 11th Level (3d6), and 17th Level (4d6).
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