Wizard: Difference between revisions

306 bytes added ,  04:07, 25 November 2022
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==== Extract Name ====
==== Extract Name ====
''2nd Level School of Onomancy Feature''<br>
''2nd Level School of Onomancy Feature''<br>
You can magically compel a creature to divulge its True Name. As a Bonus Action, you target one creature you can see within 60ft of you. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, you learn that creature's True Name. If a creature succeeds on the Save, you don't learn that creature's True Name and cannot use this feature on that creature again until the end of your next Long Rest.
You can magically compel a creature to divulge its True Name. As a Bonus Action, you target one creature you can see within 60ft of you. The target must make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, you learn that creature's True Name or the fact that it does not have one. If a creature succeeds on the Save, you don't learn that creature's True Name and cannot use this feature on that creature again until the end of your next Long Rest.
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==== Fateful Naming ====
==== Fateful Naming ====
''2nd Level School of Onomancy Feature''<br>
''2nd Level School of Onomancy Feature''<br>
You can bend magic to hinder creatures through the power of their True Names. When you cast a Spell and speak the True Name of a creature that is the target of Spell, if that creature is within Range of the Spell, you can target the creature with the Spell even if you can’t see the creature or it has Total Cover against the Spell. Additionally, when you target a creature in this way, you can change the Damage Type of the Spell to either Force or Psychic Damage for that creature.
You can bend magic to hinder creatures through the power of their True Names. When you cast a Spell and speak the True Name of a creature that is the target of the Spell, if that creature is within Range of the Spell, you can target the creature with the Spell even if you can’t see the creature or it has Total Cover against the Spell. Additionally, when you target a creature in this way, you can change the Damage Type of the Spell to either Force or Psychic Damage for that creature.
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==== Destructive Naming ====
==== Destructive Naming ====
''6th Level School of Onomancy Feature''<br>
''6th Level School of Onomancy Feature''<br>
When you cast a Spell and speak the True Name of a creature that is the target of Spell, if that creature failed a Saving Throw imposed by the Spell, you can choose to either knock that creature Prone, or move that creature up to its movement.
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, if that creature failed a Saving Throw imposed by the Spell, you can choose to either knock that creature Prone, or move that creature up to its Speed.
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==== Forceful Naming ====
==== Forceful Naming ====
''10th Level School of Onomancy Feature''<br>
''10th Level School of Onomancy Feature''<br>
When you cast a Spell and speak the True Name of a creature that is the target of Spell, you gain 3d8 Temporary Hit Points and any Saving Throw imposed by that Spell on that creature are made at Disadvantage.
When you cast a Spell and speak the True Name of a creature that is the target of the Spell, you gain 3d8 Temporary Hit Points and any Saving Throw imposed by that Spell on that creature are made at Disadvantage.
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==== Final Naming ====
==== Final Naming ====
''14th Level School of Onomancy Feature''<br>
''14th Level School of Onomancy Feature''<br>
As an Action you can expend a Spell Slot and speak the True Name of a creature that can hear you. That creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save, harmless ripples begin in that creature that last for 7 days. During this time, as an Action you can speak the True Name of that creature again while it can hear you to end this effect. When you do this, you roll 3d12 for every Spell Level of the expended Spell Slot. If the total rolled is greater than the creature's Current Hit Points, it dies.
As an Action you can expend a Spell Slot and speak the True Name of a creature that can hear you. That creature must make a Charisma Saving Throw against your Spell Save DC, on a failed Save, harmless ripples begin in that creature that last for 7 days. During this time, as an Action you can speak the True Name of that creature again while it can hear you to end this effect. When you do this, you roll 3d12 for every Spell Level of the expended Spell Slot. If the total rolled is greater than the creature's Current Hit Points, it dies.<br>
After you use speak a creature's True Name a second time with this feature, its True Name is shattered and is no longer that creature's True Name. After 1d10 Days if that creature is still living, the creature gains a new True Name which you do not know.
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