Spell Lists:

Arcane: Belittling Boast, Blazing Fissure, Blink Charge, Blood Feast, Cone of Cold, Crushing Despair, Elemental Form, Flame Dancer, Forceful Hand, Scouring Pulse

Divine: Belittling Boast, Blink Charge, Blood Feast, Breath of Life, Death Ward, Repelling Pulse, Scouring Pulse

Primal: Blazing Fissure, Cone of Cold, Death Ward, Elemental Form, Flame Dancer, Lightning Storm, Plant Form, Storm Burst

Occult: Aberrant Form, Belittling Boast, Blink Charge, Blood Feast, Crushing Despair, Death Ward, Flame Dancer, Forceful Hand, Repelling Pulse, Scouring Pulse, Synaptic Pulse

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Persistent Damage: some cantrips and spells in this mod applies an ongoing damage effect to its target. persistent damage last for 10 turns or until a successful save at the end of the target's turn.

Damage: the damage of some of those spells may be lower at lower levels (spell level 1-2) but they out scale 5e blast spells at higher levels. e.g. burning hands here is 2d6 + 2d6 per upcast where as in 5e its 3d6 + 1d6 per upcast

Battle Form: Each battle form transforms you into a different form, giving you some options relevant to each form in addition to some temporary hit points. You can not cast spells while in Battle form tho spells you have casted still take effect. In addition, you can dismiss it at any time on your turn, no action required.
- All of the attacks given by the battleform are made as spell attacks, abilities requiring a saving throw use your spell save DC.
- All attacks made in battle form uses a bonus action (you can make 3 attacks max by converting your action to 2 bonus actions)
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Aberrant Form: Turn into a mind flayer or a cloaker. heightened at 6th level.
- 13 THP / 26 THP
- AC: 16+dex / 19+dex
- expertise in athletics
- Mind Flayer
- Tentacles: 2d8+8 psychic, intelligence save or be stunned for 1 turn. / 2d8+13 psychic
- Mind Blast: 4d8+spellcasting mod psychic dmg, cone, stunned 1 turn on failed save. / 6d8+spellcasting mod
- Cloaker
- main hand attack: 2d10+8 piercing, crippled on hit. / 2d10+13
- Summon Phantasm: summon a phantom cloaker
- Moan: Wisdom save, 1d6 psychic dmg, frightened on fail.

Belittling Boast: attempt to demoralize all enemies within 9m, frightened 2 on fail, and for each creature frightened, you gain an additional +1 to attack rolls. heightened 8th, frightened 3 / +2 to attack rolls per creature frightened

Blazing Fissure: 36m line, 4d6 bludgeoning + 6d6 fire dmg, dex save for half, creatures also fall prone on a failed save. leaves behind a lava surface for 1 turn. Heightened 1, +1d6 fire/+1d6 bludgeoning

Blink Charge: teleport 18m and make an attack against a creature. dealing an additional 2d8 force damage on hit, or 1d8 dmg on miss. Heightened 2, +1d8 force dmg, +18m range

Blood Feast: melee spell attack, 12d6 piercing dmg, regain hit points equal to half the dmg done. heightened 1, +2d6

Breath of Life: when an ally drop to 0 hit points, you use your reaction to heal them for 4d8+spellcasting mod.

Cone of Cold: 18m cone, dex save for half, 12d6 cold damage. heightened 1, +2d6

Crushing Despair: 9m cone, wisdom save, slowed and can't take reactions. last for 1 round on successful save or 1 min on failure. Heightened 7th, 18m cone

Death Ward: touch, until long rest, +4 bonus to death saves, and take 10 less necrotic damage.

Elemental Form: turn into one of 4 elementals, heightened at 6th and 7th.

Flame Dancer: 18m, 1 min, target creature deal an additional 2d6 fire damage on unarmed attacks, and 2d4 persistent fire dmg on crits. In addition, they can demoralize with performance instead of intimidation.  Heightened 7th, 3d6/3d4/ on successful demoralize, creatures also flee for 1 round

Forceful Hand: summons a large hand made out of force. can attack and allies around the hand gain an additional +2 to AC.

Lightning Storm: concentration 1 min, 36m, 6m radius burst, dex save, 4d12 lightning damage, can recast as a bonus action. Heightened 2, +1d12

Plant Form: turn into an wood woad.

Repelling Pulse: 9m around caster, dex save for half, 7d10 force dmg, on failed save also pushed 3m away. heightened 2, +2d10/+1.5m push distance

Scouring Pulse: 36m, 3m radius, 6d8 radiant damage and 1d8 persistent radiant damage and can not turn invisible on a failed dex save. Heightened 1, +1d8 radiant, Heightened 8th, 2d8 persistent radiant

Storm Burst: 18m, 4.5m radius, 6d6 lightning damage, dex save for half. failed creatures are pushed away from center of the blast, falls prone and stunned for 1 turn. Heightened 2, +2d6, +1 turn of stunned

Synaptic Pulse: 9m around caster, wisdom save, stunned 1 round on a success, or 2 rounds on a failure.

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