Moonlit Tales: Fantasy RPG
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Chapter I: Abjuration EmptyWed Dec 18, 2019 11:09 am by Yasai

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Chapter I: Abjuration EmptyWed Dec 11, 2019 8:55 pm by Yasai

» Vampire Spells
Chapter I: Abjuration EmptyWed Oct 02, 2019 5:52 pm by Alucard

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Chapter I: Abjuration EmptyWed Oct 02, 2019 5:48 pm by Alucard

» Alucard [WoF]
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» Alucard [FIN]
Chapter I: Abjuration EmptyMon Sep 30, 2019 8:13 pm by Alucard

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Chapter I: Abjuration EmptyMon Sep 30, 2019 7:48 pm by Alucard

» GRAND OPENING!
Chapter I: Abjuration EmptyMon Sep 30, 2019 7:46 pm by Alucard

» Quest Template
Chapter I: Abjuration EmptyMon Sep 30, 2019 7:28 pm by Alucard

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Chapter I: Abjuration

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Chapter I: Abjuration Empty Chapter I: Abjuration

Post by Alucard Mon Sep 30, 2019 1:46 pm

Name: Aid
Type: Abjuration
Casting Time: 1 post
Level: Untrained
Description: Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's HP is restored by the power of this spell.
Requirements: N/A

Name: Magic Circle
Type: Abjuration
Casting Time:  2 posts
Level: Untrained
Description: You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures - Werewolves, Vampires, or Demons. The circle affects a creature of the chosen type in the following ways.

• The creature can't willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

• The creature loses points in a stat chosen by you within the Cylinder, decided by the power of this spell.

• Targets within the Cylinder can't be Charmed, Frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting Targets outside it.
Requirements: N/A


Name: Nondetection
Type: Abjuration
Casting Time: 2 posts
Level: Untrained
Description: For the Duration, you hide a target that you touch from Divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination magic or perceived through magical Scrying sensors.
Requirements: N/A


Last edited by Alucard on Mon Sep 30, 2019 2:11 pm; edited 1 time in total
Alucard
Alucard
Admin

Posts : 86
Join date : 2019-09-28

Character sheet
Race: Vampire

https://moonlit-tales.forumotion.com

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Chapter I: Abjuration Empty Re: Chapter I: Abjuration

Post by Alucard Mon Sep 30, 2019 1:49 pm

Name: Death Ward
Type: Abjuration
Casting Time: 3 posts
Level: Novice
Description: You touch a creature and grant it a measure of Protection from death. The first time the target would drop to 0 Hit Points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the Spells ends.
Requirements: N/A

Name: Stoneskin
Type: Abjuration
Casting Time: 1 post
Level: Novice
Description: This spell turns the flesh of a willing creature you touch as hard as stone. For as long as you maintain concentration, the target has immunity to nonmagical bludgeoning, piercing, and slashing damage. (i.e. any non enchanted weapon/unarmed damage)
Requirements: N/A

Alucard
Alucard
Admin

Posts : 86
Join date : 2019-09-28

Character sheet
Race: Vampire

https://moonlit-tales.forumotion.com

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Chapter I: Abjuration Empty Re: Chapter I: Abjuration

Post by Alucard Mon Sep 30, 2019 1:51 pm

Name: Greater Restoration
Type: Abjuration
Casting Time: 2 posts
Level: Adept
Description: You imbue a creature you touch with positive energy to undo a debilitating effect. You can do one of the following things:

- Heal target
- Undo any effect that lowers their total stats.
Requirements: N/A


Last edited by Alucard on Mon Sep 30, 2019 2:10 pm; edited 1 time in total
Alucard
Alucard
Admin

Posts : 86
Join date : 2019-09-28

Character sheet
Race: Vampire

https://moonlit-tales.forumotion.com

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Chapter I: Abjuration Empty Re: Chapter I: Abjuration

Post by Alucard Mon Sep 30, 2019 2:09 pm

Name: Antimagic Field
Type: Abjuration
Casting Time: 2 posts
Level: Master
Description: A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses Avalon. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects are suppressed in the sphere and can’t protrude into it. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a flaming longsword in the sphere functions as a nonmagical longsword.
A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other.
Requirements: N/A
Alucard
Alucard
Admin

Posts : 86
Join date : 2019-09-28

Character sheet
Race: Vampire

https://moonlit-tales.forumotion.com

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Chapter I: Abjuration Empty Re: Chapter I: Abjuration

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