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Chapter III: Divination
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Chapter III: Divination
Name: True Strike
Type: Divination
Casting Time: instant
Level: Untrained
Description: You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. Grants you a boost to strength equal to the power of this spell for the next strike.
Requirements: N/A
Name: Detect Magic
Type: Divination
Casting Time: Instant
Level: Untrained
Description: For as long as the caster concentrates, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Requirements: N/A
Type: Divination
Casting Time: instant
Level: Untrained
Description: You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. Grants you a boost to strength equal to the power of this spell for the next strike.
Requirements: N/A
Name: Detect Magic
Type: Divination
Casting Time: Instant
Level: Untrained
Description: For as long as the caster concentrates, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Requirements: N/A
Re: Chapter III: Divination
Name: Clairvoyance
Type: Divination
Casting Time: 1 post
Level: Novice
Description: You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Requirements: N/A
Name: Arcane Eye
Type: Divination
Casting Time: 1 post
Level: Novice
Description: You create an invisible, magical eye within range that hovers in the air for as long as you concentrate.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Requirements: N/A
Name: Locate Creature
Type: Divination (Ritual)
Casting Time: 2 posts
Level: Novice
Description: Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. If the caster has access to a map, they are able to locate the creature in any location on the map, using sand as a catalyst to circle the desired targets location.
Requirements: N/A
Type: Divination
Casting Time: 1 post
Level: Novice
Description: You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Requirements: N/A
Name: Arcane Eye
Type: Divination
Casting Time: 1 post
Level: Novice
Description: You create an invisible, magical eye within range that hovers in the air for as long as you concentrate.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.
Requirements: N/A
Name: Locate Creature
Type: Divination (Ritual)
Casting Time: 2 posts
Level: Novice
Description: Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. If the caster has access to a map, they are able to locate the creature in any location on the map, using sand as a catalyst to circle the desired targets location.
Requirements: N/A
Re: Chapter III: Divination
Name: Telepathic Bond
Type: Divination
Casting Time: Instant
Level: Adept
Description: You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for as long as you.
Until the spell ends, the targets can communicate telepathically through the bond . The communication is possible over any distance, though it can’t extend to other planes of existence.
Requirements: N/A
Type: Divination
Casting Time: Instant
Level: Adept
Description: You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for as long as you.
Until the spell ends, the targets can communicate telepathically through the bond . The communication is possible over any distance, though it can’t extend to other planes of existence.
Requirements: N/A
Re: Chapter III: Divination
Name: True Seeing
Type: Divination
Casting Time: instant
Level: Expert
Description: This spell gives the willing creature you touch the ability to see things as they actually are. For the next 5 posts, the creature has truesight, notices secret doors hidden by magic, can see into the Ethereal Plane, and can see through all illusions, all out to a range of 120 feet.
Requirements:
Type: Divination
Casting Time: instant
Level: Expert
Description: This spell gives the willing creature you touch the ability to see things as they actually are. For the next 5 posts, the creature has truesight, notices secret doors hidden by magic, can see into the Ethereal Plane, and can see through all illusions, all out to a range of 120 feet.
Requirements:
Re: Chapter III: Divination
Name: Remove Curse
Type: Divination (Ritual)
Casting Time: 5 posts
Level: Grand Master
Description: The unconscious/willing vampire/werewolf target is laid in a coffin where the lid is then shut on them. A mystic symbol representing the respective affliction is then drawn on the lid of the coffin. Once this is complete, a rune representing freedom and unbonding is carved over the afflicted sigil. This represents their curse being broken. Once the ritual is complete, the target will awaken a normal human being, though they will retain all stats and knowledge they attained, they will be mortal again.
Requirements:
Similar topics
» Chapter I: Abjuration
» Chapter II: Conjuration
» Chapter IV: Enchantment
» Chapter V: Evocation
» Chapter VI: Illusion
» Chapter II: Conjuration
» Chapter IV: Enchantment
» Chapter V: Evocation
» Chapter VI: Illusion
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