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Shiniguara
May 03, 2023
Redacted 'Sloan' Redacted Race - Imperial +2 to health Voice of Cyrodiil (all allies gain +1 to damage they deal for 2 turns and can only be used once a day). -Total Health- 9 7+2 +2 Imperial -Total Magicka- 11 9+2 +2 Fur Armor -Total Stamina- 10 - (+1 Regen) 10 +1 Regen (Fur Armor) SKILLS Combat Learning | Conjuration - Adept Unarmed - Adept 1 Handed - Adept Light Armor - Adept Throwing Weapons - Apprentice Polearms - Apprentice Shields - Novice Marksmanship - Novice Duel-Wielding - Novice 2 Handed - Novice Non-Combat Learning | None Pickpocketing - Adept Lockpick - Adept SPELLS Conjuration Adept Instant Summons Target: Item | Use: Action Place an arcane mark on an item using this spell. Once it is set, you can summon that item to you instantly on repeat cast. Can only have one mark at a time. Quill Blast Range: 30 ft. r | Use: Action Sharp quills shoot out from the caster, dealing 5 physical damage to each creature caught in it. Apprentice Bound Halberd Duration: 5 minutes Creates an etherial daedric halberd. Deals damage equal to your skill in the weapon. Bound Glaive Duration: 5 minutes Creates an etherial daedric glaive. Deals damage equal to your skill in the weapon. Bound Scythe Duration: 5 minutes Creates an etherial daedric scythe. Deals damage equal to your skill in the weapon. Storm of Needles Range: 30 ft. cone You flick a needle in front of you and the area bursts with thousands of tiny needles, dealing 3 damage to all creatures in the area. Novice Bound Dagger Duration: 5 minutes Creates an ethereal daedric dagger. Deals damage equal to your skill in the weapon. Bound Sword Duration: 5 minutes Creates an ethereal daedric sword. Deals damage equal to your skill in the weapon. Bound Spear Duration: 5 minutes Creates an ethereal daedric spear. Deals damage equal to your skill in the weapon. Gem Bomb AOE: 10 ft. radius | Range: 30 ft. | Use: Action Create a bomb that explodes, scattering gems like shrapnel. It damages all creatures in its radius. EQUIPMENT Armor - Fur (Light) +1 Stamina Regen +2 Magicka Dagger - Iron Utility Pouch Bandolier A bandolier with 3x pouches on it. Pouches: -Stamina Potion -Smoke Bomb -Poison IMPORTANT DETAILS Sloan's Ship Sloan owns a pirate ship. It has a main deck, a secondary partial deck to the rear and two masts. Inside there is a captains cabin, a galley, two main storage areas, a brig, crew quarters and weapons storage. There are also a few smuggling compartments hidden. There are two mini-catapults on either side of the ship about midway down the hull.
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Character Sheets
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Shiniguara
Oct 01, 2022
Jena Vendicci Race - Imperial +2 Health Voice of Cyrodiil (all allies gain +1 to damage they deal for 2 turns and can only be used once a day). +1 Movement (Expert Athletics) Sanctified Amulet of Mara -1 Restoration Magicka Cost -Total Health- 16 10+6 +2 Imperial +3 Heavy Iron Armor +1 Heavy Armor Adept -Total Magicka- 6 6 -Total Stamina- 12 10-1+3 -1 Heavy Iron Armor +2 One Handed Expert +1 Heavy Armor Adept SKILLS Combat Learning | Heavy Armor - Expert - 05/20/23 One Handed - Expert Large Shield - Expert Restoration - Adept Mysticism - Adept Heavy Armor - Adept Small Shield - Adept Unarmed - Adept Non-Combat Learning | None Athletics - Expert Acrobatics - Expert SPELLS Mysticism Adept Forbiddance - Soul Duration: Permenant | Target: 60 cu ft | Range: 100 ft | Use: 6 turns You seal an area against all planar travel into or within it. This includes all teleportation and summoning spells. Only one instance of this spell is allowed at a time. Antimagic Field - Body Duration: 10 minutes | Target: Self | Area: 10 ft radius | Use: Action An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. A hasted creature, for example, is not hasted while inside the field, but the spell resumes functioning when the creature leaves the field. Time spent within an antimagic field counts against the suppressed spell's duration. Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, whichever is the highest level wins. (The effects of instantaneous conjurations, such as create water, are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result). A normal creature (a normally encountered griffon rather than a conjured one, for instance) can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword. The spell has no effect on constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead are likewise unaffected unless summoned. These creatures' spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Apprentice Absorb Spell - Body Duration: Instant | Target: Self | Use: Action Upon casting, any bolt or beam type spell up to [Apprentice] level you cast this spell will be absorbed. You also regain magicka equal to what you spent PLUS the magicka cost of the opposing spell. Crown of Clarity - Mind Duration: 2 hours | Target: Self | Use: Action You gain a visible crown of magic. You are able to pick up on small details that you normally wouldn't notice. Up to the DM's discretion. Modify Memory - Mind Duration: Permanent | Target: 1 creature | Range: 25 ft | Use: Action You reach into a subject's memory and can modify up to five minutes of its memory by: eliminating all memory of a specific event, allow the creature to recall perfectly an event, change details of a specific event, or implanting a memory of an event that never happened. Novice Ancient Knowledge - Soul Duration: Instant | Target: 1 area/item | Range: Touch | Use: Action Upon touching a place or item, you get vague clues as to what important event happened in the past. Identify - Soul Duration: Instant | Target: 1 enchanted/cursed object | Range: Touch You can identify the specific enchantment and/or curses that an item is infused with. Alarm - Soul Duration: 24 hours | Target: 20 ft radius | Range: 25 ft | Use: Action Alarm sounds a mental or audible alarm each time a creature enters the area or touches it. A creature that speaks the password does not set off the alarm. Restoration Adept Aid Duration: 3 hours | Target: 3 living creatures | Range: 30 ft | Use: Action Up to 3 creatures that are within range gain 5 temporary health for 3 hours. If the temporary health drops to zero, the spell ends for that target creature. Destructive Wave Duration: Instant | AOE: 30 ft radius | Use: Action You slam your weapon down and create a shockwave of divine energy. All enemies within the radius takes 5 divine or sonic damage (your choice) and are knocked prone. Invest Heavy Protection Duration: 1 minute | Target: 1 living creature | Range: Touch | Use: Action You grant armor to repel the undead. The creature heals for 5 health and takes 3 less necrotic damage for the duration. Apprentice Beacon of Hope Duration: 1 minute | AOE: 20 ft radius | Use: Action All creatures within the radius get healed for an extra 3 health when being healed. This does not affect undead. Shield Other Duration: 1 hour | Target: 1 creature | Range: 30 ft | Use: Action You create a magical link between you and the creature. For the duration you transfer 3 damage from that creature to yourself. Staggering Smite Duration: 1 minute | Target: Self | Use: Action You embue your weapon with psychic energy. This converts your next weapon attack into psychic damage instead of physical damage. After the next successful attack, the spell ends. Novice Conduit of Life Duration: 10 minutes | Target: Self | Use: Action You plant a seed of healing within yourself, granting you regeneration of 1 health per turn for the duration. Heroism Duration: 1 minute | Target: 1 creature | Range: Touch | Use: Action The creature you touch gains 1 temporary health. If the temporary health drops to 0, the spell ends. Wrathful Smite Duration: 1 minute | Target: Self | Use: Action You embue your weapon with added strength. For the duration, you deal 1 extra physical damage with your weapon attacks. Martial Skills One Handed - Optionally, reduce the damage of damaging martial melee abilities by 1, in exchange for -1 stamina cost. Minimum of 1 stamina cost. Expert Dueling Stance - Novice-Expert You can counterattack the next melee attack made at you, dealing damage equal to the level you used (FREE ACTION) Opportunistic Stance - Novice-Expert As a free action, prepare to exploit enemy movement. If an enemy attempts to leave your melee range before your next turn, automatically deal 1/3/5/7/9 damage to them. This can only affect one enemy, and only lasts until your next turn, before the ability must be reused. Maintain Momentum - Novice-Expert When dodging an enemy melee attack, strike back at the enemy simultaneously, dealing damage equal to the level you used Small Shields - -1 stamina cost for blocking; minimum of 1 stamina cost. Gain active novice ability Shield Bash: as a free action, strike one target with your shield, dealing 1 damage and causing them to be unable to block the next attack. Does not work on enemies with large shields. Costs 2 stamina. Large Shields - Can block one additional attack in one turn. Can be placed on the ground (1 action) to provide static cover at no stamina cost. User cannot be staggered. Scourge Passive: All martial melee area-of-effect abilities have double the range. Active: Once per day, a character can enter Scourge mode, causing basic attacks to hit all enemies around the character, at a range of double the usual melee range. At a cost of 3 stamina, the Bleed effect of Serrated Edge can be applied to basic attacks, lasting 2/3/4 turns. This mode lasts for 3 turns. As An Example As an action that cannot be blocked or dodged, immediately slay a target at or below 5/7/9 health in a particularly gruesome fashion. All enemies within melee range are Paralysed for 2/3/4 turns, and any outside of melee range but within line of sight are Feared for 1 turn. Feared enemies must use their movement and action to flee from combat. Sunder As an action, deal 5/7/9 damage and remove all buffs from armour on the target for 2/3/4 turns. At an additional cost of 2 stamina, this ability affects all enemies within melee range. EQUIPMENT Armor - Iron (Heavy) +2 Health -1 Stamina Sanctified Amulet of Mara -1 Magicka to Restoration Spells Rope - ~30 ft Looped and secured to Jena's hip. Travel Pack Field Cooking Kit Fire Starting Kit First Aid Kit 3 Slot Potion Pouch 3x Health Potions IMPORTANT DETAILS Nothing of Interest
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Character Sheets
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Shiniguara
Sep 23, 2022
Camille Bassett Race - Bosmer +2 Stamina Forest Folk (gain 1 extra movement in forests). -Total Health- 5 5 -Total Magicka- 23 18+5 +2 Chitin Armor +3 Mastery of Mysticism -Total Stamina- 7 3+4 +2 Bosmer +2 Chitin Armor SKILLS Combat Learning | Mysticism spell - |To Be Revealed| Mysticism - Master - [double duration for duration based spells from that school] Nature - Expert Archery - Apprentice Illusion - Novice Non-Combat Learning | None Animal Handling - Expert Clothier - Adept Stealth - Adept Pickpocketing - Novice Lockpick - Novice Known Languages Spriggan Tongue SPELLS Mysticism Master Astral Projection - Soul Duration: Indefinite | Target: Self | Range: Indefinite | Use: 30 minutes You project your astral self as a spirit, leaving your physical body behind in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry where you can move freely. You are treated as a spirit and affected by holy magic and can be harmed by other spirits and seen by spells that detect spirits. You may choose to enter the physical plane at will, where a new physical body (and equipment) will be formed. Any damage inflicted to this body is transferred to your real body as psychic damage, dying in this form sends you back to your real body instantly but unconscious. Otherwise your body simply waits behind in a state of suspended animation until you choose to return to it. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form. Mind Rape - Mind Duration: Permanent | Target: 1 creature | Range: 100 ft | Use: 1 hour You can enter the mind of a creature and learn what you want to learn from them. You may also modify their memory as you please. The only way to get the original memory back is to use a spell that draws out the truth or a spell that explores a creature's memories. Expert Absorb Spell - Body Duration: Instant | Target: Self | Use: Reaction Upon casting, any bolt or beam type spell up to the level you cast this spell will be absorbed. You also regain magicka equal to what you spent PLUS the magicka cost of the opposing spell. Can only be used on spells of it's level and lower. Telekinesis - Body Duration: Instant | Target: 1 object | Range: 100 ft. | Use: Action Picks up objects and manipulates them freely. You can also hurl it at a creature, dealing 7 physical damage. Vision - Soul Duration: Instant | Target: Self | Use: Action This spell allows you to ask one question about an event that happened at the location in the past. The more specific the question, the clearer the answer. Adept Dream - Mind Duration: Indefinite | Target: 1 Creature Known | Range: Infinite | Use: Action This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must spend magicka to resist. On a failed resist save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 5 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target must spend double the magicka to resist. Probe Thoughts - Mind Duration: 3 Turns | Target: 1 Creature | Range: 25 ft. | Use: Action All the subject's memories and knowledge are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject's knowledge. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions. Scrying - Soul Duration: 4 Turns | Target: 1 creature | Range: Infinite | Use: Action You can see and hear a creature, which may be at any distance. The difficulty of the scrying depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Knowledge Of The Subject | Bonus To Success Chance None* | Very Low Secondhand (You have heard of the subject) | Low Firsthand (You have met the subject) | Fair Familiar (You know the subject well) | High *You must have some sort of connection to a creature you have no knowledge of. Connection To The Subject | Bonus To Success Chance Likeness or picture | Fair Possession or garment | High Body part, lock of hair, bit of nail, etc. | Very High If the spell succeeds, you can see and hear the subject and the subject's immediate surroundings. If the subject moves, the sensor follows at a speed of up to 150 ft./Turn. The sensor has your full visual acuity, including any magical effects. !!!The subject can choose to allow the spell to work on them if they are aware the attempt has been made therefore skipping the chances and guaranteeing success!!! If the spell fails you can't attempt to scry on that subject again for at least 24 hours. Apprentice Dispel Other - Body Duration: Instant | Target: 1 creature | Range 30 ft. | Use: Action You can immediately dispel any spell and its effects cast on another creature up to [Apprentice Level]. Higher level spells are reduced in effectiveness. Clairvoyance - Soul Duration: 10 minutes | Range: 1 mile | Use: Action 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 benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. Revelation - Mind Duration: 2 turns | Target: Self - 20 ft radius | Use: Action Revelation creates an area in which all things appear as they actually are. The burst reveals objects in the same way as a true seeing spell, though it lasts for only 1 round. Unlike with true seeing, all creatures in visual range can see the effect of the spell. The spell does not dispel any magical effects, it only temporarily reveals them. Should a creature pass through the burst during its duration, any hidden elements on it are revealed, though they are again hidden as soon as the creature steps out of the area. Puppeteer - Mind Duration: 3 turns | Target: 1 Creature | Range: 25 ft. | Use: Action You cause a creature to mimic your every move for the duration. if you attack a target, they will be forced to attack the same target. If they attack an ally or the mimicking action Novice Absorb Elements - Body Duration: 2 turns | Target: Self | Use: Action When you take when you take [Elemental] damage The spell captures [novice level] incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra [novice level] damage of the triggering type, and the spell ends. Detect Thoughts - Mind Duration: 3 turns | Target: 1 creature | Range: 25 ft. | Use: Action For the duration, you can read the thoughts of certain creatures. Until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature such as what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If the target is able to resist, the spell ends. The target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to attempt to resist the spell. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. Dispel Magic - Body Duration: Instant | Target: Self | Use: Reaction You can immediately dispel any spell and its effects up to the tier that you cast the spell. Higher level spells are reduced in effectiveness (-1 effectiveness.) Mind Spike - Mind Duration: 2 turns | Target: 1 creature | Range: 60 ft. | Use: Action You reach into the mind of one creature you can see within range. The target takes 1 psychic damage. You also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. Sleep - Mind Duration: Instant | Target: 1 creature | Range: 90 ft. | Use: Action Causes living creature targeted to fall asleep for at least one minute. If the subject takes damage, they will wake up. Zone of Truth - Mind Duration: 1 minute | AOE: 20 ft. radius | Range: 25 ft. | Use: Action Create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, unless any creature within range is able to detect the illusion, the creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on detecting the illusion. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. Nature Expert Control Weather - Elemental Duration: 24 hours | AOE: 2 miles | Range: 2 miles | Use: 10 minutes You change the weather in the local area. It takes 10 minutes to cast the spell. You can call forth weather appropriate to the climate and season of the area you are in. You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a new weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. Contradictory conditions are not possible simultaneously—fog and strong wind, for example. You cannot control specific applications of the weather, where lightning strikes, for example, or the exact path of a tornado. !!!A [Master Nature Mage] casting this spell doubles the duration and affects a circle with a 3-mile radius!!! Adept Aspect of the Wolf - Morph Duration: 10 minutes | Target: Self | Use: Action When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a wolf. You gain the Health-5, Magicka-2, and Stamina-5 attributes of an apprentice wolf, but you retain your own mental ability. Your base land speed becomes 50 feet. You gain low-light vision and scent. You gain a bite attack, which deals 5 points of damage with each successful hit, you can also choose to use a successful bite as a grapple attack after it hits. You cannot speak or cast spells while in wolf form. Your equipment melds into your new form and becomes nonfunctional. You can choose to end the spell early, otherwise the spell ends normally after it's duration or your health hits 0. Awaken - Plants|Animals Duration: 24 hours | Target: 1 Tree/Animal | Range: Touch | Use: Action You awaken a tree or animal to humanlike sentience. The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it. -An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's. -An awakened animal can't serve as an animal companion, familiar, or special mount. -An awakened tree or animal can speak any language that you know. Control Winds - Elemental Duration: 10 minutes | AOE: 90 ft. radius / 40 ft. tall | Range: 90 ft. | Use: Action You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit (for example, a 20-foot-diameter tornado centered 100 feet away). Wind Direction: You may choose one of four basic wind patterns to function over the spell's area. -A downdraft blows from the center outward in equal strength in all directions. -An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. -A rotation causes the winds to circle the center in clockwise or counter-clockwise fashion. -A blast simply causes the winds to blow in one direction across the entire area from one side to the other. Wind Strength: You can increase or decrease wind strength by one level every 4 turns. (The categories of wind strength are briefly described below) -Strong winds (21+ mph) make sailing difficult. -A severe wind (31+ mph) causes minor ship and building damage. -A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. -Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. -A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees. You must concentrate for a turn to make a change to any of the effects. Druid Grove - Plants Duration: 24 hours | AOE: 50 ft. radius | Range: Touch | Use: Action You create a protected area. Nature obscures the area and only those the caster designates (or speaks a password) can enter unharmed. Anyone else who enters is met with traps within the area, all designated by the caster. Traps range from living vine traps, trees that attack trespassers nearby, spore traps that poision the air, heavy growth of plants. Apprentice Grasping Vine - Plants Duration: 3 turns | Range: 30 ft. | Use: Action Conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature will be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one. Heal Animal - Elemental Duration: Instant | Target: 1 creature | Range: Touch | Use: Action Using nature magic, the user heals 3 damage on the target animal or werecreature. Sudden Stalagmite - Elemental Duration: Permanent | Range: 100 ft. | Use: Action This spell creates a stalagmite about 1 foot wide at its base and up to 10 feet tall. If it encounters a ceiling before it reaches full size, it stops growing. The stalagmite grows from the ground under the target creature and shoots upward. An airborne creature more than 10 feet above the ground cannot be harmed by this spell. The stalagmite deals [apprentice level] piercing damage. In addition, a target that fails to evade it, can become impaled on the stalagmite and cannot move from its location until it is removed. The victim can break free from the stalagmite. The stalagmite can be removed in other ways as well, such as with a stone shape spell. Plant Growth - Plants Duration: Instant/ 1 year | AOE: 100 ft./ Half mi. radius | Use: Action/ 8 hours This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. -If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. -If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. Novice Speak with Animals - Animals Duration: 10 minutes | Target: Self | Use: Action You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. Gust of Wind - Elemental Duration: Instant | Range: 60 ft. | Use: Action This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. -A Tiny or smaller creature on the ground is knocked down and rolled 15 feet, taking nonlethal damage. If flying, a Tiny or smaller creature is blown back 15 feet. -Small creatures are knocked prone by the force of the wind, or if flying are blown back 10 feet. -Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 5 feet. -Large or larger creatures may move normally within a gust of wind effect. A gust of wind can't move a creature beyond the limit of its range. Any creature, regardless of size, takes a penalty on ranged attacks and hearing is harder in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Evergreen - Plants Duration: Instant | AOE: 10 ft. radius | Range: 100 ft. | Use: Action You imbue a 10-foot-radius area of plant life with magical heat, instantly healing 1 damage and granting immunity to cold for the duration of the spell. Evergreen affects natural plants as well as plant creatures. Druidcraft - Elemental|Plants Range: 30 ft. Whispering to the spirits of nature, you create one of the following effects within range, -You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. - You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. -You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. -You instantly light or snuff out a candle, a torch, or a small campfire. Vine/Thorn Whip - Plants Range: 30 ft. | Use: Action Using the stem of a plant, you create a long vine whip that lashes out at your command. The vine deals damage based on your [1 handed skill] If the creature is Large or smaller, you pull the creature up to 10 feet closer to you. If the stem used has thorns then so does the whip, and the creature hit by the whip takes +1 piercing damage. Primal Savagery - Morph Duration: 2 turns | Target: Self | Use: Action You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. On a hit, the target takes +1 acid damage in addition to your unarmed attack. After you make the attack, your teeth or fingernails return to normal. Illusion Apprentice Blur Duration: 3 turns | Target: touch | Use: Action The subject's form appears blurred, shifting and wavering. This distortion grants the subject an increased chance of evading incoming attacks. Caster rolls a 1d2 against incoming attacks. A roll of 2 evades the incoming attack at no stamina cost. A See Invisibility spell does not counteract the Blur effect, but a True Seeing spell does. Opponents that cannot see the subject ignore the spell's effect Major Image Duration: 3 turns | AOE: 15 ft. cu. | Range: 100 ft. | Use: Action This spell functions like Silent Image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range. The image disappears when struck by an opponent unless you cause the illusion to react appropriately. Novice Dissonant Whispers Duration: Instant | Target: 1 creature | Range: 60 ft. | Use: Action You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with 1 physic damage. Silent Image Duration: 2 turns | AOE: 15 ft. cu. | Range: 60 ft. | Use: Action Creates an image of any tangible phenomenon no larger than a 15-foot cube, and is purely visible (No sound, smell, etc.). Can use a turn to move such an object elsewhere. Change Self Duration: 1 hour | Target: Self | Use: Action Make yourself including clothing, armor, etc. appear different. Caster can appear up to one foot shorter or taller, thinner, fatter, or in between. The caster must retain the general body shape (in Camille's case, a generally bipedal creature). The smaller details are up to the caster (add or obscure features, or even look like someone completely different). This does not grant the abilities or mannerisms of the chosen new appearance. Witchcraft - Vaermina !!!This is not a spell school!!! Witchcraft is only available to those who have become a witch through the pledge of loyalty and servitude to one of the many Daedra. The number beside each spell indicate the number of uses per day the caster has to cast them. They require the use of no magicka and need not be spoken like regular spellcasting. Novice Augury - 3 Augury can tell you whether a particular action will bring good or bad results for you in the immediate future. For example, if a character is considering destroying a weird artifact, an augury might determine whether that act is a good idea. The base chance for receiving a meaningful reply is 70%. The DM makes the roll secretly. The DM may determine that a question is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results: • Weal (if the action will probably bring good results). • Woe (for bad results). • Weal and woe (for both). • Nothing (for actions that don't have especially good or bad results). If the spell fails, you get the "nothing" result. If this happens you have no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting. EQUIPMENT Armor - Chitin (Light) +2 Stamina +2 Magicka Bow Death's Lattice A small dreamcatcher with mysterious powers that are yet to be discovered. !This is a unique item that only Camille knows how to operate! Utility Pouch Belt A belt with 2x pouches on it (one on each hip) Left Side: -1x Bag of (203) Gold -Sewing Needle and Thread -Small Washcloth Right Side: Camille's Coloring Collection - A book Spell Tome: Plant Growth 5x Cursed Whispering Stones Piggy Bank She keeps her piggy bank at home so it will rarely be on her but its where she keeps all her money that's not on her person. Gold: 6200 Gold Gems: None IMPORTANT DETAILS Camille Marking on Camille's left arm. Outer mid bicep.
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