Offensive Spells in Aternus | World Anvil
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Offensive Spells

General Description     Touch Attack vs. AC
A touch attack made against a targets AC value, make an attack roll using the following modifier:
Intelligence Modifier + Proficiency Bonus + Feature Bonus (If any) + Item Bonuses (If any)
If the attack is greater then the targets AC, then the attack connects dealing its payload. These attacks tend to be more reliable given the existance of advantage and other factors. Typically these sort of attacks are all or nothing. The range is equal to your optimal melee range.
Touch Attack vs. Save
A touch attack made against a targets saving throw, they instead roll to resist the effects of your spell. Your DC to beat is made using the following fomula:
8 + Intelligence Modifier + Proficency Bonus + Feature Bonus (If any) + Item Bonuses (If any)
If they roll lower than but not equal to your DC, the spell succeeds and you roll the damage for the attack. In the event of a tie on the Save vs. DC, the character resists. The range of a touch attack is equal to your optimal melee range.
Targeted Attack vs. AC
A ranged and targeted attack made against a targets AC value, make an attack roll using the following modifier:
Intelligence Modifier + Proficiency Bonus + Feature Bonus (If any) + Item Bonuses (If any)
If the attack is greater then the targets AC, then the attack connects dealing its payload. These attacks tend to be more reliable given the existance of advantage and other factors. Typically these sort of attacks deal no damage if they miss. The range is 120ft naturally, but can be modified.
Targeted Attack vs. Save
A ranged and targeted attack against a targets saving throw, they instead roll to resist the effects of your spell. Your DC to beat is made using the following fomula:
8 + Intelligence Modifier + Proficency Bonus + Feature Bonus (If any) + Item Bonuses (If any)
If they roll lower than but not equal to your DC, the spell succeeds and you roll the damage for the attack. In the event of a tie on the Save vs. DC, the character resists. Typically these sort of attacks deal half damage when resisted. The range of a targeted attack is 120ft naturally, but can be modified.
AoE vs. Save
A ranged and Area of affect spell targets an area, forcing a saving throw from everyone within a given radius, all applicable targets will need to make a saving throw. Your DC to beat is made using the following fomula:
8 + Intelligence Modifier + Proficency Bonus + Feature Bonus (If any) + Item Bonuses (If any)
Any character that rolls lower than but not equal to your DC, takes the damage from your attack. In the event of a tie on the Save vs. DC, a character resists its effects. Typically these sort of spells deal half damage when resisted. The range of a targeted attack is 120ft naturally and the radius is 60ft, but both these values are subject to change from features or items.
  Sub Effect Modifiers:     Some Spell Examples from other media in this system:
Fireball:
Level 3, AoE vs. Agility/Dexterity Save, 120 ft.   All targets within a 60ft radius must make a Agility/Dexterity Saving throw. Those that fail take 6d6 fire damage, only sustaining half damage on a success.   Guiding Bolt:
Level 1, Target vs. AC, 120 ft. Alteration (Advantage)   Make a ranged spell attack against the target, if successful deal 5d4 Holy damage and the next attack made against the target has advantage.   Dominate Person:
Level 6, Target vs. Perception/Wisdom Save, 120 ft. Condition (Major)/Prolonged (Save)   Target must make a Perception/Wisdom Saving throw or become addled and under your direct control. It must do everything within its abilities to follow the orders that you give it. Whenever the target sustains damage or at the end of each of their turns they can repeat their save, ending it on a success.   Melf's Acid Arrow:
Level 2, Target vs. Agility/Dexterity Save, 120 ft.   Target makes a Agility/Dexterity Saving Throw, if they fail they sustain 5d6 Poison damage, Dealing half as much damage on a success   Bane:
Level 1, Target vs. Charisma Save, 120 ft. Alteration (Reduced Saves), Alteration (Reduced Attack Rolls), Split 2 [Touch/Target], Prolonged (Save)   3 Targets must make a Charisma Saving Throw, if they fail they must reduce all of their attack rolls & saving throws by 1d6 until the spell ends. At the end of each of their turns they can repeat the saving throw, ending the effects on a success.   Eldrich Blast:
Level 1, Target vs. AC, 120 ft. Split 3 [Touch/Target].   Make 4 attack rolls against up to 4 seperate targets, each dealing 2d6 sonic damage upon hitting.

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