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Incantations

Icantations are multiple turn instant effect rituals able to be casted. A user may have a number of incantations memorized equal to 1 + their religion. A user may cast up to their proficency in incantations a day, and at level 8, One great incantation a day. Any saving throw uses 8 + your religion modifier.

  Icantation of the fated(2 turns): 3 targets of your choice have advantage on everything they do on the next turn, or the enemies have disadvantage on any strength or dexterity saving throws against their spells.

  Incantation of the Tank(2 turns): Creatures must make a wisdom saving throw or attack the allied target of your choice. That ally gains Resistance until the start of your next turn.

  Incantation of the protector(2 turns): When you finish casting this, all creatures of your choice within 20ft must make a strength saving throw or be knocked back 10ft and prone. You have advantage on keeping this incantation up.

  Great incantation of healing(3 turns): Heal 3 targets of your choice for 3d8 healing within 60ft.

  Great incantation of damage(3 turns): 3 creatures must make a dex saving throw or take 6d10 radiant damage or make a single creature take 10d10. Halved on a success.

  Incantation of the scantuary(2 turns): Target creature can no longer be attacked while you hold up this incantation as concentration, but it may also no longer attack others, this automatically fails if the user is holding a damaging concentration, or is using this incantation itself.

  Incantation of chains(2 turns): A creature must make a dexterity saving throw or become paralyzed until the start of your next turn. Creatures above large have advantage on this throw.

  Aspect of the dragon: Claws(2 turns): Creatures in a 10ft cone in front of you must make a Dexterity saving throw or take 3d8 slashing damage, halved on a success.

  Aspect of the dragon: Tail(2 turns): Creatures in a 15ft cone behind you must make a strength saving throw or take 1d8 bludgeoning and go prone.

  Aspect of the dragon:Maw(2 turns): Make a melee attack against target creature dealing 4d8 piercing.

  Barrier of gold(2 turns): Up to your religion modifier creatures gain resistance to magic until the start of your next turn.

  Barrier of silver(2 turns): Up to your religion modifier creatures gain resistance to fey/demons/celestials(your choice) and were creatures until the start of your next turn.

  Barrier of copper(2 turns): Up to your religion modifier creatures gain resistance to pyshical damage until the start of your next turn.

  Invocation of the flame(2 turns): up to your religion modifier weapons wihtin 60ft now deal radiant damage until the start of your next turn. You may use your action to sustain this incantation.

  Law of Transgressions(2 turns): Deal 1d6 to every creature for every time they made an attack at creatures up to your proficency modifier.

  Great law of order(3 turns): Add the HP of creatures of your choice up to your prof together and add 50. Split the HP back up Evenly between all of them, any excess becoming temporary hp.

  Great Law of regression(3 turns): Turn a creature back 1 turn. It regains any and all things it used that turn.

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