1ый круг, Отречение (Ритуал)
Время сотворения 1 действие
Компоненты В, С, М (материал для рисования линии или круга, например, мел или соль)
Дальность 30 футов
Продолжительность Одна минута
Вы рисуете линию или круг пальцем, не давая пройти любому определенному типу существ (например, гуманоидам, драконам, нежити и т. д.) с помощью барьера силовой магии. Этот барьер не только блокирует вход целевого типа существ, но также связан с их аурами, блокируя эффекты, которые могут исходить от них (например, дальнобойные атаки или заклинания), пока не будет сломан, рассеян или преодолен. Линия может быть стерта бонусным действием существа, прошедшего барьер на другую сторону (например, существо другого типа или существо, успешно прошедшее барьер).
Линия образует прозрачную панель шириной до 10 футов, толщиной в один дюйм и высотой до 10 футов, полностью прозрачную, заметную при наложении заклинания, успешной проверке Мудрости (Восприятие) против вашего КС или обнаружении магических аур. Если начертить в виде круга, он имеет радиус 10 футов. В качестве альтернативы барьер может быть полностью видимым, например, в виде полосы света или в виде подвешенных рун.
Указанный тип существа может попытаться обойти барьер, пройдя через него и преуспев в спасброске Мудрости. При успешном спасброске они игнорируют барьер. При провале спасброска они не могут пройти. Вместо этого существо может атаковать оберег, который имеет КЗ 10, 10 хитов и порог урона 1. При достижении 0 хитов барьер ломается, и заклинание рассеивается.
Барьер восстанавливает 1 хит в начале вашего хода каждый раунд. Барьеру никоим другим образом восстановить хиты.
Вы можете использовать бонусное действие в начале своего хода в каждом раунде, чтобы сделать барьер либо более устойчивым, либо отражающим.
• Устойчивый барьер. Барьер получает сопротивление ко всем видам урона, кроме силового, до начала вашего хода в следующем раунде.
• Светоотражающий барьер. Барьер может отражать часть полученного урона обратно атакующему. Когда барьер поврежден, вы можете использовать реакцию и совершить дальнобойную атаку заклинанием, если цель находится в пределах 10 футов от барьера. Если вы преуспеете в атаке, вы нанесете четверть урона, нанесенного барьером атакующему. Это повреждение того же типа, что было нанесено барьеру.
На более высоких уровнях. Когда вы накладываете это заклинание, используя ячейку заклинания 2-го круга или выше, барьер получает 10 дополнительных хитов и увеличивает свой КЗ, порог урона и количество восстанавливаемых хитов в каждом раунде на 1 за каждый уровень заклинания выше 1-го.
Особенность. Если наложено как ритуальное заклинание, продолжительность барьерного заклинания изменится на 1 час.
Barrier
1st-level abjuration (Ritual)
Casting Time 1 action
Components V, S, M (material to draw a line or circle, such as chalk or salt)
Range 30 feet
Duration One minute
You draw a line or circle with your finger, barring any one designated creature type from passing (such as humanoids, dragons, undead, etc.) with a barrier of force magic. This barrier not only blocks the targeted creature type from entry, but is also bound to their auras, blocking effects that can come from them (such as ranged attacks or spells) until broken, dispelled, or overcame. The line can be erased with a bonus action from a creature that passes the barrier to the other side (such as a different creature type or a creature that succeeded on passing).
The line forms a clear panel up to 10 feet wide, one inch thick, and 10 feet high that is fully transparent, noticeable by seeing the spell being cast, succeeding on a Wisdom (Perception) check against your DC, or detecting magical auras. If drawn as a circle, it has a radius of 10 feet. Alternatively, the barrier can be fully visible, such as a sheet of light or appearing as a suspended runes.
The designated creature type can attempt to bypass the barrier by walking through it and succeeding on a Wisdom saving throw. On a successful saving throw, they ignore the barrier. On a failed saving throw, they are barred from passage. The creature may instead attack the ward, which has an AC of 10, 10 hit points, and a damage threshold of 1. Upon reaching 0 hit points, the barrier breaks and the spell is dispelled.
The barrier regains 1 hit point at the start of your turn every round. It is treated as a construct for the purposes of healing hit points.
You may use a bonus action at the start of your turn in every round to empower the barrier to either become more resistant or reflective.
• Resistant Barrier. The barrier gains resistance to all damage except Force for until the start of your turn in the next round.
• Reflective Barrier. The barrier can reflect a part of the damage it takes back to the attacker. When the barrier is damaged, you may use a reaction and make a ranged spell attack if the target is within 10 feet of the barrier. If you succeed on the attack, you deal one-quarter the damage the barrier took to the attacker. This damage is of the same type that was dealt to the barrier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier gains 10 additional hit points, and increases its AC, damage threshold, and amount of hit points regained every round by 1 for every spell level above 1st. Special. If cast as a ritual spell, the barrier spell’s duration changes to 1 hour.
DM NOTE: BARRIERS AND MASS COMBAT
Since troops attack as one, they are weaker against effects that have a damage threshold. Reduce the damage the barrier takes from troops by the combat multiplier of the troops for every spell level.
For example, a squad of guards don’t deal 22 (5d6 + 5) piercing damage when attacking with spears, due to their individual damage being 4 (1d6 + 1). When applying the damage threshold, the troop deals only 3 points of damage, making the total damage the barrier take per round of engagement with the barrier effectively become 17 (or 22 — 5). Therefore, a 1st level abjuration wizard can possibly hold off a troop of guards for two rounds when empowering the barrier (Resistant Barrier), as the guard troop will deal 8 damage the first round (22 turned to 17 due to damage threshold, 17 halved due to resistance), with the barrier ending with 2 hit points. On the next round, it regains 1 hit point to become 3, but will be shattered on the troops’ turn.
DM NOTE: MULTIPLE BARRIERS
If cast as a ritual spell, the barrier’s duration increases to 1 hour instead of 1 minute. That means that it is possible for a single spellcaster to have up to 6 barrier spells active at their highest accessible spell slot if spending all their time ritually casting and maintaining them (for a line 60 feet long and 10 feet high). However, it is possible to only have one barrier among the rest empowered.
Corpse Call
3rd-level necromancy
Casting Time 1 hour
Range Touch
Components V, S, M (a patch of dirt from a grave) Duration 1 minute
You touch an open and unoccupied grave. If you are within 3 miles a settlement, old battlefield, or crypt, the spell draws a corpse through the earth to occupy the empty grave.
You may specify the direction (north or near a settlement) or a rough description (humanoid) for the spell to fetch, but the spell cannot otherwise retrieve a specific corpse.
This cannot call corpses that are left in wilds, interred in something other than in soft earth.
A corpse that is bound, entombed, or one that is held in a coffin or that has been targeted by the Gentle Repose spell cannot be called.
A called corpse leaves its possessions behind and arrives with only the clothes on its back, minor trinkets, or (very rarely) jewelry or treasures that cannot be separated from them. The spell fails if it cannot find the required creature or a fair approximation.
At Higher Levels. The range of the spell increases by 2 miles for every spell level above 3rd. At 5th level, you may specify a creature’s subtype or race. At 8th level, you may specify a specific creature.
Dismantle Stronghold
3rd-level transmutation
Casting Time 24 hours
Range Touch
Components V, S, M (Writ of destruction) Duration 6 hours per 20×20 area (or function) You dismantle any building, causing it to slowly break apart. Some dismantled materials are usable after the spell ends, for a total value of one-third the stronghold’s normal cost of crafting.
You cannot dismantle a stronghold that is attuned to a creature, unless you are the one it is attuned to.
Magical Servant
2nd-level variable (Ritual)
This spell acts as the Unseen Servant spell in all respects, save that it can be cast from different magical schools with the following changes.
• Evocation. The force instead takes the form of a fragile elemental.
• Illusion. The force instead takes the form of a shadowy creature drawn from the Plane of Shadows.
• Necromancy. The force is instead a fragile skeleton. The material component in this case is a collection of bones.
• Transmutation. The force is instead an object that can move in rough approximation of a human servant.
If cast as a ritual spell, this spell can be grounded to a stronghold (as well as the Unseen Servant spell). This makes its duration 8 hours instead of 1 hour, but dispels the spell prematurely if it leaves the stronghold’s boundaries for more than 60 feet away from the stronghold. A magical servant (as well as an unseen one) is treated as an unskilled hireling that does not require pay.
Planar Attunement
7th-level conjuration
Casting Time 1 action
Range Touch
Components V, S, M (a forked, metal rod worth at least 2,500 gp, attuned to a particular plane of existence)
Duration Instantaneous
You specify a target plane or dimension, such as the Elemental Plane of Fire, the Nine Hells, or the Shadow Realm, and touch a gate, stronghold, or portal to attune it. The region up to 1 mile from the chosen focus area becomes attuned and anchored to the specified realm of existence. In a random direction up to 1 mile away from the touched area (called the planar focus), a portal forms that leads to the chosen plane of existence.
The portal does not open in a place already occupied by an object or a creature.
The portal leads both ways, but is not controlled by anyone (see Portals in the Dungeon Master’s Guide, page 45).
Typically, such a portal allows ld6 + 6 travelers to pass through, then shuts down for ld6 days.
You may specify a command word or key to use the portal, but it is otherwise out of your control. Creatures on the other side may assign guardians. Creatures appearing from such portals may send an ambassador to you to ensure continued passage to this realm.
Gaining the material component can draw characters into further adventures as they chase down a key item, scour old libraries for command words, or consult sages to find the right time to visit the portal.
Reinforce Object
1st-level transmutation
Casting Time 1 action
Range 30 feet
Components V, S, M
Duration Instantaneous
You can use this spell to reinforce an object or construct of any type, or to heal them.
• Reinforce. This spell grants temporary hit points equal 1d8 + spellcasting attribute to a construct or object (including structures, vehicles, or gear).
• Heal. You may also use this spell to restore 1 lost hit point. In this cast, the spell requires a material component of 25 gp of diamond dust (or similar gemstone) for every hit point restored, which the spell consumes. Furthermore, this spell cannot heal more hit points per day than the spell’s level.
At Higher Levels. You may grant the target an additional 1d8 hit points, or heal it one additional hit point per every spell level above 1st level.
Special. This spell requires proficiency in the tool that built the targeted object or creature (such as artisan’s tools if a structure or a ship, engineering tools if a construct, etc.)
Summon Vault Resources
3rd-level conjuration
Casting Time 1 hour
Range 30 feet
Components V, S, M (Writ of withdrawal from the vault)
Duration Instantaneous
You conjure a portal that accesses the contents of a specially-attuned vault (usually the Storage Area of a stronghold or ship). The portal is as wide as the largest item present, the portal works only one way, and for nonliving objects. A vault must be attuned to as a wondrous item (uncommon in quality) for you to be able to withdraw from it with this spell, and cannot summon an object with a higher rarity than uncommon. A sentient object is counted as one step higher in rarity for the purposes of this spell.
Multiple people can attune to a vault, unlike normal wondrous items. This requires the same process of attunement.
The vault records attempted transactions.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can summon a rare object as well. If the spell slot is 7 th level, it can be very rare. If the spell slot is 9th level, you may summon a legendary object.
Telepathic Message
1st-level divination
Casting Time 1 action Range 300 feet
Components V, S, M (pieces of eggshell from two different kinds of creatures)
Duration concentration, up to 1 minute
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. Alternatively, you may declare the message’s contents as a boom from a point within range. The message is instead clearly heard up to 30 feet away from the point you designate. As a bonus action, you can change the creature you target so long as they remain within the original range or are within 30 feet of the original target.
The spell doesn’t have to follow a straight line to the target and can travel freely around corners or through openings as large as your eye, however. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell regardless.
At Higher Levels. If cast from a 2nd level slot, the duration instead becomes 1 minute (no concentration) and the range 1 mile. For each subsequent spell slot above 2nd level, the range increases by 1 mile (up to 9 miles at level 9th) and the duration increases by 1 minute (up to 9 minutes).
[Homebrew] Заклинание: Барьер был опубликован — Киборги и Чародеи
Присоединяйтесь к нашему сообществу в Discord https://discord.com/invite/GcmhsFfxQ5 или Телеграм https://t.me/cyborgs_and_mages
Чтобы мы могли продолжать наше дело — вы можете нам помочь:
VISA 4149 4390 2039 5731
MASTERCARD 5168 7520 1042 0431
https://www.patreon.com/palikhov
https://ko-fi.com/palant
А если можете помочь чем то другим, то не ждите — сразу пишите в комментариях.
Для отправки комментария необходимо войти на сайт.