School of Alteration
Cantrips:
1. Rub an opaque surface to turn it reflective or a reflective surface to turn it opaque.
2. Press your hands together and count as STR 20 for being pushed, shoved or moved.
3. Change the consistency of a liquid from goo to water to oil and back.
Slowfall
R: touch T: creature D: 10 minutes
You fall slowly and gracefully from any height, reducing fall damage by [sum] points.
Shield
R: touch T: creature D: 10 minutes
Reduce incoming physical damage by [dice] points.
Water Walking
R: touch T: [dice] creatures D: 10 minutes
You can walk on water as if it were solid ground. Wavy or stormy water counts as difficult terrain.
Adept
Lock
R: 50' T: object D: until dispelled/unlocked
An object, if it could conceivably be opened, is locked shut. Doors, mouths, shirt buttons and so on are locked unless either dispelled or 'lock-picked' with an opposed Dexterity check against DEX 10+[dice]x2 or with half an hour of work.
Water Breathing
R: touch T: creature D: see below
You can breathe underwater as if it were air, for a time depending on dice: 1(10 minutes) 2(30 minutes) 3(1 hour) 4(3 hours).
Burden
R: 50' T: creature D: 1 minute
The creature adds [dice]x3 filled slots to their inventory. Effects of being over-encumbered include a -1 penalty per slot to Movement, Stealth and Defense. With 6 or more points of encumbrance, moving quickly is impossible. With 10 or more, moving faster than a crawl is exhausting. When applying this to monsters, assume they have free slots equal to their HD.
Expert
Crumble
R: touch T: solid material D: [dice] minutes
Reduce a [dice]x5 cube of solid material to sludge. The process takes [dice] minutes.
Spiderclimb
R: touch T: creature D: 10 minutes
You can climb sheer surfaces at a speed of 20+[dice]x10'.
Knock
R: 50' T: [dice] objects D: 0
The object is loudly opened. Doors are flung wide, locks are broken, shackles are bent open, belts come undone. Treat this as a strength check made with STR 10+[dice]x4. If target is an armored creature, Save or armor falls off. If unarmored, Save or vomit for [dice] rounds.
Swietopelk |
Polymorph
R: 50' T: creature D: see below
If the creature fails their Save, transform them into another creature with no more HD than the original. Lasts for [dice] increment: 1: 1 hour 2: 1 day: 1 week 4: permanent
Levitate
R: touch T: creature D: 10 minutes
You can fly at a speed of 20+[dice]x10'.
Elemental Shield
R: touch T: creature D: 10 minutes
An elemental shield forms around you, giving you resistance to an element of your choice (fire, frost, poison or shock) and deals [dice] damage per round with that element to hostile creatures in melee. If you invest 4 dice, you gain immunity.
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