hellawrath: (unstoppable)
Lup ([personal profile] hellawrath) wrote2017-09-25 11:47 pm

Spell List

As Lup continues to use her item requests for access to more spells, I'll update this list with explanations and LifeAftr specific limitations!

As per DnD rules, spells are often limited by range, duration and concentration, and targets can usually resist or mitigate them either by having armor or with various saving throws. As an evocation wizard, Lup can shape her evocation spells in such a way that they leave her allies unscathed, so they don't need to save if they're in the affected area.


CANTRIPS (general fatigue cost)
Fire Bolt (range 120 ft, hit vs armor class)
A mote of fire shoots at the target. On a hit, the target takes 2d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Ray of Frost (range 60 ft, hit vs armor class)
A frigid beam of blue-white light streaks toward a creature within range. On a hit, it takes 3d8 cold damage, and its speed is reduced temporarily. I have taken the artistic liberty to interpret this as the ability to freeze small objects with this spell.

Shocking Grasp (melee range, hit vs armor class)
Lightning delivers a shock to a creature she touches. It's especially effective on creatures wearing metal armor. On a hit, the target takes 3d8 lightning damage and is briefly paralyzed.


SPELL SLOTS
(currently 5 per day)
Gust of Wind (duration 1 minute, concentration, resist with Strength)
A line of strong wind 60 feet long and 10 feet wide blasts from her in a direction she chooses. Each creature in the line must succeed on a Strength saving throw or be pushed 15 feet away, and their speed is halved when trying to move against the gale. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. She can change the direction of the gust during the duration.

Fireball (150 ft range, 20 ft sphere, target still takes half damage with Dexterity save)
A bright streak flashes from her wand to a point within range then blossoms with a low roar into an explosion of flame. A target takes a max of 13d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.

Eyebite (60 ft range, duration 1 minute, concentration, resist with Wisdom)
Her eyes become an inky void imbued with dread power. One creature within 60 feet that she can see can be affected by one of the following effects of her choice for the duration. While casting she can keep targeting more creatures but she can't target a creature again if it has already resisted this casting of the spell.
Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature shakes the sleeper awake.
Panicked: The target is frightened of her. It has to try to run away from her as quickly as possible by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from her where it can no longer see her, this effect ends.
Sickened: The target has a greater chance of failure while trying to attack or take other actions.

Fabricate (120 ft range, casting time 10 minutes)
She can convert raw materials into products of the same material. Lup can only transform objects limited to a four feet length and height. This spell has a significantly higher chance of not being effective for her than for Taako. Rolling a d20, for results 10 and under, the spell will have minimal effects; changing the color, perhaps, or size- but not producing the item she's looking to make. For results 3 and under, the spell will backfire. The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or Magic Items can't be created or transmuted by this spell, nor can it be used to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor.

Magic Missile (120 ft range, guaranteed hit)
She creates three glowing darts of magical force. Each dart hits a creature of her choice that she can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously on one creature or several. She can currently not cast it at a higher damage level. Rolling a d20, for results 10 and under, the spell will have reduced effects - fizzling out before reaching its full range, or only summoning one or two bolts instead of the usual three. For results 3 and under, the spell will backfire.

Bigby's Hand (120 ft range, duration 1 minute, concentration)
She creates a hand of shimmering, translucent force in an unoccupied space that she can see within range, four times the size of her own hand. The hand lasts for the spell’s duration, and it moves at her command, mimicking the movements of her own hand. The hand has its own hit points and armor class, Dexterity and Strength. She can use it to perform the following actions.
Clenched Fist: The hand strikes one creature or object within 5 feet of it. On a hit, the target takes 4d8 force damage.
Forceful Hand: The hand attempts to push a creature within 5 feet of it in a direction of her choice, up to about 50 feet within sight. Can be resisted with Strength.
Grasping Hand: The hand attempts to grapple a creature within 5 feet of it. If grappled, the target can be crushed, taking bludgeoning damage equal to 2d6 + 10. The grappling can be resisted with Strength.
Interposing Hand: The hand interposes itself between her and another creature until she gives it a different command, providing her with half cover. The target can't move through the hand unless its Strength is high enough, in which case it can slowly push through the hand. 
She will need to wait five minutes before using the spell again. Then ten. Then twenty. The waiting time will double with each consecutive use, until she allows herself a 24 hour resting period.

Wall of Fire (120 ft range, duration 1 minute, concentration, half damage with Dexterity save)
She creates a wall of fire on a solid surface within range. The wall is up to 20 feet long, 7 feet high, and 1 foot think, or a ringed wall up to 10 feet in diameter. The wall is opaque and lasts for the Duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by Lup, deals 5d8 fire damage to each creature that gets within 10 feet of it. The other side deals no damage. The fire may spread to the environment.

Major Image (120 ft range, 10 minute duration, concentration, illusion can be seen through with high enough Intelligence if examined)
Lup creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 1-foot cube. The image appears at a spot that she can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted, but the properties can't deal damage. Within range, she can cause the image to move to any other spot, its movements appearing natural for the image. It can make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If examined closely, a person with high enough Intelligence can discern the illusion for what it is, at which point its sensory qualities become faint to them.


THE UMBRA STAFF
She requires it to cast spells (but not cantrips) and it's imbued with the spell
Feather Fall (duration 1 minute, target has to be touching the umbrella, one charge per day)
Falling speed is reduced significantly, so that the user takes no damage and can land on their feet.