Level
1st
Casting Time
1 Action
Range/Area
Sight
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Buff (...)

You get to choose from four options for this spell; each with their own effect. Some must be cast with access to daylight, during the day, or where daylight reaches regularly (Solar Shackles & Sunspot Shield). The others must be cast somewhere without access to sunlight, at night, or somewhere that daylight reaches irregularly (Starlit Strike & Aurora of Stars). 

  • Solar Shackles: You choose a creature within range. That creature must succeed a Strength or Dexterity check (creature's choice) against your spell save DC. If they fail roll a percentile die on a 1-25, the target creature get's pushed or pulled 15Ft. in any direction(other than into or through solid surfaces like walls, doors, flooring, Etc.) on a 26-90, Golden fire-like shackles appear around their wrists and ancles while chains of that same golden fire bind them to the ground, causing them to become restrained. They may repeat the save every turn. If they succeed, they're freed and may return to normal play, but every failure makes the creature take 1D6 + your spellcasting modifier of radiant or fire damage. On a 91-100 the target takes 2D6 + your spellcasting modifier radiant or fire damage in addition to being restrained by the chains. At Higher Levels. Increase the damage done by 1D6 per upcast level until ninth level when you increase it by 3D6.
  • Sunspot Shield: You target a creature within range. roll a percentile die. on a 1-25 the shield fizzles and dies; having no effect. On a 26-85, a fire-like golden shield covers the target and gives them +3 to AC. On an 86-100, the target creature gets a +5 to AC and deals 1D4  fire or radiant damage to any creature that attempts to attack the protected creature. Bonuses last for two turns in combat or one minute outside of combat and do not stack.  At Higher Levels. Increase the number of targets by one per spell level upcast until fifth level when the AC grant increases by one per upcast level.
  • Starlit Strike: Choose a creature within range. Roll a percentile die roll on a 1-25, the spell misses and does nothing. On a 26-90, you fire off a small spectral meteor dealing a 1D8 + your spellcasting modifier of both necrotic and fire damage to the chosen creature. on a 91-100, you destroy the targeted creature if its CR is lower than 1/4. If it's Cr is above 1/4 deal 1D10 + your spellcasting modifier of necrotic and fire damage to the chosen creature. At Higher Levels. Increase the CR of the creatures that can be destroyed by 1 and the damage dice by 1D8 or 1D10, respectively, per level upcast.
  • Aurora of Stars: Choose a creature within range. Roll a percentile die. On a 1-25, the spell fails. On a 26-90, the targeted creature creature with t is surrounded by a whirling mass of miniature stars that lasts for three rounds in combat 10 minutes outside of combat. If any creature attempts to cast a spell on the affected creature, the spell has disadvantage and the affected creature receives advantage on the saving throw. On a 91-100, the affected creature can't be targeted by spells (AOE spells still work as long as the main target isn't the affected creature). At Higher Levels. Until fifth level you may increase by the number of targets by 1 per level upcast. Starting at level six for, each level upcast you may target a creature within sight range and can heal that creature by 1D10 only if that creature is also affected by the spell.
* - (A small flame held by the caster, it must burn the caster and will be consumed by the spell.)

Previous Versions

Name Date Modified Views Adds Version Actions
9/12/2024 1:38:46 PM
5
0
1
Coming Soon
9/19/2024 2:58:39 PM
9
0
--
Coming Soon

Spell Tags: Control Buff Combat

Available For: Cleric Druid

LanciaSette

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