Difference between revisions of "User:Franken Kesey/Wildknife (5e Class)/Spells"

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m (Surgo moved page Energy Ray (5e Spell) to User:Franken Kesey/Energy Ray (5e Spell) without leaving a redirect: This is utter shit and an embarrassment that makes it look like our wiki has no concept of balance, like paleowiki)
 
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{{author
 
|author_name=Franken Kesey
 
|date_created=06/11/19
 
|status=Complete
 
|editing=}}
 
 
<onlyinclude>{{5e Spell
 
<onlyinclude>{{5e Spell
|name=Energy Weapon
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|name=Energy Ray
 
|level=1
 
|level=1
 
|school=Evocation
 
|school=Evocation
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|higherlevels=When you cast this spell using a spell slot of 2nd level or higher, the spell deals 1d6 more damage for each slot level above 1st.
 
|higherlevels=When you cast this spell using a spell slot of 2nd level or higher, the spell deals 1d6 more damage for each slot level above 1st.
 
|casters=Wildknife}}
 
|casters=Wildknife}}
----
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{{5e Spell Footer}}
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<onlyinclude>{{5e Spell
{{5e Sorcerer Spells Breadcrumb}}<br>
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|name= Change Energy Damage
{{5e Warlock Spells Breadcrumb}}<br>
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|level=2
[[Category:5e]] [[Category:User]] [[Category:Spell]]
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|school=Transmutation
{{Navboxes}}
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|casttime=reaction
 +
|range= Close (25 ft. + 5 ft./2 levels)
 +
|comp=M
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|material=
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|concentration=y
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|dur=1 round+1 per 3 manifester levels
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|summary=Convert type of energy damage.
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|fluff=<!-- nonplagerized fluff -->
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|rules=This acts like a counterspell, but instead of dispeling a spell, it converts the type of damage. This can be applied to both ally and opponent damage, Wisdom check to resist.
 +
*This changes up to 10 points of energy damage into a different energy type (i.e., turn cold into fire damage). This has no effect on if the damage hits, and still does the same damage (just a different type). Energy damage is defined as: Acid, Cold, Electricity, Fire, Force and Sonic. This only works on energy damage, not things like piercing or ability damage. This converts the target's effect equally even with such things as lightning strike or area effects. This conversion lasts for only 1 round (+1 per 3 spellcaster levels), thus energy effects that last longer revert back to their original energy type in following rounds. Damage that exceeds the 10 points is treated as normal.
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*This does not work against magic weapons or magic equipment (except wands and the like).</onlyinclude>
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*''Example:''  An enemy manifester deals 4d8 damage in an area, this power is cast (to convert fire into cold), the enemy fails its save, all in area receive 10 points of cold damage and the rest in fire (average 8). Thus creatures with immunity or resistance can use this power to aid them or use it to against vulnerable opponents (when used on an ally’s power).
 +
|higherlevels=If you cast this spell at a higher spell slot, for each level after 2nd convert 10 more damage and increase save [[SRD:DC|DC]] by 2.
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|casters=Druid, Warlock, Wizard, Wildknife}}
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 +
<onlyinclude>{{5e Spell
 +
|name=Energy Weapon
 +
|level=2
 +
|school=Evocation
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|casttime=bonus
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|range=Self
 +
|comp=S, V
 +
|concentration=y
 +
|dur=up to 10 minutes
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|summary=Energy weapon of selected type.
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|rules=As [[SRD5:Flame Blade|''flame blade'']], except can create a larger selection of energy types. This can create a scimitar with one of the following energy types: {{srd5lc|Acid}}, {{srd5lc|Cold}}, {{srd5lc|Fire}}, or {{srd5lc|Lightning}}.</onlyinclude>
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|higherlevels=As [[SRD5:Flame Blade|''flame blade'']], except as noted here.
 +
|casters=Wildknife}}
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 +
<onlyinclude>{{5e Spell
 +
|name=Vampiric Weapon
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|level=3
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|school=Necromancy
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|casttime=action
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|range=Wielded Weapon
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|comp=S, V
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|concentration=y
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|dur=up to 1 {{srd5lc|Minute}}
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|summary=Vampiric Touch but for melee weapons.
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|rules=As [[SRD5:Vampiric Touch|''vampiric touch'']], except can be used on a wielded melee weapon. The effect immediately ends if you stop holding the weapon (thus cannot be used on thrown weapons or projectile ammo).</onlyinclude>
 +
|higherlevels=As [[SRD5:Vampiric Touch|''vampiric touch'']], except as noted here.
 +
|casters=Wildknife}}

Latest revision as of 10:13, 27 June 2019

5e Spell Energy Ray
1st-level evocation
Casting Time: 1 action
Range: Self (30-foot cone)
Components: S, V
Duration: Instantaneous
Casters: Wildknife (5e Class)

A ray of energy, of one of the following energy types: acid, cold, fire, or lightning.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals 1d6 more damage for each slot level above 1st.


5e Spell Change Energy Damage
2nd-level transmutation
Casting Time: 1 reaction
Range: Close (25 ft. + 5 ft./2 levels)
Components: M
Duration: Concentration, 1 round+1 per 3 manifester levels
Casters: Druid, Warlock, Wizard, Wildknife (5e Class)

This acts like a counterspell, but instead of dispeling a spell, it converts the type of damage. This can be applied to both ally and opponent damage, Wisdom check to resist.

  • This changes up to 10 points of energy damage into a different energy type (i.e., turn cold into fire damage). This has no effect on if the damage hits, and still does the same damage (just a different type). Energy damage is defined as: Acid, Cold, Electricity, Fire, Force and Sonic. This only works on energy damage, not things like piercing or ability damage. This converts the target's effect equally even with such things as lightning strike or area effects. This conversion lasts for only 1 round (+1 per 3 spellcaster levels), thus energy effects that last longer revert back to their original energy type in following rounds. Damage that exceeds the 10 points is treated as normal.
  • This does not work against magic weapons or magic equipment (except wands and the like).
  • Example: An enemy manifester deals 4d8 damage in an area, this power is cast (to convert fire into cold), the enemy fails its save, all in area receive 10 points of cold damage and the rest in fire (average 8). Thus creatures with immunity or resistance can use this power to aid them or use it to against vulnerable opponents (when used on an ally’s power).

At Higher Levels. If you cast this spell at a higher spell slot, for each level after 2nd convert 10 more damage and increase save DC by 2.


5e Spell Energy Weapon
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: S, V
Duration: Concentration, up to 10 minutes
Casters: Wildknife (5e Class)

As flame blade, except can create a larger selection of energy types. This can create a scimitar with one of the following energy types: acid, cold, fire, or lightning.

At Higher Levels. As flame blade, except as noted here.


5e Spell Vampiric Weapon
3rd-level necromancy
Casting Time: 1 action
Range: Wielded Weapon
Components: S, V
Duration: Concentration, up to 1 minute
Casters: Wildknife (5e Class)

As vampiric touch, except can be used on a wielded melee weapon. The effect immediately ends if you stop holding the weapon (thus cannot be used on thrown weapons or projectile ammo).

At Higher Levels. As vampiric touch, except as noted here.