2019-08-03

restinglichface: DNT ([fire girl] grinning)
2019-08-03 06:40 pm

Lup's Spells and Such





♣ CANTRIPS


5 Wizard Cantrips & 1 Elf Cantrip. Unlimited Use.

Dancing Lights [evocation] - Create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Can also combine the four Iights into one glowing vaguely humanoid form of Medium size. Each light sheds dim light in a 10-foot radius.

Fire Bolt [evocation] - You hurl a mote of fire at a creature or object within range.

Mage Hand [conjuration] - A spectral, floating hand appears at a point you choose within range.

Prestidigitation [transmutation] - This spell is a minor magical trick that novice spell-casters use for practice. You create one of the following magical effects within range:
★ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
★ You instantaneously light or snuff out a candle, a torch, or a small campfire.
★ You instantaneously clean or soil an object no larger than 1 cubic foot.
★ You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
★ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
★ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

Produce Flame [evocation] - A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment.

Shocking Grasp [evocation] - Lightning springs from your hand to deliver a shock to a creature you try to touch.







♣ LEVEL 1


Four Spells a day.

Burning Hands [evocation] - As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.

Charm Person [enchantment] - You attempt to charm a humanoid you can see within range. The charmed creature regards you as a friendly acquaintance.

Grease [conjuration] - Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

Feather Fall [transmutation] - Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends.

Magic Missile [evocation] - You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range.

Thunderwave [evocation] - A wave of thunderous force sweeps out from you. Foes are pushed backwards while taking damage.







♣ LEVEL 2


Three Spells a day.

Flame Blade [evocation] - You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration.

Knock [transmutation] - Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

Levitate [transmutation] - One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds.

Scorching Ray [evocation] - You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Shatter [evocation] - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.

Spider Climb [transmutation] - Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.







♣ LEVEL 3


Three Spells a day.

Blink [transmutation] - Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane

Fireball [evocation] - A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.

Lightning Bolt [evocation] - A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.

Major Image [illusion] - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted.

Sending [evocation] - You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.







♣ LEVEL 4


Three Spells a day.

Blight [necromancy] - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it.

Fabricate [transmutation] - You convert raw materials into products of the same material.

Fire Shield [evocation] - Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

Locate Creature [divination] - Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

Storm Sphere [evocation] - A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration.

Wall of Fire [evocation] - You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.








♣ LEVEL 5


Two Spells a day.

Bigby's Hand [evocation] - You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

Immolation [evocation] - Flames wreathe one creature you can see within range.

Passwall [transmutation] - A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration.







♣ LEVEL 6


One Spell a day.

Chain Lighting [evocation] - You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target.

Sunbeam [evocation] - A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn.

Eyebite [necromancy] - For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration:

★ Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
★ Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you 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 you where it can no longer see you, this effect ends.
★ Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.







♣ LEVEL 7


One Spell a day.

Delayed Blast Fireball [evocation] - A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners.

Finger of Death [necromancy] - You send negative energy coursing through a creature that you can see within range, causing it searing pain.






♣ LEVEL 8


One Spell a day.

Sunburst [evocation] - Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range.






♣ ABILITIES


In addition to her spells, Lup has the following abilities:

Rifts - Lup's able to rip portals anywhere to hop between different areas or planes, bringing items or people along with her. Basically a free teleport spell, just much flashier.

Flight - Lup can fly without the use of magic.

Form Manipulation - Though still an elf in appearance, Lup has three forms that she can swap between at will. The first is just her normal, elven appearance, which is completely unchanged outside of being cold to the touch, having no heartbeat, and not needing to breathe. From there, she can shift seamlessly into her reaping form, full on skeleton in a long robe, very classic grim reaper. And the last is a ball of floating light, which is essentially just her raw soul. Though Kravitz can take this form to possess others, Lup doesn't have that skill down quite yet, so she isn't able to.

Summoning - Lup can summon her reaper's scythe to her at any point.

Darkvision - superior vision in dark and dim conditions. She can see dim light within 60 feet as if it was bright light, and in total darkness she can see as if it was dim light. Lup can not discern color in darkness. She also is immune to charm and sleep spells.