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@@ -33,9 +33,52 @@ An arcane magic user with an innate knowledge of certain spells and wild magical
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- Can conduct magical research.
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- [Arcane Spell List](./arcane-spellcasters/known-arcane-spells.html)
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### Sorcery Points
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- Begins each day with a number of sorcery points equal to level.
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### Flexible Casting
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- Spend 1 sorcery point per level to cast a copy of a memorized spell.
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- Allows spell to be cast without removing from memory.
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- Can only be used once per combat round.
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### Metamagic
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Pick one at 2nd, 5th, 9th, and 14th level.
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- **Blasted Spell**: When casting a spell that deals damage to a creature, spend 1 sorcery point to push up to one of the spell's targets 10 feet away from you.
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- **Careful Spell**: When casting a spell that forces other creatures to make a saving throw, spend 1 sorcery point and choose up to 1d6 creatures to automatically succeed.
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- **Distant Spell**: Spend 1 sorcery point to double the range of target spell or increase the range of that spell from "touch" to 30 feet.
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- **Empowered Spell**[^1]: After rolling damage for target spell, spend 1 sorcery point to reroll up to 1d6 damage dice (new rolls must be used).
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- **Heightened Spell**: When casting a spell forces a creature to make a saving throw, spend 3 sorcery points to give one target of that spell disadvantage on its first saving throw made against the spell.
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- **Prolonged Spell**: Spend 1 sorcery point to double the duration of target spell with a duration of 1 minute or longer (24 hour maximum duration).
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- **Quickened Spell**: When casting a spell with a casting time of 1 combat action, spend 2 sorcery points to change the casting time to 1 second for this casting.
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- **Reverberating Spell**: When casting a damaging spell with a duration of "instant", spend a number of sorcery points equal to the spell's level to automatically duplicate the effects of that spell during the next round.
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- **Subtle Spell**: When casting a spell, spend 1 sorcery point to cast it stealthily (without any somatic or verbal components).
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- **Twinned Spell**: When casting a spell that targets only one creature and doesn’t have a range of "self", spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell.
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[^1] Can be used in addition to other Metamagic options on the same spell.
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### Chaos
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- May invoke chaos before casting a spell to roll on table below:
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- May invoke chaos before casting a spell to roll 1d20 + INT bonus on table below:
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| 1d20 | Result |
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| :---: | :-------: |
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| 1 | Mishap |
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| 2-6 | Failure |
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| 7-15 | Success |
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| 16-19 | Excellent |
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| 20+ | Perfect |
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- **Mishap**: Spell fizzles and is expended, 1% chance of Disaster per spell level, -2 next time you invoke chaos.
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- **Failure**: Spell fizzles but is not expended.
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- **Success**: Spell works as normal.
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- **Excellent**: Succeeds in notable manner as determined by referee (double duration, range, targets, etc.)
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- **Perfect**: Succeeds as well as possible (player chooses up to two effects from Excellent, possibly without expending spell), +2 next time you invoke chaos.
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#### Disaster
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### Stronghold
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