The magic schools are different in the Elder Scrolls, and to represent this, I have tried to recreate the magic system. This is the Destruction school of spells. You can use any or all of these spells in other D&D campaings, but they were designed to be balanced with the Elder Scrolls conversion project. None of these spells require material components, only somatic and verbal (all of them).
Destruction magic focuses on creating destructive magical energies, often connected to the elemental forces of Fire, Ice and Lightning. While not all offensive abilities are in the school of destruction, the most potent ones are all found here, but also the Destruction school is lacking in spells that could be useful in non-combat situations.
Novice spells
Cantrips: Flare, Spark, Snowball
1st level: Flames, Frostbite, Sparks
Apprentice spells:
2nd level: Flashbolt, Ice spike, Shock, Flame touch, Cold touch, Electric touch
3rd level: Weakness to the elements, Elemental rune, Fire burst, Winter mist, Electric burst
Journeyman spells:
4th level: Flame cloak, Lightning cloak, Ice cloak
5th level: Fire ball, Chain lightning, Ice storm
Expert spells:
6th level: Elemental wall, Incinerate, Icy Spike, Thunderbolt
7th level: Ball lightning, Freezing gale, Scorching blast
Master spells:
8th level: Ignite, Electrocute, Freeze
9th level: Blizzard, Fire storm, Lightning storm
Destruction:
Cantrips:
- Flare
Casting time: 1 action
Range: 30 feet
Duration: Instantaneous
You shoot a small ball of fire at your enemies within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 fire damage. Small flammable objects hit by the spell ignite if they are not worn or carried.
The damage of the spell increases by 2d4 when you reach 5th level (4d4), 11th level (6d4) and 17th level (8d4)
- Spark
Casting time: 1 action
Range: 30 feet
Duration: Instantaneous
You shoot a small arc of lightning at your enemies within range. Make a ranged spell attack against the target. On a hit, the target
takes 2d4 lightning damage. Water and metal can carry this damage to the nearest creature in contact with it, but they only take half damage.
The damage of the spell increases by 2d4 when you reach 5th level (4d4), 11th level (6d4) and 17th level (8d4)
- Snowball
Casting time: 1 action
Range: 30 feet
Duration: Instantaneous
You shoot a small gust of cold air at your enemies within range. Make a ranged spell attack against the target. On a hit, the target
takes 2d4 cold damage. Small amounts of water freeze when hit with the spell.
The damage of the spell increases by 2d4 when you reach 5th level (4d4), 11th level (6d4) and 17th level (8d4)
1st level spells
- Flames
Casting time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute.
You can shoot a stream of flames at your opponent. Make a ranged attack roll against a creature within range. On a hit, the target takes 1d10 fire damage. If you keep up the concentration, you can keep using your action to continously deal 1d10 fire damage until the end of the duration. If the target is hit, and takes damage, it must make an Agility (Dexterity) saving throw against your spell DC, or catch fire, unless it is already on fire. The target risks catching fire during the whole duriation if its not already on fire. Until the creature uses its action to extinguish the flames, it takes 1d4 fire damage on the start of its turn.
At higher levels: When you cast this spell at a higher spell level, the damage increases by 1d10 for each level above the 1st.
- Frostbite
Casting time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute.
You
can shoot a stream of cold air at your opponent. Make a ranged attack
roll against a creature within range. On a hit, the target takes 1d12 cold damage. If you keep up the concentration, you can keep using your
action to continously deal 1d12 cold damage until the end of the
duration. If the target takes damage, its movement speed drops by 5 feet, up to 15 feet. This effect persists until the target takes damage.
At higher levels: When you cast this spell at a higher spell level, the damage increases by 1d12 for each level above the 1st.
- Sparks
Casting time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute.
You
can shoot a stream of electric energy at your opponent. Make a ranged attack
roll against a creature within range. On a hit, the target takes 2d6 lightning damage. If you keep up the concentration, you can keep using your
action to continously deal 2d6 lightning damage until the end of the
duration.
At higher levels: When you cast this spell at a higher spell level, the damage increases by 2d6 for each level above the 1st.
2nd level spells:
- Flashbolt
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You shoot a bolt of fiery flame at your opponent. The target must make an Agility (Dexterity) saving throw, or take 4d8 fire damage, or half as much on a successful save.
- Ice spike
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You form an arrow sized icicle between your hands, and shoot it towards your opponent. The target must make an Agility (Dexterity) saving throw, or take 2d8 cold and 2d8 piercing damage, or half as much on a successful save.
- Shock
Casting time: 1 action
Range: 60 feet
Duration: Instantaneous
You shoot a bolt of electric energy towards
your opponent. The target must make an Agility (Dexterity) saving throw,
or take 3d12 lightnig damage, or half as much on a
successful save.
- Flame touch
Casting time: 1 action
Range: Touch
Duration: Instantaneous
Your hands burst out in flames as you touch your enemy. Make a melee spell attack against maximum two targets within 5 feet of you. You must make separate attack rolls for each, and you need empty hands to do this. You can divide 4d10 damage between them. If you only attack one target, you need to use both hands or the target takes half damage. You must decide how you divide the damage before you roll for damage. You can only divide the damage in d10 increments.
- Cold touch
Casting time: 1 action
Range: Touch
Duration: Instantaneous
Your touch freezes the blood of your enemies. Make a melee spell attack against at a target within range. On a hit, the creature takes 6d6 damage. You must use both hands for this attack, or the targets takes half damage. You need empty hands to cast the spell.
- Electric touch
Casting time: 1 action
Range: Touch
Duration: Instantaneous
Electric enegry strikes your opponents from your hands as you touch them. Make a melee spell attack against a target within range. Against creatures wearing metal armor, or covered in water make the attack roll with and advantage. On a hit the target takes 4d8 lightning damage. You must use both hands for this attack, or the targets takes half damage. You need empty hands to cast the spell.
3rd level spells
- Weakness to the Elements
Casting time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
Your magical might allows you to weaken the defenses of your foes. Up to 4 creatures of your choice within range must make a Willpower (Wisdom) saving throw, or it become vulnerable to an elemental damage of your choice (Fire, Cold, Electric). If the target has resistance against said element, it will no longer have resistance for the duration of the spell.
At higher levels: When you cast this spell at a higher spell level, you can increase the creatures affected by 4 for every level above 3rd.
- Elemental Rune
Casting time: 1 action
Range: 30 feet
Duration: (See below)
You can summon a rune sign on a flat, solid surface within range of the element of your choice (Fire, Cold, Electric). The rune is magically linked to you, you are always aware of its position. Others must make a Perception or Investigation check against your spell save DC to notice it. When a creature touches the rune, the stored energies of it manifest in a violent explosion damaging everyone and everything around it within 15 feet. Creatures caught in the explosion take 6d6 elemental damage of your choice (You must make the choice when casting the spell).
Alternatively, casting a spell of the same element on the rune detonates it prematurely. You can only have 1 rune active at a time. Creating a new rune dispels the previous one.
At higher levels: When you cast this spell at a higher spell level, you can increase the damage of the rune by 2d6 for every spell level above the 3rd.
- Heat blast
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
You can create a fiery explosion within range at a point you can directly see. Centered around the point of your choosing, a 30 foot radius is covered in flames. All creatures within the radius must make an Agility (Dexterity) saving throw, or take 6d6 fire damage, or half as much on a successful save. The ground where the spell hit stays in flames for 2 rounds. Creatures starting, or ending their turns there must take 1d6 fire damage.
At higher levels: When you cast this spell at a higher spell level, the damage increases by 1d6 for each level above the 3rd.
- Shocking burst
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
You
can create an electric explosion within range at a point you can directly
see. Centered around the point of your choosing, a 30 radius electric energy manifest. All creatures within the radius must make an Agility
(Dexterity) saving throw, or take 6d6 electric damage, or half as much on a
successful save. The ground stays charged where the spell hit, creatures starting or ending their turns there must make an Endurance (Constitution) saving throw, or they lose their ability to take bonus actions and reactions in the next turn
At higher levels: When you cast this spell at a higher spell level, the damage increases by 1d6 for each level above the 3rd.
- Winter mist
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
You
can create an icy mist within range at a point you can directly
see. Centered around the point of your choosing, a 30 foot radius is
covered in freezing mist. All creatures within the radius must make an Endurance (Constitution) saving throw, or take 6d6 cold damage, or half as much on a
successful save. The mist stays for 2
rounds. Creatures starting, or ending their turns have their speed decreased by 10 for 1 minute.
At higher levels: When you cast this spell at a higher spell level, the damage increases by 1d6 for each level above the 3rd.
4th level spells
-Flame cloak
Casting time: 1 action
Range: Self
Duration: 10 minutes
Bright red flames engulf your body, swirling around you for the duration of the spell. The spell sheds bright light in a 10 foot radius, and dim light in another 10 foot radius.
You gain resistance to cold damage, and cold enviromental effects for the length of the duration. In addition, everytime a creature within 5 feet of you makes a melee attack against you, the flames strike out to it, dealing 2d8 fire damage.
-Lightning cloak
Casting time: 1 action
Range: Self
Duration: 10 minutes
Blue electric energie engulfs your body, swirling around you for the duration of
the spell. The spell sheds bright light in a 5 foot radius, and dim
light in another 10 foot radius.
Everytime a creature within 5 feet of you makes a melee
attack against you, an arc of lightning strikes out to it, dealing 2d8 lightning
damage. Creatures wearing metal armor, or covered with water take double damage.
-Frost cloak
Casting time: 1 action
Range: Self
Duration: 10 minutes
Freezing cold air swirls around you for the duration of
the spell. The spell sheds dim light in a 10 foot radius.
You gain resistance to fire
damage, and hot enviromental effects for the length of the duration. In
addition, everytime a creature within 5 feet of you makes a melee
attack against you, the freezing air chills their blood, dealing 3d6 cold
damage.
5th level spells
- Fire ball
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
You form a large ball of flame, shooting at your enemies at high speed. Every creature within 30 feet of the target must make an Agility (Dexterity) saving throw. The ball of flame explodes dealing 8d10 fire damage and 2d10 force damage in a 30 feet radius. Enemies caught in the spell are knocked back 10 feet. On a successful saving throw targets take half damage and are not knocked back.
- Chain lightning
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
You shoot an arc of lightning at a target you can see. The arc then spreads over to any other enemy of your choosing within 30 feet, and then again. Each new target takes half as much damage. Each target must make an Agility (Dexterity) saving throw, on a successful save they take half damage. You can attack up to 4 targets with this spell. The first one takes 8d12, the second 4d12, the third 2d12 and the last one takes 1d12 lightning damage.
- Ice storm
Casting time: 1 action
Range: 120 feet
Duration: 1 minute
You can create a cloud of freezing cold air swirling, filled with thousands of small ice crystals. The cloud fills a 20 foot radius centered at a point you choose within range. During the duration, as an action you can choose to move the cloud 20 feet in any direction.
When the cloud appears each creature in it must make an Endurance (Constitution) saving throw or take 3d10 cold and 2d10 piercing damage, or half as much on a successful saving throw. A creature must also make a saving throw when it enters the spell's area for the first time, or ends its turn there.
6th level spells
- Elemental wall
Casting time: 1 action
Range: 120 feet
Duration: Concentration, up to 10 minutes
You can create a wall of the element of your choosing (Fire, Ice, Lightning) on a solid surface within range. The wall is 60 feet long, 10 feet high and 5 feet thick, or you can create a circle of 20 feet diameter and 20 feet high. The wall is opaque and lasts for the duration.
When the wall appears each creature within it must make an Agility (dexterity) saving throw or take 7d8 elemental damage, or half as much on a successful save.
Any creature that ends the turn within 10 feet of the wall must make a saving throw or take damage again.
A creature can pass through the wall, but it must make the saving throw again.
At higher levels: When you cast this spell at a higher spell level, the damage increases by 2d8 for each level above the 6th.
- Incinerate
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
You set your opponent ablaze. Choose a target you can see within range. It must make an Endurance (Constitution) saving throw, or it takes 6d12 fire damage and catches on fire. On a successful save the target takes full damage, but doesn't catch on fire. This fire is magical and cannot be extinguished, only dispelled by a dispel spell. The target takes 1d8 fire damage each round for 1 minute.
- Icy spear
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
This spell is a more powerful version of Ice spike. You hurl a lance made of ice at your opponent within range. Make a ranged spell attack. On a hit, the target takes 5d10 cold and 5d10 piercing damage. On a miss the spear explodes into countless tiny splinters. Every creature within 20 feet of the target must make an Agility (dexterity) saving throw, or take 3d10 cold and 2d10 piercing damage, or half as much on a successful save.
- Thunderbolt
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
A bolt of thunder strikes from your hands, damaging and knocking down your enemies. Choose a creature within range, it must make an Agility (Dexterity) saving throw or take 6d6 lightning and 6d6 thunder damage, or half as much on a successful save. On a failed save the target is deafened for 1 minute and knocked prone.
Every creature within 15 feet of the target must make a Strength saving throw, or also be knocked prone.
7th level spells
- Ball lightning
Casting time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You create a 5 foor diameter ball of lightning on an unoccupied space within range. When the ball appears all creatures within 5 foot of it must make an Agility saving throw or take 8d6 lightning damage and be stunned. On a successful save the creature takes half damage and is not stunned.
You can move the ball of lightning as an action on each of your turns. It has a speed of 40 feet. Any creature coming in contact with the ball must make a saving throw. Creatures who end their turn within 10 feet of the ball must make a saving throw. Creatures who end their turn sharing a space with the ball make the saving throw with a disadvantage.
At the end of the duration, or if your concentration breaks, or you use a bonus action to end the spell, ball detonates. All creatures within 30 feet must make an Agility (dexterity) saving throw or take 6d6 lightning damage, or half as much on a successful save.
- Scorching blast
Casting time: See below
Range: 120 feet
Duration: Concentration, up to 1 minute
You can start gathering your magical energy into a blast of flames and fire. You create a small ball of fire between your fingers, and using your action you can make it grow bigger and more powerful each round until the end of the duration. Creating the ball is an action, shooting it is a bonus action. When the ball is shot it explodes into a 30 feet radius flameblast.
The base damage of the blast is 12d6. Each round you spend concentrating before the spell explodes the damage increases by 1d6.
When the blast explodes, each creature within 30 feet radius must make an Agility (Dexterity) saving throw or take the accumulated fire damage, or half as much on a successful saving throw.
- Freezing gale
Casting time: 1 action
Range: 80 feet
Duration: Instantaneous
You can summon the strong winds of the north, knocking over and freezing your enemies. Freezing cold air blows from your hands in an 80 feet long, 10 feet wide line. Creatures who are large or smaller must make a strength saving throw. On a failed save, they are knocked prone and pushed back 20 feet and take 12d6 cold damage. On a successful save they are not knocked prone, but still pushed back by 20 feet and take half as much damage.
8th level spells
- Ignite
Casting time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You can set your enemies on flames. Choose up to 6 creatures within range. They must make an saving throw or catch on fire. Once caught fire they take 3d12 damage every turn until they put out the flames, and have disadvantage on all ability checks. On a successful saving they take half damage and the flames dont ignite them. During the duration, even if they put out the flames they burst up again, dealing damage again. Creatures who caught fire continue flaming until they put it out using their action even after the duration.
- Eletrocute
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
You
can set your shock and stun your enemies. Choose up to 6 creatures within range.
They must make an Endurance saving throw or be electrocuted. They take 10d6 lightning damage and are stunned for 1 minute. On a successful saving throw they take half damage and are only stunned for 1 turn.
- Freeze
Casting time: 1 action
Range: 120 feet
Duration: Instantaneous
You can freeze your opponents in their place. Choose up to 6 creatures within range.
They must make an Endurance saving throw or be frozen. If they fail the saving throw, they are petrified into ice for 10 minutes. After the 10 minutes has passed the petrification ends and they take 10d8 cold damage. On a successful saving throw, they take 10d8 damage and not petrified.
9th level spells
- Fire storm
Casting time: 1 action
Range: Self
Duration: Instantaneous
You can create a large, fiery explosion with 60 feet diameter centered on you. Every creature in the radius except you must make an Agility (dexterity) saving throw or take 20d10 fire damage, and knocked back to the edge of the effect. They take an extra 1d10 bludgeoning damage for every 10 feet they are pushed. On a successful save, they take half as much damage and they are not pushed.
- Blizzard
Casting time: 1 action
Range: Self
Duration: Concentration, up to 1 minute
You can create a large 40 feet diameter storm centered around yourself. The temperature is freezing, and every smaller objects that can be moved and isn't worn or carried is also taken up by the wind. When the storm is created every creature but you must make an Endurance (Constitution) saving throw or take 10d10 cold damage, or half as much on a successful saving throw.
Creatures except you within the storm also have their speed decreased by 15 feet. Every time a creature enters or ends their turn within the storm, they must make a saving throw or take damage.
Debris if available, within the storm can also cause damage, 1d10 piercing or bludgeoning depending on the object. If there is debris in the storm, each creature must make an Agility (Dexterity) saving throw, or get hit by debris. On a successful save take half as much damage.
- Lightning storm
Casting time: 1 action
Range: 150 feet
Duration: Concentration, up to 1 minute.
You shoot a 5 foot wide line of lightning at your enemies. All creatures within the line must make an Agility (Dexterity) saving throw or take 14d6 lightning damage or half as much on a successful save. On your turn you can as an action adjust the direction of the line.
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