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#1st level
dndspellgifs · 2 months ago
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1st level illusion
Bard, Sorcerer, Wizard
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thearcanacheck · 9 months ago
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Witch Bolt
Although warlocks are rarely seen firing off Witch Bolts, the spell has roots in eldritch magic. 
According to lore (the story is never prefaced with “according to Legend,” on account of it being dull and never told around campfires), there was once a coven of witches with a particularly modern-minded member of the trio. She commanded lightning to accomplish most wiccan tasks -- substituting hot plates for cauldrons and using an electrical flying broom which was much quieter than the gas-guzzling brooms of her peers.
Her ability to shoot magical lightning in all directions was a skill known and feared throughout the countryside, and by none moreso than the other two witches. Her allies, one known for always wearing plate armor and the other known for her 8ft-tall pointy hat, were unnerved by how lightning seemed to have a mind of its own. I’m putting this very lightly.
Despite herself, the witch in question eventually put to pen a spell specifically designed to fire lightning without fear of it leaping in all directions. She refused to admit that Witch Bolt was created to quell the complaints of the other witches. Instead, she merely grew tired of being yelled at from 20 yards away and wanted them to feel safe enough to come nearer and complain at a more reasonable volume.
The original version of Witch Bolt is far more powerful and likely to stop any monsters, allies, bystanders, and overhead birds in their tracks. The original spell differs from the refined version in the following ways:
1. Instead of targeting one creature, the spell targets yourself. 2. All creatures (besides yourself) within 50 feet of you must make a dexterity saving throw or take damage. 3. On each of your turns for the duration, you can use your action to deal damage to any creatures within radius who failed their initial saving throw. 4. On any of your turns while you’re concentrating, you can choose to force all creatures within range to re-do their saving throw. 5. You are Restrained for as long as you concentrate on this spell. If you lose concentration on the spell before the duration is complete, you and all creatures within rage take 1d6 lightning damage for each spell slot you expended.
What details on the spell that remain are sketchy, since most notes are concerned with how to administer CPR to elderly witches.
Common knowledge regarding the spell is plentiful: many alchemical shops can be spotted across town by the gnarled lightning rods used to create the material component. The verbal component is usually a complicated chattering, but purists believe that throwing one’s head back in a mad cackle is the only way to fire off Witch Bolts.
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valiha · 4 months ago
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I'm close to completing the latest tazhib exercise; still have several lines to draw out.
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5ecardaday · a year ago
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Spark Jolt (1st Level, Evocation)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
You slam the ground with great force, causing a shower of red-hot sparks. Each creature of your choice within 15 feet must make a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a success. A creature that fails this saving throw is also blinded until the start of your next turn.
After casting this spell, roll a d20 and record the result. Once before the end of your next short or long rest, when you roll a d20 you can choose to replace the roll with the recorded one. You can do so after seeing the roll, but before you know the result. If you have already cast a spell that allows you to roll any number of d20s and record the results, you lose the results of any previously recorded rolls.
If you’d like to support what I do, find free pdf’s for my content, get insight into my design process, and get access to other exclusive homebrew content, feel free to check out my Patreon, whose link can be found on my page.
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sirspud · 2 months ago
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The Daring Ducks: Sword and Key
Previous, Next (coming soon)
After several fruitless attempts to pick the lock (Disable Device Check, taking 20 = 27), the party decide to head through the southern door on the upper portion of the room. Grabbing the body of the wooden golem, they drag it back onto the pressure plate the statue had previously been standing on, resetting the stairs back to normal. They walk up the stairs, and open up the door to the next room.
The corridor is flanked by four pairs of statues, set into the alcoves in the walls. Each statue is carved in the likeness of a duck wielding a sword, with the four northmost statues having their swords wrapped in leather padding.
Dewey starts to enter, but Louie quickly pulls him back, smelling a rat. Why would anyone go to the trouble of wrapping up a sword on a statue, he asks? He moves into the corridor, and begins to inspect it thoroughly for traps (Perception Check, taking 20 = 24).
After almost a minute of slowly investigating the area, Louie spots a pressure plate, right between two statues, neither of which have leather around their swords. He kneels down with a smirk, getting out his thieves' tools and starting to disarm the trap (Disable Device Check = 16). He tries to lift the pressure plate to try and get at the mechanism underneath, but he can't quite get enough leverage to lift the plate up. Frowning, he tries again.
(Disable Device Check = natural 1)
On his second attempt, as he's trying to lift it up, he accidentally puts his hand upon the pressure plate. The paved stone is pushed down, and each of the swords fall downward. The two blades to either of Louie's side carve through his shoulder and his arm, causing him to yelp in pain.
The other ducks immediately move up to help him, stepping over the fallen blades as they do (Acrobatics Checks = natural 20 [Huey], natural 20 [Dewey], 13 [Webby]). Webby takes out her healing potion and gives to him. The younger triplet immediately downs it, sealing the wounds caused by the trap entirely. He then gets up, wiping the liquid from his mouth, and muttering, "Not one word."
The ducks step over the last pair of swords (Acrobatics Checks = 7 [Huey], 12 [Dewey, taking 10], 12 [Louie, taking 10], 16 [Webby, taking 10]). Huey accidentally cuts himself on one of the blades, wincing, but not complaining. They step over the leather-wrapped swords with ease, then they open up the door into the next room.
In the centre of the room is a large pool of water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Silas McDuck, the head of the statue broken off and nowhere to be seen. As the young ducks enter, a voice booms out from the darkness, causing the party to jump in fright - "Magic is the key."
Then, silence.
Everyone looks at each other, confused. Experimentally, Huey casts a detect magic spell, but he cannot find anything.
The party move up to the pool, trying to look into its depths. The pool is deep, and it's impossible to make out the bottom. Webby suddenly recalls what the survivor, Oakenduck, said to them - that they'll need to go for a swim.
Slowly, everyone's head turns to the best swimmer in the group.
Dewey sighs, then begins taking off his armour.
Soon, the young duck is in naught but a leather tunic, his scale mail placed to the side. Getting up on the lip of the pool, he dives in, and begins swimming down (Swim Check, taking 10 = 16).
Meanwhile, Louie gets down to another door, next to the door they'd entered through. Finding it to be locked, he tries to pick the lock with his thieves' tools (Disable Device Check, taking 20 = 27). Frustratingly, however, the lock appears to be of a finer quality than he's used to picking. He goes to the door on the east wall and tries the handle. The door opens easily, revealing it to lead back into the first room of the crypt.
Suddenly, Dewey erupts from the pool of water, gasping. He leans up against the lip of the pool and complains that the bottom of the pool is covered with iron keys - like, almost a hundred of them! The two dry ducks think about for a moment - and then it clicks.
Huey walks up to the edge of the pool and casts detect magic once more. As the divination spell warms up, a faint magical aura becomes apparent, originating from the bottom of the pool. While previously blocked by the surrounding stone floor, this casting of the spell reveals that one of the keys is magical - magic is the key!
Huey and Dewey look down into the pool. Huey tries to point out which key is the magical one, and Dewey dives down to retrieve it.
(Intelligence Checks = Huey 8, Dewey 17)
Dewey comes up and pulls up an iron key. Huey frowns and shakes his head, and Dewey dives down once more.
(Intelligence Checks = Huey 8, Dewey 5)
Dewey emerges, holding another key, looking a little annoyed. Huey shakes his head, and Dewey descends back into the water.
(Intelligence Checks = Huey 16, Dewey 11)
When Huey shakes his head for the third time, Dewey snaps that they can't just go through all 100 of the keys. He's cold and wet, and he doesn't want to spend an hour in this pool! Huey rebuts that they've only gone through three of the keys. If Dewey would just listen to his directions, then they can find the right key in no time.
After a few moments of bickering, Huey gives up and starts to take off his armour to go into the pool. Dewey flops out, soaking wet, as Huey slowly descends into the freezing cold water. After a minute, Huey erupts from the pool, clutching a key in his hand victoriously. This is the one!
As Huey pulls himself out of the pool, Webby suggests a short break to dry off and recuperate. The two sopping wet ducklings agree, neither of them looking forward to donning their armour in their sodden state. Picking up their gear, the party heads outside to set up a campfire, with hopes to dry off, patch up their cuts, and prepare for a second attempt.
+250 XP - LEVEL UP.
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kaihihanto · a year ago
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donna just wanna pass the first level goshdang it lumi >:(
【do not repost!】
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dungeoncartographer · 2 years ago
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5e - Utility Spell
Structure of Force
1st level Conjuration (Bard, Sorcerer, Warlock, Wizard)
Casting Time: 1 action
Components: V, M (A lead wire traced through the air)
Duration: Concentration, 10 Minutes
Range: Touch
You summon a simple structure (such as a section of wall, ramp, set of stairs, chair or crate) that fits within a 5 foot cube. The structure can only be summoned in unoccupied space, otherwise the spell fails. The structure is made of translucent arcane force and has the durability of a similar object made of basic materials (such as mortared stones, wood beams, or thin metal sheets, as determined by the DM). If you move more than 100 feet from the structure, the spell ends. The structure is weightless but rigidly locked in place; It can only be moved through space up to 10 feet, as an action, by making a successful strength check vs your spell save DC. 
If you cast this spell at higher levels, you may increase the size of the structure by a 5 foot cube for each spell slot above 1.
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component-pouch-stims · 2 years ago
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Ice Knife 1st level Conjuration spell 1 action, 60 feet range, instantaneous after casting Components: a drop of water of a piece of ice
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endreal · 2 years ago
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Modern RPG character. Class: Scoundrel. Spec: Fool (status/debuff). Level: 1. ((she/her. okay to reblog.))
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dndspellgifs · 15 days ago
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Shield
1st level abjuration
Sorcerer, Wizard
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thelibraryofthacey · 3 months ago
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[The name comes from a spell in The Elder Scrolls III: Morrowind. It's nothing special, just a low level, short duration invisibility spell, but it's got a cool name and we gotta give it credit for that!]
Brevusa’s Averted Eyes
School: Enchantment
Casting Time: Action
Range: Self
Components: S, M (a forget-me-not petal)
Duration: Concentration, up to 10 minutes
Description: You weave a cloud of mundanity around you that may cause others to overlook you. For the duration of the spell, any creature that would notice you directly must make a Wisdom saving throw. A creature that is immune to the charmed condition automatically succeeds. On a failure, the observer does not consciously notice you for the remainder of the spell. You are not invisible to the observer, simply overlooked or deemed unimportant. The spell ends if you attack or cast a spell, and an observer gets a new saving throw if it would witness you perform a very noticeable action, such as shouting.
At Higher Levels: When you cast this spell using a 3rd level spell slot, its duration increases to 1 hour. If you use a 5th level slot, the duration increases to 8 hours, it no longer requires concentration, and attacking or casting another spell does not end the effect, but instead renders any creature that would witness you doing so immune to this casting of the spell for the remainder of the effect. With a 7th level slot, the duration becomes 24 hours. With a 9th level slot, it becomes permanent.
Appropriate for: bard, sorcerer, wizard, warlock.
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thearcanacheck · a year ago
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Chromatic Orb
Chromatic Orb is a commonly taught spell for young wizards, but not-so commonly used.
When an evoker first studies The Art, they usually start off learning how to use different cantrips and familiarizing theirself with the different “elements” of magic. Fire Bolt, Ray of Frost, Shocking Grasp, Poison Spray, Thunderclap, Acid Splash, ETC. After a year or more of this, a beginning Evoker must put everything they’ve learned about the elements together and a perfect Chromatic Orb.
After they’ve passed the test, they likely won’t have to again.
This is because among most students of The Art a 50gp Diamond represents 50gp they’d rather spend on fancier hats, more advanced texts, and fruity liquor suitable for those with dumped constitution scores.
For this reason, every University of The Art is equipped with a very profitable “Arcane Shoppe & Rentlle” boutique. Among other texts and foci, students can rent cracked, opaque diamonds that look as though they’ve spent more time at the bottom of a Wizard’s backpack than in the ground.
Advanced Evokers with a blind spot in personal accounting typically cast Chromatic Orb without the diamond. The only drawback to this is that the damage type for the orb is completely random. In other scenarios where diamonds are in short supply (cough cough revivify cough), a different gem can be used to cast this spell -- although only one damage type can be produced:
Ruby (Fire) Pearl (Acid) Sapphire (Cold) Jade (Poison) Amethyst (Thunder) Topaz (Lightning)
In the hands of an Evocation Savant, Chromatic Orb cast at the 9th level produces similar effects to “Meteor Swarm.” Except there are six meteors (each one inflicting one of the six damage types in addition to bludgeoning damage) and one of the meteors is centered on the focus, shattering it instantly.
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darkeraven22 · 13 days ago
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The Path Of The Pathfinder: The Fall Of Plaguestone 2nd Edition Module (1st Level)
The Path Of The Pathfinder: The Fall Of Plaguestone 2nd Edition Module (1st Level)
So another module has shown up, specifically my first 2nd Edition Modbule for Pathfinder… which kinda seems a bit sad as I thought the Fall would involve demons, or the undead… but it seemingly doesn’t. “A group of new adventurers travelling through the village of Erran’s Folly — also known as Plaguestone — must come together to solve the murder of a friend. What starts as a simple…
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5ecardaday · a year ago
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Gods Willing (1st Level, Abjuration)
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: 1 round
Classes: Bard, Cleric, Druid, Paladin, Ranger
You bestow a blessing of the gods on a creature, granting them both protection from the elements for a short time, as well as a glimpse into the future. Choose a willing creature that you can see within range, then choose a damage type from the following: acid, cold, fire, lightning, poison, radiant, necrotic. The target gains resistance to damage of the chosen type until the end of your next turn. Then roll a d20, and record the number rolled. Once before the end of the target’s next short or long rest, when it rolls a d20 it can choose to replace the roll with the recorded one. The target can do so after seeing the roll, but before it knows the result.
If you’d like to support what I do, find free pdf’s for my content, get insight into my design process, and get access to other exclusive homebrew content, feel free to check out my Patreon, whose link can be found on my page.
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ilsagace · 3 years ago
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Ok… I have been working on “Double-T” the first level’s boss (this is the name so far). I wanted to make a character that was a mix of a punk from Hokuto no Ken and a mexican Luchador. He’s kinda crazy and feral. Since his sprites are bigger than the previous characters I had to change the way I was drawing him: since he is bigger I can use the pencil like a regular 2d animation. So, it actually took me a while to figure out even though I kinda knew it from last week… watevs. More to come.
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luna-ainsworth · 3 months ago
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Thank you @yoonkangsstuff for the inspiration 👏🙏
I'm a sucker for angsty past-life motif so I'm trying to develop one for Gahan, either as a fanfic, gifset or FMV (given that I can find the HD materials). I've just finished Ji Sung's Fengshui and I realize it has more similarity to The Devil Judge than I thought. I haven't watched Jinyoung in Legend Of The Blue Sea tho but I have some ideas:
- Kang Yo Han's previous life is a man living in Joseon period named Lee Heung Sun, who was the uncle of the current king. His brother - the deceased crown prince - was murdered by Kim Jwa Geun - head of the Kim Clan, who at the moment was having the absolute power in court.
- Kim Ga On's past life had the same name as him. He was a son of Kim Jwa Geun. Back then, the Kim Clan was the right hand of the previous kings, until Kim Jwa Geun was blinded by power and fortune.
- Young Heung Sun and Ga On went to the same school since they both belonged to the noble class. Heung Sun was 18, Ga On was 16 when they first met.
- They fought over a piece of jewelry in the market that they planned to give their crushes.
- They met again in school. Bad impression made them hate each other at first but during a school field trip, they got really lost and had to depend on each other to survive. Then they realized they had more in common than they thought and they bonded overtime. They would spend time studying together, having lunch and drinking wine and talking about anything in the world. Love started to blossom between them but they didn't realize it.
- One day, rumors started to grow in the palace. The Kim Clan was holding to much power and some feared a coup d'etat would happen soon. Heung Sun and Ga On brushed it off until it did happen. The Kim Clan murdered Heung Sun's brother and put a toddler on the throne as a tool to control the court. Heung Sun and Ga On's relationship fell apart.
- A short time later, Ga On fell ill. A deadly cancer that was impossible to cure back then. He tried to sent Heung Sun one last letter as a goodbye but Heung Sun burnt it without reading, only to regret it when he found out about Ga On's death some time later. He tried to forget Ga On, the son of the person who killed his brother. Moreover, the sad memories were one of his weaknesses. However, Ga On was also his happiest memories, and he found himself not being able to forget Ga On no matter how much he tried.
- 13 years later, Heung Sun planned to help the current king regain power. His right hand person ((a she but to him she was the same as K to Yo Han)) killed herself while being confronted by his rivals. He later fell into darkness as he attempted to make his son king. It turned out that helping the current king was just a step to achieve his final goal.
- The gods said that Heung Sun and Ga On were made for each other. But Heung Sun, in his lifetime, committed the sin of betrayal, contaminating sacred ground and destroying the Gaya temple. As a result, they decided that they would put him through almost the same hardship again in his next life as a test and if he passed, they would bless him with a happy ending with Ga On.
- Once again, Heung Sun, now Yo Han, had to mourn his brother and right hand person's death again and this time, he was betrayed by Ga On himself. But also this time, he didn't succumb to power and darkness, thanks to the two people he considers to be his world, Elijah and Ga On. And thus, Yo Han passed the test of the gods.
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component-pouch-stims · 2 years ago
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Color Spray 1st level Illusion spell 1 action, range of self and a 15 foot cone, 1 round duration Components: A pinch of powder or sand that is colored red, yellow, and blue. x
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