NKOM SRD

Evocation

Evocation

Written on paper-thin slices of dragonscale this book can withstand the harshest of conditions. However it has still been worn by the ages. The harsh lines of Draconic in this tome detail the magic of dragons.

Cantrip: Elemental Blast
Slow
You may throw one of the 7 destructive magics as a blast of energy, as if it were a regular ranged weapon with no tags, you may use your INT or CHA in place of DEX. The attack deals 1d8 damage of your choice of; Fire, Cold, Lightning, Acid, Plague, Thunder or Light.

Destructive Spells

Destruction magic functions differently to the way most spells do, they are flexible in a way, their simple nature allows for casters to adapt the spell to the situation.
Instead of spells you have Forms and Elements. Each element has a unique effect on the spell, while each form changes how the spell is expressed.
When taking a single spell from this list chose a single Form, being able to cast it with any Element.

Element

*The elements effects can be negated or reduced by actions taken, such as dousing yourself in water, drinking an antidote or grounding lightning with metal. *

  1. Fire: Damaged targets take an additional [dice] damage and also become Burning.

  2. Cold: Creates icy ground, in the area of the spell + a [dice]×5ft diameter area, characters who walk through the icy ground must save or fall prone and take 1d6 damage.

  3. Lightning: The attack chains, dealing [dice] damage to up to a total of [sum] targets within close range of each other. Any given target can only be damaged by this effect once.

  4. Acid: Enemies hit also take [dice] additional damage from physical attacks for the scene.

  5. Thunder: The attack knocks the target(s) back [dice]×5ft and deafens them.

  6. Plague: The attack also weakens the target, giving them a -1 penalty on attacks and checks for [dice] turns.

  7. Light: The attack also blinds the target until the end of their turn.

Forms

  1. Blast

Slow
Deals [sum] damage to all targets in a [dice]×5 ft. radius around a point you chose within Medium Range. Save PHYS for half damage.

  1. Ray

Slow
Select [dice] targets within Far Range, each takes one dice's [sum] damage. Save PHYS for half damage.

  1. Wall

Slow
Create a wall 5 ft thick, tall and up to [dice]×40 ft long. This wall can be in any shape you choose. This wall blocks line of sight and deals [sum] damage to any creature that passes through it or is within the area of the spell when it is cast. Any character within the effect when the spell is cast must move out of the effect, they may save PHYS to avoid taking damage.

  1. Armor

Slow, Concentration
Conjure an elemental barrier about a close ally (including yourself), this grants +[dice] armor. When you end concentration the armor will detonate, dealing [sum] damage to all enemies in melee range of the target, save PHYS for half.

  1. Breath

Slow
You grant a creature you touch the ability a breath weapon. They may, as an attack, exhale a [dice]×10 ft cone of elemental force, dealing [sum] damage to all character within. The ability ends when it has been used or at the end of the scene.

  1. Storm

Slow, Concentration
You conjure a massive storm over [dice]×40 ft diameter area, centered on yourself, characters you choose in the area have the elements effect applied to them.

  1. Call

Ritual(3)
You call down an almighty elemental force centered on a single target you can see within far range. When the ritual completes, the target takes [dice]×[sum] damage.

Secret Spell: Prismatic Beam

Slow
This powerful spell is as uncontrollable as it is powerful. For each character, including yourself, within medium range roll a d6 twice for a Form and Element, the rolled spell is cast targeting or centered on that character. Each spell is cast with the [sum] and [dice] you cast this spell with. Any concentration spells last [dice] rounds.

#tome