Miracles of Ancient Wonder (RWBY/D&D Homebrew)

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Once, there was the dance of spheres, in which all things moved, and all things had their place...
Character Choice

Ericwinter

Definitely not a Skaven Infiltrator
Location
America
Once, there was the dance of spheres, in which all things moved, and all things had their place. The Planes of existence were in harmony, and all was well. But then, in an age so old it is almost lost to even the gods, there came a pair of beings, from so far beyond the spheres that even the Far Realm seemed as a vast sea between two lands. They were brothers, these beings, split between light and darkness, and what they found in the Spheres fascinated them, but none more so than the Prime Material itself. Never before had they seen such a place of balance, a place of beautiful simplicity and diversity. So fascinated were they, in fact, that these brothers decided to conduct an experiment. The details are unimportant, known only to them, but what matters is that there was an experiment at all, for an experiment requires one thing above all else; controlled variables.WIth all the powers and beings vying for control of the Prime Material, however, one could hardly call the variables controlled. And so these brothers did the only thing they could, if their experiment was to begin. They stole the Prime Material.

Now, one does not simply move a plane of existence, regardless of how powerful they may be. But why move when one could simply hide? And so it was. The elder brother, he of light, set about scorching all traces of magic, divinity, and otherworldly influence from the earth, even as the younger shrouded it from sight with darkness. With their powers combined, they instilled their own systems to mimic that which was lost, and so it was that the Brothers came to be known as gods, and their theft was complete..

Eventually, however, the brothers were forced to abandon their project, and they left in a blaze of destruction and glory. But the Elder, possessed of more compassion, was not so easily torn from that which he had built, and 'forgot' to undo their great working in the passing. The Prime Material remained lost. Until, that is, a third being appeared.Unlike the Brothers, who embodied unity and purpose, this was a creature of chaos, of mischief, and an old enemy of theirs. Upon seeing their marks he resolved to end the great charade, if only to spite those who had begun it. With a twist of will, one piece of the shrouding came undone, one crack in the great wall of power. But a crack can grow, and grow, until all that is left is the breaking.

The World of Remnant is at a crossroads. Power returns to the world, good and bad, light and dark, chaos and order. The realms, once sundered, are whole once more, and with them comes a tide of change. Who are you, to stand in the face of it?



[ ] Ruby Rose: Young and untrained, you are a child of Huntsmen and Huntressess, who fight the Grimm and keep peace in the Kingdoms. For all your life, you have dreamed of becoming a hero, one who would save innocents and slay monsters. But one day, your sister takes you into the woods, and the monsters come to you. Were it not for the power that blossomed in your soul as fear overtook you, you might very well have died. Now, however, you answer the call of the wilds, to tear out the darkness and restore balance where it has been lost. (Primal focus, very pre-canon, limited early freedom but enormous long-term freedom, nothing will be the same.)


[ ] Jaune Arc: Born of the blood of heroes long past, you have long felt the yoke of destiny upon your shoulders. Yet without opportunity or drive, your efforts to meet it have fallen short of expectations. Until, that is, you found your home in ruins and your family missing, with only unnatural fiends in the night as clues to their whereabouts. Now you will do whatever it takes, even if that means to lie, cheat, and steal, until they are freed by blood and steel. (Martial focus, slight pre-canon, balanced freedom, hard to gain strength)


[ ] Pyrrha Nikos: Champion, they call you, and champion you are. Paragon of skill, virtue, and might, you are a bright, shining beacon of hope for your generation. But as the tides of darkness threaten to consume the world, it will take more than hope to push them back. And so you turn to faith, wielding holy words upon your lips as you bring light into an ever bloodier world. (Divine focus, canon start, balanced freedom, relative easy mode)


[ ] Oscar Pine: The world has gone mad. Beacon has fallen, Vale turned into yet another Grimm-laden ruin, and hope a shattered veil upon the ground. But none of that matters to you, as the world is far and away from your humble farm. Yet when a voice speaks in your head, warning of death and monsters, you have little choice to answer the call. With magic and might you must restore order and defeat the ancient darkness haunting you. (Arcane focus, Post-canon start, limited freedom, high power and high difficulty)

OOC: Hello there, and welcome to Miracles of Ancient Wonder, my first quest on this site. So a few things before we get started. First off, it should be noted that while the system I am using for this quest will be largely based off D&D 5e, there are a few things that are very different, so keep that in mind. i will be posting a rules and character page below that should detail most of the obvious changes, which I will add to when and if need be. Second off, the setting will be the Forgotten Realms, with Remnant standing in as the Prime Material. And third, keep in mind that as this will be a campaign rather than just a normal quest, most choices will be largely general, and you should come into this as if playing a normal D&D session.Creativity will get you very far here.
 
Character Sheet and Rules
Name: Ruby Rose

Race: Human/Silver Eyes

Age: 9

Source: Primal 4

Level: 4

Alignment: Chaotic Good

Experience: 2700


Wounds:++++++++++++++++++++


Attributes


Strength:9

Wisdom:19

Constitution:9

Charisma:18

Intelligence:15

Dexterity:10

Light: 5


Traits:

Human/Silver Eyes: +1 to all attributes, +2 to one physical Attribute

Simple Soul: You see the world with eyes filled by hope, no matter how dark things get. +2 Wisdom, +2 Charisma

Child of the Forest: Your soul belongs to the wild, and it to you. Gain access to Primal Source and use Wisdom as your Spellcasting Attribute

SkyCaller II: Flight speed increases to 10, +5 feet range extension to all weather spells, Thunder, Lightning, and Wind spells gain +2 to their saving throw difficulties

Landwarden: Beastspeech added to languages known, lifesight 20 feet

Lifeshaper Trait: All healing spells provide +2 Wounds upon casting


Abilities

Cantrips: Frostbite, Guidance, Thunderclap

First Circle: Detect Magic, Goodberry, Entangle, Hunter's Mark, Ensnaring Strike, Thunderwave

Second Circle: Darkvision, enhance Ability, Moonbeam


Skills:


Strength


  • Athletics
Dexterity


  • Acrobatics
  • Sleight of Hand
  • Stealth
Intelligence


  • Arcana
  • History
  • Investigation
  • Medicine
  • Suvival
Wisdom


  • Animal Handling
  • Insight +2
  • Nature +2

  • Perception +2

  • Religion
Charisma


  • Deception
  • Intimidation
  • Performance
  • Persuasion +2



Equipment:
Boots of Elvenkind: While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
+1 Armor of Elvenkind: While you wear this armor, all saving throws for spells you cast are made at a disadvantage, you have advantage on all Wisdom(Nature) and Wisdom(Perception)checks, and all defense rolls you make have a +2 Armor Bonus.
Cloak of Elvenkind: While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. It will also conform to your shape and size no matter how they change.
Glaive: 1d10 Slashing weapon, requires STR 10 or aura to wield. Heavy, Reach, Two Handed.
3 Common Potion of Healing
1 Spell Scroll of Toll the Dead
1 Spell Scroll of Cause Fear
3 Low Quality Dust Crystals
4 Medium Quality Dust Crystals
2 High Quality Dust Crystals

Movement: Normal 25, Flight 10

Senses: Lifesight 20

Languages: Remnantian, Beastspeech

Money: 120 Lien

Library:
The Dance of Spheres: A book so old it looks like it will crumble to dust at any moment, this tome is written in a sprawling, archaic text barely recognizable as Remnantian. In it is described a series of stories about the creation of this world and all the others around it, and how they came to be ordered. +5 to knowledge checks about other planes.

The Annals of Heaven: A book bound in white cloth and glowing with the faintest hints of magic, this book tells the stories of various afterlifes and those who guard them. +5 to knowledge checks about celestials

The Songs of Balance: A series of short tales about elementals, and how to interact with them without giving offense.





Rules

Attributes: Excepting Light, The average and starting attribute is 10. Every point above this value gives a +1 to the Bonus Value(V) of that attribute.


Light: Light is a special stat. Every non-Grimm creature starts with 5 Light,, and cannot change that value unless they unlock their aura. They instantly gain 20 points of Light as well as reveal any hidden effects regarding Light for all Traits and Abilities, as well as gaining the Light Source. Every 5 points of Light above its Base gives one point to Light(V). Light is also the only Attribute that can be spent by abilities. As such the value for Light is considered a maximum value and Light(V) is not affected in any way by the spending of Light. Light recovers at a rate of 1 for every five points of maximum value every combat round, or five minutes otherwise.


Wounds: Every character gains one Wound for every point of Constitution as well as 1d4 wound per level except martial sources, who gain 2d4 per level.


Combat:

Melee attacks: melee attacks consist of rolling a d20+Strength(V)+Dexterity(V) versus an opposing roll of D20+Dexterity(V)+Constitution(V). Melee damage consists of rolling 1 wound die--succeeding on a four or more-for every point of Strength(V), against 1 wound save die for every point of Constitution(V). melee Spell attacks use SPL(V) in place of Strength(V)


Ranged Attacks: Ranged attacks consist of rolling a d20+Dexterity(V)+Wisdom(V) versus an opposing roll of d20+Dexterity(V)+Constitution(V). Ranged damage consists of rolling 1 wound die--succeeding on a four or more--for every point of Dexterity(V) against 1 wound save die for every point of Constitution(V). Ranged Spell attacks use SPL(V) in place of Dexterity(V)


Mental Attacks: Mental attacks consist of rolling a d20+Intelligence(V)+Charisma(V) versus an opposing roll of d20+Wisdom(V)+Light(V) Magic Damage consists of rolling 1 wound die--succeeding on a four or more--for every point of Intelligence(V) against 1 wound save die for every point of Wisdom(V). Mental attacks use SPL(V) in place of Intelligence(V)


Elemental Damage, Resistance, and Vulnerability: Some attacks may have an elemental subtype to some or all of their wound dice. These dice work as normal unless the defendant possesses either a resistance or vulnerability that matches said subtype. If they possess a vulnerability, then you double the would dice, while resistance halves them.


Criticals: A critical on any attack die, or natural 20 unless otherwise stated, provides an additional number of wounds equal to half the original excepting elemental dice, and inflicts one permanent negative trait at the GM's discretion.


Wound Dice and Wound Saves: A Wound Dice is defined as a d6, as is a Wound Save. A creature with aura may spend 1Light(V) to produce a wound save at any time.


Social Combat: Social combat conducted by a player character, whether it be a bluff, intimidation, or diplomatic effort, consists of rolling a d20+Charisma(V) against certain Dice Checks at the DM's discretion. When conducted by an NPC against a PC, however, it consists of rolling a d20+Charisma(V)+Wisdom(V) versus an opposing roll of d20+Charisma(V)+Wisdom(V). Intelligence(V) Can also be added to either roll under specific circumstances at the DM's discretion. The same is true for PC versus PC.


Stealth: Stealth Checks consist of rolling a d20+Agility(V) versus an opposing roll of d20+Wisdom(V)


Leveling Up: Every time your character levels up, they gain a standard bonus of 1 Attribute point to be spent however they wish, as well as 1 Trait from a selection of three, a +2 to any skill proficiency, and 3 abilities, including one simple, one complex, and one grand. arcane focuses instead gain twice the normal number of abilities, and martial focuses gain no abilities but 2 traits. Every fifth level, however, provides 2 Attribute points instead, and at levels 10 and 20, Source Specializations will be available for selection.


Abilities: spells, supernatural powers, or other unusual abilities, are always drawn from one of several types of sources, including Arcane, Primal, Divine, and Light. Excepting the latter two, each of these can then be categorized in two ways, either through circles numbering One to Nine or the descriptions Simple, Complex, and Grand. The first describes its general power scale, and the second describes how often it can be used without undue risk to the mind, body, and soul of the caster. Simple spells may be used at will and as many times as desired or needed without concern, while Complex abilities require at least a few minutes break between each casting, and should only be used lightly. Grand spells, however, are extraordinarily taxing, and thus should only be used again after a full night's rest to recuperate mind and body. In-game terms, these translate to at-will, encounter, and daily abilities. Likewise, each circle of spells is accessible only after having achieved twice the level in a source capable of using it.


Saving throws: Saving throw DC's against spells are decided by the SPL of their caster. Other saving throw DC's are decided at GM's discretion. They consist of rolling a D20+Defined Attribute(V)


Advantage/Disadvantage: Having advantage provides a +4 modifier to any d20 roll, and disadvantage provides a -4 modifier to any d20 roll


Dust: Dust comes in three forms; ammunition, crystals, and powder. For each of these, there are several levels of purity, with each level being progressively more powerful.

Ammunition: when used in place of any normal ammunition, has the following effect.

Low quality: +1 elemental damage to any ranged attack

Medium quality: +2 elemental damage to any ranged attack

High quality: +4 elemental damage to any ranged attack

Pure: +8 elemental damage to any ranged attack


Crystals: may be used as a reagent to raise any elemental spell of a matching type by a number of circles, or modify any non-elemental spell with an element, at the GM's discretion..

Low quality: +1 circle

Medium quality: +2 circle

High quality: +3 circles

Pure quality: +4 circles.


Powder: may be used to imbue any melee weapon for one successful attack with the following effects

Low Quality: +1 elemental damage

Medium quality: +2 elemental damage

High quality: +4 elemental damage

Pure quality: +8 elemental damage.
 
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Companions
Name: Yang Xiaolong
Race: Human
Age: 11
Source: Martial 3
Level: 3
Alignment: Chaotic Good
Experience: 1250

Wounds:+++++++++++++++++++++

Attributes

Strength: 15
Wisdom:11
Constitution:14
Charisma:10
Intelligence: 9
Dexterity: 13
Light: 109/109

Traits:
Human: +1 to all attributes
Tank II: May spend 10 Light up to a maximum of 4 times per melee defense to increase the Wound Save Dice by 1 each.
Brawler: May spend 10 Light up to a maximum of 3 times per melee attack to increase the Wound Dice by 1 each.
Warrior II: May spend 10 Light up to a maximum of 4 times per melee defense to increase the Attack Bonus by 2 each.
Goldilocks: +3 Strength, +2 Constitution, +1 Dexterity Deal +2 wounds with successful attacks against Ursine enemies. +50 Light

Skills:

Strength

  • Athletics +2
Dexterity

  • Acrobatics
  • Sleight of Hand
  • Stealth
Intelligence

  • Arcana
  • History
  • Investigation +2
  • Medicine
  • Suvival
Wisdom

  • Animal Handling
  • Insight
  • Nature

  • Perception

  • Religion
Charisma

  • Deception
  • Intimidation +2
  • Performance
  • Persuasion


Equipment:
Shotgun Gauntlets (basic): May make melee attacks as ranged 15 at the cost of one bullet, +1 to Melee attacks and damage.
May also be used to make ranged 40 attacks

Movement: Normal 30

Senses:

Languages: Remnantian

Name: Aes Flare

Race: Faunus/Hawk

Age: 10

Source: Arcane 3

Level: 3

Alignment: True Neutral

Experience: 1450


Wounds: +++++++++++++++++++++


Attributes:


Strength: 13

Wisdom: 15

Constitution: 10

Charisma: 14

Intelligence: 19

Dexterity: 18

Light: 5


Traits:

Faunus/Hawk: +2 Intelligence, +2 Dexterity

Student of the Arcane: You have learned to wield the silent mysteries of the new world. Gain access to the Arcane Source with Intelligence as your Spellcasting Attribute

Expanded spellbook: Gain one extra spell of any complexity per level up.


Abilities:

Cantrips: Control Flames, Light, Create Bonfire, Acid Splash, Firebolt, Eldritch Blast

First Circle: Detect Poison and Disease, Detect Magic, Hideous Laughter, Silent Image, Shield, Heroism, Thunderwave, Hex, Find Familiar, Hellish Rebuke, Burning Hands, Chaos Bolt, Sleep



Skills:


Strength


  • Athletics
Dexterity


  • Acrobatics
  • Sleight of Hand
  • Stealth
Intelligence


  • Arcana +4
  • History
  • Investigation
  • Medicine
  • Suvival
Wisdom


  • Animal Handling
  • Insight
  • Nature


  • Perception


  • Religion
Charisma


  • Deception +2
  • Intimidation
  • Performance
  • Persuasion
Equipment:

Hat of Wizardry: You can use the hat as a spellcasting focus for your wizard spells. • You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.


Movement: Normal 25


Senses: Darkvision 30


Languages: Remnantian
 
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[X] Jaune Arc: Born of the blood of heroes long past, you have long felt the yoke of destiny upon your shoulders. Yet without opportunity or drive, your efforts to meet it have fallen short of expectations. Until, that is, you found your home in ruins and your family missing, with only unnatural fiends in the night as clues to their whereabouts. Now you will do whatever it takes, even if that means to lie, cheat, and steal, until they are freed by blood and steel. (Martial focus, slight pre-canon, balanced freedom, hard to gain strength)
 
[x] Ruby Rose: Young and untrained, you are a child of Huntsmen and Huntressess, who fight the Grimm and keep peace in the Kingdoms. For all your life, you have dreamed of becoming a hero, one who would save innocents and slay monsters. But one day, your sister takes you into the woods, and the monsters come to you. Were it not for the power that blossomed in your soul as fear overtook you, you might very well have died. Now, however, you answer the call of the wilds, to tear out the darkness and restore balance where it has been lost. (Primal focus, very pre-canon, limited early freedom but enormous long-term freedom, nothing will be the same.)

Primal Ruby can be interesting
 
[x] Ruby Rose: Young and untrained, you are a child of Huntsmen and Huntressess, who fight the Grimm and keep peace in the Kingdoms. For all your life, you have dreamed of becoming a hero, one who would save innocents and slay monsters. But one day, your sister takes you into the woods, and the monsters come to you. Were it not for the power that blossomed in your soul as fear overtook you, you might very well have died. Now, however, you answer the call of the wilds, to tear out the darkness and restore balance where it has been lost. (Primal focus, very pre-canon, limited early freedom but enormous long-term freedom, nothing will be the same.)
 
[X] Pyrrha Nikos: Champion, they call you, and champion you are. Paragon of skill, virtue, and might, you are a bright, shining beacon of hope for your generation. But as the tides of darkness threaten to consume the world, it will take more than hope to push them back. And so you turn to faith, wielding holy words upon your lips as you bring light into an ever bloodier world. (Divine focus, canon start, balanced freedom, relative easy mode)
 
Not interested in Jaune or Oscar. I might've gone for finally getting a Pyrrha Quest if it weren't for the canon start.

[x] Ruby Rose: Young and untrained, you are a child of Huntsmen and Huntressess, who fight the Grimm and keep peace in the Kingdoms. For all your life, you have dreamed of becoming a hero, one who would save innocents and slay monsters. But one day, your sister takes you into the woods, and the monsters come to you. Were it not for the power that blossomed in your soul as fear overtook you, you might very well have died. Now, however, you answer the call of the wilds, to tear out the darkness and restore balance where it has been lost. (Primal focus, very pre-canon, limited early freedom but enormous long-term freedom, nothing will be the same.)
 
[X] Pyrrha Nikos: Champion, they call you, and champion you are. Paragon of skill, virtue, and might, you are a bright, shining beacon of hope for your generation. But as the tides of darkness threaten to consume the world, it will take more than hope to push them back. And so you turn to faith, wielding holy words upon your lips as you bring light into an ever bloodier world. (Divine focus, canon start, balanced freedom, relative easy mode)
 
[x] Ruby Rose: Young and untrained, you are a child of Huntsmen and Huntressess, who fight the Grimm and keep peace in the Kingdoms. For all your life, you have dreamed of becoming a hero, one who would save innocents and slay monsters. But one day, your sister takes you into the woods, and the monsters come to you. Were it not for the power that blossomed in your soul as fear overtook you, you might very well have died. Now, however, you answer the call of the wilds, to tear out the darkness and restore balance where it has been lost. (Primal focus, very pre-canon, limited early freedom but enormous long-term freedom, nothing will be the same.)
 
[x] Ruby Rose: Young and untrained, you are a child of Huntsmen and Huntressess, who fight the Grimm and keep peace in the Kingdoms. For all your life, you have dreamed of becoming a hero, one who would save innocents and slay monsters. But one day, your sister takes you into the woods, and the monsters come to you. Were it not for the power that blossomed in your soul as fear overtook you, you might very well have died. Now, however, you answer the call of the wilds, to tear out the darkness and restore balance where it has been lost. (Primal focus, very pre-canon, limited early freedom but enormous long-term freedom, nothing will be the same.)
 
Wasn't there already a RWBY thing with this name? Well, looks interesting anyway.

[x] Ruby Rose: Young and untrained, you are a child of Huntsmen and Huntressess, who fight the Grimm and keep peace in the Kingdoms. For all your life, you have dreamed of becoming a hero, one who would save innocents and slay monsters. But one day, your sister takes you into the woods, and the monsters come to you. Were it not for the power that blossomed in your soul as fear overtook you, you might very well have died. Now, however, you answer the call of the wilds, to tear out the darkness and restore balance where it has been lost. (Primal focus, very pre-canon, limited early freedom but enormous long-term freedom, nothing will be the same.)
 
[x] Ruby Rose: Young and untrained, you are a child of Huntsmen and Huntressess, who fight the Grimm and keep peace in the Kingdoms. For all your life, you have dreamed of becoming a hero, one who would save innocents and slay monsters. But one day, your sister takes you into the woods, and the monsters come to you. Were it not for the power that blossomed in your soul as fear overtook you, you might very well have died. Now, however, you answer the call of the wilds, to tear out the darkness and restore balance where it has been lost. (Primal focus, very pre-canon, limited early freedom but enormous long-term freedom, nothing will be the same.)
 
[X] Jaune Arc: Born of the blood of heroes long past, you have long felt the yoke of destiny upon your shoulders. Yet without opportunity or drive, your efforts to meet it have fallen short of expectations. Until, that is, you found your home in ruins and your family missing, with only unnatural fiends in the night as clues to their whereabouts. Now you will do whatever it takes, even if that means to lie, cheat, and steal, until they are freed by blood and steel. (Martial focus, slight pre-canon, balanced freedom, hard to gain strength)
 
[X] Jaune Arc: Born of the blood of heroes long past, you have long felt the yoke of destiny upon your shoulders. Yet without opportunity or drive, your efforts to meet it have fallen short of expectations. Until, that is, you found your home in ruins and your family missing, with only unnatural fiends in the night as clues to their whereabouts. Now you will do whatever it takes, even if that means to lie, cheat, and steal, until they are freed by blood and steel. (Martial focus, slight pre-canon, balanced freedom, hard to gain strength)
 
The Beginning
[x] Ruby Rose: Young and untrained, you are a child of Huntsmen and Huntressess, who fight the Grimm and keep peace in the Kingdoms. For all your life, you have dreamed of becoming a hero, one who would save innocents and slay monsters. But one day, your sister takes you into the woods, and the monsters come to you. Were it not for the power that blossomed in your soul as fear overtook you, you might very well have died. Now, however, you answer the call of the wilds, to tear out the darkness and restore balance where it has been lost. (Primal focus, very pre-canon, limited early freedom but enormous long-term freedom, nothing will be the same.)


12th of June, Year 73 AW

Your name is Ruby Rose, and you are very confused. Today your Dad had to go out of the house on an errand, and he left your big sister Yang in charge of watching you. Normally, this would be a god thing; you liked it when Yang was in charge, because she let you eat cookies and play games without doing your chores. But today, there were no cookies and games. Instead, as soon as Dad was definitely gone, your big sister settled you down in a big red wagon, told you it was time to take a nap, and started walking into the forest around your house. At first, you thought it was an adventure, maybe some sort of special game for you to play, and so you pretended to sleep. It wasn't easy, with rocks and twigs on the ground making you the wagon bump around, and the constant rustling sounds of forest life begging to be explored, but you kept it up. As time went on, however, you started to grow concerned. Yang wasn't acting like her normal cheerful self. There was a very determined look on her face, like the one she got when working on homework, and you could see she was growing tired. The game, if there was one, hadn't even started yet.

Finally, the wagon came to a stop, and you peeked open one silver eye to look around. Yang was clearly exhausted, arms and legs shaking as she stared up towards a big, broken-down house standing in the middle of the forest. She took a step forward, and then another-- and then she screamed.


You had never seen a Grimm before in person, although with picture books and TV you knew the general shape. Those, however, were made for kids, and designed not to be especially scary. The real thing was much worse. They were Beowulves, the most common and weakest of Grimm, but still they towered over you and your sister as they slunk out of the house, baleful red eyes glowing with a primal hunger and ink-black skin seeming to suck up the dying evening light. Even the white masks were terrifying, savage and snarling at your sister where she had frozen in place.

Yang screamed again, and suddenly you were snapped back to the present. You weren't confused anymore. No, that emotion had been viciously replaced by a sharp, visceral fear as you realized you were about to die. Your sister had started training to be a huntress just last year, at the common age of ten, but even if she was skilled enough to fight off several beowulves at once, she was exhausted. The monsters would tear through her like a knife through hot cookie dough, and then they would turn to you. The creatures of Grimm would tear you to shreds without remorse or hesitation, for they were soulless creatures incapable of either.

No. You don't know where the thought came from. One moment, you were staring into darkness's heart, faced with death, but the next, something rebelled inside you. No, you thought again, staring at the scene before you, Yang stumbling back a step as the beasts drew ever closer. No, you would not accept this. You had been raised by Huntsmen and Huntresses, by heroes, and you were going to be a hero yourself one day. You couldn't die here, you couldn't let your sister die here. These monsters thought they could defile the world with their very presence, feasting on those too weak to defend themselves? Well they were wrong, and you would prove.

There was a howling in your ears now, as your lips moved without conscious thought. Your blood roared and your skin tingled as, all at once, you felt power flood your veins, and the sound of a thousand, thousand voices called out in glee and rage at crushing the monsters before you. But it needed a shape, a purpose, before it could be released.

How do you cast your first spell?


[ ] Write-in

OOC: Well that was surprisingly fun to write, if a little onerous in keeping with the child mentality. Oh well, once you assign your stats that will probably be fixed. So, first things first, it should be noted that this vote includes character building, including choosing spells and what not. Give me a few minutes to set that up. Two things to note, however. First off, as a first level character, you will only have access to cantrips. I know, I know, but it keep you from pulling anything too ridiculous too early. Also, that they follow the same rules as every other level up, so one simple, on complex, and one grand. The second is that if your physical stats look a little underwhelming, that's cause they're supposed to. You are a nine-year-old child. I purposefully rolled one less die for each of them, which you will get when reaching a specific age. Keep that in mind.
P.S. Vote by plan please, it should make things much easier to sort through.



Mental Stats: 16, 15, 14

Physical stats: 8, 8, 6
 
Cantrips Spell List
Primal


Cantrips:

Control Flames-Simple,

1 action

Instantaneous,

60 feet

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.


  • You instantaneously extinguish the flames within the cube.


  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.


  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Create Bonfire-Complex,

1 action,

1 minute,

60 feet

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must make a Dexterity saving throw or take 1SPL(V) wounds. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren't being worn or carried.

The spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Druidcraft-simple

1 Action

Instantaneous

30 ft


Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.

  • You instantly light or snuff out a candle, a torch, or a small campfire.

Frostbite-simple,

1 Action

Instantaneous

60 ft


You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1SPL(V) cold wounds, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).



Guidance-complex

1 Action

1 Minute

Touch


You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.


Gust-simple,

1 Action

Instantaneous

30 ft


You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength Saving Throw or be pushed up to 5 feet away from you.


  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.


  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Infestation-complex,

1 Action

Instantaneous

30 ft


You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a constitution saving throw, or it takes 1SPL(V) poison wounds and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.

The spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Magic Stone-simple

1 Bonus Action

1 Minute

Touch


You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning wounds equal to 1SPL(V). Hit or miss, the spell then ends on the stone.

If you cast this spell again, the spell ends early on any pebbles still affected by it.


Mending-complex

1 Minute

Instantaneous

Touch


This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.


Mold Earth-complex

1 Action

Instantaneous

30 ft (5 ft )


You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.


  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.


  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Poison Spray-complex

Conjuration • V, S

1 Action

Instantaneous

10 ft


You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a constitution saving throw or take 2SPL(V) wounds.

This spell's damage increases by 2SPL(V) when you reach 5th level (4SPL(V)), 11th level (6SPL(V)), and 17th level (8SPL(V)).


Primal Savagery-grand

1 Action

Instantaneous

Self


You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 2SPL(V) acid wounds. After you make the attack, your teeth or fingernails return to normal. The spell's damage increases by 2SPL(V) when you reach 5th level (4SPL(V)), 11th level (36SPL(V)), and 17th level (8SPL(V)).


Produce Flame-complex

1 Action

10 Minutes

Self


A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1SPL(V) fire wounds.

This spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).



Resistance-simple

1 Action

1 Minute

Touch


You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.


Shape Water-complex

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.


  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.


  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.


  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.



Shillelagh-grand

1 Bonus Action

1 Minute

Touch


The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a SPL(V). The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.


Thorn Whip-complex

1 Action

Instantaneous

30 ft


You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1SPL(V) piercing wounds, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

At higher level
This spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).



Thunder Clap-grand

1 Action

Instantaneous

5 ft


You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1SPL(V) thunder wounds.

The spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Divine

Cantrips:

Guidance-simple
1 Action
1 Minute
Touch

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Light-simple
1 Action
1 Hour
Touch (20 ft *)

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.


Mending-complex
1 Minute
Instantaneous
Touch

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Resistance-simple
1 Action
1 Minute
Touch

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Sacred Flame-simple
1 Action
Instantaneous
60 ft

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1SPL(V) radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Spare the Dying-complex
1 Action
Instantaneous
Touch

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.


Thaumaturgy-simple
1 Action
1 Minute
30 ft

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.


Toll the Dead-grand
1 Action
Instantaneous
60 ft

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1SPL(V) necrotic damage. If the target is missing any of its hit points, it instead takes 2SPL(V) necrotic damage.
The spell's damage increases by one die when you reach 5th level (2SPL(V) or 4SPL(V)), 11th level (3SPL(V) or 6SPL(V)), and 17th level (4SPL(V) or 8SPL(V)).

Word of Radiance-grand
1 Action
Instantaneous
5 ft

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1SPL(V)radiant damage.
The spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Arcane

Cantrips:
Acid Splash-complex
1 Action
Instantaneous
60 ft

You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1SPL(V) acid damage.
This spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Blade Ward-simple
1 Action
1 Round
Self

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Booming Blade-simple
1 Action
1 Round
5 ft

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1SPL(V) thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels.
At higher level
At 5th level, the melee attack deals an extra 1SPL(V) thunder damage to the target, and the damage the target takes for moving increases to 2SPL(V). Both damage rolls increase by 1SPL(V) at 11th level and 17th level.


Chill Touch-simple
1 Action
1 Round
120 ft

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1SPL(V) necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Control Flames-simple
1 Action
Instantaneous
60 ft ( *)

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

  • You instantaneously extinguish the flames within the cube.

  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Create Bonfire-complex
1 Action
1 Minute
60 ft (5 ft )

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1SPL(V) fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).

Dancing Lights-simple
1 Action
1 Minute
120 ft

You 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. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.


Encode Thought-simple
1 Action
8 Hours
Self

You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)


Eldritch Blast-grand
1 Action
Instantaneous
120 ft

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2SPL(V) force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.


Firebolt-grand
1 Action
Instantaneous
120 ft

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2SPL(V) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 2SPL(V) when you reach 5th level (4SPL(V)), 11th level (6SPL(V)), and 17th level (8SPL(V)).


Friends-simple
1 Action
1 Minute
Self

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Frostbite-simple
1 Action
Instantaneous
60 ft

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1SPL(V) cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Green Flame Blade-complex
1 Action
Instantaneous
5 ft

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.
At higher level
At 5th level, the melee attack deals an extra 1SPL(V) fire damage to the target, and the fire damage to the second creature increases to 2SPL(V). Both damage rolls increase by 1SPL(V) at 11th level and 17th level.


Gust-simple
1 Action
Instantaneous
30 ft

You seize the air and compel it to create one of the following effects at a point you can see within range:
  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.

  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.


Infestation-complex
1 Action
Instantaneous
30 ft

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1SPL(V) poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).

Light-simple
1 Action
1 Hour
Touch (20 ft *)

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.


Lightning Lure-complex
1 Action
Instantaneous
15 ft

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range.
The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1SPL(V) lightning damage if it is within 5 feet of you.
At higher level
This spell's damage increases by 1d8 when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Mage Hand-complex
1 Action
1 Minute
30 ft

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.


Magic Stone-simple
1 Bonus Action
1 Minute
Touch

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1SPL(V). Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.


Mending-complex
1 Minute
Instantaneous
Touch

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.


Message-simple
1 Action
1 Round
120 ft

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.


Minor Illusion-complex
1 Action
1 Minute
30 ft (5 ft *)

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.


Mold Earth-complex
1 Action
Instantaneous
30 ft (5 ft )

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.

  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Poison Spray-complex
1 Action
Instantaneous
10 ft

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 2SPL(V) poison damage.
This spell's damage increases by 2SPL(V) when you reach 5th level (4SPL(V)), 11th level (6SPL(V)), and 17th level (8SPL(V)).


Prestidigitation-simple
1 Action
1 Hour
10 ft

This spell is a minor magical trick that novice spellcasters 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.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Ray of Frost-simple
1 Action
Instantaneous
60 ft

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1SPL(V) cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).

Shape Water-complex
1 Action
Instantaneous
30 ft (5 ft )

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.

  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Shocking Grasp-simple
1 Action
Instantaneous
Touch

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1SPL(V) lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Sword Burst-grand
1 Action
Instantaneous
5 ft

You create a momentary circle of spectral blades that sweep around you.
Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
At higher level
This spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Thunder Clap-grand
1 Action
Instantaneous
5 ft

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1SPL(V) thunder damage.
The spell's damage increases by 1SPL(V) when you reach 5th level (2SPL(V)), 11th level (3SPL(V)), and 17th level (4SPL(V)).


Toll the Dead-grand
1 Action
Instantaneous
60 ft

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1SPL(V) necrotic damage. If the target is missing any of its hit points, it instead takes 2SPL(V) necrotic damage.
The spell's damage increases by one damage die when you reach 5th level (2SPL(V) or 4SPL(V)), 11th level (3SPL(V) or 6SPL(V)), and 17th level (4SPL(V) or 8SPL(V)).

Truestrike-simple
1 Action
1 Round
30 ft

You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.


Vicious Mockery-simple
1 Action
Instantaneous
60 ft

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
 
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How many Beowolves are there attacking us? Since we're only being asked how our first spell is used, I assume we don't need to put together a multi action/spell plan to deal with all enemies?

Don't know what their elemental weaknesses and resistances are, if they even have any. Tropes would say they're weak to fire maybe?

Anyway, here's the Cantrips we can use to fight the Beowolves in the environment as I understand it:
Spoiler: Create Bonfire
Straightforward, set a Beowolf on fire, as well as any stupid enough to stumble into the fire.

Will only hit one target for the same damage as Bonfire, but debuffs its next attack.

Spoiler: Infestation
Similar to above, but sends it running in a random direction instead.

Spoiler: Magic Stone
Provides ammo for three follow up magic attacks. Don't know if giving some to Yang is feasible.

Non-damaging, but if the earth is loose enough and the cantrip is fast enough, we could drop them into a pit? It's only 5 feet deep though, so they'd probably just jump right out after recovering...

Spoiler: Poison Spray
A stronger poison attack, leaning towards this one.

Spoiler: Primal Savagery
Stronger acid attack, though while the image of smol Ruby going all wildcat on a Beowolf is cool (and opens up some Faunus plot potential later), engaging in melee probably isn't the safest course of action.

Spoiler: Produce Flame
Basically just Bonfire with more steps.

Would this work with a picked up stick or branch? Similar melee concerns with Primal Savagery though.

A decent attack, but I don't think pulling a Beowolf closer to us is a great move.

Spoiler: Thunderclap
Will harm all Beowolves (would deafening them have a mechanical effect?), but would probably hurt Yang too, so I'm not keen on it.
 
[X] Mold Earth
-[X] Dig straight down, dump the dirt above you to bury yourself and Yang. Go deeper and wait for the grimm to go away.

We're 9, a 5ft deep pit would completely bury us. Air may be a problem but it'd just take recasting to replenish air
 
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[X] Mold Earth
-[X] Dig straight down, dump the dirt above you to bury yourself and Yang. Go deeper and wait for the grimm to go away.

We're 9, a 5ft deep pit would completely bury us. Air may be a problem but it'd just take recasting to replenish air
Wouldn't grimm just rip earth apart till they get to us? And i doubt we will have time
 
How many Beowolves are there attacking us? Since we're only being asked how our first spell is used, I assume we don't need to put together a multi action/spell plan to deal with all enemies?

Don't know what their elemental weaknesses and resistances are, if they even have any. Tropes would say they're weak to fire maybe?
In order, three, not unless you can fit enough actions in (like a bonus and standard, or standard or move, or something) and about as much as any flesh and blood creature is weak to fire. Do keep in mind that this is a scene described in canon, so you can plan around that.
Non-damaging, but if the earth is loose enough and the cantrip is fast enough, we could drop them into a pit? It's only 5 feet deep though, so they'd probably just jump right out after recovering...
Climb out, really. Beowulves are at least six feet tall, if not moreso.
Would this work with a picked up stick or branch?
Yes, but there's none near you big enough to be of use.
(would deafening them have a mechanical effect?),
Not specifically, though as wild animals it may confuse them for a bit.
We're 9, a 5ft deep pit would completely bury us. Air may be a problem but it'd just take recasting to replenish air
Yes, but not your sister as well, and that would take at least a full turn's worth of action, if Yang was willing to just go along.
Wouldn't grimm just rip earth apart till they get to us? And i doubt we will have time
Certainly, but keep in mind that help might be arriving soon.
 
I'm inclined to go for 'Create Bonfire'.

We know Qrow is likely to show up ASAP and it's the best possible signal to him. This is not a winnable fight by ourselves, so anything that makes him show up earlier is crucial.

If we are lucky it will also cause the Beowulves to spend time looking for the unknown threat rather than prioritizing us.

[X] Create Bonfire.
-[X] Set it on one of the Beowulves. If you can, position it to block the approach of some of the Beowulves, ideally in a position that makes it easier to escape, even just into the house or up a tree.
 
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[X] Mold Earth
-[X] Dig straight down, dump the dirt above you to bury yourself and Yang. Go deeper and wait for the grimm to go away.

If we just need to buy time then this should do it. By the time they dig to us help will be here
 
Not that I mind the votes, but remember that I need a character sheet as well. Namely, stat assignments and all three spells you're choosing.
 
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