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

EDIT: Hmmm, how dangerous is dust to exploding from impact? And can we use the Dust in the chandalier to fuel skills/spells?
Normally the crystals wouldn't be in too much danger of going off, at least not from any amount of force you could apply without some of Aes's more destructive spells or Yang shooting them, but these ones are exceptionally pure, and extra-fragile besides. A reasonably hard smack could do it, at least to enough that the rest would be detonated from the result, but that would take either purposeful action or a botch, so don't worry about it just blowing up without prompting. You could also theoretically use them for spells and stuff, as per the rules page, if you were to pull them out. That option, however, is somewhat dangerous because of the fragility, and might blow up in your face if you grab a volatile one, and you don't really have the time right now to be careful. They would be fantastic loot if unused though.
 
[X] Plan Layered Defense
-[X] Cast Heroism on Ruby and Guidance on Yang. Lily flies up to the chandelier and prepares to drop it at an opportune moment if he has to.
-[X] Yang grabs a couch as she, Ruby, and Aes rush to the hallway entrance before the Undead get there. Aes Creates a Bonfire just in front of the doorway on the hall side (so that the edge of the fire doesn't burn the barricade they set up), and then they close the door if there is one and wedge the couch against the doorframe before backing up to form a firing line ~10 feet away in the living room. This means that the Undead will need to stand inside the Bonfire the entire time they're trying to break through the blockade.
-[X] Ruby and Yang barrage any target they can see through/past/over the barricade with Frostbite and shotgun blasts, and Aes uses Acid Splash when she can, but otherwise saves her Grand Spells. When it looks like they're about to break through, Ruby rushes forward while the other two back up out of the danger zone and hits them with Thunderwave to knock the enemies back through the Bonfire and down the hallway. The three resume their firing line and Yang and Ruby keep shooting until the enemies get back into the Bonfire, upon which Aes repeats Ruby's move and knocks them back again with her own Thunderwave.
-[X] If there's still a lot of enemies rather than stragglers to clean up, Ruby uses Entangle to trap the enemies in the doorway and turn them into another barricade for their fellows behind them. Continue spamming Frostbite and shotgun.
-[X] If the enemies break through that, then Aes hits them with Burning Hands while they're still funneled up.
-[X] If there's still a dangerous amount of enemies, then the three retreat to the opposite end of the room and Lily drops the chandelier on the group of enemies when they pass underneath. This is a last resort, because it's dangerous to us and a waste of loot.
 
Last edited:
[X] If there's still a dangerous amount of enemies, then the three retreat to the opposite end of the room and Lily drops the chandelier on the group of enemies when they pass underneath.
-[X] If all else fails and there's still a dangerous grouping, then Yang shoots the chandelier when they're close to it to blow them up. This is a last resort, because it's dangerous to us and a waste of loot.
I can tell you right now, if it drops it's going boom.
 
[X] Plan Layered Defense

Pretty good overall, hopefully we don't end up having to drop the chandelier.
 
Blood and Bone Part XII
OOC: Updating this now since I don't really see another vote being put up, and it's overdue anyways.

[X] Plan Layered Defense

-[X] Cast Heroism on Ruby and Guidance on Yang. Lily flies up to the chandelier and prepares to drop it at an opportune moment if he has to.

-[X] Yang grabs a couch as she, Ruby, and Aes rush to the hallway entrance before the Undead get there. Aes Creates a Bonfire just in front of the doorway on the hall side (so that the edge of the fire doesn't burn the barricade they set up), and then they close the door if there is one and wedge the couch against the doorframe before backing up to form a firing line ~10 feet away in the living room. This means that the Undead will need to stand inside the Bonfire the entire time they're trying to break through the blockade.

-[X] Ruby and Yang barrage any target they can see through/past/over the barricade with Frostbite and shotgun blasts, and Aes uses Acid Splash when she can, but otherwise saves her Grand Spells. When it looks like they're about to break through, Ruby rushes forward while the other two back up out of the danger zone and hits them with Thunderwave to knock the enemies back through the Bonfire and down the hallway. The three resume their firing line and Yang and Ruby keep shooting until the enemies get back into the Bonfire, upon which Aes repeats Ruby's move and knocks them back again with her own Thunderwave.

-[X] If there's still a lot of enemies rather than stragglers to clean up, Ruby uses Entangle to trap the enemies in the doorway and turn them into another barricade for their fellows behind them. Continue spamming Frostbite and shotgun.

-[X] If the enemies break through that, then Aes hits them with Burning Hands while they're still funneled up.

-[X] If there's still a dangerous amount of enemies, then the three retreat to the opposite end of the room and Lily drops the chandelier on the group of enemies when they pass underneath. This is a last resort, because it's dangerous to us and a waste of loot.



In bare instants, a plan comes into mind as you glance frantically around the room, taking into account anything and everything. There, the couches, rickety with age but sturdy enough to slow the coming horde with any luck. Those would serve as a barricade, slowing the enemy and,you hope, trapping them for easy pickings. With any luck that should be more than enough, but even in your panic you do not discount the gaudy--and most likely exorbitantly expensive--chandelier up above, cut from what you would swear are Dust crystals, fine and pure but with far too many for comfort bearing spiderwebbed cracks. It is both a threat and, if need calls, a final resort.

"Aes, can you cast that fire spell again? The one that stays in place?" You ask your newest friend quietly and rapidly, getting a sharp, almost frightened nod.

"I-I think so." She replies verbally, and you feel a grim smile come to your lips.

"Good. Keep that ready. "Yang, can you help me get those couches in front of the door?" Your sister doesn't even flinch at the request, only giving you a sidelong glance before nodding herself and stepping forward. For a brief moment you wonder if she had been remembering a day when the wind stilled and the world went silent, a day you had asked her trust. Such thoughts were swiftly banished, however, when she doesn't even bother lifting the first, simply kicking it across the room to slam across the sole doorway leading deeper into the house. The second she does lift, but only so she may wedge it securely into place, so that the barricade cannot merely be pushed aside.

"And my role, Lady Ruby?" Lily asks, perhaps the most grim-faced of you all as he hovers close. You glance up in answer, to the chandelier, and his eyes follow. "Ah." He says simply after half a second's pause. "I see." Without any further comments, he flies up and lands lightly upon its center ring, blade still drawn and held at the ready. As he goes, you can feel Ozpin's eyes upon you as well, but a brief glance is enough to tell you that your arrangement has not changed. He will observe, and step in if needed. You're not sure whether to take that as a compliment or not. Then you shake off the thought and turn back to Aes.

"That spell you cast on me, the warm one. Can you cast it again?" Already you could feel its effects have faded, the pain of your bruises slowly seeping back in. Aes nods again, her eyes still wide and fearful as she watches you. Pausing, you spare the girl a small smile. "We'll survive this, I swear." Her eyes widen even more, and she gives you a short nod. Then you turn back to the entrance where Yang is already waiting just a few steps back, her gauntlets primed and loaded. As you do, you get your first glimpse of the horde.

It is… terrifying, for a word, and even as the warm glow of magic suffusing your body is enough to keep you from swallowing thickly. The first few forms are not full corpses, as you had perhaps imagined in your few brief thoughts on the matter, but instead only skeletons, stripped of all skin and muscle, until only pale white bone remains. It is only made worse by their size, for these are not the skeletons of men and women, but children, half-grown and al the sadder for it. You are almost glad to see their tiny, fragile forms disappear, bursting into dust as they attempted to launch themselves through the flames that sprung up just beyond your little barricade. Almost, for right behind are an even more horrifying sight.

These ones, lagging but a step behind their less substantial companions, are more true to your expectations, beings of twisted, rotting flesh that hangs off their body and crackles merrily in the flames as they follow the skeletons into the flames. Less agile than their counterparts, but tougher for it, they stumble up to the barricade and begin to beat upon it with tiny fists and feet, grisly smiles etched into their features by death and malice. You almost cannot bring yourself to cast the spells of frost that fall onto your tongue; would not, in fact, if it weren't for one thing. You cannot see them. No matter how hard you strain, how much you struggle to see the faint glimmer of life in their emaciated forms, there is nothing. These are naught but puppets, dancing upon the strings of their master as he seeks to end you life and those of your companion. And so the spells fall, and with them comes the wrath of the Choir at seeing its domain so defiled. More than one walking corpse simply burst under your power, and those that do not either succumb to the flames or Yang's own barrage as she rains her fury down upon them, several collapsing entirely after a lucky shot tore chunks from their skulls.

It seems as if an age had passed by the time the last creature falls into pieces, but you know it was only seconds, and a scant few at that. Perhaps a quarter of a minute. Before you can even properly register the success, however, you hear once again that blood-chilling howl, and glance down the hallway. There you see an unexpected sight; No child's corpse, this, but a full grown man, and risen in a different manner from the others. You can almost feel the aura of dark magic radiating off its wrappings of soft white linen, which cover most of its body. You know, instinctively, that this is the last enemy. A champion of undeath, sent to strike you down.

For one moment, a single, brief instant, your eyes meet with the monster's, and you feel magic washing over you, demanding that you run. Demanding that you allow fear to overtake your soul, and flee the battle before you. At first, it seems as if it would merely wash over the magic already upon you, Aes's warm glow of power coursing through your body to warm away the deathly chill--but that is not enough. Not nearly enough for this servant of the darkness you had sworn to rip out root and stem. At its malignant touch, a sudden ember of rage bursts to life inside you, a howl of wrath and fury sung in millions of voices at once echoing in your ears, and rather than fade, the magic is thrown back, piercing deep into the one who had first sent it. The wrapped figure pauses, its burning red eyes going wide in surprise and fear. And then it stops completely, undead muscles seizing beneath the wrappings.

What do you do?


[ ] Write-in plan


OOC:
….
….
….
.... Okay, I revise my statement from a couple posts ago. Ruby doesn't scare me. She utterly terrifies me. First off, your plan basically completely nullified the horde enemies, which, okay, made sense. It was actually a really good plan, and even if they weren't being nerfed by most of the corpses being those of children, would still have ended in pretty much the exact same way, just more drawn out. But then,
then, the mid-boss pops up. A mummy. And when he tries to use the dreadful glare ability, which would have been mostly useless anyways because of Heroism except he didn't know that, but still procced a Will save because of its secondary fail state, you critted. You pulled a goddamn Fluttershy and threw the damn curse back at it! And it botched! Why!? This is only supposed to happen to Grimm! Just... goddammit. I swear this is going to be a meme. Ruby doesn't have to fight bosses. She just looks at them and they stop working. I'm not even using the online dice roller that seems obsessed with critting and ruined my HP quest on Spacebattles, just my normal dice at home.
Of course, there were quite a few botches on the enemy's part during that whole barricade section, but with how many times I had to roll, that was to be expected. This, on the other hand, is just sad.
 
Woo, go team!

[X] The plan hasn't changed much. Open fire on the sitting duck from your relative safety behind the barricade, Frostbite and shotgun shells from Ruby and Yang, Acid Splash and Firebolt from Aes. Be prepared to use the Thunderwave maneuver from the previous plan if necessary, but you likely won't need it.

We'll need to give Aes a Simple attack spell at her next level up. Magic Missile maybe as the good old standby?
 
Last edited:
Such thoughts were swiftly banished, however, when she doesn't even bother lifting the first, simply kicking it across the room to slam across the sole doorway leading deeper into the house. The second she does lift, but only so she may wedge it securely into place, so that the barricade cannot merely be pushed aside.
Even as a tween, Yang's totally Yang and it's hilarious.
It is… terrifying, for a word, and even as the warm glow of magic suffusing your body is enough to keep you from swallowing thickly. The first few forms are not full corpses, as you had perhaps imagined in your few brief thoughts on the matter, but instead only skeletons, stripped of all skin and muscle, until only pale white bone remains. It is only made worse by their size, for these are not the skeletons of men and women, but children, half-grown and al the sadder for it. You are almost glad to see their tiny, fragile forms disappear, bursting into dust as they attempted to launch themselves through the flames that sprung up just beyond your little barricade. Almost, for right behind are an even more horrifying sight.
On the one hand, yes this is the full PTSD I expected. On the other... Ruby's basically tanked it. Yang might need some therapy, given how she's standing atop the barricade and pumping slugs into kid-corpse faces while screaming.
These ones, lagging but a step behind their less substantial companions, are more true to your expectations, beings of twisted, rotting flesh that hangs off their body and crackles merrily in the flames as they follow the skeletons into the flames. Less agile than their counterparts, but tougher for it, they stumble up to the barricade and begin to beat upon it with tiny fists and feet, grisly smiles etched into their features by death and malice. You almost cannot bring yourself to cast the spells of frost that fall onto your tongue; would not, in fact, if it weren't for one thing. You cannot see them. No matter how hard you strain, how much you struggle to see the faint glimmer of life in their emaciated forms, there is nothing. These are naught but puppets, dancing upon the strings of their master as he seeks to end you life and those of your companion. And so the spells fall, and with them comes the wrath of the Choir at seeing its domain so defiled. More than one walking corpse simply burst under your power, and those that do not either succumb to the flames or Yang's own barrage as she rains her fury down upon them, several collapsing entirely after a lucky shot tore chunks from their skulls.
Yeah, necromancy tends to piss Life off something fierce.
It seems as if an age had passed by the time the last creature falls into pieces, but you know it was only seconds, and a scant few at that. Perhaps a quarter of a minute. Before you can even properly register the success, however, you hear once again that blood-chilling howl, and glance down the hallway. There you see an unexpected sight; No child's corpse, this, but a full grown man, and risen in a different manner from the others. You can almost feel the aura of dark magic radiating off its wrappings of soft white linen, which cover most of its body. You know, instinctively, that this is the last enemy. A champion of undeath, sent to strike you down.
A mummy? That's still a legit thing?
For one moment, a single, brief instant, your eyes meet with the monster's, and you feel magic washing over you, demanding that you run. Demanding that you allow fear to overtake your soul, and flee the battle before you. At first, it seems as if it would merely wash over the magic already upon you, Aes's warm glow of power coursing through your body to warm away the deathly chill--but that is not enough. Not nearly enough for this servant of the darkness you had sworn to rip out root and stem. At its malignant touch, a sudden ember of rage bursts to life inside you, a howl of wrath and fury sung in millions of voices at once echoing in your ears, and rather than fade, the magic is thrown back, piercing deep into the one who had first sent it. The wrapped figure pauses, its burning red eyes going wide in surprise and fear. And then it stops completely, undead muscles seizing beneath the wrappings.
Ten years old and
But then, then, the mid-boss pops up. A mummy. And when he tries to use the dreadful glare ability, which would have been mostly useless anyways because of Heroism except he didn't know that, but still procced a Will save because of its secondary fail state, you critted. You pulled a goddamn Fluttershy and threw the damn curse back at it! And it botched! Why!? This is only supposed to happen to Grimm! Just... goddammit. I swear this is going to be a meme. Ruby doesn't have to fight bosses. She just looks at them and they stop working.
This is why you do one of two things.
1. Buy casino dice.
2. Test all dice for Sage Dice Syndrome.

In all seriousness, this kind of thing really is a test of how much leeway you decide to give dice. It's the eternal paradox of quest dice: Are you willing to let random powerleap insanity happen like in some tabletop games, or are you willing to commit to consistency for the narrative's sake? Both are valid, but they are exclusive.

[X] The plan hasn't changed much. Open fire on the sitting duck from your relative safety behind the barricade, Frostbite and shotgun shells from Ruby and Yang, Acid Splash and Firebolt from Aes. Be prepared to use the Thunderwave maneuver from the previous plan if necessary, but you likely won't need it.
 
Okay, I revise my statement from a couple posts ago. Ruby doesn't scare me. She utterly terrifies me.
You know. I've seen quirky dice for characters before. I've seen a ninja that couldn't roll above 10 in combat. I've seen a fighter that only rolled 20s when his health was below 50%.
In quests here I've seen dramatic dice that literally force the most dramatic situation and result possible, and monstrous dice that only roll well for cruel acts. I've seen all sorts of dice for all sorts of characters.
Ruby's got goddamn Legendary Hero dice. She's got one of them Heroic Destinies compelling her into impossible situations which she'll triumph over with ease. And it's wonderful.
 
I was once party to a game, in which our party ninja, on a solo recon mission, botched every single stealth and move silently check, but critted everything that involved murder. Sometimes, fate has decided that this is the day you will have a story to tell.

[X] The plan hasn't changed much. Open fire on the sitting duck from your relative safety behind the barricade, Frostbite and shotgun shells from Ruby and Yang, Acid Splash and Firebolt from Aes. Be prepared to use the Thunderwave maneuver from the previous plan if necessary, but you likely won't need it.
 
[X] The plan hasn't changed much. Open fire on the sitting duck from your relative safety behind the barricade, Frostbite and shotgun shells from Ruby and Yang, Acid Splash and Firebolt from Aes. Be prepared to use the Thunderwave maneuver from the previous plan if necessary, but you likely won't need it.

Gotta love sentient dice :D
 
Last edited:
[X] The plan hasn't changed much. Open fire on the sitting duck from your relative safety behind the barricade, Frostbite and shotgun shells from Ruby and Yang, Acid Splash and Firebolt from Aes. Be prepared to use the Thunderwave maneuver from the previous plan if necessary, but you likely won't need it.

You pulled a goddamn Fluttershy and threw the damn curse back at it! And it botched!
A Simple Soul!
 
[X] The plan hasn't changed much. Open fire on the sitting duck from your relative safety behind the barricade, Frostbite and shotgun shells from Ruby and Yang, Acid Splash and Firebolt from Aes. Be prepared to use the Thunderwave maneuver from the previous plan if necessary, but you likely won't need it.

Hey, OP, can I borrow some of the goats you use as sacrifices to RNGesus? You know, just in case?
 
Blood and Bone Part XIII
[X] The plan hasn't changed much. Open fire on the sitting duck from your relative safety behind the barricade, Frostbite and shotgun shells from Ruby and Yang, Acid Splash and Firebolt from Aes. Be prepared to use the Thunderwave maneuver from the previous plan if necessary, but you likely won't need it.

"Kill it. Now." You call out, unwilling to give up this advantage. Your plan remains the same; hold them at the barricade and rain down destruction. This had only bought you more time--time which, you soon realize, is unneeded.

Your first two spells strike head on, inflicting only minimal damage, but more than enough for the monster's hateful glare to intensify. But then Aes steps up. Your friend is pale, shaking with shock and fear, but she keeps her features tight and her gaze is filled with wrath to match the fires of hell. she looks at the creature standing there, frozen by its own magic, and with a sharp gesture speaks a few words you do not recognize. From her hand flies a bolt of flame, thin, long, and vicious as her gaze. The spell struck, and instantly your foe bursts into conflagration. It is almost like watching a contained explosion, as the creature flares once before crumbling to mere dust and ashes, only its wrapping left to mark where it had once stood.

"Dayum, girl." Yang says after a sharp moment of silence. "That was vicious." You blink, before casting a chiding glare at your sister, who shrugs it off. Aes seems to appreciate the comment, however, her lips quirking into what might have been called a smile if it weren't shaking like an earthquake.

"I-I didn't expect it to work so well." She mutters. You offered your own smile, kind and gentle. Then you glance up as, once again, the silence is broken, for once by words rather than animalistic sounds.

"You brats! How dare you disturb my work!" A man's voice says, and as you follow it yet another surge of revulsion climbs up your throat. He would not be a pretty man even when clean, with long, stringy black hair and a pale, pouty face, but the dirt and… other filth all over him is more than enough to distract from that. Long, lean, and wild-looking, this man is most likely your target, but doesn't look like he's had a good meal in about a month. How could such a pitiful person cause so much harm, you wonder, even as another spell of frost comes to your lips, uncalled but ready. At your silence, the necromancer grows incensed, and he growls. "Fine then. Just die." Then he waves a hand negligently not in your direction, as you might have expected, but Yang's, throwing a sickly black bolt of magic that you don't recognize, but makes your eyes widen all the same. You watch, almost in slow motion, as it approaches your sister faster than you can react.

"Rend." There is no anger behind the word that Ozpin speaks, no burning rage or icy wrath, just a calm, measured tone of voice. And yet you cannot deny the sheer power ripping through the air to intercept the necromancer's bot, tearing it asunder before continuing on to strike its caster. The necromancer stumbles, but appears unharmed at first.

"What the fu--!" He cries in shock, but your mentor is not done, This time he does not speak, merely gestures, and you are forced to blink in surprise as the other man simply collapses, eyes rolling up in his head and a smattering of meaningless babbles pouring from his mouth.

"Professor?" You ask warily, turning to the man in question. Ozpin glances back, quirking a curious eyebrow before smiling.

"Oh, don't mind me, Ms. Rose. It was merely time for me to earn my keep, so to speak. For all that slaying monsters is a noble pursuit, men are an entirely different matter, and you have few other methods of incapacitation as yet." With that he tilts his head towards the insensate Necromancer. "I did say I would step in when needed." You find that you cannot disagree with the point, and so nod. It was what you had brought him here for, after all, and while you were a little disappointed you could not defeat the true enemy yourself, you were starting to grow weary of the night regardless. Already, Aes's gifted spell is wearing off, its comforting warmth seeping out of your bones. But the day is won, and that thought is still enough to bring a smile to your lips.

Aes gains 1150 Experience
Yang gains 1150 Experience
Ruby gains 1150 Experience
Level up!
Aes levels up!



What do you do now?

[ ] Loot the dungeon
-[ ] Thoroughly
-[ ] Just go for valuables

[ ] Go home already. You're done with this place

OOC: Wow, that mummy just really wanted to die like a bitch. It's not bad eenough they're actually weak to fire, but he also botched his defense roll against Aes's firebolt spell. She murdered him dead hard.

Anyways, now would be a good time to start planning out level ups. Don't actually vote yet, I'll save that for next update when I can more easily give you trait options and it would flow better, but the rest can be discussed. I will be restructuring the spell lists in the meantime. Keep an eye out for that, you'll probably get a couple of notifications for posts.


Hey, OP, can I borrow some of the goats you use as sacrifices to RNGesus? You know, just in case?
You wouldn't want them. I'm the GM, remember? The monsters are supposed to be getting the good rolls, not you guys. These goats are clearly defective.
 
Last edited:
[X] Loot the dungeon
-[X] For evidence, as Ozpin being over your shoulder makes proper murderhoboing a bad idea right now
 
1st Cricle Spell List
Primal

First Circle:
Absorb Elements-complex

1 Reaction *

1 Round

Self


The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1SPL(V) wound of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1SPL(V) for each slot level above 1st.



Alarm-complex

1 Minute

8 Hours

30 ft


You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


Animal Friendship-simple,

1 Action

24 Hours

30 ft


This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.



Beast Bond-simple

1 Action

10 Minutes

Touch


You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.


Charm Person-complex

1 Action

1 Hour

30 ft


You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.



Create or Destroy Water-complex

1 Action

Instantaneous

30 ft (30 ft )


You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.



Cure Wounds-complex

1 Action

Instantaneous

Touch


A creature you touch regains a number of hit points equal to 1PL(V). This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1SPL(V) for each slot level above 1st.



Detect magic-simple

1 Action

10 Minutes

Self (30 ft )


For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.



Detect Poison and Disease-simple

1 Action

10 Minutes

Self (30 ft )


For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.



Earth Tremor-grand

1 Action

Instantaneous

10 ft


You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity Saving throw. On a failed save, a creature takes 1SPL(V) bludgeoning wounds and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1SPL(V) for each slot level above 1st.


Ensnaring Strike-complex

1 Bonus Action

1 Minute

Self


The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.


While restrained by this spell, the target takes 1SPL(V) piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength saving throw. On a success, the target is freed.

At higher level
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1SPL(V) for each slot level above 1st.



Entangle-grand

1 Action

1 Minute

90 ft (20 ft )


Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.



Faerie Fire-simple

1 Action

1 Minute

60 ft (20 ft )


Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.



Fog Cloud-complex

1 Action

1 Hour

120 ft (20 ft )


You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.



Goodberry-complex

1 Action

Instantaneous

Touch


Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 wound, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Casting Goodberry again destroys any remaining berries from the last casting.



Hail of Thorns-complex

1 Bonus Action

1 Minute

Self



The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 2SPL(V) piercing damage on a failed save, or half as much damage on a successful one.

At higher level
If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2SPL(V) for each slot level above 1st (to a maximum of 12(SPL(V)).



Healing Word-complex

1 Bonus Action

Instantaneous

60 ft


A creature of your choice that you can see within range regains wounds equal to 2d4. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.



Hunter's Mark-simple

1 Bonus Action

1 Hour

90 ft


You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1SPL(V) damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 wounds before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.



Ice Knife-complex

1 Action

Instantaneous

60 ft (5 ft *)


You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2SPL(V) piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2SPL(V) cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1SPL(V) for each slot level above 1st.



Jump-simple

1 Action

1 Minute

Touch


You touch a creature. The creature's jump distance is tripled until the spell ends.


Longstrider-simple

1 Action

1 Hour

Touch


You touch a creature. The target's speed increases by 10 feet until the spell ends.

When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Purify Food and Drink-complex

1 Action

Instantaneous

10 ft (5 ft )


All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.


Snare-complex

1 Minute

8 Hours

Touch


As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.


Speak With Animals-simple

1 Action

10 Minutes

Self


You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.


Thunderwave-grand, ranged, thunder

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2SPL(V) thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1SPL(V) for each slot level above 1st.


Zephyr Strike-simple

1 Bonus Action

1 Minute

Self


You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1SPL(V) force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Arcane

1st Circle:
Absorb Elements-complex
1 Reaction *
1 Round
Self

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1SPL(V) damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1SPL(V) for each slot level above 1st.


Alarm-complex
1 Minute
8 Hours
30 ft

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.


Armor of Agathys-simple
1 Action
1 Hour
Self

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
You gain 2 temporary wounds for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 2 cold damage.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, both the temporary wounds and the cold damage increase by w for each slot


Arms of Hadar-complex
1 Action
Instantaneous
Self (10 ft )

You invoke the power of Hadar, the Dark Hunger.
Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2SPL(V) necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1SPL(V) for each slot level above 1st.


Burning Hands-grand
1 Action
Instantaneous
Self (15 ft )

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3SPL(V) fire damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1SPL(V) for each slot level above 1st.


Catapult-grand
1 Action
Instantaneous
60 ft

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3SPL(V) bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1SPL(V), for each slot level above 1st.


Cause Fear-simple
1 Action
1 Minute
60 ft

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them.


Chaos Bolt-grand
1 Action
Instantaneous
120 ft

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 3SPL(V) damage. Roll a d8 The number rolled on that die determines the attacks damage type, as shown below.
d8 / Damage Type
1 / Acid
2 / Cold
3 / Fire
4 / Force
5 / Lightning
6 / Poison
7 / Psychic
8 / Thunder
If you roll an 8, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, each target takes 1SPL(V) extra damage of the type rolled for each slot level above 1st.


Charm Person-complex
1 Action
1 Hour
30 ft

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.


Chromatic Orb-grand
1 Action
Instantaneous
90 ft

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3SPL(V) damage of the type you chose.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1SPL(V) for each slot level above 1st.


Color Spray-grand
1 Action
1 Round
Self (15 ft )

A dazzling array of flashing, colored light springs from your hand. Roll 12SPL(V); the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 4SPL(V) for each slot level above 1st.

Comprehend Language-simple
1 Action
1 Hour
Self

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.


Detect Magic-simple
1 Action
10 Minutes
Self (30 ft )

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Disguise Self-simple
1 Action
1 Hour
Self

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.


Dissonant Whispers-grand
1 Action
Instantaneous
60 ft

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
The target must make a Wisdom saving throw. On a failed save, it takes 3SPL(V) psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1SPL(V) for each slot level above 1st


Earth Tremor-grand
1 Action
Instantaneous
10 ft

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1SPL(V) bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1SPL(V) for each slot level above 1st.


Expeditious Retreat-simple
1 Bonus Action
10 Minutes
Self

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.


Faerie Fire-simple
1 Action
1 Minute
60 ft (20 ft )

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.


False Life-simple
1 Action
1 Hour
Self

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 2 temporary wounds for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 2 additional temporary wounds for each slot level above 1st.


Feather Fall-simple
1 Reaction *
1 Minute
60 ft

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Find Familiar-complex
1 Hour
Instantaneous
10 ft

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.


Floating Disk-complex
1 Action
1 Hour
30 ft

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.


Fog Cloud-complex
1 Action
1 Hour
120 ft (20 ft )

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.


Grease-complex
1 Action
1 Minute
60 ft (10 ft )

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.


Healing Word-simple
1 Bonus Action
Instantaneous
60 ft

A creature of your choice that you can see within range regains wounds equal to 1d4 + SPL(V). This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.


Hellish Rebuke-grand
1 Reaction *
Instantaneous
60 ft

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 4SPL(V) fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2SPL(V) for each slot level above 1st.


Heroism-complex
1 Action
1 Minute
Touch

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary wounds equal to SPL(V) at the start of each of its turns. When the spell ends, the target loses any remaining temporary wounds from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.


Hex-complex
1 Bonus Action
1 Hour
90 ft

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1SPL(V) necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 wounds before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.
At higher level
When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


Hideous Laughter-simple
1 Action
1 Minute
30 ft

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.


Ice Knife-complex
1 Action
Instantaneous
60 ft (5 ft *)

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2SPL(V) piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2SPL(V) cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1SPL(V) for each slot level above 1st.


Identify-simple
1 Minute
Instantaneous
Touch

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.


Illusory Script-simple
1 Minute
10 Days
Touch

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear.
A creature with truesight can read the hidden message.


Jump-simple
1 Action
1 Minute
Touch

You touch a creature. The creature's jump distance is tripled until the spell ends.

Longstrider-simple
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Mage Armor-complex
1 Action
8 Hours
Touch

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's gains +3 to physical defenses. The spell ends if the target dons armor or if you dismiss the spell as an action.

Magic Missile-simple
1 Action
Instantaneous
120 ft

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.


Protection From Evil and Good-simple
1 Action
10 Minutes
Touch

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.


Ray of Sickness-complex
1 Action
Instantaneous
60 ft

A ray of sickening greenish energy lashes out toward a creature within range.
Make a ranged spell attack against the target. On a hit, the target takes 2SPL(V) poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1SPL(V) for each slot level above 1st.


Shield-simple
1 Reaction *
1 Round
Self

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to physical defenses, including against the triggering attack, and you take no damage from magic missile.

Silent Image-simple
1 Action
10 Minutes
60 ft (15 ft *)

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.


Sleep-grand
1 Action
1 Minute
90 ft (20 ft )

This spell sends creatures into a magical slumber. Roll 5SPL(V); the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2SPL(V) for each slot level above 1st.


Snare-complex
1 Minute
8 Hours
Touch

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.


Tasha's Hideous Laughter-simple
1 Action
1 Minute
30 ft

A creature of your choice must succeed on a Wisdom save or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom save. The target has advantage if it's triggered by damage. On a success, the spell ends.


Tenser's Floating Disk-complex
1 Action
1 Hour
30 ft

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends and everything falls to the ground.
The disk doesn't move if you're within 20 feet of it. If you move more than 20 feet away, it follows you so that it remains within 20 feet. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more.


Thunder Wave-complex
1 Action
Instantaneous
Self (15 ft )

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2SPL(V) thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1SPL(V) for each slot level above 1st.


Unseen Servant-complex
1 Action
1 Hour
60 ft

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has physical defenses 10, 1 wound, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.


Witch Bolt-complex
1 Action
1 Minute
30 ft

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against that creature. On a hit, the target takes 2SPL(V) lightning damage, and on each of your turns for the duration, you can use your action to deal 2SPL(V) lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2SPL(V) for each slot level above 1st.
 
[X] Loot the dungeon
-[X] Thoroughly

No stone unturned.
We don't want some undead hiding under a hidden slab to escape later.
We aren't looking for evidence, we got the guy pretty much in the act, with an army of dead kids.
We're doing cleanup
 
2nd Circle Spell List
Primal

2nd Circle:

Animal Messenger-simple

1 Action

24 Hours

30 ft


By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.



Barkskin-complex

1 Action

1 Hour

Touch


You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's melee or ranged defense roll can't be less than 16, regardless of what kind of armor it actually rolled.


Beast Sense-complex
1 Action
1 Hour
Touch

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses
.


Cordon of Arrows-grand, ranged
1 Action
8 Hours
5 ft
DEX Save

You plant four pieces of nonmagical ammunition – bullets, arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area.

Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1SPL(V) piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.


When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At higher level
When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd
.



Darkvision-simple

1 Action

8 Hours

Touch


You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.


Dust Devil-grand, melee
1 Action
1 Minute
60 ft(5 ft *)
STR Save

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1SPL(V) bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn't pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1SPL(V) for each slot level above 2nd.



Earthbind-complex

1 Action

1 Minute

300 ft


Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.


Enhance Ability-complex

1 Action

1 Hour

Touch


You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear's Endurance. The target has advantage on Constitution checks. It also gains 2SPL(V) temporary hit points, which are lost when the spell ends.

Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.

Eagle's Splendor. The target has advantage on Charisma checks.

Fox's Cunning. The target has advantage on Intelligence checks.

Owl's Wisdom. The target has advantage on Wisdom checks.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.



Find Traps-simple

1 Action

Instantaneous

120 ft


You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.



Flame Blade-grand, melee, fire

1 Bonus Action

10 Minutes

Self


You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3SPL(V) fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1SPL(V) for every two slot levels above 2nd
.



Flaming Sphere-grand

1 Action

1 Minute

60 ft (5 ft )


A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2SPL(V) fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1SPL(V) for each slot level above 2nd.



Gust of Wind-complex

1 Action

1 Minute

Self


A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.



Healing Spirit-grand

1 Bonus Action

1 Minute

60 ft (5 ft )


You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1SPL(V) hit points to that creature (no action required). The spirit can't heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.

At higher level
When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1SPL(V) for each slot level above 2nd.



Heat Metal-complex

1 Action

1 Minute

60 ft


Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2SPL(V) fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1SPL(V) for each slot level above 2nd.



Hold Person-complex

1 Action

1 Minute

60 ft


Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.



Lesser Restoration-complex

1 Action

Instantaneous

Touch


You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.


Locate Animals or Plants-simple

1 Action

Instantaneous

Self


Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present
.


Locate Object-simple

1 Action

10 Minutes

Self


Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.



Moonbeam-grand

1 Action

1 Minute

120 ft (5 ft *)


A silvery beam of pale light shines down in a 5-foot- radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 4SPL(V) radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2SPL(V) for each slot level above 2nd.




Pass Without Trace-complex

1 Action

1 Hour

Self


A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.


Protection From Poison-complex

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.



Skywrite-complex

1 Action

1 Hour

Sight


You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.


Silence-complex

1 Action

10 Minutes

120 ft (20 ft )


For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.


Spike Growth-grand, melee

1 Action

10 Minutes

150 ft (20 ft )


The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.



Warding Wind-complex

1 Action

10 Minutes

Self (10 ft )


A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.

The wind has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind
 
Last edited:
Aes steps up. Your friend is pale, shaking with shock and fear, but she keeps her features tight and her gaze is filled with wrath to match the fires of hell. she looks at the creature standing there, frozen by its own magic, and with a sharp gesture speaks a few words you do not recognize. From her hand flies a bolt of flame, thin, long, and vicious as her gaze. The spell struck, and instantly your foe bursts into conflagration. It is almost like watching a contained explosion, as the creature flares once before crumbling to mere dust and ashes, only its wrapping left to mark where it had once stood.
"Dayum, girl." Yang says after a sharp moment of silence. "That was vicious."
When Yang gives a compliment like that you know it's both 100% approved of and accurate.
You blink, before casting a chiding glare at your sister, who shrugs it off. Aes seems to appreciate the comment, however, her lips quirking into what might have been called a smile if it weren't shaking like an earthquake.
"I-I didn't expect it to work so well." She mutters.
She's in shock over seeing her friends in the mob, probably.
"You brats! How dare you disturb my work!"
And there's the cliche evil wizard line we've come to know and love.
A man's voice says, and as you follow it yet another surge of revulsion climbs up your throat. He would not be a pretty man even when clean, with long, stringy black hair and a pale, pouty face, but the dirt and… other filth all over him is more than enough to distract from that. Long, lean, and wild-looking, this man is most likely your target, but doesn't look like he's had a good meal in about a month.
Well, there're two kinds of necromancers Ruby: The rat-man, and the Un-Life King. The latter is where every Necromancer wants to be: They have wealth, power, minions, and probably a good dungeon or tower. The former is where everyone starts. An outcast scrabbling at the dregs of the gutter, humanity slowly slipping away as they gnaw at the roots of society.
"Fine then. Just die." Then he waves a hand negligently not in your direction, as you might have expected, but Yang's, throwing a sickly black bolt of magic that you don't recognize, but makes your eyes widen all the same. You watch, almost in slow motion, as it approaches your sister faster than you can react.
"Rend." There is no anger behind the word that Ozpin speaks, no burning rage or icy wrath, just a calm, measured tone of voice. And yet you cannot deny the sheer power ripping through the air to intercept the necromancer's bot, tearing it asunder before continuing on to strike its caster. The necromancer stumbles, but appears unharmed at first.
Whelp. Ozzie the fuckless is pissed.
"What the fu--!" He cries in shock, but your mentor is not done, This time he does not speak, merely gestures, and you are forced to blink in surprise as the other man simply collapses, eyes rolling up in his head and a smattering of meaningless babbles pouring from his mouth.
'Professor?" You ask warily, turning to the man in question. Ozpin glances back, quirking a curious eyebrow before smiling.
"Oh, don't mind me, Ms. Rose. It was merely time for me to earn my keep, so to speak. For all that slaying monsters is a noble pursuit, men are an entirely different matter, and you have few other methods of incapacitation as yet."
And yet, you startled Ruby hard enough to almost swear.

Still though, I don't feel one lick of sympathy for what Oz's about to do next.
 
Whelp. Ozzie the fuckless is pissed
OKay, are you trying to insult him, or just say he's out of ducks to give? I can't quite tell.
almost swear.

Still though, I don't feel one lick of sympathy for what Oz's about to do next
Well it wasn't Ruby who almost swore, that was the necromancer, and Ozpin already did what he was going to. Dropping a Feeblemind isn't quite punishment enough, but it certainly goes a good way, and he needs a living person to press charges against.
 
OKay, are you trying to insult him, or just say he's out of ducks to give? I can't quite tell.
It's an old nickname I picked up from an author I like. Yes, it's about 'I am out of fucks to give'.
Well it wasn't Ruby who almost swore, that was the necromancer, and Ozpin already did what he was going to. Dropping a Feeblemind isn't quite punishment enough, but it certainly goes a good way, and he needs a living person to press charges against.
They're putting that guy up on the stand? That'll be interesting to see how Ozzie spins the magic cover-up.
 
They're putting that guy up on the stand? That'll be interesting to see how Ozzie spins the magic cover-up.
How else? It was obviously a semblance. And of course, any real magic things will be dealt with by Ozzy or a cleanup crew after you kids are done playing around.
That's not to say magic will stay on the down low for too long. It's going to be everywhere soon enough. But here, at least, he'll get away with it.
 
You wouldn't want them. I'm the GM, remember? The monsters are supposed to begetting the good rolls, not you guys. These goats are clearly defective.
So what we do is, we take the goats and we give them to the GM of other games and/or quests.

Dropping a Feeblemind isn't quite punishment enough, but it certainly goes a good way, and he needs a living person to press charges against.
Feebleminding is pretty permanent, so I doubt the necromancer will even be aware of whatever punishment is leveled against him. But I suppose justice must be seen to be done.
 
Last edited:
Back
Top