Difference between revisions of "Wizzrobe"

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'''Wizzrobe''' is one of several possible [[Researcher#School of Research|Schools of Research]] you can gain at the 2nd level of the [[researcher]] class.
  
'''Wizzrobe''' is one of several possible subclasses you can gain at the 2nd level of the [[researcher]] class.
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Your school affects which spells you can learn as a researcher.  Your school also grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels.  See [[Researcher#Wizzrobe]] for an integrated list that combines technomancer features with those of the base researcher class.
  
Your subclass affects which spells you can learn as a researcher.  Your subclass grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels.
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{{:Wizzrobe/Intro}}
 
 
A witch is perhaps the most renowned and versatile of researchers. Their potions are coveted for healing wounds, and their poisons sought for bringing down kings. Although the magic of a witch is perhaps more subtle than the flashiness of a [[wizzrobe]] or the straightforward nature of a [[technomancer]], it is easily the most versatile. Witchcraft includes a wide array of spells—far beyond simple medicines and poisons, they can cast spells to fling acid, enable flight, create illusions, heal wounds, and even twist dimensions.
 
  
 
== Magic Points ==
 
== Magic Points ==
 
At 2nd level, and every researcher level you gain after this, your [[Researcher#Magic Meter|magic points]] increase by 5.
 
At 2nd level, and every researcher level you gain after this, your [[Researcher#Magic Meter|magic points]] increase by 5.
  
==School Proficiencies==
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{{:Wizzrobe/2nd}}
At 2nd level, you gain proficiency in the [[Arcana]] skill. If you are already proficient, you may instead gain proficiency in one skill from [[Animal Handling]], [[Engineering]], [[History]], [[Medicine]], [[Nature]], and [[Religion]].
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{{:Wizzrobe/6th}}
 
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{{:Wizzrobe/10th}}
You also learn to read, write, and speak one language from {{L|Blin}}, {{L|Stal}}, or {{L|Twilit}}.
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{{clear}}
 
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{{:Wizzrobe/Image/3}}
==Elemental Affinity==
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{{:Wizzrobe/14th}}
Most wizzrobes specialize in casting a specific type of damaging magic. At 2nd level, choose cold, fire, or lightning.
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{{:Wizzrobe/18th}}
 
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{{:Wizzrobe/20th}}
When you cast a spell that deals damage of your chosen type, you can increase its spell save DC by 2, or gain a +2 bonus to its attack roll.
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{{clear}}
 
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{{:Researcher/Spell List|Wizzrobe}}
You gain [[Damage Resistance|resistance]] to your chosen damage type. If you otherwise have resistance, you also gain [[advantage]] on all [[saving throw]]s to mitigate or avoid damage of that type.
 
 
 
Depending on your choice, however, you also gain [[Damage vulnerability|vulnerability]] to a certain type of damage:
 
* Cold: You have fire vulnerability.
 
* Fire: You have cold vulnerability.
 
* Lightning: You have thunder vulnerability.
 
 
 
==Rod Evocation==
 
At 6th level, you learn to wield magical [[rod]]s with greater ease.  The amount of magic points you need to use any rod's effect is reduced by 1.  If the rod's damage type matches your [[#Elemental Affinity|Affinity]], the amount is instead reduced by 2.
 
 
 
==Wizzwarp==
 
At 6th level, you learn the {{Spell|Warping Step}} spell.  If you already know this spell, you instead learn another 2-point [[#Wizzrobe Spell List|wizzrobe spell]] you would otherwise be able to learn.  This new spell does not count against your [[Researcher#Spellcasting|Spells Known]].
 
 
 
Starting from 6th level, when you cast {{Spell|Warping Step}}, you can cast it with 0 magic points.  Overpowering this spell costs 1 additional magic point, as normal.
 
 
 
==Blast Magic==
 
At 10th level, your raw magic power to blast apart enemies comes into its own.
 
 
 
Whenever you cast a researcher spell with a duration of "Instantaneous" that deals damage of a type matching your [[#Elemental Affinity|Affinity]], you increase the damage one target takes by an amount equal to your {{int}} modifier. If a successful [[saving throw]] halves this spell's damage, it also halves the damage added by your Intelligence modifier.
 
 
 
Whenever you cast any spell that deals your [[#Elemental Affinity|Affinity]] damage type, that spell bypasses [[damage resistance]].
 
 
 
==Elemental Paragon==
 
At 14th level, you gain [[Damage Immunity|immunity]] to your [[#Elemental Affinity|Affinity]] damage type.  You are also no longer vulnerable to the correlating damage type, unless you would be for reasons not detailed under {{inpage|Elemental Affinity}}.
 
 
 
==Piercing Magic==
 
At 18th level, your magic overwhelms defenses both canny and uncanny.  Any spell you cast ignores [[damage resistance]].  If a creature would be immune to the damage from one of your spells, it instead takes half the spell's damage.
 
 
 
==Weather Permeation==
 
At 18th level, your raw elemental power is so great it affects the climate in your immediate vicinity. The effect depends on the damage type you chose for {{inpage|Elemental Affinity}}.
 
* '''Cold''': The temperature within a 200-foot radius of you plummets drastically, to the point of [[extreme cold]].  You can choose to mitigate this effect up to normal temperatures. Any creature you mentally designate is shielded from this cold.
 
* '''Fire''': The temperature within a 200-foot radius of you raises drastically, to the point of [[extreme heat]]. You can choose to decrease this effect down to normal temperatures. Any creature you mentally designate is shielded from this heat.
 
* '''Lightning''': A small rain cloud about 200 feet across forms over you low in the sky, but only slightly lower than the naturally occurring sky. This rain cloud provides constant shade for the vicinity in which you walk, and endlessly pours light rain at your will. It will not follow you indoors but instead flies overhead in whatever structure you enter. You can choose to mitigate the cloud entirely, or to provide pockets of sunlight through as you mentally designate.
 
You can choose to suppress this feature at will, and it ends automatically if you fall [[unconscious]]. The effect is gradual, taking 1 minute to form or dissipate.
 
 
 
==Master Wizzrobe==
 
At 20th level, you ascend to a true master of elemental magic. You gain all the benefits from the features {{inpage|Elemental Affinity}}, {{inpage|Rod Evocation}}, {{inpage|Blast Magic}}, and {{inpage|Elemental Paragon}} regardless of which damage type you initially chose for {{inpage|Elemental Affinity}}.
 
 
 
Whenever you finish a [[short rest]], you can choose a new type of {{inpage|Weather Permeation}} from among cold, fire, and lightning.
 
 
 
You have advantage on all {{int}} ([[Arcana]]) checks and {{cha}} ([[Intimidation]]) checks.
 
 
 
==Wizzrobe Spells==
 
{{Subclass Spell List|Wizzrobe}}
 
  
  
 
[[Category:Schools of Research]]
 
[[Category:Schools of Research]]
 
[[Category:Subclasses]]
 
[[Category:Subclasses]]

Latest revision as of 14:31, 10 May 2020

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ClassesResearcher→ Wizzrobe

Wizzrobe is one of several possible Schools of Research you can gain at the 2nd level of the researcher class.

Your school affects which spells you can learn as a researcher. Your school also grants features at 2nd, 6th, 10th, 14th, 18th, and 20th levels. See Researcher#Wizzrobe for an integrated list that combines technomancer features with those of the base researcher class.

A wizzrobe is one who delves into the depths of the most destructive magic; one who cares for little other than the utter obliteration of her foes at the tendrils of fire, frost, or lightning. The deeper one dives into this school, or so they say, the less empathy and sanity remains inside you. Indeed, the very term "wizzrobe" has become so attributed to the wanton destruction that few hylians even realize not all wizzrobes are literally evil monsters.

As the name suggests, a wizzrobe often wears a robe with a hood or other headgear that conceals its face. This is most often done to conceal the wizzrobe’s identity, due to the negative connotation wizzrobes as a whole have received. Some wizzrobes choose to wear hooded robes out of tradition rather than shame, and others still eschew these garments altogether.

Magic Points

At 2nd level, and every researcher level you gain after this, your magic points increase by 5.

Elemental Affinity

Most wizzrobes specialize in casting a specific type of offensive magic. At 2nd level, choose one affinity from Fire Wizzrobe, Ice Wizzrobe, Electrobe, Gale Wizzrobe, Sandrobe, and Summoner.

Several of these affinities add a bonus die to spell attack rolls. If different features add bonus dice to your attack rolls, they don't combine. Add only the highest.

Fire Wizzrobe

  • If you cast any spell that deals fire damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You have resistance to fire damage, and you cannot be ignited. If you already have fire resistance due to your race, you instead gain resistance to acid damage.
  • You have vulnerability to cold damage.
  • At 10th level you become a Meteo Wizzrobe. From this point onward whenever you cast a spell that deals fire damage, you add your Intelligence modifier to one damage roll of that spell.

Ice Wizzrobe

  • If you cast any spell that deals cold damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You have resistance to cold damage. If you already have cold resistance due to your race, you instead gain resistance to acid damage.
  • Your speed is doubled when you move across slippery ice, and your weight doesn't add to thin ice unless you want it to.
  • You cannot be petrified by any spell or effect that also deals cold damage.
  • You have vulnerability to fire damage.
  • At 10th level you become a Blizzrobe. From this point onward whenever you cast a spell that deals cold damage, you add your Intelligence modifier to one damage roll of that spell.

Electrobe

  • If you cast any spell that deals lightning damage, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You have resistance to lightning damage. If you already have lightning resistance due to your race, you instead gain resistance to acid damage.
  • You cannot be stunned or paralyzed by any spell or effect that also deals lightning damage.
  • You have vulnerability to thunder damage.
  • At 10th level you become a Stormrobe. From this point onward whenever you cast a spell that deals lightning damage, you add your Intelligence modifier to one damage roll of that spell.

Gale Wizzrobe

  • You have resistance to thunder damage. If you already have thunder resistance due to your race, you instead gain resistance to acid damage.
  • You can ignore the effects of high altitude, strong winds, and heavy precipitation.
  • You have vulnerability to lightning damage.
  • If you cast any spell that forces a creature to move or be knocked prone on a failed save, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • At 10th level you become a Hurricane. From this point onward whenever you cast a spell that benefits from your DC increase or d4 bonus die, you also add Intelligence modifier to one damage roll of that spell if it has one.

Sandrobe

This page or section is incomplete, and will eventually be expanded with more information.
  • You have resistance to poison damage, and cannot be poisoned. If you already have poison resistance due to your race, you instead gain resistance to acid damage.
  • If you cast a spell from the adjacent list, either increase the spell save DC by 2 or add a d4 bonus die to the attack roll.
  • You can ignore the effects of quicksand, extreme heat, and extreme cold. You automatically succeed on any ability check to pull a creature out of quicksand.
  • You have vulnerability to thunder damage.
  • At 10th level you become a Sandstorm. From this point onward...

Summoner

This page or section is incomplete, and will eventually be expanded with more information.
  • After you cast a conjuration spell that summons a creature, add a d4 bonus die to attack rolls made by that creature. If you summon multiple creatures with one spell, you decide which one gains this benefit.
  • While concentrating on any conjuration spell that summons a creature, you have advantage on any saving throw made to maintain concentration.
  • You can identify on sight whether or not a creature was summoned by a spellcaster. You also have advantage on any Intelligence check made to recall lore about such creatures.
  • You have resistance to psychic damage. If you already have psychic resistance due to your race, you instead gain resistance to acid damage.
  • You have vulnerability to necrotic damage.
  • At 10th level you become a Grand Summoner. From this point onward, whenever you summon a creature with a spell, the creature's maximum hit points increase by an amount equal to your Intelligence score.


Wizzwarp

At 6th level, you learn the warping step spell. If you already know this spell, you instead learn another 1-point (1st-level) wizzrobe spell you would otherwise be able to learn. In either case, this new spell does not count against your Spells Known.

When you cast warping step, you can cast it with 0 magic points (or without a spell slot). Overpowering this spell costs 1 additional magic point (or using a higher-level spell slot), as normal.

Elemental Paragon

At 14th level, the damage resistance granted by your affinity becomes damage immunity.

Control Weather

At 14th level, your raw elemental power is so great it affects the climate in your immediate vicinity. You learn the control weather spell and it does not count against your spells known. You can cast this spell even if it exceeds your magic limit, casting this spell does not cost you magic points, and you can maintain control over it without concentration.

Blast Magic

At 18th level, your magic overwhelms defenses both canny and uncanny. Any spell you cast ignores damage resistance. If a creature would be immune to the damage from one of your spells, it instead takes half the spell's damage.

Master Wizzrobe

At 20th level, you ascend to a true master of elemental magic. You gain the benefit of two more Elemental Affinities of your choice. From now on you also have advantage on all Intelligence (Arcana) checks and all Charisma (Intimidation) checks.

Wizzrobe Spell List

The following spells are available to all wizzrobes.

Cantrips (0-points)

Air Slash You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Blast Bolt You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Candle Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Chromatic Burst You evoke a burst of elemental energy, potentially damaging several creatures at once.
Cryonis Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice.
Ember A grounded creature within 20 feet of you must succeed on a Constitution saving throw or take 1d6 fire damage and be ignited for 1 minute.
Fire Bolt You hurl a mote of fire at a creature or object within range.
Frost Bolt Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Frostnip A creature within 30 feet must succeed on a Constitution save or take 1d8 cold damage, or 1d12 cold damage if it is missing heart points.
Ice Shard You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range.
Light You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Lightning Field An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Mending This spell repairs a single break or tear in an object you touch.
Minor Illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Prestidigitation You create one of several minor magical effects.
Ray of Radiance You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Razor Tome Razor-sharp parchment flies out to slash one or more nearby creatures.
Sage Hand Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Shock Bolt You sling a jolt of electricity, which might flare up to shock creatures nearby your main target.
Shocking Grasp Lightning springs from your hand to deliver a shock to a creature you try to touch.
Singe A creature within 30 feet must succeed on a Constitution save or take 1d8 fire damage; 1d12 fire damage if it's unarmored.
Static A sudden charge of electricity arcs through a creature in range, dealing damage that will spread to an adjacent creature.
Thaumaturgy You manifest a minor wonder, a sign of supernatural power, within range.
Touch Wind You seize the air and compel it to create one of several minor effects.


1-point

Flying Object A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Icicle Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath.
Illusory Script You write a script that appears true to creatures you designate, but illusory to all other creatures.
Tremor You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Warping Step You teleport to an unoccupied space you can see up to 30 feet away.
Wizzward Your reaction grants a creature minor protection against some damaging spells cast by its allies.


2-point

Craft Rod You create a fire rod, ice rod, or lightning rod.
Detect Magic Sense the presence of magic within 30 feet of you.
Disguise Self Cause yourself to appear different for the duration.
Feather Fall Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Flame Choke Your touch engulfs a creature in a burst of flames and knocks it prone.
Flame Vortex A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures.
Fog Cloud You create a sphere of fog within range.
Glacier Crash You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it.
Grease Slick grease covers a patch of ground, potentially knocking creatures prone.
Icy Gale Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
Identify You identify what spells are affecting a creature or object, or learn a magic item's properties.
Image Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Mage Armor A creature you touch gains an AC of 13 + its Dexterity modifier.
Perceive Invisibility For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petite Storm A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Unseen Servant Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Wizzkick Perform a magically-enhanced flying kick through your enemies.
Zip Zap Up to three bolts leap towards creatures in range. Each bolt can deal 1d6 lightning damage and subtract 5 feet from the target's movement.


3-point

Darkness Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Elemental Barrier
Gust of Wind You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Ice Barricade You create a wall of nonmagical ice up to 10 feet tall and 30 feet across.
Illumination Create daylight out to a wide radius for 10 minutes or longer.
Knock You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Mirror Image You create three illusory duplicates of yourself to distract attacks away from you.
Scorching Ray Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage.
Seizing Bolt A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Snowballs Conjure a pile of 10 snowballs that can be thrown by yourself or other creatures for ranged spell attacks that deal cold damage.
Somaria You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute.
Spider Climb A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Wizzwall A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers.


4-point

Hot Foot Your movements are wreathed in flames until the start of your next turn, boosting your speed and dealing damage to creatures you move through.
Ice Wave You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it.
Invisibility A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Sending You send a short message to any creature with which you are familiar over any possible distance.
Water Walk Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.


5-point

Breath of Dinraal A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you.
Call Lightning You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
Conjure Chilfos Summon one or more chilfos, icy humanoid-shaped creatures, to obey your commands.
Counterspell You attempt to interrupt a creature in the process of casting a spell.
Dispel Magic You attempt to end a spell effect in range.
Fireball You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you.
Fly A willing creature you touch gains a flying speed of 60 feet for the duration.
Ice Cube At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart.
Magic Circle You create a 10-foot radius cylinder that prevents certain creature types from entering.
Nondetection For 8 hours, you hide a target that you touch from divination magic.
Protection from Energy A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Sleet Storm For 1 minute, freezing rain and wind hinder movement and concentration in a 40-foot radius cylinder.
Slow Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Stinking Cloud Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Thunder Bolt A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
Water Breathing Grant up to ten creatures the ability to breathe underwater for 24 hours.


6-point

Breath of Naydra A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid.
Delayed Flying Object
Dimension Door You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Electrified Terrain A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Fire Shield For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you.
Greater Invisibility A creature you touch becomes invisible for 1 minute.
Locate Creature Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Wall of Fire Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it.


7-point

Cloudkill Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Din's Fire A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Passwall A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Scrying You can see and hear a particular creature you choose that is on the same plane of existence as you.
Seeming Give numerous creatures an illusory disguise that lasts up to 8 hours.
Wizzbolt Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments.


8-point

Electric Wreath A creature is wreathed in magnetizing lightning bolts that wrap around its body.
Flash Freeze Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute.
Incinerate The target takes up to 9d6 fire damage, and is ignited for 4d6 damage by persistant fire.
Incinerating Impacts Your bonus action enhances a weapons with fiery magic.
Programmed Illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.


9-point

Chain Lightning Create a bolt of lightning that arcs toward a target of your choice that you can see within range.
Cooling Aura Provide resistance to cold damage in an aura around you for 8 hours.
Eldin Smog Conjure a cloud of fiery smoke that deals damage and blinds creatures.
Ember Aura Provide resistance to cold damage in an aura around you for 8 hours.
Freezing Sphere A 60-foot-radius sphere explodes with cold energy, dealing immense cold damage and freez
True Seeing A creature you touch gains truesight out to a range of 120 feet for 1 hour.


10-point

Delayed Blast Fireball Create a fiery explosion that detonates either immediately or builds to an even greater explosion over a minute.
Fire Storm A storm made up of sheets of roaring flame appears in a location you choose within range.
Prismatic Spray Eight multicolored rays of light flash into a 60-foot cone originating from you, causing an array of harm to those caught in the blast.
Project Duplicate For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Thunder Lightning storms all around you. Creatures in a 60-foot radius take 14d6 damage on a failed save, or have as much on a success.


11-point

Antimagic Field A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Blizzard A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage.
Bombos You send out a wave of flame that circles out from you in a spiral, followed by a series of thunderous explosions.
Control Weather You take control of the weather within 5 miles of you for the duration.
Darunia's Explosive Boulder You summon a huge, explosive rock and hurl in a straight line.
Earthquake For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it.
Primordial Lightning Either devastate a creature with an almighty bolt of lightning, or empower a creature with primordial energy.


12-point

Ether The sky's power sweeps down to strike all creatures in a 60-foot radius cylinder centered on you.


13-point

Din's Fist Call down a ball of fire from the heavens to deal immense damage to creatures and structures in a 40-foot radius.
Hand of Nayru
Storm of Vengeance You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute.
Voice of Farore For the duration, each turn you can call down a thunderous bolt of lightning that deals immense damage and can paralyze.


14-point