Ellen's Spell List in Dawn of Others | World Anvil

Ellen's Spell List

Protection Path

Path Benefit. If an opponent scores a critical hit on her, her vessel regains 2.
Synergy Path. Path of Might
Traits. Protection spells encompass a wide variety of effects requiring little to no expression.

Root

Reprisal

If a creature hits her with a melee attack, it takes her Vigor modifier force damage, and she have advantage on her next attack roll against that creature. For every 2 additional dark spent, increase the damage inflicted by 1 (max +5 damage).

Tier 1

Shield

She has a +2 bonus to AC. If placed it her river, she can use this spell as a reaction against an incoming hit. For every 3 additional dark spent, increase the bonus by 1 (to a maximum of +4).
Boost (DC 20): Make this check as a reaction while the spell is in effect to increase the bonus by 2 against one attack.

Tier 2

Alienation (Ritual)

She creatse a magic circle on the ground (up to 20 feet in radius) and specify a type or specific creature. The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma or Vigor saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When she casts this spell, she can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. She can temporarily deactivate or activate the circle’s effects as a bonus action on her turn or as a reaction to a creature entering it. A creature can attack the protective field; it has an AC of 10 and 200 hit points.
Boost (DC 20): On her turn, while the spell is in effect, she can attempt this check to increase the HP of the field by 50.
Sacrifice: At the beginning each of her turns while the spell is in effect, she suffers 1 point of damage.

Blur

For the duration, any creature has disadvantage on attack rolls against her. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. She also gains a +5-foot bonus to speed.

Tier 3

Colossus

Until the spell ends, she has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Blender Barrier (Ritual)

A variation of alienation, the magic circle now creates a storm of sharp objects from anything nearby. She creates a magic circle on the ground (up to 20 feet in radius). She can temporarily deactivate or activate the circle’s effects as a bonus action on her turn or as a reaction to a creature entering it. A creature cannot pass through the barrier, and if it touches the barrier, it immediately suffers 3d10+5 slashing damage. A creature can attack the protective field; it has an AC of 10 and 200 hit points, but if the attack is melee, the creature takes damage.
Boost (DC 20): On her turn, while the spell is in effect, she can attempt this check to increase the HP of the field by 50.
Sacrifice: At the beginning each of her turns while the spell is in effect, she suffers 3 points of damage.

Tier 4

Invulnerability

She is immune to all damage until the end of your next turn. If placed it her river, she can use this spell as a reaction against an incoming hit. Weapons that reduce immunity to resistance still apply.
Boost (DC 20): She can extend this spell for one additional turn. She can repeat this check up to 5 times or until she fails a check.

Impenetrable

An upgrade for alienation, but this creates a sphere that can include the ground underneath her. Creatures inside the sphere either stand upon the encased ground or float of caught in the air. As an action, she can move the sphere up to 60 ft. in any direction, moving creatures inside along with it. A creature can attack the protective field; it has an AC of 10 and 200 hit points.
Boost (DC 20): On her turn, while the spell is in effect, she can attempt this check to increase the HP of the field by 50.
Sacrifice: At the beginning each of her turns while the spell is in effect, she suffer 2 points of damage.

Might Path

Root

Pinpoint

She gains advantage on her first attack roll as long as she makes that attack before the end of this turn.
Boost (DC 15). She can use pinpoint another time this same turn. This DC increases by 2 each additional time she uses pinpoint (max DC 21)

Tier 1

Paranormal Aim

Her next attack roll before the end of this turn automatically hits.
Boost (DC 15). She can use paranormal aim again one time this same turn. This DC increases by 2 each additional time she uses paranormal aim (max DC 21).

Compression

She can make a single ranged or melee attack as part of this spell.
Boost (DC 25). She can use compression one additional time this same turn (only once per turn).

Tier 2

Magic Weapon (Ritual)

Touch a non-magical weapon. While she wields the weapon, it becomes magical with a +1 to attack and damage rolls until the spell ends.
Sacrifice: She suffers disadvantage with Wisdom-based ability checks until she finishes a long rest.

Wrath

Her next hit with a melee or ranged weapon during this spell’s duration deals an extra 1d4+5 psychic damage. If the target is a creature, it must make a Wisdom or Vigor saving throw or be frightened of her until the spell ends. As an action, the creature can make a Wisdom or Vigor check against her spell save DC to steel its resolve and end this spell. For every 2 additional dark spent, increase dice by 1 (max +3 dice).
Boost (DC 20). Increase damage to d8.

Tier 3

Magic Weapon (Ritual)

The same as the tier 1 spell, tier 2 increases the bonus to a +2 to attack and damage rolls until the spell ends (it does not stack with tier 1).
Sacrifice: She suffers disadvantage with Wisdom-based ability checks until she finishes a long rest.

Crack

Her next attack during the spell’s duration triggers the spell’s effect. If she hits a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access, the lock breaks off or is opened (while also letting out a loud thundercrack audible from as far away as 300 feet). If the object has multiple locks, only one of them is unlocked. An arcane lock is suppressed for 10 minutes. If she strikes a creature, she inflicts an additional 3d6+5 thunder damage, and the target is pushed 10 feet. If Medium-sized or smaller, the creature is knocked prone.

Tier 4

Magic Weapon (Ritual)

The same as the tier 2 spell, tier 3 increases the bonus to a +3 to attack and damage rolls until the spell ends (it does not stack with tiers 1 or 2).
Sacrifice: She suffers disadvantage with Wisdom-based ability checks until she finishes a long rest.

Disintegrate

Her next attack during the spell’s duration triggers the spell’s effect. A creature hit must make a Constitution or Vigor saving throw. The target takes 12d6+5 force damage with a failed save or half as much for a successful one. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only utilizing a resurrection. This attack automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. For every 3 additional dark spent, increase dice by 1 (max +6 dice).
Boost (DC 25). Increase damage dice to d8.

Self Path

Root

Channel Bear

She gains advantage with Constitution checks and 2d6+5 modifier temporary hit points, both of which are lost when the spell ends.

Tier 1

Invisibility

She becomes invisible until the spell ends. Anything she is wearing or carrying is invisible as long as it is on her person. The spell ends if she attacks or cast a spell.

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