Spells list part 3

  This is a spells list that you can reload to see the new spells in the list, think and choose one or two spells to do from at will. They don't effect the target/s, if you don't intend them to be effected.

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Goto part 1a of the spells list..
Goto part 1b of the spells list..
Goto part 2 of the spells list..
3rd part of the spells listing..
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Part 1 of the spells list
Miscellanious info sections

The spells list intro: Info and Notes
The ability itself
The damages, ranges and how long it lasts..
The degree of effects in effect by effect..
The spell levels and alternate spell lists..
Spell exchanges..
The schools of magic
Self-Hypnosis
The other stuff..and Will save
A Homebrew DnD Spell System Cheat Sheet IRL (for laughs)

The normal spell sections

Spells in general and elemental effect
More elemental effect
Seed mantra effect spell
Physical magic spells
Weaving spells
Rune magic
The Forcecraft System
The rest of the spells menu
Subclass effects

The modern effects spell sections

Part 1a

Technomagic spells
Thought spells
Pythagorean thought spells
Hex maniac curse spells
Robo-mage spells
Home related spells
Normal/Feng shui spells
Normal/Alchemy spells
Farming and Agriculture spells
Normal/Animal related spells

Part 1b

Andrew's special spells
Datura spells
Occulto spells section
Modern effect spells menu
Futuristic effect spells
Darkmatter effect spells menu
Psionicist effect spells
Normal/Atomic effect spells
Normal/Programming effect spells

Part 2 of the spells listing
Spell schools

Abjuration spells
Destruction spells
Alteration spells
Enchantment spells
Divination spells
Necromancy spells
Charms spells
Hex effect spells
Restoration spells

The specialty spell sections

Dragon age spells
Specials of food and drink spells
Clair Obscur: Expedition 33 spell effects
Tainted Grail: Fall of Avalon spells
League of legends spells
Soulframe spells
Avowed spells menu
Wuchang: Fallen feathers: The feathering spells
Trials of mana spells menu
Chrono Odyssey spells
Time related spells menu
Metavirus mind spells
Shield spells
Bugs life spells
Grounded 1 and 2 spells
The witcher spells
The blood of dawnwalker spells
Path of exile 2 spells
Final fantasy spells
Black myth: Wukong spells
Elden ring spells menu
Codex lost spells
Dark path spells
Creative effect spells menu
Summoning effect spells menu
Musician effect spells
Joke effect spells
Life effect spells
Special effect spells
Last epoch type spells
Diablo IV type spells
Reaction type spells
Psyker spells
Government inducement spells
Town spells
Dungeon spells
Social spells
Incident spells
Enshrouded spells and effects
Paladin spells
Infernal and Angellic spells
Faith spells
Meta magic spells
Aether spells
Etherial spells
Alignment spells
Other interesting spells
Astral effect

Part 3 of the spells list
Extra spell sections

Various other spells from DnD amongst others
Extra spells of idea, movies and old games
Titan quest II effects
Psychic hunter effects
Elder scrolls online spells menu
Black desert spells
Ghost effect spells
Core effect spells
Divinity Original sin 1 and 2 effect spells
Cops and military effect spells
Vampire the Masquerade: Bloodlines 2 ability effects
Illusionous spells
Fatekeeper: Dark Messiah spells

Credits

Part 3 of spell listings

Various other spells from DnD amongst others

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing. So for the spells that work damage per second, this is where you take actions and each action is worth 1 second for levels 1-9. 2 seconds for levels 10-19. 3 seconds for levels 20-29 and 4 seconds for levels 30 and up. That create results on the targets in this case.

   Exorcism Strike; It is like a long ranged martial arts move with three easy steps. You decide the steps, like three movements.. or something.. Yet, this creates a hit and with one hit. They are exorcised and that means no spirit or demonic possession, so they act normal after this point and no longer want to fight.
   Lightning blast; This blast will create what you want, a stream of lightning directed to the target by the hands. It does per level, at levels 1-9 6 hp per second. Levels 10-19, 12 hp per second magiced. Levels 20-29, 24 hp per second streamed. Levels 30 onward, 48 hp per second streamed. Per each action of magic, its 6% energy used up.
   Health drain; This energy you get from the enemy. Magic on them and think energy comes to you. The amount done is in energy and health you drain from them. It does per level, at levels 1-9 6 hp and energy % per second. Levels 10-19, 12 hp and energy % per second magiced. Levels 20-29, 24 hp and energy % per second streamed. Levels 30 onward, 48 hp and energy % per second streamed. Per each action of magic, its 6% energy used up.
   Healing; This is where you summon energy to cause 6 hp heal per second for levels 1-9. Levels 10-19, 12 hp per second restored as your magiced. Levels 20-29, 24 hp per second restored as your streamed. Levels 30 onward, 48 hp per second restored as your streamed. Per each action of magic, its 6% energy used up.
   Death threat; This summons death and decay energy, that targets the targets and does 10 hp per second against them for levels 1-9. Levels 10-19, 20 hp per second magiced. Levels 20-29, 40 hp per second streamed. Levels 30 onward, 80 hp per second streamed. Per each action of magic, its 10% energy used up.
   Elemental blast; This summons the element to cast forth in a stream, that effects the targets health per level. It does per level, at levels 1-9 6 hp per second. Levels 10-19, 12 hp per second magiced. Levels 20-29, 24 hp per second streamed. Levels 30 onward, 48 hp per second streamed. Per each action of magic, its 6% energy used up.
   Angel Investing; This is OP. You do good things and that is doubling money that you get or have. Add +3 morale to your morale stat on your character sheet.
   Damage spores; This spore that you get from some dimension is summoned through gates and causes illness feelings with sickness damage that leads to half the health of the targets disappearing.
   Spore heal; This spell causes gated in spores to heal completely and gift the target with 100 additional health.
   Spore animation; The dead body is embued by gated in spores, that cause the body to seem alive. They seem to have full health.
   Spore control; This spell causes the targets to have gated in spores that you control them with by feel.
   Summoning spores: Glowshroom spores; These are spores and are the reason fungus is here to stay. They light up the area and increase your magic, that's as you get a +5 to all your rolls. They go to where you want them too.
   Zombie spores; This causes the spores you summon by gate to be infused with chaos and break down the targets' body as it effects them. In the end, you cause the dead body to be animated for as long as you want. This effects only as long as you need it to effect and after that the zombies fall to the ground, dead. The health and stats of the zombie is the health the creature normally has.
   Chaos creation; This spell uses the chaos of the moment to create what you need as though the material and object came out of imagination using chaos energy.
   Chaos blast; This summons the element of chaos to cast forth in a stream, that effects the targets health per level. It does per level, at levels 1-9 20 hp per second. Levels 10-19, 40 hp per second magiced. Levels 20-29, 80 hp per second streamed. Levels 30 onward, 120 hp per second streamed. Per each action of magic, its 20% energy used up.
   Chaos healing; This causes the effect of creation with chaos to break down the illness and healing energy to help the body recover.
   Streaming effect spell; This uses the effect you want as an extra action to this spell being done. Its an idea that's per second set by action in magic, there is a certain amount of energy % used up per action after you set the spell. So, if you do the action to create an effect its per magiced action afterward, that it effects. Each action is a 1-6 seconds determined by 6/(number of actions) and drop the decimal remainder. You get additional effects, that is done at the cost of the energy %. This is so many actions where you magic the effect to exist. So do a magic or concentration check to detail success. So, if you know you have 3 actions per every 6 seconds or round. THat means its 2 seconds for each action. So for 2 actions after the original action, you get a stacked and extra effect amount. Each amount is either healing or damages. Announce to the GM/DM what you want to happen, so you set the action in play. Like, "I use an action to cast an elemental effect of lightning, for an additional 2 actions that are 2 seconds each."
   Oil intensity flare; This is where you summon oil to cover the targets, think and increase your damages by 3x as you think to summon fire to set them ablaze. This lasts for 1d10 rounds or until put out. That deals damages of fire per round.
   Ashes; This reduces the targets to ashes and leaves the items they may have behind..of course you may get a will save, so if you make your save roll, you get no damage from this.
   Bezerk; You look calm and sane yet are bezerk or raging and healing at double your normal rate. What can happen is you striking at any nearby targets with double the damages, that makes you dangerous to be around. This enraged state lasts for 1d8 rounds.
   Calmness spell; This is a spell cast by the spirit, the spiritual influence is what calms the feral nature or any stress disappears as you think calm thoughts. On touch with a calm thought, the target is calm. Once calm, your always calm.
   Feral; This spell causes you to attack the target spiritually with chaotic thoughts. Then they turn feral or easily wanting to attack and that's even themselves. Done by feel.
   La grande; This plasma ball comes gated in from the sun as a huge firey plasma ball and effects an area of 100', that happens with melting of items and fire damage to any enemy in the area. Any item can burst into flames within 100' of this.
   The inversion field; This is like the antimagic effect, where you invert the energy field of the targets by thinking it is inverted. That's of the target or targets, and you cause whatever they do to be against themselves. This lasts until they kill themselves by actions that they do, when that is done and they die the energy reverts back to normal.
   K; This effect upon statement intending the ancient meaning, kills the motion or idea you want killed instantly. This can even end the targets life within 1 action or instantly if you intend it to do so. Normally, it can be used to kill off the need, if the need was there to attack something.
   Internal mana bomb; This netherese bomb is castable at level 10 and above or you use 15% energy. That's made of mana fed by your God, or the infinite creator and uses a soul copy. This mana soul bomb resides in your soul copy, that creates as you think it does where you want. The soul copy goes to where you desire and what you wish is created by it..an explosion so great it decimates an area and turns your targets to dust in a radius of 120'. After the explosion you can reform as energy either solid or energy form your body. That's as your soul clone can become energy and solid at will, that's from the release of energy. This is done as your an energy being that can be solidly formed. Yet in energy form your untouchable by attack, and solid or energy formed you recover all your health on transformation. Think and the bomb is restored to pre-exploded state, that's in a soul copy formed by your soul. This is creating it for such a purpose as the soul copy contains the reformed bomb in itself. This is a dramatic effect. So use at your own risk.
   Soul copy; This is the effect of creating an energ form of you by the soul creating a soul copy for a task, that means it can go to where you intend it to go and it can do what you want it to do. It has your stats, it also can do any spell that is allowable at your level. This soul copy dissolves into nothing energy, that's as it is no longer needed. When it becomes nothing, it forms into a usable void ball that upon throwing somewhere. It can suck the targets you wanted into an area of the void ball, that dissolves upon thought activated use..
   Incineration; This spell turns your targets into dust however you want this to occur, the creator does it.
   Mass grave; This is where you state, "mass grave" as you state or think of your target. That causes the targets to be killed in some manner and buried in a mass grave.
   Black tentacles; This spell causes the target's withing 30' radius, thinking to be entangled in black tentacles that traps the targets so they can't move. That will deal bludgeoning damage per action or round for 1d6 rounds in battle, or each minute until not needed outside of battle. Make a dex or strength check to get out of the tentacles.
   Hex; This makes the targets get worse results by a -5 to all attack rolls and ac. They miss their turn in missing 1d6 actions being missed. They are easier to hit by feel.
   Breath of wind; When you breath out magicing you cause a wind by thaumaturgy, that blows the targets back 10' and blows away the air toxins and scents.
   Breakage; This creates an effect of whatever you target will break down. That includes weapons and machines. When you cast this on a target that lives, then it breaks their mind and leaves them out of combat.
   Ray of fear; This is where you magic and create with a ray of energy, that creates by thinking the energy makes fear.
   Ray of wounding; This creates a wound that's deadly to the target, that's by a ray shot forth to do so.
   Morph; This changes the target's form into what you want it to be. That is the change of the figure entirely.
   Moonbeam; Create a luminous radiance that can inflict damage upon any creature that comes within range. You can move the moonbeam by will and thinking it moves to a new location you need it to move to deal damage.
   Thorn Whip; Hit a target with a whip of thorny vines that spring up from the ground, thinking to deal Piercing damage while also bringing the target closer to you by 10'.
   Trap; This spell is where you embue the nature of some element, and a condition that triggers it to effect the target and paralyze them. That's for 1d6 rounds in battle or until you no longer need it to effect them. This trap spell can effect those you want effected, also it is not to effect you. Like "This effect effects those besides me and my allies."
   Defense; This spell causes energy to defend you in any way you need help by defense. It reduces any damages by 1/2. This lasts until 1d6 rounds in battle passes you by, or you don't need it outside of battle.
   Giant form; This causes you to grow in height when you state what height you want to become. It lasts until you can't eat your height up.
   Embue; Allow energy to give you an ability that you choose to have. This only lasts until you sleep.
   Sanctity; The targets or yourself cannot be attacked or targeted with spells unless they attack.
   Silence 30'; This silences any sound you don't want to be heard in a 30' diameter.
   Spiral bolt; This is where you form a spiral bolt cast by the spiralling of your hand at a target. It counts as radiant damages.
   Disguise; This disguises you with energy cloaking as though another person, you basically appear differently and anyone else you want disguised is disguised as well. By will its dispelled.
   Void balls; This creates balls of void energy that draw in a target or targets to an area where you intend them to be.
   Flying; This spell causes you to be able to fly, at the speed of 30' at will by inertial energy cancelling out gravity, then your will directs where you go by will where you want to go. That makes gravity do what you want. This lasts until you don't need it.
   Mage hand; This creates with an idea to form a hand in the air to do what you want by feel.
   Magic mouth; This spell lasts 1d6 rounds in battle or until you don't need it outside of battle. It causes a mouth of magic to form a voice that is "heard" by the third eye, that hears it gives this effect as a vision.
   Ray of frost; This is where you call upon the energy of cold, you make into a ray to hit the target and think coldness effects the target/s with freezing.
   Mage armor; This spell is cast by thinking energy goes to the aura, and protects against things that would effect you that you don't want. It increases the AC by +5 for levels 1-9, +10 for levels 10-19, +15 for levels 20-29 and +20 for levels 30-. The effect doesn't stack. Meaning you can't cast it within the round over and over again, that's after casting it and still get the AC increase.
   Cloud of daggers; think of a cloud of energy, that forms by feel and causes energy daggers to form and attack the targets in mind.
   Ray of sickness; This causes a disease to effect what you think the target should have including sickness.
   Knock; This spell unlocks any lock you target.
   Influence; Think of the energy and feel its effects as you need the target/s to do things.
   Ice storm; This is causing a energy storm of ice to effect the targets in an area of 30'.
   Freedom of movement; This frees the stunned or paralyzed victim to become able to move again.
   Scorching ray; This is where you magic fire, and cast it forth as a ray attack.
   Energy shots: art of war; These are radiant damage enhanced magic missile that you can use at level 10 or above or you use 10% energy. This energy missile splits off into 1d10 of them to attack the targets, they deal 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet) damage each. That's done by selecting the target and how many effect the targets, that's to create what effect you want as your thinking it into existence.
   Insect plague; this calls upon the target area a allot of insects that causes damages to the targets by infliction.
   Disintegrate; This is causing what you think is turning the body to dust.
   Witchbolt; This spell creates by energy a lightning effect, that you direct to the target/s by the power of the creator.
   Uncaring; This effect is where you feel that things aren't important and state what you know. That puts people off and causes them not to care.
   Caring; This is where you feel things are important and state something, then its concern and care put to the idea.
   Concern; Think and know whats what, this is a point you realize by the idea you know.
   Black hole; This black hole is where you think a singularity into existance. Void does what you think and it sucks whatever you want to target in the area into itself. That means your soul makes the targets nonexistant. This effect can stop to effect, the moment you don't want it to do things.
   Divine intervention; This is where you call upon the creator or God, thinking or feeliing to intervene for yourself on the behalf of yourself to effect what you may effect.
   Contingency; This is where you cast one spell with others after the main spell..thats in a chain of events that you name after the fact. So cast it, name the spells you want to do. You can name up to 5 spells you want to effect all at once.
   Blink II; This is a spell that allows you to shift at will and you end up where you want to be. All you need to do it think your soul shifts you, then as you blink your eyes and will yourself there. Your there. This spell is instant and there is no distance, that is limiting you.
   Witches bolt; Think to call forth fire as a point in expression is stated. Then, imagine or think it is splitting off, and hitting all the targets you want to hit. That's if there are many targets. This spell lingers until 1d6 rounds in battle goes by, or 30 minutes outside of battle passes you by feel.
   Thunderwave; This is where you think of energy forming lightning in a wave of energy, that creates what you intend as though a wave is cast forth from the aura through the water particles in the air and effects all the enemies in a wedge shape projectory.
   Stroke; This causes by energy programmed with your thoughts to do so, the person or targets will have a heart attack and stroke that makes them unable to move for the rest of the battle.
   Shit; This is where you cause the target/s to need to shit and if they resist, they take a crap in the pants or on the ground. They are distracted for 1d6 rounds in battle or 1d10 minutes outside of battle.
   Mastery; The mastery spell causes you to master your own luck amongst all things, thinking about the idea causes you to master your thoughts and that reflects in what you do. So add +5 to all rolls for 1d8 rounds in battle or 1d10 hours outside of battle.
   Camoflauge; This spell is where you think of camoflauging or hiding yourself in plain sight, think of the effect and your thoughts instruct the energy consciousness. That creates a blending in of the area, you are not seen with thinking to not be revealed. This lasts 1d8 rounds in battle and until you don't need it outside of battle.
   Decency; The decency spell makes an image due to the soul causing the idea to pop up in the brain of the target/s, that makes them do decent things. This lasts until you remind the target of things that were done. Then, they act or react to create a better point.
   Torn; This spell creates a doomed feeling in the body, thinking to twist the stomach and make it feel bad. It lasts until you don't need it to effect thye target/s.
   Comply; This spell is a stated "Gorudo" at the target, thinking to force the target/s to susist and do something else.
   Complication; This causes unnecessary risk complication in the thoughts of the target/s, and they think to comply or stop what they are doing.
   Sinistar; This causes a sinister feel in the body as you think to the energy consciousness, to implant a star in the body or bodies of the target/s. This miniture star is felt, then reacted to and disappears as you think to not bother people. That's due to the creator making a result.
   Forgivance; This causes energy by your thought projection, thinking to forgive and that means you create forgivance in the other as you make a result or do things to cause the need to forgive.
   Worse; This causes the situation for the targets to get from bad to worser. They receive -5 to all their rolls as long as this spell is in play.
   Guilt; This causes by thought suggestion, the subconscious mind of the target/s to feel guilty of their actions. They desist and do something else other than deny you your wish.
   Concentrated effort; This is using both eyes, and magicing in upon a target or targets. Then, thinking about the idea to manifest, and by the power of your two eyes you get 2 doubled in effect amount effects.
   Manipulation; This is where you think to use the right words and make a person do things by feel. There is a 50% chance that it would succeed. Roll a 1d100+luck and get a 51 or above for success.
   Fear; The target or targets affected by this energy you send forth, that makes them fearful as you program with your projected thoughts. They do things out of fear of things to come or death. So they run away from things that are done. This lasts 1d6 rounds in battle or until 1d10 minutes pass them by outside of battle.
   Spirit trap; This spell causes energy through suggestion to trap a spirit or spirits in the mind of the target/s, that's done by any object influencing the moment that you hold at the moment. That's causing them to stay still, you get their energy of STP or MP and they do not move for 1d6 rounds in battle or until you no longer desire to trap them.
   Mass elemental ball; This is where you use 30% energy to magic energy to form what you want. That's as you gate it in, this is where you think and need the creator to create 1d10 balls of some element in the air for targets for levels 1-10 and 2d8 balls of some element in the air for targets after level 10 is reached. This is done after 1 action in battle, or 10 seconds outside of battle. They strike the target/s unerringly, and deal damage per each elemental ball. This can be earth, water, ice, air, fire, poison, acid and any other element. These elemental balls can and will create damages, that's as you select how many and what targets to hit with them. This is all for fun, so enjoy the idea yopu want to do.
   Mass sleep; This is where you cause target/s to sleep by soothing waves of energy. Thinking to program it with the thought of sleep. You cause all the target/s to goto sleep. This can be a single individual or many. Roll a 1d100+luck to check if its a success, that's with 51 or above rolled.
   Mass wave; This is where you exerience a flood of energy, that is directed at the target/s and can cause them to collapse or break their minds. Roll a 1d100+luck to see if it succeeds, rolling a 51 and above is success. Roll a 1d100 to see if its a collapse or breaking their minds. This is where a 1-50 rolled result causes the targets in collapse. 51-100 rolled is a broken mind and collapse of the body.
   Mass shift; This causes the target/s you think about to be effected, they shift to where they dimensionally are placed elsewhere. That's as everyone you want effected is shifted by feel.
   Mass transformation; This changes the mass of the target/s to be something else. Whatever you decide them to be, they are in real life (Game real life).
   Mass dilemma; Think of the idea that is like a plague or illness, and think it effects the target/s. Then it will effect what you want onto them, thinking to create what condition you want them to have.
   Mass confusion; Think of the confusion of chaos, then will it to effect your target/s. What you think makes them attack themselves. This has a 50% chance to succeed, so roll a 1d100+luck and get a 51 or above for success.
   Redirection; This is where you create a confusion in the target/s, thinking to them confusing thoughts and then redirect them to something else.
   Thinking; This is where you use area energy to cast forth a a "thinking" wave, that effects the target/s into thinking about things and then there is no need to fight.
   Influence; This is where your thoughts program the energy near the target, then you cause manifest waves by the energy going in the direction of the target/s. They literally can do what you think, that is like feeling the need to goto the bathroom or piss and they do.
   Reconditioning; This is where you condition the brain and mind to do what's right by area energy influence, or influenced by thought area energy that are in a wave pattern. This means that no need to fight can come up, that's as the effect is done.
   Grease; This is where the area in mind becomes slick as though the floor was greased, and causes falling to or slipping across the floor.

Goto top menu

Extra spells of idea, movies and old games

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Insightful mdo; This is a spell that creates in idea what you want with knowledge from what the soul or spirit knows, that means you realize what you want to know and the need is fulfilled by the spirit with feel. This spell can create anything, and its done in creation with nothingness energy by the power of the soul or spirit. This can create anything from the spirit or soul creating what you desire. Including weightlessness or you being an energy form, that isn't effected by weapons.
   Fear language; Think of inciting fear and speak, then you provoke fear as you magic and speak. That means your projecting forth energy causing fear in the targets. They are out of combat for 1d6 rounds.
   Deep magic; This is breathing in and out, thinking to be in trance. Think of what you want and suggest it to your self and you more easily get things done. Hear a loud noise to 'wake' up. Add +5 to all rolls till this effect wears off.
   Rite of recall; This can make use of a lit candle. This causes the memory essentially to be recalled as a memory that is there.
   Fire burn; The energy creates a burning effect, that makes one shotting the target happen to burn up the target into ashes. This effect works well even on ghosts and apparitions.
   Fire transform; This causes fire energy to suffuse the targets and change the targets into something else.
   Fire will; This spell causes fire energy to make the targets do what you want, that's as you magic on the targets and will them to do it. That creates a result by the spirit causing your will, and this uses the soul to create what you desire.
   Despair; Lose your whole stored inventory, but gain 2 stat points. This does not effect your bag of holding or ring of holding inventory.
   Meditation; This is where you magic and think calm thoughts, you meditate no matter the point. Breathing in and out, you calm down and if you listen to music. You create a restoration of energy to 100% and health is restored for long meditation. Half health is restored and all energy if you short meditate.
   Mastering; THis ability allows you to master or keep calm the targets you want to master in idea. They don't strike out as though it were a natural thing. Fight ended, you won.
   Prevention; This is where you think of what you want, thinking that's a will causes the idea and if you don't need it your subconscious causes it to not exist or effect you.
   Bark skin; This is where you think about the skin temporarily hardening on its surface. Then the skin is harder to cut through. See its like you give yourself a barklike skin and its hard like the sole of your feet. This adds +3 AC. This effect doesn't stack, meaning you can't cast it within the round over again and get even more AC once cast..
   Strength of ten men; This is used with 10% energy used in idea, where you increase in strength by the subconscious making the creator cause your character's strength increase. That's an increase by +10' to your speed. There is also +10 to strength and strength related rolls.
   Strength of five men; This is used in idea where you increase in strength by the creator making your character's strength increase somewhat. That's an increase by +5' to your speed. There is also +5 to strength and strength related rolls.
   Strength of iron; This is used with 20% energy used up in idea, so you increase in strength by the creator making use of iron particles for your character's strength increase. That's an increase by +15' to your speed. There is also a +15 to strength and strength related rolls. Due to the iron controlling chaos, and making with your thoughts. This is making you as strong as a dragon. Add to your attack and effect damages or healing, +25% for levels 1-9, 50% for levels 10-19, 75% for levels 20-29 and 100% for levels 30-..
   Flying; This is where you gather up energy and its inertia in your body that allows you to think up and away. You can fly to wherever you want to go at 40' per second. This spell lasts till next game.
   Teleporting; This is where you think of the moment you need to be somewhere. Then, you are there by the power of the soul causing the creator to shift you as you need to teleport. This spell is instant, so think of the area to appear in and your there.
   Power up; Think of the creator's energy, then imagine a white light filling you up with life. This restores your lost energy and things light up in the area from the aura energy waves. Make your Energy% +50% and STP 100, unless its already infinite upon casting.
   Vortex; If you think of it a vortex is energy swirling from various things. So think of water energy in the air swirling, and you created one by the subconscious making it be there..this can deal damages to the target/s or it can even shift you. That's where you trace in the air the circled forefinger above your head. This is done with thinking of the area, and allowing it to port you by needing it to bring you places.
   Hypnosis; This is where your soul hypnotizes the person or target/s. It causes them to go into a tranced sleep. So thinking to create with a point or expression, this where you cause them to do what you want and that is done by their subconscious mind. That's until your soul breaks the hypnosis by waking them up from their tranced sleep.
   Rockfall 2; This is where you create a gate to a rocky area of mountains, that is overhanged with rock. Then, cause by magic the rocks to fall down the mountain through the gate from over the targets position. This buries the target/s with rock, so they are stuck there and frozen in positiion for until they are unburied.
   Avalanche; If the target is near the mountains area that has an overhanging snow bank, or a gate is made in the pathway of the snow fall. You can cause it to tumble down over the targets position by a loud soud in the area. That's burying them in place and they can't move as they're frozen there. That lasts until they are unburied or fire melts the snow where they are at.
   Energy strike; This is where you send forth a pulse of light generated by your god or the creator, that appears like a red beam. That's hitting with a bright red light of radiation..instantly damaging them with laser radiation or using a empowered laser pointer.
   Mosquito tornado; this effect is where millions of Mosquito are gated in as they form a tornado formation that goes where you intended. the effect damage is stinging damage to the target/s.
   Lava sweep; The Lava gated in to an area sweeps forth to go into an open area close to the target/s. This lava burns everything with melting heat. It does so much damage, its triple the heat damage to the target/s.
   Tornado fire; This is a tornado of fire that goes out by burning itself out, that's after 1d6 rounds in battle or 1d10 minutes outside of battle. This is so intense, it does double the damage if it hits.
   Lava bombs; This is gated in lava balls 65 cm big, that rolls into the area at the target/s after falling down. These balls are very hot. So hot, they do double the normal damage.
   Mutation, this is gating in radiation from some atomic effect in some dimension to the area of the target/s. Then, because of the radiation they are willed to mutate. Think of the atomic bomb, then think of the mutation like an extra limb or oddity of the body. Think of the mutation and you cause, that specific effect on the area of the target/s. The soul closes the gateway to the radiation, of course. So you won't be exposed.
   Fight, this spell causes by you thinking and needing the result of a fight. You to get that result. Say your result is the target/s fight amongst themselves, then that's what they do for 1d6 rounds in battle or until otherwise needed outside of battle..
   Need, this spell causes by you needing something from the target/s to give it to you.
   Dancing, this spell once done by the soul by thinking or needing, the effect that is done of causing the target/s to dance. This causes the target/s to dance uncontrollably for 1d6 rounds in battle or until you no longer need them to dance outside of battle.
   Hideous laughter, think if you must, yet your spirit causes the target/s start laughing until 1d6 rounds in battle pass them by in life or until you no longer need them to laugh outside of battle. This means they are distracted from doing anything, so they are aware of life and no longer want to attack.
   Transferrance, this is where you transfer what you want from the target/s, that's including their health and energy upto 40'.
   Loudness, this is where you think loud and it becomes loud in a zone or area by feel of 10'. This is the opposite instruction from the silence zone spell. Think to form a green chi ball and think to it "make them heard", then you create the effect by throwing the loudness chi ball at the target area.
   Flesh to stone; this is where you think to the target/s "turn to stone", and their subconscious starts turning to stone as they are still after that point.
   Stone to flesh, this is a spell that you cast on a stoned target or targets, that's with a thought of "turn to flesh". Then, they are turned into flesh from stone, that's from the subconscious doing the deed. Otherwise, they start moving again as they are a living stone form.
   Weightless, this is where you are weightless and seem to have less weight. Think of the body weight lessening, and state or need the effect. Then, you lower your bodyweight by the power of your soul.
   Silence zone, this is where your energy makes people in a zone or area silent of 10' diameter. Think to throw a chi ball that you form by imagining green chi energy forming itself into a ball, and thinking to it "make them quiet", at the area that you want effected. You are immune to this spell, btw. Because, its the subconscious that can block out the effect if you know of it and don't want it.    Immunity, whatever you dislike that would hurt you, your immune to by feel even if its evil.
   Incarceration, this is where you create in the target/s mind a jail scene. Think of the moment and intend them to be incarcerated in their mind as they do things bad and the subconscious creates that in their mind's eye. This ends as if it never happened where they don't do bad idea.
   Sun strike, this is where you think and magic on a thought, thinking to cause the sun to do what you want it to do. This case is where you need it to strike the area with intensity, that you wanted targeted by a plasma strike. The plasma strike will hit the atmosphere and cause fire damage, that's as your targets fall asleep for 1d6 rounds in battle or 1d10 hours pass them by outside of battle. On a cloudy day, this effect fails.
   Translate, this is where you think to know what is said or written, that's when the creator translates it in your mind and you know what it is that was said.
   Truth seeker balls, these balls are then formed psi balls that as you think form in the air. So think of forming the psi balls in the air and program them to seek the truth. Otherwise they are to make the truth happen and come out. This programming is done by thinking of the psi balls and stating, "Do what I need. Seek or make out the truth. Then, magic and let it be known to the right authorities." You can create 1d8 psi balls without problems.
   Seek and create, this is where you seek the target or targets trace with a chi ball. That's thought formed in the air, that you instruct to seek out the target/s and create whatever condition you intend them to have. That's like finding the target/s and creating wealth or crippling as a result.
   Learning balls, this is where you magic on the air and imagine an energy sphere form. Then, instruct it by thinking to it, the idea of learning what you want the target/s to learn as it repeats it to them in their mind in their own language.
   Trip, this spell is cast by thinking a tripping effect catches the feet of the target/s, and the target/s drop to the ground unaware that it would happen. The end to the effect is not needing it to happen and occur.
   Rememberance, this spell causes you or a target to remember what they can about things and you "read" them by insight that comes to you of what they know.
   Trace, this is where you think of the idea and it comes to you of what you need to know, that's about the idea or person that you now know did things.
   Liebe, this spell is a love feeling that runs its course in the body. State "liebe" w/o quotes, and you have the feel of love by the subconscious creating it.
   Hassen, this is a stated "hassen of [what you want effected]" w/o quotes, that creates a hatred of the target/s by the subconscious mind that is either avoided or changed by feel. That is using an effect of many types on the target/s, since what you hate you can effect or hurt by energy magic.
   Leben, this is a spell that is cast by stating "leben" w/o quotes, that reveals life as it would be and if you did anything wrong you would be imprisioned until released from jail or a freedom spell is cast.
   Freedom, thinking of freedom makes you feel free for life, that you think to use to free yourself from an entrapment spell.
   Entrapment, this causes you by thinking of entrapment to make the target/s trapped. That's where they are in a energy crystal, that goes into the planet. If a freedom spell is done, then they are freed and back to where they were.
   Entanglement, this spell is done by thinking energy creates a plant like growth, that creates underbrush within one round or action and then this tangles itself with the feet and you trip and fall.
   Magic missile, this is where you magic energy into a chi ball that you magic gated in elemental energy into as you think compress it and it is thrown against a surface or target/s. As it goes through the area to hit the target, it splits into 1d10 balls of charged radiant energy. That strike the target or targets for 2d6+int mod damage each, this is for damage per each ball that goes to the target/s and hits unerringly.
   Freeze target/s, this freezes the target/s into not doing anything. So they only unfreeze after you think the spell fades away. This is in effect, by thinking about the cold energy and it spreading about the target/s. As it takes form, it freezes them..this includes freezing cars or slowing them down due to the cold energy. That's so you can cross the street without being hit.
   Mimickry, this spell is formed as you think to mimick the attacker. The subconscious creates what effect you decide to do that they do to you.
   Incendiary cloud, that is where you call a cloud of intensified fiery particles that descends upon the targets you have in mind.
   Charm monster, where you cast this on your target/s, even if a monster, then you cause them to be friendly toward you.
   There is a spell of coma effects, where you cast a person into a coma state or a state of not moving. Yet they aren't effected, if you decide to break the spell or the caster dies.
   There is froth, where you enrage or work up the area target/s and then cause them to make mistakes.
   Stinking cloud, this is where you magic on farting into the area of the target/s and they are sick or distracted from the cloud of putridness. They are are so sick they do nothing for 1d6 rounds in battle, or until the cloud disperses outside of battle and that's after you don't need it..
   Dimension door, this is where you imagine the area as a place and think of a portal forming with the right frequency or humming sound heard. Then walk through the gate and your there. If you wanted to return, then you create another gate thinking of the place you left. Then walk through and your back.
   Confusion, this is where you confuse the target. That's making them think one thing and you do another. Yet they have a 50% chance of attacking their allies or otherwise they ignore you. This is with a 51 or above result on a rolled 1d100 for success.
   Frost, where you think cold effects the target or item and cools down the heat of the moment.
   There is lightning, that is magiced from the air and goes to each of the targets from the formation of energy at the palm of the hand..
   There's also Blur self, that causes you to not be attacked as they can't really see your form.
   The thought cloud, where you think of things that you want and it forms in a bubble in the air or around the target/s. That's as earth is magnetically pulled to surround the target. Immobilizing them as you think it surrounds them.
   Bubble of force, where the target or targets get surrounded by a green energy from the heart. This causes them to think they did something, when they did not as though your subconscious controlled a vision. That they perceived, so by thinking about it you change the vision. This bubble ends as you think to "pop" it out of existence. This bubble of green energy prevents them from attacking you.
   Finger fire, this is where you cast forth fire, as you point your finger at someone and fire forms as though your finger formed a line of it.
   Levitate, where you cause your target's to levitate or de-levitate.
   Invisibility, that's causing the matrix to make yourself invisible where you aren't detected even though you move. True sight can see the invisible idea, person or item.
   True sight, this is where you use your third eye to see what really is there. That's done by thinking of seeing with the third eye, then willing it to see and share its vision with you.
   Poison cloud, this is where you think of the poison gated from somewhere that is spread through the air of the target/s. This effects them by dealing poison damage to the target/s for 1d6 rounds in battle or until they cure poison outside of battle.
   Atomic cloud, this is castable at levels 10 and above or you use 20% energy, where you think of atoms rubbing together and desintegrating the target/s.
   Force back, this is where you think of energy physically pushing back the target/s 1d10 feet. The soul forms what you think should be formed. As always, think its not done and it stops effecting the target/s or area by feel.
   Hold, this spell causes the energy you gated in to "hold" the target/s still for 1d6 rounds in battle or until not needed.
   Hold monster, this spell causes the monster to think and not do things by feel. That lasts for 1d6 rounds in battle, or until not needed outside of battle.
   Animated body, This is where you have the spirit animate the body and act as if alive again.
   Exploding body, this is where you create the body gasses due to energy you put into the body, thinking to cause it to expand rapidly enough to explode in the area near the target/s. That is dealing shrapnel and energy damage to the target/s themselves.
   Animate skeleton, this is where you think to use the soul copy to cause the skeleton to be animated.
   Animated exploding body, this is where you use the spirit and soul copy to animate the body. At the right time it explodes near the target or targets, that's done by rapid gas expansion. This does shrapnel and energy damage.
   Power word create, this is where you create what you think should be created, that's by the words you state and the thought you have. That instructs the soul and spirit to create it.
   Erase, this is where you erase the effect or idea by telling your subconscious and it doesn't manifest by intent.
   Healing, this is where you heal the damages that's done to you by magicing energy through the body and the wound disappears as you think or need to heal.
   Bath, this is where you clean yourself by magic and create the cleanliness with water moisture. The effect of your body being washed by feel or idea that you know.
   Cleanse, this effect is cast when you think of the water moisture, that goes and cleanses the surface of whatever you don't like.

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Titan Quest II spell effects

  This came from Nordic Games (later THQ Nordic), SH, AI, https://www.youtube.com/watch?v=qji3igzAOWw and https://titanquest2.wiki.fextralife.com/Masteries. So if you want to try them, know you can easily reverse them to not effect you. This is a point that is expressed, so you get the effect you want as you need it. Think and you know what to do..

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

Titan Quest II Spell effect menu

Core effects
Earth Mastery
Storm Mastery
Rogue Mastery
Titan Quest II themed effects

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Core spell effects

   Barrier II; This is where you are protected by your God by a barrier of energy and get constitution mod x level in hitpoints, the amount of hits you can take before lessening health and the protection fades away.. If you have a level of 12 and 6 con mod, that's 6x12=72 hp for the barrier. Depending on your level, this can last 1d6 rounds in battle for levels 1-9. 1d8 rounds for levels 10-19. 1d10 rounds for levels 20-29. 1d12 rounds for levels 30 and up. Otherwise its the time of effect total on your character sheet or until you don't need it outside of battle.
   Barrier III; This is where you and your party are protected by your God by an unlimited barrier of energy and get protected, the protection doesn't fade away..until the point where the there is no more rounds of the barrier. Depending on your level, this can last 1d6 rounds in battle for levels 1-9. 1d8 rounds for levels 10-19. 1d10 rounds for levels 20-29. 1d12 rounds for levels 30 and up. Otherwise its the time of effect total on your character sheet or until in idea you don't need it outside of battle. This costs 30% energy.

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Earth mastery spell effects

   Roiling Magma; This effect causes a form of energy that is a large ball of magma that splits off to goto each target, that is thinking to effect the targets by feel with exploding lava heat that melts equipment and x3 the magma damages.. that's in a 30' radius.
   Fissure; Split the ground in front of you and deal strike damages. The fissure stays for 1d6 rounds and slows the targets.
   Flame Volley; Fire projectiles from above your head, they goto the target locations and explode dealing x2 fire damages.
   Earthquake III; This is where you summon energy beneath the surface and make it quake and cause the targets to fall to the ground as it strikes them for x3 the damages. Your party, however, keeps their footing.
   Earth enchantment; Emit an aura that's 18m or 59 feet radius. Aura grants you and your allies +20% fire resistance. Aura grants you and your allies +20% physical damages.
   Ignite; The targets are ignited in flames dealing x3 fire damage for 1d10 rounds. This deals fire damage each turn.
   Ring of flame; Active: On use grants 20' increased movement. Passive: This deals 20% fire damage to those targets around you in a 20 feet radius. This is done in a +5% radius and +20% damage per every 5% energy cast forth over 20%. This costs 20% energy to cast.

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Storm mastery spell effects

   Ice Shards; Fire 9 ice shards in a cone dealing x1 Cold Damage each.
   Call lightning; Calls down lightning upon the targets for shock damages.
   Ice Nova; Deal x2 Cold Damage in a 4.0m or 13.1 feet radius around you. Freezes enemies for 1 round.
   Lightning bolt; This causes a gaia energy storm of lightning to hit all your targets for x2 shock damages.
   Storm Nimbus; Causes an aura that grants you and all allies 20% cold resistance, you and allies +20% lightning damages.
   Cyclone; THis goes over the targets and deals x3 cold damages in a 20 feet radius, cyclone is amplified by fire for +5% more fire damages.
   Blink III; Instantly teleports to target location. You can instantly teleport back to the starting location.

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Rogue mastery spell effects

   Trick shot; This causes a hidden mystical dagger to form in your spirit hand, think to toll it and you "toss" it to unerringly hit a target for magical puncture damages.

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Titan quest II themed spell effects

Made by ChatGPT AI for TitanQuest II

   Aegis Guard; Duration: 1 minute. A spectral golden shield forms around you or an ally. Gain +2 AC and resistance to non-magical bludgeoning, piercing, and slashing damage. If hit, the shield bursts with radiant light, dealing radiant damage to the attacker.
   Thunderstep of Hermes; Range: 30 feet. You vanish in a gust of divine wind and reappear at a point you can see. All creatures within 5 feet of your starting point must make a Dex or Agility save or take thunder damage.
   Medusa's Glare; Range: 30 feet. Force one creature to make a Con save or be petrified for 1 round. On a success, they are restrained instead. On a failure by 5 or more, they remain petrified until the end of your next turn.
   Cyclopean Strength; You gain +5 Strength (max 25), advantage on Strength checks and saves, and your melee weapon attacks deal an extra +50% force damage for 1 minute.
   Wrath of Olympus; Call down 3 bolts of divine lightning (each normal lightning + normal radiant damage). Choose separate targets within 90 feet. Enemies must make a Dex or Agility save for half damage.
   Chariot of Helios; You summon a radiant, flaming chariot pulled by fire-spirits. It lasts for 10 minutes, travels 60 ft/round, flies, and can trample enemies (Dex or Agility save or take fire damage and be knocked prone for 1d6 rounds).
   Call of the Siren; Target one creature within 60 feet. It must make a Wis save or become Charmed and use its movement to approach you. If already charmed, it becomes stunned until the end of its next turn.
   Stonebind Shackles; Chains of marble rise from the earth, attempting to restrain a creature. Strength save or become restrained. On failure for 3 rounds in a row, they are turned to stone for 1 minute.
   Pan's Wild Step; You move through natural terrain without leaving a trace. For the next hour, you gain +10 movement, advantage on Stealth checks in nature, and can move through difficult terrain without penalty.
   Curse of Tartarus; Target creature must make a Charisma save. On failure, they are cursed for 1 minute: undead see them as living, they can't regain Health from magical sources, and they take necrotic damage at the start of each turn.
   Titan's Grasp; A massive ethereal hand grabs a creature or structure. Deals force damage and restrains the target on a failed Strength save. Can crush or hurl enemies each turn as a bonus action.
   Blessing of Gaia; For 1 minute, you or a creature you touch gains regeneration (5% health/round), immunity to disease and poison, and difficult terrain made of earth or plants becomes normal terrain.
   Hades' Chains; Black chains erupt from the ground, grappling multiple foes in a 20-foot radius. Each target must make a Dex or Agility save or be restrained, taking necrotic damage on fail, half on save.
   Oracle's Prophecy; Choose one target within 30 feet. You glimpse 10 seconds into their future. You can impose disadvantage of -5 or advantage of +5 on any 3 rolls (attack, save, or ability check) they make in the next minute.
   Forge of Hephaestus; Summon a temporary divine forge in a 20-ft area. For 1 hour, it acts as a magical workshop. Weapons crafted or repaired here are +1 and gain a fire enchantment (extra fire damage). You can also craft a magic item requiring 8 hours in only 1 hour.

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Psychic hunter spell effects

  A psychic hunter is a hunter of people and creatures that uses psychic abilities to do the idea. All their abilities are spells that you may do anytime and they take 15% energy unless otherwise noted to cast. This came from ChatGPT AI and SH. So think if you want to try them, know you can easily reverse them to not effect you. This is a point that is expressed, so you get the effect you want as you need it. Think and you know what to do..

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Mindtrack; Focus on a targets' psychic imprint within 300 ft., learning their direction and approximate distance for 1 minute.
   Thought Snare; Lay an invisible mental trap in a 10 ft. radius; the first target entering makes an Int save or is Stunned for 1 round as psychic pain erupts.
   Thought stunned; Think and know, this is a way to direct the spirit to make the targets stunned by thoughts and body, that's as they suddenly cannot move. Think and they do what you want. This lasts for 1d10 rounds.
   Instinctive Dodge; Briefly read an attacker's intent, gaining +4 AC vs. that attack.
   Mental Beacon; Mark a target's mind for 1 hour; you always know its location within 1 mile and can communicate telepathically.
   Psychometric Reading; Touch an object to receive flashes of its past owners, events, or locations tied to it.
   Predatory Focus; Heighten senses through psionics; +5 advantage on Perception, Investigation, and Insight for 10 minutes.
   Phantom Shot; Imbue a bullet, arrow, or dart with psychic force, dealing normal magic damage + psychic damage and possibly disorienting the target.
   Mind Silence; Suppress telepathy, psionics, and magical mental communication in a 20 ft. radius for 1 minute.
   Mind slayer; This causes energy pressures on the targets that make it hard to think and leaves them mindless. That means they do nothing the rest of the fight.
   Fear Pulse; Emit a psychic shockwave; all targets and creatures in 15 ft. must make a Wis save or be Frightened for 1 minute.
   Echo Sense; You sense "echoes" of movement and thought in a 60 ft. radius, ignoring invisibility and concealment.
   Cerebral Sniper; Channel psychic energy into a ranged attack, dealing additional psychic damage and preventing concentration.
   Mental Shackles; Bind a creature's mind; on a failed save, they cannot willingly move more than 15 ft. away from you for 1 minute.
   Hunter's Premonition; Glance into the immediate future; gain advantage on all attacks, saves, and skill checks against one creature for 1 minute.
   Thought Erasure; Erase the last 1 minute of memory from a creature on a failed Int save.
   Neural Overload; Overwhelm a creature's brain with excess sensory input, dealing x2 psychic damage and possibly incapacitating them for 1 round. This costs 20% energy.
   Mind Barrier; Project a psychic shield around you and up to 3 allies; each gains resistance to psychic damage and immunity to charm for 1 minute.
   Astral Pursuit; Project your consciousness to chase a target's spirit form; lets you track through any terrain or plane for 10 minutes.
   Psychic Suppression Field; In a 30 ft. radius, psionics and psychic spells are weakened -- enemies' psychic damage is halved, and saves are at advantage.
   Brain Lance; Fire a concentrated beam of psionic power in a 60 ft. line, dealing x3 psychic damage to all in path. This costs 30% energy.
   Mind Dominion; Seize full mental control over your targets or creatures for up to 1 hour (Int save negates, legendary resistance applies). This costs 40% energy.
   Cerebral Ping; Send out a mental pulse in a 30 ft. radius; detect all conscious minds, even hidden or invisible, for 1 round.
   Neural Tripwire; Set an invisible psychic cord between two points. When crossed, the target takes psychic damage and you instantly know their location.
   Target's Burden; Load the mind of a creature with intrusive thoughts and paranoia, giving them disadvantage on Perception and Insight for 1 minute.
   Intuition Surge; Predict an enemy's next move; impose disadvantage on one attack or ability check of -5.
   Pain Echo; Inflict a psychic wound that resonates -- targets take x2 psychic damage immediately, then repeats normal damage at the start of its next turn.
   Hunter's Mirage; Project a false image of yourself into the target's mind; attacks against you have disadvantage for 1 minute or until you attack.
   Shadowed Psyche; Cloak your mental signature, making you undetectable by telepathy, mind reading, or psychic tracking for 1 hour.
   Mindbreaker Bolt; Strike a target with a psychic-laced projectile that swerves to hit the target; on hit, they take normal weapon damage + psychic damage and must succeed a Con save or lose their next reaction.
   Predatory Synchrony; Mentally link to an ally; you and they can share line of sight, advantage rolls, and damage bonuses against one target for 1 minute.
   Soul Pin; Anchor a target's soul to their body with psionic force; prevents teleportation, planar travel, or phasing for up to 10 minutes. This costs 20% energy to cast.

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Elder Scrolls Online Menu

Elder scrolls online spells p1
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Elder scrolls online spells: Sorceror
Elder scrolls online spell ability: Templar
Elder scrolls online spell ability: Warden
Elder scrolls online spell ability: Necromancer
Elder scrolls online spell ability: Arcanist
Elder scrolls online spell ability: Boss level spells

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Elder scrolls online spells p1

  The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Blood boil; This is what costs 10% energy and boils the blood in the targets you target and deals energy damages.
   Blood lava balls; This costs 10% and is where you focus your blood energy to call down lava balls. That roll around in a spiral quickly and boils the targets alive, they get in idea near double the damages. You get 1d6 balls for levels 1-9. 1d8 balls for levels 10-19. 1d10 balls for levels 20-29. 1d12 balls for levels 30 on up.
   Blood figure; This costs 15% energy. Think an that is where your body's blood is energized and you form your body into a blood form. Basically, your unable to be effected by physical attacks. That's as you teleport wherever you want to go.
   Blood columns; This is where you focus your blood energy, then think blood energy columns form wherever you want them. You can form 1d6 of them. This does blood energy damage uponst those that walk into the columns or the columns form around. The columns can be as wide as you want them. Avoid them to not be effected by them.
   Blood golem; This costs 20% energy, think and it is where you summon the golem of energy using blood energy without sacrifice. Think and you can form it wherever you want it. This is basically where it has your stats and 200% health. Its hits are double the blood damage. That stays around until you decide to dismiss it and it disappears from existence.
   Ring of fire; This is where you think of the aura sends out a ring of fire, think an it uses the fire energy in the air to do it. You can send outwardly the fire ring, that's as though it were an expanding ring that you create what fire damage you need at a farther distance from you.
   Poison area; This happens as you magic poison essence through the aura, think and create a poison spread to the area and targets that kills them by poison.
   Link and learn; This is where you cause a construct to exist, that sends a link and your mind chooses what to learn. It can be anything that you want to know, that comes to you as though an insight.
   Portal II; Think about the energy that creates a portal in the air. This energy makes a slit in the air, that causes itself to expand into a oval or circle you walk through to another area, that your soul causes you to exist in with ideal by feel.
   Summoning orb; This orb causes you to share your energy, think of the construct being there and the construct is formed that makes a summons. This can be a challenge, target or creature that forms from nothing as you need it there. It causes the summons to not exist there if defeated or no longer needed. If unneeded, the summoning orb ceases to exist.
   Orb of elements; This is where you cause the orb as a construct, that spreads out lava balls in a spiral pattern. Otherwise, it can send out yellow fire or whatever element including poison bolts. That you want to effect the target. That runs into it or you target them by feel.
   Electrical arcs; Use the orb to create electrical arcs from the sky, if you think to deal some damage with lightning.
   Line of fire; This is where you create with an elemental orb a line of fire, that connects it to the target by fire energy. Its disrupted when you think its disrupted.
   Tentacles; These are summoned by the orb, as you think to lash out at the target and the tentacles form out of energy. that do the lashing.
   Pillar of light; This creates what you think, a pillar of light that comes from the sky to illuminate the target as it deals radiance damages.
   Stone attack; This is where you form stone on the target or as a stone pillar in the area, that blasts apart and its dealing blunt damages to the area and targets.
   Verse magic; Think of the idea as though a verse, so think the verse and think the effect. That's where you need it to occur as you think of the idea, think and speak one or two words to create it. This works like you suggest to your subconscious mind, that's creating with the subconscious as you state the idea represented as one or two power words.
   Stone pillar; This is where you use a orb construct to create energy pillars of stone, thinking to make it shoot up from beneath the targets feet. Impaling them with blunt damage.
   Wind ring; This is air circulating really fast around you, that pushes back the targets that get too close by you. That's as it deals shrapnel damage from what the wind picks off the ground.
   Circles of fire; Think of circles in the area being on the ground and imagining fire burst from the circles. This instructs the subconscious mind to cause fire rings, that do fire damages to the targets in them.
   Pillar of flames; This is where you can cause by an orb construct, the pillars of fire to strike the targets.
   Fireball fountain; This is where you cause by orb construct, a fountain that shoots fireballs in the air that unerringly strike the targets.
   Fire elemental; Think of the elemental forming where you want and it shoots out fire to strike the targets.
   Element elemental; Think of the elemental forming where you want and it strikes out at the targets.
   Lightning storm; This is allot of energy spread through the air, that generates lightning strikes where your targets are at the moment.
   Fire pillars II; This is where you think about forming pillars of fire, then the orb construct makes them appera and they shoot out fire like a filamethrower in 4 directions.
   Elemental armor; This is where you summon a circle of elements into your aura to create a protection by the elements either blocking blows, bouncing off element effects or absorbing the elements put towards you. add +5 AC as you have this effect going on.
   Blue plasma balls; These balls are formed by the orb construct, that roll towards the targets as though drawn naturally towards them and they deal fire damage.
   Cataclysmic strike; This is what the magic of swirling energy will do with lifting items and things like rocks in the air. Then, it hurls them at all the targets.
   Blood port; This is where you magic the energy in your blood and think of the area to go, then the energy is used up as you shift to a new area with 1 action.
   Blood lightning; This is lightning produced by drawing upon blood energy, then creating lightning from its pooling effect with thinking of the idea and needing the soul to do it as you think to direct the energy into creating manifest. You can use blood energy in two ways, think the energy of the body. That is circulating in the blood surges, or cut in a sacrifice mode the finger and allowing a blood drop come forth. Either way, what you think will occur. Think and you know what to do.
   Pillar of magic missiles; This is done with 10% energy as though an energy effect of a pillar formed by will, that forms from the ground due to the orb construct. This pillar is created and shoots magic missiles unerringly in whatever directions you wish it shot with radiance damages. There are 1d8 magic missiles formed for levels 1-9, 2d8 magic missiles for levels 10-19, 3d8 magic missiles for levels 20-29 and 4d8 magic missiles for levels 30 on. The damages possible with these missiles are 1d8+int mod for levels 1-9, 2d8+int mod for levels 10-19, 3d8+int mod for levels 20-29 and 4d8+int mod for levels 30-. That's as an amount for each missile. Each amount is a % off the targets' health.
   Force bolt: Force bolts are an idea of your force being projected as a weapon. You get force bolts by expending 10% energy. Magic and know the force by imagining the force as a small ball in front of you. Imagine it shrinking to the size of a needlepoint. Now yield the force and hit the target by thinking it hits, otherwise linking the idea of the ball of force to the target of your choice. Basically as you think with ideal to do, draw a line in your head from the force ball image to the target picture. Now let go of the force ball. You have one force bolt, then it splits into 1d10 force bolts. These hit unerringly the target or targets, think and they are instantaneously done using one action. The damages possible with these bolts are 1d8+int mod for levels 1-9, 2d8+int mod for levels 10-19, 3d8+int mod for levels 20-29 and 4d8+int mod for levels 30-. That's as an amount for each bolt. Each amount is a % off the targets' health.
   Wall of fireballs; Think of a wall of force, that comes up by the Orb construct creating it. Then this is what happens, the energy in the area is absorbed that the wall uses and it shoots off fireballs to hit the targets. That's as you think of them to be hit. This wall will shoot off 1d8 fireballs for levels 1-9, 1d10 fireballs for levels 10-19, 1d12 fireballs for levels 20-29 and 2d8 fireballs for levels 30 on. They hit unerringly. The energy it takes to make this happen is 20%. The damages possible with these fireballs are 2d8+int mod for levels 1-9, 4d8+int mod for levels 10-19, 6d8+int mod for levels 20-29 and 8d8+int mod for levels 30-. That's as an amount for each fireball. Each amount is a % off the targets' health.
   Death ball pillar; This is death done with 20% energy as though an energy effect of a pillar formed by will, that forms from the ground due to the orb construct. This pillar is created and shoots death energy missiles unerringly in whatever directions you wish it shot with death and decay damages. There are 1d8 death missiles formed for levels 1-9, 1d10 death missiles for levels 10-19, 1d12 death missiles for levels 20-29 and 2d8 death missiles for levels 30 on. The damages possible with these bolts are 2d8+int mod for levels 1-9, 3d8+int mod for levels 10-19, 4d8+int mod for levels 20-29 and 5d8+int mod for levels 30-. That's as an amount for each bolt. Each amount is a % off the targets' health.

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Elder scrolls online spells p2

  The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Thinking evoktion spell; Think to imagine energy streams to go in the direction of the targets, feel it ignite and the energy burns in the path of the energy.
   Thinking evoktion spell II; Thinking to do is to create, the area is there in a circle of energy cast by the aura to flare up by feeling to tense and release. That's a flare up in fire as you feel it flare to scorch the targets. If no flare up, then at the very least they the targets were drawing attacks to themselves. That's done by the power of the circle doing what you wanted.
   Fire circle; Think of a circle to appear around you and the aura energy, this is being pumped with energy flares up the circle edge with fire. That lasts as long as you magic it into existence, usually against a boss or creature.
   Illusion cast; This is where you think about what you want to appear and need it to form. Then, the creator makes it appear and the element is what effects the targets that you want effecting them.. This could be sending out a dragon form that effects fire on the targets. This can be any element. The boss is usually depicted as monsterous in the mind of the person effected by this effect as trhough the monster were a boss. In a point, this could be interesting as it could be used to manipulate the targets by the illusion.

   The 'boss' can make the targets feel whatever you want them to feel and they feel good about it. In order to get a result, they usually make them feel like they can get away with anything. That's as they make by the soul, the elemental effect done to the targets unknowingly. Think to use this in an interesting point, that's done to gain release of energy and pent up emotions, if you really want to use it in this manner. If you don't, you can do any number of things to the person, that's if they 'deserve' it. If the targets don't deserve it, then nothing happens an they did nothing wrong.

   However, there are two types of 'bosses' defined by this, both are monsterous as they manipulate to get what they want. The hidden boss and the obvious boss. The hidden boss was 'summoned' there and love manipulating or outright destroying things. The obvious boss is there doing what they want in the open. See they sometimes use equipment to effect what they want to effect. So for targeting those that are monsterous, think to destroy their communication equipment and possible computer and get them arrested by making them do things to draw attention to them the police.

   This gets them arrested and that ends the idea. Usually though, their communication equipment gets taken by the police and not returned. So, in the end even if you didn't get their machines destroyed your getting what you want done. Usually though, the monster never quite gets the lesson and attempts what he or she was doing again since they figure they can get away with it. This is a useful way to counter their actions, think and it works in your favor as well.

   So don't do them a favor by destroying the evidence against them. Usually their machines hold a record of their usage or activity. If it does, then you have option to draw attention to their machines in use. This is done as though it were a target exposing what they did, then its gone taken by the police. Otherwise, they could get released from custody very easily. That's if you met a 'boss' that loved to manipulate others and do things to get results. Think and it is done, so this is an idea in itself. This is a useful idea to do to those that deserve it, if they don't the soul countereffects the spell and nothing happens. That means you can't be vindictive on their case.
   Magic crystals; The magic is upon the crystal that you hold and cast forth a brain wave to the energy itself. This energy consciousness causes what you wish to become existant. That is like you hold a crystal and think about creating another you into existence, that creates what you intend and need. This lasts for what you think is enough time. If your powerful enough, you can lift with your mind magic the stones to float around you and these stones act like a magicer, to create with an idea what you think into existence.
   Healing circle; If you stand in it and someone else stands in it, whoever it is..you heal. This effect lasts 1d6 rounds.
   Energy bubble; This is where you think of the energy forming a bubble, that heals you by area life transferrance as it damages the targets for the same amount. You create 1d6 bubbles for levels 1-9. 1d8 bubbles for levels 10-19. 1d10 bubbles for levels 20-29. 1d12 bubbles for levels 30 on up.
   Swirl of fire; This damages the targets as it surrounds one of them.. with burning damage for 1d6 rounds.
   Invincible puddle; This is where you stand in the puddle and are invincible for 1d6 rounds.
   Water waves; The waves they clean the ground as energy waves of water go along the ground.
   Water puddles II; This is where you think about surrounding the targets with water energy and the energy of the water does acidic damage.
   Encasement II; This is where you think energy will encase the targets in a stone like material.
   Exploding puddles; This is where you imagine or think of energy forming a puddle under the targets feet and exploding for x2 energy damage.
   Damaging shield; This is where you think to cast a shield around the targets that damages them per round until they die. This lasts 1d10 rounds, otherwise. This costs 15% energy. In order to break free from the shield, you must deal x2 normal damage that you normally do to the shield.

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Elder scrolls online spells p3

  The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Auratic color effect; The aura glow changes to a color for a certain effect. Green effects poison, red effects fire, blue effects freezing cold, yellow effects acid and silver effects lightning. The color effects the targets nearby with the element damage. The area of effect is 5' for levels 1-9. 10' for levels 10-19. 15' for levels 20-29. 20' for levels 30 on up.
   Red Dot; This forms on the targets and explodes in fire dealing x2 damage.
   The Dot; This forms on a target, thought as a color. You think about the color to form an elemental effect explosion of x2 damages. The Dot will be that color. Each color does a different effect.. Green effects poison, red effects fire, blue effects freezing cold, yellow effects acid and silver effects lightning. You could use this to break down doors.
   Dazzling spray; Imagine or think of the color spraying forth..from an orb or flashlight that you form the associated element as you think it there. The color means what types of damage dealt. Green is poison, red is fire, blue is freezing cold, yellow is acid and silver is lightning. The area of effect is 30' for levels 1-9. 50' for levels 10-19. 70' for levels 20-29. 90' for levels 30 on up. This costs 20% energy.
   Elemental pool explosion; This makes the element that you intend to form as a pool around the targets. That element explodes upward. Dealing concentrated damages that's x3. The effect costs 20% energy.
   Pattern spike; This is where you think of the pattern to form as energy you sense and this energy shoots up energy spikes. Dealing puncture damages. It can be a circle, a line or a square pattern. If one forms around you, then think to battle its side to destroy it.
   Bone spears; This effect creates the idea of energy bones to shoot up from the ground, impaling the targets for puncture damages.
   Elemental patterns; This is where you focus into existence, the effect of the elemet as a pattern that you like.
   Storm bolt; This causes a storm that is releasing bolts of lightning upon the targets for x3 the damages.
   Craft; This allows you to make a spell as you use your craft skill to make exist.
   Circle of effect; This can create any element in a whirlwind, that forms over the travelling circle that follows the targets.
   Arcane; This effect creates the spell that you need with x2 the damages/healing.
   Arcanum; Think to create a spell you pick from a list, it can be any list. Instead of using a craft roll, you can use an Arcane skill check for with a 10 or above rolled for success. Success is generating from energy itself the effect you wish to create where and when you want to create it.
   Line of flame; This is the point you draw a line mentally and think the creator creates fire along it. the fire moves to where you want. This causes the fire to do damages to the targets that cross it. You can have as many lines as you wish.
   Puncturing Sweeps; A melee magicka ability that deals AoE damage of 30' and heals you for a percentage of damage done.
   Soul Shred; An ultimate that stuns enemies and deals magic damage.
   Deep Fissure Feral Guardian; Sends shockwaves through the earth or summons a bear companion. It has your stats, 100% health and deals physical magic damages.
   Blastbones; Raise skeletons to attack or explode dealing shrapnel damages.
   Time Stop or Undo; Freeze time for 1d6 rounds, or rewind your health and position.
   Mist Form; Transform into a vampire lord that can become mist to avoid damage.
   Brutal Pounce; Powerful melee magic-like abilities in werewolf form that deals x3 damages.
   Volendrung; This is granting temporary god-like abilities. That's where you can slam the ground making an earthquake, create bridges, think or teleport to another area.
   Streak II; A short-range teleport that is within 20' and it stuns enemies.
   Teleport Strike; A gap closer that lets you instantly appear behind a target.
   Grim Focus; Builds up spectral arrows charges over time for a deadly ranged finisher.
   Twisting Path; Leaves a trail of shadows that damage the targets and speed up allies by 20'.
   Dawnbreaker; Holy explosion from the energy construct that you create and it damages and stuns undead/Daedra.
   Silver Shards; Makes magically enhanced energy crossbow bolts, that shoot forth from an energy xbow to pierce undead.
   Inner Fire Inner Rage; A ranged taunt with a visual fire tether that deals fire damages to the targets.
   Trapping Webs; Toss magical webs that reduce enemy movement to 1 action every 1d6 rounds and empower allies by boosting their rolls by +5.
   Necrotic Orb; Floating orb that heals and restores resources to allies who synergize with it.
   Eviscerate; A magicka-based melee attack that scales with missing health by every percent of lost health is 10% extra to the melee attack.
   Blood for Blood; Sacrifices your own health to increase damage output by %. You decide how much.
   Vampiric Drain; Channels a life-drain beam that heals you the amount drained.
   Infectious Claws; AoE attack that applies disease and poison effects. This you cast on your familiar as it's done by the familiar itself.

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Elder scrolls online spells p4

  The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Accelerate; Teleports you a short distance forward (about 20') and increases movement speed by 20'.
   Meditate; Enter a trance to restore health, energy, and stamina. You're vulnerable while channeling. Its 3d12+will per action recovered.
   Caltrops; Magical spikes that form near the feet of the targets. They damage and slow enemies by making them do 1 action per 1d6 rounds over the time of 1d10 rounds.
   Barrier II; This shields all nearby allies and yourself within 30'. The shield absorbs all damages for 1d10 rounds. This costs 20% energy.
   Soul Trap Consuming Trap; This captures a soul if the enemy dies in a crystal that you hold in your inventory.
   Soul Assault; A beam that deals huge damage over time, like an energy cannon. The damages are x2 the damage per each second.
   Shatter Soul; Explodes the soul of the slain, damaging nearby enemies.
   Meatbag Catapult; Launches corpses that apply disease and healing debuffs.
   Fire Ballista; Deals pure flame-based magic damage to your targets.
   Valkyn Skoria; Calls down a meteor as you deal normal damage by this spell. The meteor deals x4 the fire and shrapnel damages in 100' range.
   Spell Power Cure; Buffs allies with Major Courage after healing them. This major courage is a +10 to all rolls the Allies do.

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Elder scrolls online spells: Sorceror

  The spells come from https://eso-hub.com/en/skills/sorcerer and are what you'd do if you played the elder scrolls, sorceror class. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Daedric Summoning - Skills: All skills cost 40% energy unless otherwise noted.

   Ultimate abilities
    Summon Storm Atronach; Summon an immobile storm atronach at the target location. Its arrival deals Shock Damage and stuns enemies for 3 rounds. The atronach zaps the closest enemy, dealing double Shock Damage every action. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 1d10 rounds, increasing their damage done by 10%. This costs 10% energy.
    Greater Storm Atronach; Summon an immobile storm atronach at the target location. Its arrival deals Shock Damage and stuns enemies for 3 rounds. The atronach zaps the closest enemy, dealing x3 Shock Damage every action. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 1d10 rounds, increasing their damage done by 10%. This costs 15% energy.
    Summon Charged Atronach; Summon an immobile storm atronach at the target location. Its arrival deals Shock Damage and stuns enemies for 3 rounds. The atronach calls upon a lightning storm every 2 actions, dealing double Shock Damage to enemies around it. Enemies hit are afflicted with the Concussion status effect. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 1d10 rounds, increasing their damage done by 10%. The atronach now uses a powerful area of effect attack, which always applies Concussion.

   Active abilities
    Summon Unstable Familiar; Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal Shock Damage. Once summoned, you can activate the familiar's special ability, dealing double Shock Damage every 2 actions for 1d20 rounds to enemies near them. The familiar remains until killed or unsummoned. It has half your stats except for 100% health.
    Summon Unstable Clannfear; Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 2d20 Physical Damage, while its tail spike hits nearby enemies for 2d20 Physical Damage after 1 action. Once summoned, you can activate the clannfear's special ability. That's healing you for x3 your health and the clannfear for x4 its health. The clannfear remains until killed or unsummoned. It has your stats except for 100% health. This summons a clannfear instead of a familiar. Once summoned, you can activate the clannfear's special ability to heal you and the clannfear based on your Max Health. The clannfear's basic attacks deal Physical Damage.
    Summon Volatile Familiar; Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal Shock Damage. Once summoned, you can activate the familiar's special ability, dealing double Shock Damage every 2 actions for 1d20 rounds to enemies near them. The second hit stuns enemies hit for 3 rounds. The familiar remains until killed or unsummoned. It has your stats except for 100% health. You basically summon a volatile familiar. Once summoned, you can activate the familiar's special ability to pulse area damage and stun enemies.
    Daedric Curse; Curse an enemy with a destructive rune, dealing x3 Magic Damage to the target and all other nearby enemies after 1d6 rounds. You can have only one Daedric Curse active at a time.
    Daedric Prey; Curse an enemy with a destructive rune, dealing x3 Magic Damage to the target and all other nearby enemies after 1d6 rounds. While the curse is active, your pets prioritize the target and deal an additional 45% damage to them. You can have only one Daedric Prey active at a time. This reduces the cost and your pets deal additional damage to the cursed target.
    Haunting Curse; Curse an enemy with a destructive rune, dealing x3 Magic Damage to the target and all other nearby enemies after 1d4 rounds. The curse will continue to haunt the enemy and explode a second time, dealing x3 Magic Damage to the target and all other nearby enemies after an additional 1d8 rounds. You can have only one Haunting Curse active at a time. The curse will continue to haunt the enemy and explode a second time.
    Summon Winged Twilight; Call on Azura to send a winged twilight to fight at your side. The winged twilight's zap deals Shock Damage and its kick deals Shock Damage. Once summoned, you can activate the winged twilight's special ability, causing it to heal a friendly target for x3 its health and itself for x3 its health. The winged twilight remains until killed or unsummoned. It has your stats except for 100% health.
    Summon Twilight Matriarch; Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch's zap deals Shock Damage and its kick deals Shock Damage. Once summoned, you can activate the twilight matriarch's special ability, causing it to heal 2 friendly targets for all their health and itself for all its health. The twilight matriarch remains until killed or unsummoned. It has your stats except for 100% health. You summon a twilight matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets.
    Summon Twilight Tormentor; Call on Azura to send a twilight tormentor to fight at your side. The twilight tormentor's zap deals double Shock Damage and its kick deals double Shock Damage. Once summoned, you can activate the twilight tormentor's special ability, causing it to deal 60% more damage to enemies above 50% Health for 1d20 rounds. The twilight tormentor remains until killed or unsummoned. It has your stats except for 100% health. You summon a twilight tormentor, which deals higher damage. Once summoned, you can activate the twilight's special ability to grant it a damage bonus to high health enemies.
    Conjured Ward; Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs all damage for 6 rounds. If no pets are affected, you also heal for x3 Health. This ability scales off the higher of your Max Health or Energy and the shield is capped at 55% of your Max Health.
    Hardened Ward; Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs all damage for 1d6 rounds. If no pets are affected, you also heal for x3 Health. This ability scales off the higher of your Max Health or energy and the shield is capped at 72% of your Max Health. Damage shield absorbs more and has a higher capped value.
    Regenerative Ward; Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs all damage for 1d10 rounds, heals you for x4 Health. This ability scales off the higher of your Max Health or energy and the shield is capped at 55% of your Max Health. This reduces the cost of magic of 10%, increases the duration of the shield. The self heal now always applies, but heals for less.
    Bound Armor; Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block ability by 36% for 3 rounds. While active, your Max energy is increased by 8% and you gain Minor Protection, reducing your damage taken by 5%.
    Bound Aegis; Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block ability by 40% for 5 rounds. While active, your Max energy is increased by 8% and you gain Minor Resolve and Minor Protection, increasing your Physical and Spell Resistance by making 30% less elemental damage and reducing your damage taken by 5%. Passively grants Minor Resolve while slotted. Increases the potency by adding 20% damage to your attack and additionaly 1d12 rounds duration of the block effect.
    Bound Armaments; While active, your Attacks summon a Bound weapon for 1d10 rounds, up to 4 times. When you have one or more Bound Weapon active, you can activate the ability to arm the weapons, causing them to strike your target for 4d20 Physical Damage every action. While slotted, your Max Stamina is increased by 8%. Converts into a Stamina ability. Any attack that can be used to attack your current target. No longer grants block effect.

   Passive abilities
    Rebate; You restore up to 300% energy when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.
    Power Stone; Reduces the cost of your abilities by 15%.
    Daedric Protection; Increases your Health and Stamina Recovery by 20% while you have a Daedric Summoning ability active.
    Expert Summoner; Increases your Max Health by 10% if you have a pet active. Increases your Max Energy and Stamina by 10% if you have no pets active.

   Dark Magic - Skills: These abilities cost 35% energy.

   Ultimate abilities
    Negate Magic; Create a globe of magic suppression for 1d12 rounds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned for 1d6 rounds.
    Absorption Field; Create a globe of magic suppression for 1d12 rounds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned for 1d6 rounds. The globe also heals you and your allies for x3 Health every 1 action. The globe also heals you and your allies standing inside it.
    Suppression Field; Create a globe of magic suppression for 1d12 rounds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned for 1d6 rounds. The globe also damages enemies for x3 Magic Damage every 1 action. This costs 30% energy. The globe also damages enemies standing inside it.

   Active abilities
    Crystal Shard; Conjure dark crystals to bombard an enemy, dealing x3 Magic Damage. Your next cast within 1d6 rounds costs 10% less.
    Crystal Fragments; Conjure dark crystals to bombard an enemy, dealing x3 Magic Damage. Your next cast within 1d12 rounds costs 10% less. This costs 20% energy. While active any ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost half as much. Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less.
    Crystal Weapon; Encase your weapon in dark crystals for 1d6 rounds, causing your next two Attacks to deal additional damage and reduce the target's Armor by 100 for 5 actions. The first hit deals 4d20 Physical Damage and the second deals 2d20 Physical Damage. After casting, your next ability used within 1d6 rounds costs 10% less. Converts the ability into an instant cast Stamina ability, which causes your next two Attacks to deal 1d20 bonus Physical Damage and reduce the enemy's Armor. This costs 20% energy.
    Encase; Call forth Daedric shards from the earth to immobilize enemies in front of you for 1d6 rounds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 1d10 rounds.
    Shattering Spines; Call forth Daedric shards from the earth to encase and immobilize all enemies in front of you for 1d6 rounds. After the effect ends the shards shatter, dealing x3 Magic Damage to any enemy that was encased. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 1d10 rounds. This costs 30% energy. The ability no longer has a cap of how many targets it can affect, and now deals damage when the effect ends.
    Vibrant Shroud; Call forth a Daedric shroud from the Colored Rooms to heal you and your allies and enfeeble foes near you. You and allies in the area are healed for x3 Health and receive Minor Vitality, increasing your healing received and damage shield strength by 6% for 1d10 rounds. Enemies are afflicted with Major Maim, reducing their damage done by 10% for 1d10 rounds. The area now heals you and allies, rather than immobilizing enemies, but at an increased cost. Healed targets receive Minor Vitality.
    Rune Prison; Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 1d6 rounds. This stun cannot be blocked.
    Defensive Rune; Place a rune of protection on yourself for 1d10 minutes. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 1d6 rounds. This stun cannot be blocked. Cast spell on self, stunning the next enemy who attacks you.
    Rune Cage; Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 1d6 rounds. Deals double Magic Damage if the stun lasts the full duration. This stun cannot be blocked. Deals damage when effect completes.
    Dark Exchange; Bargain with darkness to restore full Health and all energy instantly, and add an additional 100% energy over 1d20 rounds. The exchange also grants you Minor Berserk for 1d6 rounds, increasing your damage done by 5%. This costs 30% energy.
    Dark Conversion; Bargain with darkness to restore full Health and full energy instantly, and add an additional 200% energy over 1d20 rounds. The exchange also grants you Minor Berserk for 1d6 rounds, increasing your damage done by 5%. Increases the amount of Health and energy restored.
    Dark Deal; Bargain with darkness to restore full Health and full Stamina instantly, and add an additional 100 Stamina over 1d10 rounds. The exchange also grants you Minor Berserk and Minor Force for 1d10 rounds, increasing your damage done by 5% and Critical Damage by 10%. Converts Magicka into Health and Stamina instead. Reduces the cost, the time it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.
    Daedric Mines; Surprise your foes by placing 3 volatile Daedric mines around you, which take 1 action to arm and last for 1d12 rounds. When a mine is triggered it explodes, dealing the enemy x3 Magic Damage and immobilizing the enemy for 2 rounds. Enemies can only be damaged by your mines once every 2 rounds. This costs 30% energy.
    Daedric Refuge; Carefully form 5 protective Daedric wards around you, which take 1 action to arm and last for 1d12 rounds. When a Daedric ward is triggered it grants you or the ally a damage shield that absorbs all damage for 1d6 rounds. Targets can only be shielded by Daedric Refuge once every 2 actions. Converts the mines into protective wards that shield you or allies when they activate.
    Daedric Tomb; Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 1d12 rounds. When a mine is triggered it explodes, dealing x3 Magic Damage and immobilizing the enemy for 1d6 rounds. Enemies can only be damaged by your mines once every 2 actions. You place the mines at a target location instead of around you. The mines arm instantly.

   Passive abilities
    Unholy Knowledge; Reduces the Health, Energy, and Stamina costs of your Combat abilities by 6%.
    Blood Magic; When you cast a Dark Magic ability with a cost, you heal for full health. This effect scales off your Max Health.
    Persistence; After blocking an attack, your next Health, Energy, or Stamina ability costs 15% less.
    Exploitation; When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell damage by double for 1d20 rounds.

   Storm Calling - Skills: All skills cost 40% energy unless otherwise noted.

   Ultimate abilities
    Overload; Charge your fists with the power of the storm, replacing your Attacks with new, stronger abilities. Any attacks become lightning bolts, dealing x3 Shock Damage to an enemy up to 28 meters away. Otherwise attacks blast enemies in a 4 x 6 area for x3 Shock Damage. This costs 35% energy.
    Energy Overload; Charge your fists with the power of the storm, replacing your Attacks with new, stronger abilities. Attacks become lightning bolts, dealing x4 Shock Damage to an enemy up to 28 meters away. Otherwise attacks blast enemies in a 4 x 6 area for x3 Shock Damage. The attacks restore all Energy and Stamina used. While active your Attacks restore Magicka and Stamina.
    Power Overload; Charge your fists with the power of the storm, replacing your Attacks with new, stronger abilities. Attacks become lightning bolts, dealing x4 Shock Damage to an enemy up to 32 meters away. Heavy Attacks blast enemies in a 6 x 8 area for x3 Shock Damage. Increase range and radius of Attacks. Increases damage.

   Active abilities: These abilities cost 30% energy unless otherwise noticed.
    Mages' Fury; Call down lightning to strike all enemies, dealing double Shock Damage. If the enemy falls to or below 20% Health within 1d6 rounds of being struck, an explosion deals an additional x3 Shock Damage to them.
    Endless Fury; Call down lightning to strike all enemies, dealing double Shock Damage. If the enemy falls to or below 20% Health within 1d6 rounds of being struck, an explosion deals an additional x3 Shock Damage to them. If any enemy is killed within 5 rounds of being hit with this ability, you restore all energy used up. Reduces the cost by 10% and restores energy if the target dies after this ability dealt damage to them. This costs 35% energy.
    Mages' Wrath; Call down lightning to strike all enemies, dealing double Shock Damage. If the enemy falls to or below 20% Health within 1d6 rounds of being struck, an explosion deals an additional x4 Shock Damage to them.
    Lightning Form; Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing Shock Damage every 2 actions for 1d6 rounds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 50%.
    Boundless Storm; Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing double Shock Damage every 2 actions for 2d6 rounds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 100%. Activating this grants you Major Expedition, increasing your Movement Speed by 30' for 1d6 rounds. Increases the duration, and you gain Major Expedition for brief period after activation, increasing your Movement Speed.
    Hurricane; Manifest yourself as pure air, buffeting nearby enemies with wind dealing 2d20 Physical Damage every 2 actions for 1d6 rounds. The winds grow in damage and size, increasing up to 120% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by reducing damage 100% and your Movement Speed by 15'. Converts into a Stamina ability and deals Physical Damage. Increases in size and damage the longer it is active. Grants Minor Expedition while active, increasing your Movement Speed.
    Directed Lightning; Create a nexus of storm energy at the target location, dealing Shock Damage to enemies in the area every 1 action for 1d10 rounds. An ally standing within the nexus can activate the Conduit synergy, dealing x3 Shock Damage to enemies around them.
    Lightning Flood; Create a nexus of storm energy at the target location, dealing Shock Damage to enemies in the area every 1 action for 1d10 rounds. An ally standing within the nexus can activate the Conduit synergy, dealing x4 Shock Damage to enemies around them. Increases the radius and damage.
    Liquid Lightning; Create a nexus of storm energy at the target location, dealing Shock Damage to enemies in the area every 1 action for 1d12 rounds. An ally standing within the nexus can activate the Conduit synergy, dealing x3 Shock Damage to enemies around them. Increases the duration.
    Surge; Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1d10 rounds. While active, dealing Critical Damage heals you for x3 Health. This effect can occur once every 1 action.
    Critical Surge; Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1d10 rounds. While active, dealing Critical Damage heals you for x4 Health and adds 100% health. This effect can occur once every 1 second. Increases the healing.
    Power Surge; Invoke Meridia's name to gain Major Brutality and Major Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 1d12 rounds. While active, activating a Critical heal causes the ability to heal you and your allies around you for x3 Health. This effect can occur once every 3 actions. The heal now heals in an area around you, and only triggers off Critical healing.
    Bolt Escape; Transform yourself into pure energy and flash forward, stunning enemies near your final location for 3 actions. This effect cannot be blocked. Casting again within 1d4 rounds costs 33% more Energy.
    Ball of Lightning; Transform yourself into pure energy and flash forward. After reaching your location, you become immune to snare and immobilize effects for 2 rounds. A ball of lightning is summoned at your end point, which intercepts up to 1 projectile attack made against you every 1 action for 3 rounds. Casting again within 1d4 rounds costs 33% more Energy.
    Streak; Transform yourself into pure energy and flash forward, dealing double Shock Damage to enemies in your wake and stunning them for 1d6 rounds. This effect cannot be blocked. Casting again within 1d4 rounds costs 33% more Energy. Now deals damage and stuns enemies between your beginning and final location.

   Passive abilities
    Capacitor; Increases your Energy Recovery by 10%.
    Energized; Increases your Physical and Shock Damage by 5%.
    Amplitude; Increases your damage done against enemies by 1% for every 10% current Health they have.
    Expert Mage; Increases your Weapon and Spell Damage by 2% for each 10% energy you have.

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Elder scrolls online spell ability: Templar

  The spells come from https://eso-hub.com/en/skills/templar and are what you'd do if you played the elder scrolls, sorceror class. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Dawn's Wrath - Skills: All skills cost 30% energy unless otherwise noted.

   Ultimate abilities
    Energy Nova; Call down a fragment of the sun, dealing double Magic Damage every 1 action for 1d8 rounds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing x3 Magic Damage to all enemies in the area and stunning them for 1d6 rounds.
    Solar Disturbance; Call down a fragment of the sun, dealing double Magic Damage every 1 action for 1d8 rounds to enemies in the area and applying Major Maim to them for 10 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing x3 Magic Damage to all enemies in the area and stunning them for 1d8 rounds. Major Maim stays on enemies after leaving the area.
    Solar Prison; Call down a fragment of the sun, dealing x3 Magic Damage every 1 action for 1d8 rounds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Gravity Crush synergy, dealing x4 Magic Damage to all enemies in the area and stunning them for 1d12 rounds. The synergy deals more damage and stuns for longer.

   Active abilities: These ability spells cost 40%.
    Sun Fire; Blast an enemy with a charge of radiant heat, dealing double Flame Damage, and an additional x3 Flame Damage over 1d6 rounds. Upon activation you gain Major Savagery and Major Prophecy for 1d6 rounds, increasing your Weapon and Spell damage by x3.
    Reflective Light; Blast up to three enemies with a charge of radiant heat, dealing double Flame Damage, an additional x4 Flame Damage over 1d6 rounds, and reducing their Movement Speed by 40' for 1d6 rounds. Upon activation you gain Major Savagery and Major Prophecy for 1d6 rounds, increasing your Weapon and Spell damage by x4. Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
    Vampire's Bane; Blast an enemy with a charge of radiant heat, dealing x2 Flame Damage, and an additional x5 Flame Damage over 1d6 rounds. Upon activation you gain Major Savagery and Major Prophecy for 1d6 rounds, increasing your Weapon and Spell damage by x4.
    Solar Flare; Conjure a ball of solar energy to heave at an enemy, dealing x3 Magic Damage and increasing your damage done with class abilities by 5% for 1d10 rounds. Also grants you Empower for 1d10 rounds, increasing the damage of your Attacks against monsters by 70%.
    Dark Flare; Conjure a ball of solar energy to heave at an enemy, dealing x3 Magic Damage and increasing your damage done with class abilities by 5% for 1d10 rounds. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and puts a damage shield thats damages them by 12% for 4 rounds. Also grants you Empower for 1d10 rounds, increasing the damage of your Attacks against monsters by 70%.
    Solar Barrage; Conjure solar energy to blast enemies around you, dealing Magic Damage every 2 actions and increasing your damage done with class abilities by 5% for 1d6 rounds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%. Deals damage in multiple blasts as damage over time around you instead of at a single enemy.
    Backlash; Summon an expanding beam of pure sunlight to doom an enemy, dealing x2 Magic Damage immediately and marking them for 1d6 rounds. After the duration ends, the sunlight bursts, dealing x2 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.
    Power of the Light; Summon an expanding beam of pure sunlight to doom an enemy, dealing x2 Physical Damage immediately and marking them for 1d6 rounds. After the duration ends, the sunlight bursts, dealing x2 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time. Converts into a Stamina ability, deals Physical Damage (pick a weapon to get damage amount).
    Purifying Light; Summon an expanding beam of pure sunlight to doom an enemy, dealing x2 Magic Damage immediately and marking them for 1d6 rounds. After the duration ends, the sunlight bursts, dealing x2 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for x3 Health every 2 actions, over 1d10 rounds. You can have only one Purifying Light at a time. When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.
    Eclipse; Envelop an enemy in a lightless sphere for 1d4 rounds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30' for 4 rounds, their second attack immobilizes them for 3 rounds, and their third attack stuns them for 3 rounds. The effects can activate once every 1 action.
    Living Dark; Envelop yourself in a lightless sphere for 1d10 rounds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40' for 3 rounds and healing you for x3 Health. These effects can occur once every action. You now apply the ability to yourself, healing when you take direct damage instead. Melee attackers are snared.
    Unstable Core; Envelop an enemy in a lightless sphere for 4 rounds, that harms them with growing intensity anytime they deal direct damage. Limited to one. Their first attack reduces their Movement Speed by 30' for 4 rounds and deals Magic Damage, their second attack immobilizes them for 3 rounds and deals x2 Magic Damage, and their third attack stuns them for 3 rounds and deals x3 Magic Damage. The effects can activate once every 1 action. Deals damage to the attacker and anyone near them when they trigger any of the effects.
    Radiant Destruction; Burn an enemy with a ray of holy fire, dealing x4 Magic Damage over 1d8 rounds. Deals up to 480% more damage to enemies below 50% Health.
    Radiant Glory; Burn an enemy with a ray of holy fire, dealing x4 Magic Damage over 1d8 rounds. Deals up to 480% more damage to enemies below 50% Health. You restore up to 480% Energy per attack, based on the target's missing Health and heal for 17% of the damage inflicted. You heal for a percentage of the damage inflicted, and restore Energy based on their missing Health.
    Radiant Oppression; Burn an enemy with a ray of holy fire, dealing x4 Magic Damage over 1d8 rounds. Deals up to 500% more damage to enemies below 50% Health. Increases the amount of bonus damage dealt to low health targets.

   Passive abilities
    Enduring Rays; Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 rounds.
    Prism; Casting a Dawn's Wrath ability while in combat generates 3% energy. This effect can occur once every 1d6 actions.
    Illuminate; Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 1d6 rounds, increasing your Spell Damage by 10%.
    Restoring Spirit; Reduces the Health, Energy, Stamina, and Ultimate costs of your abilities by 5%.

   Restoring Light - Skills: These ability spells cost 40%.

   Ultimate abilities
    Rite of Passage; Channel the grace of the gods, healing you and nearby allies for x3 Health every 1 action for 1d4 rounds. You cannot move while channeling, but you gain immunity to all disabling effects.
    Practiced Incantation; Channel the grace of the gods, healing you and nearby allies for x4 Health every 1 action for 1d8 rounds. While channeling this ability, you gain immunity to all disabling effects. Increases the duration of the channel and allows you move at a reduced rate while channeling.
    Remembrance II; Channel the grace of the gods, healing you and nearby allies for x3 Health every 1 action for 1d4 rounds. Gain Major Protection, reducing damage you take by 10% for 1d10 rounds. You cannot move while channeling, but you gain immunity to all disabling effects. Gain Major Protection after casting, reducing your damage taken.

   Active abilities
    Rushed Ceremony; Beacon your inner light, healing yourself or a wounded ally in front of you for x3 Health.
    Breath of Life; Beacon your inner light, healing yourself or a wounded ally in front of you for x4 Health. Also heals one other injured target for x4 Health.
    Honor The Dead; Beacon your inner light, healing yourself or a wounded ally in front of you for x3 Health. Healing anyone who is below 75% Health restores 18% of the ability's cost every 2 actions over 1d6 rounds as Energy. Refunds part of the ability's cost when used to heal an injured target.
    Healing Ritual; Focus your spiritual devotion, healing you and nearby allies for x3 Health.
    Hasty Prayer; Focus your spiritual devotion, healing you and nearby allies for x4 Health. Affected targets gain Minor Expedition, increasing their Movement Speed by 15' for 1d10 rounds. Healed allies gain Minor Expedition for a short duration and reduces the cost as the ability ranks up.
    Ritual of Rebirth; Focus your spiritual devotion, healing you and nearby allies for x4 Health. You heal a single ally outside this ability's radius of 30' for an additional x3 Health. You heal a single ally outside the ability's radius.
    Restoring Aura; Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 1d6 rounds, increasing Health, Energy, and Stamina Recovery by 15%.
    Radiant Aura; Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to you and nearby group members for 1 hour, increasing your Health, Energy, and Stamina Recovery by 15%. Increases the radius by 10' and duration by 1d6 rounds.
    Repentance; Consecrate the souls of the fallen, healing you and your allies for x3 Health and restoring full Stamina to you for each corpse nearby. While active, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Energy Recovery by 15%. No longer applies buffs to allies, instead you consume corpses to restore Health and Stamina.
    Cleansing Ritual; Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for x4 Health every 2 actions for 1d6 rounds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for x4 Health.
    Extended Ritual; Exalt in the sacred light of the Aedra, cleansing up to 5 harmful effects from yourself immediately and healing you and nearby allies for x5 Health every 2 actions for 1d6 rounds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for x4 Health. Increases the duration and the amount of harmful effects cleansed from yourself.
    Ritual of Retribution; Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take Magic Damage every 2 actions for 1d6 rounds which increases by 12% per tick. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for full Health. The area now harms enemies who enter it, rather than healing allies, and reduces the cost. Damage increases over duration.
    Rune Focus; Create a rune of celestial protection and gain Major Resolve for 1d6 rounds, increasing your Physical Resistance and Spell Resistance by reducing the damage amount for 200%. While the rune is active you heal for x4 Health every 1 action. Standing within the rune increases the healing done by 200%.
    Channeled Focus; Create a rune of celestial protection and gain Major Resolve for 1d8 rounds, increasing your Physical Resistance and Spell Resistance by reducing damages for 200%. You also recover full energy every 1 action over the duration. While the rune is active you heal for 100% Health every 1 action, scaling off your Max Health. Standing within the rune increases the healing done by 200%. Increases the duration and causes you to restore Energy over the duration.
    Restoring Focus; Create a rune of celestial protection and gain Major Resolve for 1d6 rounds, increasing your Physical Resistance and Spell Resistance by reducing damages 200% that you take. You also recover full Stamina every 1 action over the duration. While the rune is active you heal for x5 Health every 1 action. Standing within the rune increases the healing done by 200%. Increases the healing done and causes you to restore Stamina over the duration.

   Passive abilities
    Mending; Increases the healing effects from your abilities by 12%, that's in proportion to the severity of the target's wounds.
    Sacred Ground; While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 1d4 rounds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.
    Light Weaver; When you heal an ally under 50% Health with an ability, you grant them 2% energy. While you are channeling Rite of Passage, you gain Physical and Spell Resistance by reducing damages 500%.
    Master Ritualist; Resurrected allies return with 100% more Health.

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Elder scrolls online spell ability: Warden

  The spells come from https://eso-hub.com/en/skills/warden and are what you'd do if you played the elder scrolls, Warden class. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Animal Companions - Skills: All skills cost 40% energy unless otherwise noted.

   Ultimate abilities
    Feral Guardian; Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 580% Magic Damage, and sometimes swipes all enemies in front of it, dealing x3 Magic Damage and stunning them for 2 rounds. Once summoned you can activate Guardian's Wrath for 40% energy, causing the grizzly to maul an enemy for x4 Magic Damage. Deals 100% more damage to enemies below 25% Health.
    Eternal Guardian; Rouse a grizzly to fight by your side. The grizzly swipes an enemy, dealing 599% Magic Damage, and sometimes swipes all enemies in front of it, dealing x3 Magic Damage and stunning them for 2 rounds. Once summoned you can activate Guardian's Wrath for 40% energy, causing the grizzly to maul an enemy for x4 Magic Damage. Deals 150% more damage to enemies below 25% Health. The grizzly respawns when killed, once per minute. The grizzly instantly respawns when it dies. Increases the amount of bonus damage dealt to low Health targets.
    Wild Guardian; Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 659% Bleed Damage, and sometimes swipes all enemies in front of it, dealing x3 Bleed Damage and stunning them for 2 rounds. Once summoned you can activate Guardian's Savagery for 40% energy, to maul an enemy for x4 Bleed Damage. Deals 100% more damage to enemies below 25% Health. The damage has a higher chance to apply the Hemorrhaging status effect. The bear now deals Bleed Damage, and has a quintuple chance of applying the Hemorrhaging status effect.

   Active abilities
    Dive; Command a cliff racer to dive bomb an enemy, dealing x3 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 rounds.
    Cutting Dive; Command a cliff racer to dive bomb an enemy, dealing x3 Bleed Damage immediately and then causing them to bleed for x3 Bleed Damage over 1d6 rounds. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. Converts into a Stamina ability and deals Bleed Damage, and applies a damage over time to enemies hit.
    Screaming Cliff Racer; Command a cliff racer to dive bomb an enemy, dealing x3 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. After dealing damage you increase your Weapon and Spell Damage by 100% for 1d6 rounds, which quadruples after damaging Off Balance enemies. Increases your Weapon and Spell Damage after dealing damage, which increases when hitting Off Balance targets.
    Scorch; Stir a group of shalk that attack after 3 actions, dealing x4 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 1d6 rounds and then resurface again, dealing x5 Magic Damage to enemies in front of you.
    Deep Fissure; Stir a group of shalk that attack after 3 actions, dealing x4 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 actions and then resurface again, dealing x5 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major and Minor Breach, reducing their Physical and Spell Resistance by reducing damages completely for 1d10 rounds. Applies Major and Minor Breach to enemies hit, reducing their Physical and Spell Resistance.
    Subterranean Assault; Stir a group of shalk that attack after 3 actions, dealing x4 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 3 actions and then resurface again, dealing x4 Poison Damage to enemies in front of you. Converts to a Stamina ability and deals Poison Damage. Reduces the cost and time it takes for the ability to deal damage, but the second hit no longer deals increased damage.
    Swarm; Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing x5 Magic Damage over 1d6 rounds. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
    Fetcher Infection; Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing x5 Magic Damage over 1d6 rounds. Every second cast of this ability deals 60% increased damage. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Every second cast deals increased damage.
    Growing Swarm; Unleash a swarm of fetcherflies to relentlessly attack an enemy, causing them to bleed for x5 Bleed Damage over 1d6 rounds. The fetcherflies rip through the original enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Enemies near the carrier take Bleed Damage every 2 actions for the duration. You can only have one Growing Swarm active at a time. Converts into a Stamina ability and deals Bleed Damage. Deals additional damage to nearby enemies of the affected target, but limits the cast to one at a time.
    Betty Netch; Call a betty netch to your side, which grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1d6 rounds. Every 5 actions, the netch removes 1 negative effect from you. If no negative effects are removed you instead increase your damage done by 5% for 5 actions.
    Blue Betty; Call a betty netch to your side, which restores all Energy to you over 1d6 rounds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 actions, the netch removes 1 negative effect from you. If no negative effects are removed you instead increase your damage done by 5% for 5 actions. Restores Magicka every second while active.
    Bull Netch; Call a bull netch to your side, which restores all Stamina to you over 1d6 rounds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 actions, the netch removes 1 negative effect from you. If no negative effects are removed you instead increase your damage done by 5% for 5 actions. Restores Stamina every second while active.
    Falcon's Swiftness; Invoke the spirit of agility to gain Major Expedition for 1 round, increasing your Movement Speed by 30'. Gain immunity to snares and immobilizations for 1d4 rounds.
    Bird of Prey; Invoke the spirit of agility to gain Major Expedition for 1 round, increasing your Movement Speed by 30'. Gain immunity to snares and immobilizations for 1d4 rounds. While slotted you gain Minor Berserk, increasing your damage done by 5%. Passively grants Minor Berserk while active.
    Deceptive Predator; Invoke the spirit of agility to gain Major Expedition for 1 round, increasing your Movement Speed by 30'. Gain immunity to snares and immobilizations for 1d4 rounds. While active you gain Minor Evasion, reducing damage from area attacks by 10%. Passively grants Minor Evasion while active.

   Passive abilities
    Bond With Nature; Anytime one of your Animal Companion skills end, you are healed for x4 Health.
    Savage Beast; When you cast an Animal Companions ability while you are in combat, you generate 4% energy. This effect can occur once every 8 actions.
    Flourish; Increases your Energy and Stamina recovery by 12% if an Animal Companion ability is active.
    Advanced Species; Increases your Critical Damage by 4% for each Animal Companion ability Active.

   Green Balance - Skills - Ultimate abilities: Each of these abilities cost 40% energy.
    Secluded Grove; Swell a healing forest at the target location, instantly healing the most injured friendly target for x4 Health. The forest continues to heal you and your allies in the area for x4 Health every 1 action for 1 round.
    Enchanted Forest; Swell a healing forest at the target location, instantly healing the most injured friendly target for x4 Health. The forest continues to heal you and your allies in the area for x4 Health every 1 action for 1d6 rounds. You generate 20% energy if the initial heal is used on a friendly target under 50% Health. Generate energy if the initial heal is used on a low health target.
    Healing Thicket; Swell a healing forest at the target location, instantly healing the most injured friendly target for x4 Health. The forest continues to heal you and your allies in the area for x5 Health every 1 action for 1d6 rounds. The healing over time will continue to heal you or your allies for 1d4 rounds after leaving the forest. The healing over time will continue to heal you and your allies after leaving the area.

   Active abilities
    Fungal Growth; Seed a large area of mushrooms in front of you, healing you and your allies for x4 Health.
    Enchanted Growth; Seed a large area of mushrooms in front of you, healing you and your allies for x4 Health. Any target healed gains Minor Intellect and Minor Endurance, increasing their Energy and Stamina Recovery by 15% for 1d6 rounds. Affected targets have increased Energy and Stamina Recovery.
    Soothing Spores; Seed a large area of mushrooms in front of you, healing you and your allies for x4 Health. Heals for 15% more on allies that are within 8 meters of you. Converts into a Stamina ability. Allies near you are healed for more.
    Healing Seed; Summon a field of flowers which blooms after 1 round, healing you and allies in the area for x4 Health. An ally within the field can activate the Harvest synergy, healing for x4 Health over 1 round.
    Budding Seeds; Summon a field of flowers which blooms after 1 round, healing you and allies in the area for x5 Health. While the field grows, you and allies are healed for 100% Health every 1 action. You can activate this ability again to cause it to instantly bloom. An ally within the field can activate the Harvest synergy, healing for x4 Health over 1 round. The area now heals allies while it grows, and can be activated a second time to instantly trigger the delayed heal.
    Corrupting Pollen; Summon a field of flowers which blooms after 1 round, healing you and allies in the area for x4 Health. Enemies who enter the field are afflicted with Major Defile and Minor Cowardice, reducing their healing received and they receive a damage shield of strength causing damage by 12% and their Weapon and Spell Damage by 215%. An ally within the field can activate the Harvest synergy, healing for x4 Health over 1 round. Enemies in the field receive less healing and have reduced Weapon and Spell Damage.
    Living Vines; Grow vines to embrace you or the lowest health ally in front of you for 1d4 rounds. The vines heal the target for x4 Health each time they take damage. This effect can occur once every 1 action.
    Leeching Vines; Grow vines to embrace you or the lowest health ally in front of you for 1d4 rounds. The vines heal the target for x4 Health each time they take damage. This effect can occur once every 1 action. The vines apply Minor Lifesteal to enemies that damage the target for 1d4 rounds, healing you and your allies for x4 Health every 1 action when damaging that enemy. Minor Lifesteal is applied to attackers.
    Living Trellis; Grow vines to embrace you or the lowest health ally in front of you for 1d4 rounds. The vines heal the target for x4 Health each time they take damage. This effect can occur once every 1 action. When the vines expire, they heal the target for an additional 200% Health. Heals when effect ends.
    Lotus Flower; Embrace the lotus blessing, causing your Light Attacks to restore x4 Health and your fully-charged Attacks to restore x5 Health to you or a nearby ally for 1d6 rounds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical damage by x4.
    Green Lotus; Embrace the lotus blessing, causing your Attacks to restore x4 Health and your fully-charged Attacks to restore x4 Health to you or 2 nearby allies for 1d6 rounds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical damage by x5. Heals two additional targets and increases the healing caused.
    Lotus Blossom; Embrace the lotus blessing, causing your Attacks to restore x4 Health and your fully-charged Attacks to restore x5 Health to you or a nearby ally for 10 minutes. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical damage by x5. Significantly increases the duration.
    Nature's Grasp; Launch a vine to swing yourself to an ally, healing them for x4 Health over 1d6 rounds. You gain 3% energy when this effect completes if you are in combat.
    Bursting Vines; Launch a vine to swing yourself to an ally, instantly healing them for x4 Health. Gain 10% energy when healing an ally under 60% Health while you are in combat. This effect can occur every 4 actions. Travels faster, heals instantly, and restores more energy.
    Nature's Embrace; Launch a vine to swing yourself to an ally, healing you and them for x4 Health over 1d6 rounds. Gain 3% energy when either of these effects complete while you are in combat. Heals both you and the ally.

   Passive abilities
    Accelerated Growth; When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 4 rounds.
    Nature's Gift; When you heal an ally with a Green Balance ability, you gain 250% Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur once every 1 action.
    Emerald Moss; Increases your healing done with Green Balance abilities by 2% for each Green Balance ability active.
    Maturation; When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 1d6 rounds.

   Winter's Embrace - Skills: These abilities cost 30% energy.

   Ultimate abilities
    Sleet Storm; Twist a violent storm around you, dealing x2 Frost Damage every 1 action for 1 round to enemies around you and reducing their Movement Speed by 40'. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
    Northern Storm; Twist a violent storm around you, dealing x3 Frost Damage every 1 action for 1d6 rounds to enemies around you and reducing their Movement Speed by 40'. As the storm holds, your Weapon and Spell Damage increases by 50% every 1 action for 1 round, up to 9 stacks max. You and nearby allies gain Major Protection, reducing your damage taken by 10%. Vastly increases damage done, and grants you ramping Weapon and Spell Damage for a brief time after activation.
    Permafrost II; Twist a violent storm around you, dealing Frost Damage every 1 action for 2 rounds to enemies around you and reducing their Movement Speed by 70' and applying the Chilled status effect. You and nearby allies gain Major Protection, reducing your damage taken by 10%. Increases the snare potency and applies the Chilled status effect to enemies hit, but at the expense of damage done. Increases the duration as the ability ranks up.

   Active abilities
    Frost Cloak; Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by reducing damage 100% for 1d6 rounds.
    Expansive Frost Cloak; Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by reducing damages 200% for 1d6 rounds. Increases the radius and reduces the cost.
    Ice Fortress; Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by reducing damage 300% for 2d6 rounds. You gain Minor Protection, reducing your damage taken by 5% for 2d6 rounds. Grants Minor Protection to you. Increases the duration as the ability ranks up.
    Impaling Shards; Conjure icy shards around you to skewer enemies in the area, dealing Frost Damage every 1 action for 2d6 rounds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30' for 3 rounds. Damage done is based on your Max Health, and has a higher chance to apply the Chilled status effect.
    Gripping Shards; Conjure icy shards around you to skewer enemies in the area, immobilizing them for 3 rounds and dealing Frost Damage every 1 action for 2d6 rounds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30' for 3 rounds. Damage done is based on your Max Health and has a higher chance to apply the Chilled status effect. Immobilizes enemies around you when cast and reduces the cost.
    Winter's Revenge; Conjure icy shards at the target location to skewer enemies in the area, dealing Frost Damage every 1 action for 2d6 rounds. This damage increases by 30% if cast with a Staff equipped. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30' for 3 rounds. This ability has a higher chance to apply the Chilled status effect. Summons at targeted location instead of around you. Deals damage based on your offensive stats rather than Max Health.
    Arctic Wind; Envelop yourself in winter winds, instantly healing for x4 Health and an additional 100% Health every 2 actions over 1 round. This ability scales off your Max Health.
    Arctic Blast; Envelop yourself in winter winds, instantly dealing x3 Frost Damage to nearby enemies. If no enemies are hit, you heal for x4 Health. The winds persist for 1d6 rounds and chill your foes to the bone, dealing Frost Damage every 2 actions, after 2 actions. The damage has a higher chance to apply the Chilled status effect. Stuns enemies after the delay for 3 rounds. Damages enemies instead of healing yourself but heals if no enemies are damaged. Stuns enemies after a delay.
    Polar Wind icon; Envelop yourself and an ally in winter winds, instantly healing for x4 Health and healing for an additional 200% Health every 2 actions over 1 round. This ability scales off your Max Health. Increases the healing over time, and causes the healing to also target a nearby ally.
    Crystallized Shield; Spin a shield of ice around you, absorbing all damage from 3 projectiles. Each time you absorb a projectile you gain 2% energy.
    Crystallized Slab; Spin a shield of ice around you, absorbing all damage from 3 projectiles. Each time you absorb a projectile you launch an icy bolt back at the enemy, dealing x2 Frost Damage and stunning them for 3 rounds. Greatly increases the shield strength. Absorbing projectiles launches an icy bolt back at the enemy, damaging and stunning them.
    Shimmering Shield; Spin a shield of ice around you, absorbing all damage from 3 projectiles. Each time you absorb a projectile you gain 2% energy and gain Major Heroism for 1d6 rounds, granting you 3% energy every 1 action. Absorbing projectiles grants you Major Heroism and reduces the cost as the ability ranks up.
    Frozen Gate; Summon an ancient portal, which arms after 1 action and lasts for 3d6 rounds. When triggered the enemy is teleported to you, immobilized for 3 rounds, and dealt x3 Frost Damage. You can have up to 3 Frozen Gates active at a time.
    Frozen Device; Summon an ancient portal, which arms after 1 action. When triggered the enemy is teleported to you, immobilized for 1d6 rounds, dealt x3 Frost Damage, and afflicted with Major Maim, reducing their damage done by 10% for 1d4 rounds. You can have up to 3 Frozen Devices active at a time. Teleported enemies have their damage done reduced.
    Frozen Retreat; Summon an ancient portal, which arms after 1 action. When triggered the enemy is teleported to you, immobilized for 1d6 rounds, and dealt x3 Frost Damage. An ally in the portal can activate the Icy Escape synergy, teleporting them to you and granting them Major Expedition, increasing their Movement Speed by 30' for 1d8 rounds. You can have up to 3 Frozen Retreats active at a time. Grants allies in the area a synergy that teleports them to you and grants them increased Movement Speed.

   Passive abilities
    Glacial Presence; Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Increases the damage of your Chilled status effect by 223%. This effect scales off your highest offensive stats.
    Frozen Armor II; Increases your Physical and Spell Resistance by reducing damage 200% for each Winter's Embrace ability active.
    Icy Aura; Reduce the effectiveness of snares applied to you by 15% less damage.
    Piercing Cold; Dealing Frost Damage grants you Piercing Cold for 1d6 rounds, up to once every 4 actions. Piercing Cold increases the amount of damage you block by 12% if you have 200% or more Max Health, or increases your damage done by 8% if you do not.

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Elder scrolls online spell ability: Necromancer

  The spells come from https://eso-hub.com/en/skills/necromancer and are what you'd do if you played the elder scrolls, Necromancer class. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Bone Tyrant - Skills: All skills cost 35% energy unless otherwise noted.

   Ultimate abilities
    Bone Goliath Transformation; Become a horrific Bone Goliath, increasing your Max Health by 400% for 1d6 rounds and immediately restoring x4 Health. While transformed, your damaging Attacks restore Health and your fully-charged Attacks restore x4 Health. This ability scales off your Max Health.
    Pummeling Goliath; Become a destructive Pummeling Goliath, increasing your Max Health by 400% for 1d6 rounds and immediately restoring x4 Health. While transformed, your damaging Attacks restore 319% Health and your fully-charged Attacks restore 400% Health. This ability scales off your Max Health. Your Bash attacks can hit multiple targets in front of you and deal 6d20 Physical Damage. While transformed your Bash attack now scales off your offensive stats and deals damage in a cone in front of you.
    Ravenous Goliath; Become a horrific Ravenous Goliath, increasing your Max Health by 400% for 1d6 rounds and immediately restoring x4 Health. While transformed, your damaging Attacks restore 319% Health and your fully-charged Attacks restore 500% Health. You deal x2 Magic Damage to nearby enemies every action and heal for that amount. These abilities scale off your Max Health. Adds damage in an area around you that damages enemies and heals you while transformed.

   Active abilities
    Death Scythe; Slice into your enemy's life force, dealing x3 Magic Damage. You heal for x4 Health for the first enemy hit, and an additional x2 for each additional enemy hit, up to five times. The healing of this ability scales off your Max Health.
    Hungry Scythe; Slice into your enemy's life force, dealing x3 Magic Damage. You heal for x4 Health for the first enemy hit, and an additional x2 for each additional enemy, up to five times. After dealing damage, you heal for x3 Health every 2 actions over 1d10 rounds. The healing of this ability scales off your Max Health. Gain a heal over time and reduces the cost as the ability ranks up.
    Ruinous Scythe; Slice into your enemy's life force, dealing x3 Bleed Damage, applying the Hemorrhaging status effect, and setting them Off Balance for 1 round. You heal for x4 Health for the first enemy hit, and an additional x2 for each additional enemy, up to five times. The healing of this ability scales off your Max Health. Converts to a Stamina ability and deals Bleed Damage, applying the Hemorrhaging status effect. Enemies hit are set Off Balance.
    Bone Armor; Wrap yourself in hardened bone, granting you Major and Minor Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 400% and 200% for 1d6 rounds. Creates a corpse when the effect completes if you are in combat.
    Beckoning Armor; Wrap yourself in hardened bone, granting you Major and Minor Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 500% and 200% for 1d6 rounds. While active, enemies that strike you with ranged attacks will be pulled toward you once every 2 actions and become taunted for 2d9 rounds if they are not already taunted. Creates a corpse when the effect completes if you are in combat. Pulls in ranged enemies and attempts to taunt them.
    Summoner's Armor; Wrap yourself in hardened bone, granting you Major and Minor Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 500% and 200% for 2d9 rounds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%. Creates a corpse when the effect completes if you are in combat. Increases the duration. While active, reduces the cost of your Necromancer summon abilities.
    Bitter Harvest; Sap the lingering life from fresh corpses, granting you 2% energy and healing x2 Health every 1 action for 1d4 rounds per corpse consumed. This ability scales off your Max Health. While active, your damage taken is reduced by 3%.
    Deaden Pain; Sap the lingering life from fresh corpses, granting you 2% energy and healing x2 Health every 1 action for 1d4 rounds per corpse consumed. While you have the heal effect, you gain Major Protection, reducing the damage you take by 10%. This ability scales off your Max Health. While active, your damage taken is reduced by 3%. Doubles the duration and grants Major Protection while active.
    Necrotic Potency; Sap the lingering life from fresh corpses, granting you 6% energy and healing x2 Health every 1 action for 2 actions per additional corpse. This ability scales off your Max Health. While active, your damage taken is reduced by 3%. Gain more Ultimate per corpse.
    Bone Totem; Summon an effigy of bone at your feet for 2d6 rounds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430%. After 2 actions, the totem begins fearing nearby enemies every 2 actions, causing them to cower in place for 1d4 rounds.
    Agony Totem; Summon an effigy of bone at your feet for 2d8 rounds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice. After 2 actions, the totem begins fearing nearby enemies every 2 actions, causing them to cower in place for 1d6 rounds. Allies can activate the Pure Agony synergy, dealing x4 Magic Damage over 5 seconds to enemies. Allies can activate a synergy to damage to enemies. Increases the duration of the totem as the ability ranks up.
    Remote Totem; Summon an effigy of bone for 2d6 rounds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430%. After 2 actions, the totem begins fearing nearby enemies every 2 actions, causing them to cower in place for 2d6 rounds. The totem can be summoned up to 28 meters away.
    Grave Grasp; Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30' for 5 seconds, immobilized in the second area for 1d4 rounds, and stunned in the final area for 3 rounds. Each patch applies Minor Maim to enemies hit for 10 actions, reducing their damage done by 5%.
    Empowering Grasp; Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30' for 1 round, immobilized in the second area for 1d6 rounds, and stunned in the final area for 3 rounds. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by x3. Each effect lasts 10 seconds. Each area now also grants allies Empower, and strengthens your Skeletal Mage and Spirit Mender's damage and healing.
    Ghostly Embrace; Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30' for 1d6 rounds, immobilized in the second area for 1 round, and stunned in the final area for 1d6 rounds. Each patch deals x2 Magic Damage and applies Minor Maim to enemies hit for 2d9 rounds, reducing their damage done by 5%. Deals damage in each area and increases the duration of all negative effects applied.

   Passive abilities
    Death Gleaning; Whenever an enemy you are in combat with dies within 28 meters of you, restore all energy and Stamina.
    Disdain Harm; Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.
    Health Avarice; Increase your Healing Received by 2% for each Bone Tyrant ability active.
    Last Gasp; Increase your Max Health by 250%.

   Grave Lord - Skills: These spells cost 35% energy.

   Ultimate abilities
    Frozen Colossus; Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 actions, dealing x4 Frost Damage with each smash. Dealing damage applies Major Vulnerability to any enemy hit for 2d6 rounds, increasing their damage taken by 10%.
    Glacial Colossus; Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 actions, dealing x4 Frost Damage with each smash. The final smash stuns all enemies hit for 1d4 rounds. Dealing damage applies Major Vulnerability to any enemy hit for 2d9 rounds, increasing their damage taken by 10%. Increases the duration of Major Vulnerability and the final smash stuns all enemies hit.
    Pestilent Colossus; Unleash a pestilent Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 actions, dealing x4, x4, and x5 Disease Damage with the first, second, and third smash. Dealing damage applies the Diseased status effect and Major Vulnerability to any enemy hit for 2d6 rounds, increasing their damage taken by 10%. Deals Disease Damage. The Colossus deals more damage with each smash and always applies the Diseased status effect.

   Active abilities
    Flame Skull; Lob an explosive skull at an enemy, dealing x3 Flame Damage. Every third cast of this ability deals 50% increased damage.
    Ricochet Skull; Lob an explosive skull at an enemy, dealing x3 Flame Damage. Every third cast of this ability deals 50% increased damage and will bounce up to 2 times to other nearby enemies. The third cast of the skull will bounce to other nearby enemies.
    Venom Skull; Lob an explosive skull at an enemy, dealing x3 Poison Damage. Every third cast of this ability deals 50% increased damage. While active, casting any Necromancer ability while you are in combat will count towards the third cast. Converts into a Stamina ability and deals Poison Damage. Casting any Necromancer ability counts towards the third cast.
    Sacrificial Bones; Summon a skeleton from the ground after 2 actions. The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 2d6 rounds, increasing your damage done with class abilities and damage over time effects by 15%. Creates a corpse on death if you are in combat.
    Blighted Blastbones; Summon a decaying skeleton from the ground after 2 actions. The skeleton runs after the target and explodes when it gets close to them, dealing x5 Disease Damage to all enemies nearby and applying the Diseased status effect and Major Defile to them for 1d4 rounds, reducing their healing received and causes a damaging shield of strength by 12%. Creates a corpse on death. Converts into a Stamina ability that deals Disease Damage to enemies instead of empowering you. Applies Major Defile and the Diseased status effect to enemies hit.
    Grave Lord's Sacrifice; Summon a skeleton from the ground after 2 actions. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 1d6 rounds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull damages in an area and creates a corpse near the enemy. Creates a corpse on death if you are in combat. Increases the duration. While active, your third Flame Skull deals damage in an area and creates a corpse.
    Boneyard; Desecrate the ground at the target location, dealing x5 Frost Damage over 2d6 rounds to enemies inside and applying Minor Vulnerability, increasing their damage taken by 5%. Consumes a corpse on cast to deal 30% more damage. An ally in the area can activate the Grave Robber synergy, dealing x3 Frost Damage to nearby enemies and healing for the damage done.
    Avid Boneyard; Desecrate the ground at the target location, dealing x4 Frost Damage over 1d10 rounds to enemies inside and applying Minor Vulnerability, increasing their damage taken by 5%. Consumes a corpse on cast to deal 30% more damage. You or an ally in the area can activate the Grave Robber synergy, dealing x4 Frost Damage to enemies and healing for the damage done. You can use your own synergy.
    Unnerving Boneyard; Desecrate the ground at the target location, dealing x4 Frost Damage over 2d6 rounds to enemies inside and applying Major Breach and Minor Vulnerability, reducing Physical and Spell Resistance by 300% and increasing damage taken by 5% for 1d4 rounds each tick. Consumes a corpse on cast to deal 30% more damage. An ally in the area can activate the Grave Robber synergy, dealing x3 Frost Damage to nearby enemies and healing for the damage done. Applies Major Breach and Minor Vulnerability each tick, persisting for a duration when enemies leave the area.
    Skeletal Mage; Unearth a skeletal mage from the dirt to fight by your side for 1d6 rounds, while granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. The mage attacks the closest enemy every 2 actions, dealing Shock Damage. Creates a corpse on death if you are in combat. The mage has your stats and 100% health.
    Skeletal Arcanist; Unearth a skeletal mage from the dirt to fight by your side for 1d6 rounds, while granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. The mage attacks the closest enemy every 2 actions, dealing Shock Damage to them and all other enemies nearby. Creates a corpse on death if you are in combat. The mage deals damage to all enemies around the initial target. The Arcanist has your stats and 100% health.
    Skeletal Archer; Unearth a skeletal archer from the dirt to fight by your side for 1d6 rounds, while granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. The archer attacks the closest enemy every 2 actions, dealing 1d20 Physical Damage. Each time the archer deals damage, it deals 15% more damage than the previous attack. Creates a corpse on death if you are in combat. Converts into a Stamina ability and deals Physical Damage. The archer deals more damage with each attack.
    Shocking Siphon; Violently drain the last spark of life from a corpse, dealing x6 Shock Damage over 1d6 rounds to all enemies around the corpse and between you and the corpse. You also gain Major Savagery and Prophecy for 1d6 rounds, increasing your Weapon and Spell Critical by x3. While active, your damage done is increased by 3%.
    Detonating Siphon; Violently drain the last spark of life from a corpse, dealing x6 Disease Damage over 1d6 rounds to all enemies around the corpse and between you and the corpse. You also gain Major Savagery and Prophecy for 1d6 rounds, increasing your Weapon and Spell Critical by x4. When the siphon ends the corpse explodes, dealing an additional x3 Disease Damage to all enemies nearby. While active, your damage done is increased by 3%. Ability now deals Disease Damage. The corpse explodes at the end of the siphon, dealing additional damage.
    Mystic Siphon; Violently drain the last spark of life from a corpse, dealing x6 Shock Damage over 1d6 rounds to all enemies around the corpse and between you and the corpse. You also gain Major Savagery and Prophecy for 1d6 rounds, increasing your Weapon and Spell Critical by x4. While siphoning the corpse you gain 150% Health, Energy, and Stamina Recovery. While active, your damage done is increased by 3%. Your Health, Energy, and Stamina Recovery increases while siphoning the corpse.

   Passive abilities
    Reusable Parts; When your Sacrificial Bones, Skeletal Mage, or Spirit Mender dies, the cost of your next Sacrificial Bones, Skeletal Mage, or Spirit Mender is reduced by 50%.
    Death Knell; Increases your Critical Strike Chance against enemies under 25% Health by 10% for each Grave Lord ability active.
    Dismember; While a Grave Lord ability is active, your Spell and Physical Penetration are there to effect the targets.
    Rapid Rot; Increases your damage done with damage over time effects by 10%.

   Living Death - Skills: These cost 40% energy.

   Ultimate abilities     Reanimate; Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
    Animate Blastbones; Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You consume up to 3 other corpses in the area and summon a Blighted Blastbones for each corpse consumed. You consume other corpses in the area and summon Blastbones.
    Renewing Animation; Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore all Energy and Stamina for each ally you attempt to resurrect. You restore Energy and Stamina for each ally you attempt to resurrect.

   Active abilities
    Render Flesh; Sacrifice your own power to repair damaged flesh, healing you or an ally near you for x3 Health but applying Minor Defile to yourself for 4 actions, reducing your healing received by 6%.
    Blood Sacrifice; Sacrifice your own power to repair damaged flesh, healing you or an ally near you for x4 Health but applying Minor Defile to yourself for 4 actions, reducing your healing received by 6%. Consumes a corpse near you when cast to heal a second target. Consumes a corpse to heal a second target.
    Resistant Flesh; Sacrifice your own power to repair damaged flesh, healing you or an ally near you for x4 Health but applying Minor Defile to yourself for 4 actions, reducing your healing received 6%. You grant the target Spell and Physical Resistance equal to half the amount healed for 1d6 actions. Grant resistances to the target equal to half the amount healed.
    Expunge; Embrace the power of death, removing up to 2 negative effects from yourself. While active, the cost of all your abilities are reduced by 3%.
    Expunge and Modify; Embrace the power of death, removing up to 2 negative effects from yourself and restoring all Energy and Stamina for each negative effect removed. While active, the cost of all your abilities are reduced by 3%. You restore Magicka and Stamina for each negative effect removed.
    Hexproof; Embrace the power of death, removing up to 4 negative effects from yourself. While active, the cost of all your abilities are reduced by 3%. Reduces cost as the ability ranks up and Increases the amount of negative effects removed.
    Life amid Death; Release residual fragments of fallen souls at the target location, healing you and your allies for x3 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for x3 Health over 1d6 rounds.
    Enduring Undeath; Release residual fragments of fallen souls at the target location, healing you and your allies for x3 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for x3 Health over 1d6 rounds. You can consume up to 5 additional corpses on cast, with each corpse extending the duration of the heal over time by 1d6 rounds. Can consume multiple corpses to increase the duration of the heal over time.
    Renewing Undeath; Release residual fragments of fallen souls at the target location, healing you and your allies for x4 Health. Consumes a corpse on cast to immediately remove up to 3 negative effects and continue to heal you and your allies in the area for x4 Health over 1d6 rounds. Consuming a corpse also removes negative effects.
    Spirit Mender; Conjure a ghostly spirit to do your bidding and stay by your side for 2d8 rounds. The spirit heals you or the lowest Health ally around you every 2 actions, restoring x2 Health. Creates a corpse on death if you are in combat.
    Intensive Mender; Conjure a ghostly spirit to do your bidding and stay by your side for 1d8 rounds. The spirit heals you or lowest Health ally around you every 2 actions, restoring x3 Health to the target and 2 allies nearby them. Creates a corpse on death if you are in combat. The spirit lasts for half as long, but heals for twice the amount, heals two additional allies, and costs half as much.
    Spirit Guardian; Conjure a ghostly spirit to do your bidding and stay by your side for 2d8 rounds. The spirit heals you or the lowest Health ally around you every 2 actions, restoring x2 Health. While active 10% of the damage you take is transferred to the spirit instead. Creates a corpse on death if you are in combat. Some of the damage you take is transferred to the spirit instead.
    Restoring Tether; Siphon the last remnants of life from a corpse, healing for x5 Health over 2d6 rounds to yourself and all allies between you and the corpse. While active, your healing done is increased by 3%.
    Braided Tether; Siphon the last remnants of life from a corpse, healing for x5 Health over 2d6 rounds to yourself, all allies around you, and all allies between you and the corpse. While active, your healing done is increased by 3%. Also heals allies in a 40' radius around you.
    Mortal Coil; Siphon the last remnants of life from a corpse, healing for x5 Health over 2d6 rounds to yourself and all allies between you and the corpse. You also restore 170% Energy and Stamina every 2 actions while siphoning the corpse. While active, your healing done is increased by 3%. Restores Magicka and Stamina while siphoning the corpse.

   Passive abilities
    Curative Curse; While you have a negative effect on you, your healing done is increased by 8%.
    Near-Death Experience; While you have a Living Death ability active, your Critical Strike Chance with all healing abilities is increased by up to 20% in proportion to the severity of the target's wounds.
    Corpse Consumption; When you consume a corpse, you generate 10% Energy. This effect can occur once every 6 actions.
    Undead Confederate; While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Energy, and Stamina Recovery is increased by 200.

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Elder scrolls online spell ability: Arcanist

  The spells come from https://eso-hub.com/en/skills/arcanist and are what you'd do if you played the elder scrolls, Arcanist class. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Curative Runeforms - Skills: All skills cost 35% energy.

   Ultimate abilities
    Vitalizing Glyphic; Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 30% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200% Weapon and Spell Damage and heals you and your allies around it x2 Health every 1 action in proportion to its Health.
    Glyphic of the Tides; Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 53% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200% Weapon and Spell Damage and heals you and your allies around it x3 Health every 1 action in proportion to its Health. At full Health the glyphic grants Major Protection, reducing damage taken by 10%. The glyphic spawns at a higher Health percentage and grants additional damage reduction when it is fully powered.
    Resonating Glyphic; Summon an Apocryphal glyphic while in combat, which you and your allies can damage. The glyphic spawns at 70% Health and grows stronger the more you damage it. The glyphic grants up to 200% Weapon and Spell Damage and heals you and your allies around it for x2 Health every 1 action in proportion to its Health. Dealing damage to the glyphic powers it up instead of healing it, but requires you to be in combat to activate.

    Active abilities
    Runemend; Craft a series of precise Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for x3 Health three times and generate Crux. Each active Crux reduces the cost of this ability by 3%.
    Audacious Runemend; Craft a series of virtuous Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for x3 Health three times and generate Crux. Healing a target under 50% Health grants them Minor Heroism for 1d6 rounds, generating 1% Energy every 1 action. Each active Crux reduces the cost of this ability by 3%. Healing low Health targets grants them Energy.
    Evolving Runemend; Craft a series of adaptive Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for x3 Health three times, an additional x2 Health over 1 round, and generate Crux. Each active Crux reduces the cost of this ability by 3%. Heals for an additional amount over time.
    Remedy Cascade; Channel the abyssal sea to coalesce a beam of restorative energy. The beam heals you and your allies in its path for x8 Health over 1d6 rounds. Consume Crux to also restore x2 Magicka and Stamina per Crux spent to your allies over 1d6 rounds.
    Cascading Fortune; Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for x8 Health over 1d6 rounds. The beam heals for up to 50% more in proportion to the severity of the target's wounds as you reweave fate itself. Consume Crux to also restore 300% Energy and Stamina per Crux spent to your allies over 1d6 rounds. Heals for more on low Health targets.
    Curative Surge; Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for x8 Health over 1d8 rounds. The beam gradually grows stronger the longer you channel it, healing for up to 192% more at the end of its duration. Consume Crux to also restore 300% Energy and Stamina per Crux spent to your allies over 1d6 rounds. The beam gradually heals for more the longer you channel it.
    Chakram Shields; Carve the runes of the Blind Man to call forth spinning mystical discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs all damage for 1 round. Discs prefer your reticle target, or low-Health targets without shields.
    Chakram of Destiny; Carve the Fate Crone's runes to create spinning mystical discs and generate Crux. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs all damage for 1d6 rounds. Recasting on a target already shielded grants a new shield that is 30% stronger. Discs prefer your reticle target, or low-Health targets without shields. Creates a Crux. Recasting the shield on a target increases the maximum strength of the shield.
    Tidal Chakram; Carve the Baron of Breakers' runes to create spinning discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs all energy damage for 1 round. Consume Crux to cause the shields to heal for 33% of the shield's remaining strength every 1 action per Crux spent. Discs prefer your reticle target, or low-Health targets without shields. Consumes Crux to heal based on the shield's strength every second it persists.
    Arcanist's Domain; Draw forth your tome or think up spells to cast and invoke the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215% and your Health, Energy, and Stamina Recovery by 15%.
    Reconstructive Domain; Draw forth your tome or think up spells and invoke the leviathanum of the Abyssal Sea to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215% and your Health, Energy, and Stamina Recovery by 15%. The vortex also heals you and your allies for x5 Health over 1d6 rounds. Heals you and your allies in the area over time.
    Zenas' Empowering Disc; Draw forth your tome and invoke the enigmatum of Morian Zenas to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215% and your Health, Energy, and Stamina Recovery by 15%. These effects cling to you and your allies for up to 10 actions after leaving the vortex. The effects remain on you and your allies for a short duration after leaving the area.
    Apocryphal Gate; Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Apocryphal Gate generates Crux each time you teleport.
    Fleet-Footed Gate; Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. After teleporting, you gain Major Expedition for 5 actions, increasing your Movement Speed by 30'. Fleet-Footed Gate generates Crux each time you teleport. Increases your Movement Speed after teleporting.
    Passage Between Worlds; Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Allies standing within either portal can activate the Passage synergy, allowing them to teleport to the opposite portal. Passage Between Worlds generates Crux each time you teleport. Grants a synergy to allies allowing them to teleport from one portal to the other.

   Passive abilities
    Healing Tides; Your mastery of weaving fate and abyssal water increases your healing done by 3% for each active Crux.
    Hideous Clarity; You've stared too long into the abyss. When you generate Crux, you restore 225 Energy or Stamina, whichever maximum is higher.
    Erudition; Knowledge is power. Your excessive scholarship increases your Energy and Stamina Recovery by 18%.
    Intricate Runeforms; Your status as illuminatus reduces the cost and increases the strength of your shields by 10%.

   Herald of the Tome - Skills: Each spell costs 35% energy.

   Ultimate abilities
    The Unblinking Eye; Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 1 round and deals x2 Magic Damage to enemies within 5 meters every action. The scion's beam can be repositioned by recasting The Unblinking Eye.
    The Languid Eye; Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 1d6 rounds that deals x3 Magic Damage to enemies within 5 meters every action and snares them by 50% for 3 rounds. Every action, the beam's damage increases by 7%. The scion's beam can be repositioned by recasting The Languid Eye. Also applies a snare to enemies hit and damage increases over time.
    The Tide King's Gaze; Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 1d8 rounds that deals x3 Magic Damage to enemies within 5 meters every action. The scion's beam automatically follows the initial target, and hunts for a new one within 8 meters if it is slain. Beam duration is increased, automatically follows the initial target, and searches for new targets if it is slain.

   Active abilities
    Runeblades; Craft a series of Apocryphal runes before launching them at a foe, dealing x2 Magic Damage three times and generating Crux. This ability deals 3% increased damage for each active Crux when cast.
    Escalating Runeblades; Craft a series of Apocryphal runes before launching them at a foe, dealing x2 Magic Damage, x2 Magic Damage, and x2 Magic Damage and generating Crux. The last rune explodes, dealing damage to all enemies within 8 meters of the target. This ability deals 3% increased damage for each active Crux when cast. Deals increased damage and the last rune deals damage in an area.
    Writhing Runeblades; Craft a series of Apocryphal runes before launching them at a foe, dealing x2 Magic Damage three times and generating Crux. This ability gains between x2 and x3 Weapon and Spell damage and deals 3% increased damage for each active Crux when cast.
    Fatecarver; Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 1d4 rounds, dealing x2 Magic Damage every action. Casting Fatecarver consumes all Crux and increases damage done by 33% per Crux spent.
    Exhausting Fatecarver; Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 1d4 rounds, dealing x3 Magic Damage every action and snaring enemies hit by 15%. Casting Exhausting Fatecarver consumes all Crux and increases damage done by 33%, duration by action, and snare by 15% per Crux spent. Applies a snare to damaged enemies. Consuming Crux also increases the duration and snare strength.
    Pragmatic Fatecarver; Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 2d4 rounds, dealing x3 Magic Damage every action. While channeling, you also gain a damage shield that absorbs all damage and grants interrupt immunity. Casting Pragmatic Fatecarver consumes all Crux and increases damage done by 33%, and decreases cost by 16% per Crux spent. Gain a damage shield while channeling and immunity to interrupts while the shield is active. Consuming Crux also reduces the cost.
    Abyssal Impact; Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 4d20 Physical Damage. Enemies are immobilized for 3 rounds and marked with Abyssal Ink for 1d6 rounds. You deal 5% increased damage to enemies drenched in Abyssal Ink.
    Cephaliarch's Flail; Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 4d20 Physical Damage and generating Crux. Enemies are immobilized for 3 rounds and marked with Abyssal Ink for 1d6 rounds. If an enemy is hit, you for heal for x3 Health, once per cast. You deal 5% increased damage to enemies drenched in Abyssal Ink. Generates Crux. Heals you if an enemy is damaged.
    Tentacular Dread; Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing x3 Frost Damage. Enemies are immobilized for 3 rounds and marked with Abyssal Ink for 1d6 rounds. You deal 5% increased damage to enemies drenched in Abyssal Ink. Consume all Crux and increase Tentacular Dread damage by 33% and damage to foes drenched in Abyssal Ink by 2% per Crux spent. Converts into a energy ability and deals Frost Damage. Consume Crux to increase the base damage and Abyssal Ink strength.
    Tome-Bearer's Inspiration; Etch a series of runes onto your weapon that pulse with power once every 5 actions. Each pulse enhances your class abilities, and striking an enemy with one deals in use an additional x2 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
    Inspired Scholarship; Etch a series of runes onto your weapon that pulse with power once every 3 actions. Each pulse enhances your class abilities, and striking an enemy with one deals an additional x3 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%. Increases the frequency of damage.
    Recuperative Treatise; Etch a series of runes onto your weapon that pulse with power once every 5 actions. Each pulse enhances your class abilities, and striking an enemy with one deals an additional x3 Magic Damage, restores 200% Magicka and Stamina, and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%. When dealing damage, restore Energy and Stamina.
    The Imperfect Ring; Summon a flawed rune under an enemy that etches foes nearby with scrawled glyphs, dealing x5 Magic Damage over 1d6 rounds. An ally near the initial target can activate the Runebreak synergy, dealing x4 Frost Damage to enemies within 7 meters.
    Fulminating Rune; Summon an explosive rune under an enemy that etches foes nearby with scrawled glyphs, dealing x6 Magic Damage over 1d6 rounds. The rune lingers on the initial target for 1 round before detonating, dealing x3 Frost Damage to enemies within 7 meters. Rune detonation cannot be primed with Fulminating Rune again for 1 round. Up to 3 allies near the initial target can activate the Runebreak synergy, dealing x3 Frost Damage to enemies within 7 meters. Deals additional area damage after a delay. Up to 3 allies can use the Runebreak synergy.
    Rune of Displacement; Summon a discharging rune under an enemy. After 2 actions the rune pulses, pulling in foes between 2 to 10 meters and etching them with scrawled glyphs that deal x5 Magic Damage over 2d9 rounds. An ally near the initial target can activate the Runebreak synergy, dealing x3 Frost Damage to enemies within 7 meters. Places a rune under the target that deals damage and pulls nearby enemies after a delay.

   Passive abilities
    Fated Fortune; Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.
    Harnessed Quintessence; You master the warp and weft of your very soul. When you are restored of Energy or Stamina, increase your Weapon and Spell Damage by 5% for 2d6 rounds.
    Psychic Lesion; Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 15% and Status Effect Chance by 55%. Represented by rolling a 45 or more on a d100.
    Splintered Secrets; What they don't know can kill them. Cause your Physical and Spell damage to penetrate the targets per Herald of the Tome ability being active.

   Soldier of Apocrypha - Skills: Each spell cast costs 35% energy.

   Ultimate abilities
    Gibbering Shield; Gather the true strength of Apocrypha around you, forming protective tentacles and a damage shield that absorbs 60% of all damage for 1d10 rounds, up to max of 1000% damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 1d10 rounds.
    Gibbering Shelter; Gather the true strength of Apocrypha, forming a tentacle damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 1700% damage. When the shield absorbs damage, pseudopods cascade out at up to 11 allies within 15 meters, granting them a damage shield for 1d4 rounds that absorbs all damage. These shields can be applied once every 4 actions. Both shields scale off your Max Health. No longer deals damage to enemies and grants allies a damage shield when you are hit.
    Sanctum of the Abyssal Sea; Gather the true strength of Apocrypha as protective tentacles rise from the Abyssal Sea around you. The tentacles form a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 7000% damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 1d6 rounds. Damage shield gains an increase in strength.

   Active abilities
    Runic Jolt; Craft a defensive Apocryphal rune that deals x2 Magic Damage and applies Minor Maim for 3d6 rounds, reducing their damage done by 5%. The rune also taunts for 3d6 rounds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
    Runic Embrace; Craft a rune that deals x3 Magic Damage and heals you for x3 Health, scaling off your Max Health. You apply Minor Maim and Minor Lifesteal for 2d9 rounds, reducing enemy damage done by 5%, and healing you and your allies for x2 Health every 1 action when damaging them. The rune taunts for 2d9 rounds if it would not cause taunt immunity, and generates Crux. While active, damage taken is reduced by 2% per active Crux. Heal yourself and apply Minor Lifesteal.
    Runic Sunder; Craft a defensive Apocryphal rune that deals x3 Physical Damage. The rune steals up to 100 Armor and applies Minor Maim for 2d9 rounds, reducing their damage done by 5%. The rune also taunts for 2d9 rounds if it would not cause taunt immunity, and generates Crux. While active, damage taken is reduced by 2% per active Crux. Converts into a Stamina ability and deals Physical Damage. Reduce your target's Armor and gain Armor.
    Runespite Ward; Like the rune knights of old, summon a shield that absorbs 4800 damage for 1 round, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 20% Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for x3 Health, scaling off your Max Health, per Crux spent.
    Impervious Runeward; Like the rune knights of old, summon a shield that absorbs 9916 damage for 1 round, and then 4958 damage for 5 rounds if the first shield persists. Both shields scale off your Max Health. The first time you take direct damage, the shield retaliates and deals 20% Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for x4 Health, scaling off your Max Health, per Crux spent. Drastically increases the size of the damage shield for the first second.
    Spiteward of the Lucid Mind; Like the rune knights of old, summon a shield that absorbs 4800 damage for 1 round, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 20 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself x4 Health, scaling off your Max Health, and refund 30% of Spiteward of the Lucid Mind cost per Crux spent. Consume Crux to refund cost.
    Fatewoven Armor; Forge defiant runic armor around you, granting Major Resolve for 1d6 rounds, increasing your Armor by 100. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 100 for 1 round.
    Cruxweaver Armor; Forge defiant runic armor around you, granting Major Resolve for 4d8 rounds, increasing your Armor by 200. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 200 for 1 round. Blows against your armor also generate Crux, up to once every 5 actions. Increases the duration and when damaged, creates a Crux.
    Unbreakable Fate; Forge defiant runic armor around you, granting 5% Block Mitigation and Major Resolve for 1d6 rounds, increasing your Armor by 200 for 1d6 rounds. Consume Crux to gain 5% additional Block Mitigation per Crux spent. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 200 for 1d6 rounds. Gain bonus Block Mitigation and consume Crux to increase the bonus.
    Runic Defense; Cast forth a complex rune granting you and your group members Minor Resolve for 1d6 rounds, increasing your Armor by 300. You gain Minor Protection for 1d6 rounds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for x5 Health, scaling off your Max Health.
    Runeguard of Freedom; Cast forth a complex rune granting you and your group members Minor Resolve for 1d6 rounds, increasing your Armor by 200. You gain Minor Protection for 1d6 rounds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, Minor Protection is consumed to heal you for x5 Health, scaling off your Max Health, and gain 200 Armor and Crowd Control Immunity for 1 round. This immunity can occur once every 4d8 rounds. Also grants Armor and Crowd Control Immunity when the heal occurs.
    Runeguard of Still Waters; Cast forth a complex rune granting you and your group members Minor Resolve for 1d8 rounds, increasing your Armor by 200. After 1 action, the spellweave immobilizes enemies within 7 meters for 3 rounds. You gain Minor Protection for 1d8 rounds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for x5 Health, scaling off your Max Health. Immobilizes nearby enemies.
    Rune of Eldritch Horror; Etch an incomprehensible rune on your enemy's mind, paralyzing them in fear after a 1 action delay, stunning them for 1d4 rounds. This terror applies Minor Vulnerability for 2d6 rounds, increasing their damage taken by 5%. If used against a monster, the paralyze lasts for 1d8 rounds. This ability cannot be dodged.
    Rune of Uncanny Adoration; Etch a blasphemous rune on your enemy's mind, charming them after a 1 action delay for 1d6 rounds. This eldritch attraction causes them to move towards the player and applies Minor Vulnerability for 2d6 rounds, increasing their damage taken by 5%. If used against a monster, the charm lasts for 1d8 rounds. This ability cannot be dodged. Charms the target and causes them to move towards you.
    Rune of the Colorless Pool; Etch an amorphous rune on your enemy's mind, paralyzing them in fear after a 1 action delay, stunning them for 1d6 rounds. This undimensioned phenomenon applies Minor Vulnerability and Minor Brittle for 1d6 rounds, increasing their damage taken by 5% and their Critical Damage taken by 10%. If used against a monster, the paralyze lasts for 1d8 rounds. This ability cannot be dodged. Applies Minor Brittle to the target.

   Passive abilities
    Aegis of the Unseen; Form a secret soldier within your mind, a defense against arcane forces without. While a beneficial Soldier of Apocrypha ability is active on you, increase your Armor by 200.
    Wellspring of the Abyss; Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Energy, and Stamina Recovery by 129 for each Soldier of Apocrypha ability active.
    Circumvented Fate; Casting an Arcanist ability warps the weave of fate around you, granting you and your group members Minor Evasion for 1d6 rounds and reducing damage from area attacks by 10%. This effect can occur once every 5 seconds.
    Implacable Outcome; The will of an Arcanist is absolute. When you consume Crux, gain 4% energy. This effect can occur once every round.

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Elder scrolls online spell ability: Boss level spells

  The spells come from ChatGPT AI and are what you'd do if you played the elder scrolls, Boss level. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

All skill spells cost 35% energy unless otherwise noted.

   Molag Bal's Chains; Cost: 40% energy. Effect: Black Daedric chains erupt from the ground, grappling up to 4 targets within 60 ft. Each must succeed on a Strength save or be restrained and pulled 30 ft toward you. On failure, they also take necrotic damage per round until freed by a freedom spell.
   Soul Tether; Cost: 35% energy. Effect: You lash your soul to up to 3 creatures within 40 ft. Each takes necrotic damage and is stunned until the end of your next turn on a failed Con save. While tethered, you regain Health equal to half the damage dealt.
   Eye of the Storm; Cost: 45% energy. Effect: A raging lightning and ice maelstrom (60-ft radius) follows you for 1 minute. Enemies inside take cold + lightning damage at the start of their turns and have movement halved.
   Meteor Strike; Cost: 40% energy. Effect: You call down a burning celestial rock on a 20-ft radius. All in area take x2 fire + x2 magic bludgeoning damage (Dex/Agility save halves). The area burns for 1 minute, dealing fire damage each turn.
   Negate Magic Field; Cost: 45% energy. Effect: Creates a 40-ft sphere where magic fizzles. All spell effects of 40% cost or lower are suppressed, concentration ends, and creatures attempting to cast must succeed on a Con save or waste the spell.
   Dawnbreaker's Wrath; Cost: 35% energy. Effect: Summon a radiant sword of Meridia, slashing in a 60-ft cone. Undead and Daedra take x3 radiant + x3 fire damage and are blinded for 1 minute (Wis save ends).
   Dark Flare; Cost: 35% energy. Effect: You hurl a bolt of condensed darkness and sunlight. Targets take x2 radiant + x2 necrotic damage and has -5 disadvantage on healing effects for 1 minute.
   Dragon Leap; Cost: 40% energy. Effect: You launch into the air and crash down at a point within 80 ft, dealing x3 fire + x3 force in a 30-ft radius and knocking creatures prone (Str save negates prone).
   Soul Assault; Cost: 40% energy. Effect: A beam of Daedric energy locks onto your targets within 120 ft for 3 rounds. Each round, they take x3 force + x3 necrotic damage (Dex/Agility save halves).
   Crushing Prison; Cost: 45% energy. Effect: A telekinetic vice locks around a target, restraining and dealing x3 force damage per round until they succeed on a Strength or Con save at the end of their turns.
   Wall of Elements; Cost: 35% energy. Effect: You create a 60-ft long, 20-ft high wall of fire, frost, or lightning. Targets/Creatures passing through take x2 concentrated elemental damage and suffer a secondary effect (burning, freezing, or shocking).
   Time Stop: Morag Tong Style; Cost: 45% energy. Effect: Freeze all other targets/creatures in a 40-ft radius for 2 turns while you can move and act freely. You may only attack once per turn during this time.
   Plague of Peryite; Cost: 40% energy. Effect: Unleash a virulent cloud (50-ft radius) lasting 1 minute. Enemies take x2 poison damage/turn and must make Con saves or gain exhaustion.
   Shadowy Disguise; Cost: 35% energy. Effect: Instantly turn invisible and create 4 illusory duplicates that act independently for 3 turns. Attacks against you have -5 disadvantage.
   Volcanic Rune; Cost: 40% energy. Effect: A rune erupts from the ground, launching enemies within 30 ft into the air, dealing x3 magic bludgeoning + x3 fire damage, and knocking them prone.
   Soul Harvest; Cost: 35% energy. Effect: Mark a target for death. They take an extra necrotic damage amount from all attacks for 1 minute. If they die while marked, you regain lost energy.
   Unstable Familiar Explosion; Cost: 40% energy. Effect: Sacrifice your summoned familiar, detonating it in a 30-ft radius for x3 force + x3 fire damage.
   Spear of Light; Cost: 35% energy. Effect: A glowing Aedric spear strikes a 10-ft wide, 100-ft long line. Deals x3 radiant + x3 piercing damage and blinds targets for 1 round.
   Planar Collapse; Cost: 45% energy. Effect: Reality folds inward in a 40-ft sphere. All inside take x3 force damage and must make a Cha save or be banished to a Daedric realm for 1 minute.
   Seismic Earthsplitter; Cost: 40% energy. Effect: A jagged fissure rips a 100-ft line, dealing x3 magic bludgeoning + x3 fire damages. The crack remains as difficult terrain for 1 minute, spewing lava for fire damage each turn.
   Harrowstorm Tempest; Cost: 45% energy. Effect: Summons a dark storm (80-ft radius) of ice, lightning, and spectral wraiths. Each turn, creatures and targets take cold + lightning damages and must save or be frightened.
   Blood Fountain; Cost: 35% energy. Effect: The ground erupts with crimson geysers, dealing x2 necrotic in a 40-ft radius. If targets or creatures die, you heal for half their Health and summon 1d6 blood shades that have your stats and 100% health that deal magic damage.
   Balefire Comet Swarm; Cost: 45% energy. Effect: Rain of green Daedric meteors pelts a 60-ft radius. Each round for 3 rounds, area takes x2 fire + x2 necrotic damages.
   Choking Ash; Cost: 40% energy. Effect: A suffocating volcanic cloud covers a 50-ft radius, dealing x2 fire and forcing Con saves or reducing max Health by 10% for 1 minute.
   Baneful Mark; Cost: 40% energy. Effect: Marks all targets for certain death. For 1 minute, all attacks against them deal +5d8 damage, and if they hit 0% Health, they instantly fail death saves.
   Maelstrom Maul; Cost: 35% energy. Effect: You slam the ground, pulling all creatures in 40 ft to you, dealing x2 magic bludgeoning + x2 lightning and knocking prone for 1d10 rounds.
   Shadow Rift; Cost: 45% energy. Effect: Tears open a portal to the Void, creating a 40-ft sphere of magical darkness. Every round, tendrils lash out for x3 necrotic damage and grapple on hit.
   Abyssal Geyser; Cost: 40% energy. Effect: Summons a column of water that explodes upward, launching targets 50 ft and dealing x2 magic bludgeoning + x2 cold. Creates a whirlpool in the area of the targets that draws them down.
   Curse of the Unmaking; Cost: 45% energy. Effect: Permanently destroys one magic item on a failed save and deals x3 force to its wielder. At 20th level, affects two items.
   Soul Sunder; Cost: 40% energy. Effect: Rips the soul partially from a target, dealing x3 necrotic and forcing Wis save or be paralyzed for 2 rounds.
   Ironbound Colossus; Cost: 45% energy. Effect: You transform into a massive armored form for 1 minute, gaining +200% temporary Health, immunity to nonmagical damage, and melee attacks deal +6d12 force.
   Void Implosion; Cost: 40% energy. Effect: Pulls all targets/creatures within 60 ft into a single point, dealing x2 force + restraining until the start of your next turn.
   Pestilent Swarm; Cost: 35% energy. Effect: A 30-ft radius swarm of Daedric insects deals piercing + poison per round. At the start of each turn, targets must save or be blinded.
   Eternity's Grasp; Cost: 45% energy. Effect: You freeze time for your targets for 1 minute. They can't act, take actions, or perceive time passing. When time resumes, they take x3 psychic.

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Black desert spell effects

  These are Black desert style dnd spells from ChatGPT AI and SH. "Pearl Abyss" owns the trademark to Black Desert.

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

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Black Desert effects
Black Desert boss level effects

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Black Desert effects

   Black Spirit's Wrath; Unleash the chaotic essence of the Black Spirit, dealing necrotic and force damage in a 30-ft cone. Creatures hit must succeed on a Wisdom save or become frightened for 1 minute.
   Cartian's Nightmare; You summon a phantom warzone that assaults enemies' minds. Enemies in a 40-ft radius take psychic damage each round and must make saves against madness effects. This madness is where the targets can either strike themselves, strike their allies or do both. Technically roll a 1d4 to determine this, where on a 1 they strike themselves in madness, on a 2 they strike their nearest ally, on a 3 they do both, and on a 4 they do neither thing to themselves or their allies. This costs 40% energy.
   Serpent Ascension; A giant spectral serpent erupts from the ground, knocking enemies prone and coiling to restrain one Large or smaller creature for up to 1 minute.
   Blooming Death; A flurry of spectral slashes explodes in a 20-ft radius, dealing slashing damage. On a failed Dex/Agility save, creatures/targets also bleed (damage over time) for 3 rounds.
   Aal's Judgment; Costs 35% energy. Summon the wrath of Aal to smite your targets with radiant beams from the sky, dealing massive damage and banishing extraplanar creatures on a failed Charisma save. This deals x4 radiant damage.
   Prime: Shadow Eruption; Costs 25% energy. Shadow energy bursts from beneath foes in a 15-ft radius, launching them upward. Enemies must make a Con save or be stunned until the end of your next turn.
   Ocean's Tranquility; You conjure an aura of calming water that restores Health and removes frightened/charmed conditions for allies in a 30-ft radius for 3 rounds.
   Grim Reaper's Judgment; Costs 45% energy. You take the form of the Reaper for 1 minute, gaining +5 advantage on attack rolls, +50% necrotic damage bonus, and life-steal equal to half damage dealt.
   Spiral Torpedo; You spin forward in a blur of wind magic, moving up to 40 ft in a straight line, dealing magical bludgeoning and slashing damage to enemies you pass through.
   Absolute: Meteor Shower; Costs 40% energy. You call down a barrage of meteors over a 40-ft radius. Each meteor deals fire and bludgeoning damage, igniting the area for 1 minute leving a small crater.
   Dragon's Bite; Costs 35% energy. A spectral dragon head bites at a foe within 20 ft, dealing force damage and grappling them in its jaws for up to 3 rounds.
   Prime: Spear of Sylvia; You throw a glowing spear of natural energy that explodes into roots, restraining enemies in a 15-ft radius.
   Flow: Night Crow; You blink 20 ft in any direction, leaving behind an illusory afterimage that lasts 1 round. Enemies must make an Int save to distinguish you.
   Black Wave; Costs 30% energy. A rolling tide of shadow crashes forward in a 60-ft line, dealing necrotic damage and pushing creatures 20 ft back.
   Prime: Lightning Storm; Costs 35% energy. You create a persistent thunderstorm in a 30-ft radius for 3 rounds. Each round, random bolts strike, dealing lightning damage and possibly paralyzing targets. Roll a 1d100+luck to determine if the foes hit are paralyzed with a 50 or above result.
   Flow: Seismic Smash; Costs 30% energy. You leap high and slam the ground, creating fissures in a 20-ft radius that deal bludgeoning damage and knock prone all creatures and targets.
   Crimson Fang; Your weapon becomes wreathed in blood-red energy. On your next two melee attacks, you deal extra necrotic damage and heal for half the bonus damage dealt.
   Flow: Shadow Slash; Teleport behind a creature within 30 ft and strike twice in one motion. If both hits land, the target must make a Con save or be blinded until the start of your next turn.
   Prime: Solar Flare; Costs 30% energy. A blinding sphere of light erupts at a point within 60 ft, dealing radiant damage in a 20-ft radius. Creatures who fail a Con save are blinded for 1 minute (save ends at end of turn).
   Maehwa's Petal Bloom; Unleash a swift storm of petal-like energy slashes in a 15-ft cone, dealing slashing damage and slowing movement by half until the start of your next turn.
   Abyssal Flame; You conjure a swirling ball of black fire in your hand and hurl it up to 60 ft. On impact, it explodes in a 15-ft radius, dealing necrotic and fire damage and preventing healing for 1 minute if they pass their saving throw versus magic. If they don't, they disentigrate on the spot.
   Prime: Black Spirit Rageburst; Cost 35% energy. Channel the Black Spirit's chaotic energy into a massive discharge, dealing force damage in a 30-ft radius. Any creature and targets reduced to 0% Health by this spell disintegrates.
   Tidal Burst; Summon a crushing wall of water in a 20-ft line, dealing magical bludgeoning damage and knocking creatures prone. The area becomes difficult terrain until the end of your next turn.
   Cartian's Field; A dome of swirling black energy appears in a 20-ft radius. Creatures inside take necrotic damage at the start of their turns and have -5 disadvantage on concentration checks.
   Flow: Moonrise; Cost 25% energy. Leap into the air and slash downward with lunar energy in a 10-ft radius, dealing radiant damage. Enemies who fail a Dex/Agility save are also knocked prone for 1d10 rounds.
   Prime: Godr-Ayed Burst; Cost 40% energy. Channel the unstable energy of the Godr-Ayed weapon from where it is into a blinding explosion. All creatures in a 25-ft radius take force and radiant damage, and magical effects in the area are dispelled as if by dispel magic.

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Black Desert boss level effects

These Black Desert style DnD spells require 40% energy to cast and are Boss level spells crafted by AI.

   Rift of Despair; You tear open a rift in reality, pulling enemies within 40 ft toward its center and stunning them for 1 round. At the end of your turn, the rift implodes, dealing massive x4 force damage.
   Shadowstorm Barrage; Unleash a barrage of shadow projectiles in a 60-ft cone, each projectile dealing necrotic and piercing damage. Targets struck after one turn by this take cumulative critical damage. These projectiles last 1d6 rounds, once per turn.
   Ocean's Wrath; Summon a colossal tidal surge, knocking enemies prone and dragging them 30 ft toward a point you choose before crashing down with x4 magical bludgeoning and cold damage.
   Severing Moon Slash; A sweeping crescent-shaped blade of light travels 80 ft in a line, cutting through all creatures and objects, ignoring most magical defenses for x4 magical damages.
   Void Collapse; Mark a location: after 2 rounds, that spot implodes with void energy, dealing unavoidable damage and banishing creatures to a demiplane for 1 minute.
   Stone Titan's Grasp; Gargantuan stone hands erupt from the ground, restraining and crushing creatures in a 30-ft radius, dealing bludgeoning damage each round until they escape.
   Ashen Breath; Exhale a cloud of molten ash in a 90-ft cone; creatures take x3 fire and poison damage, and the terrain becomes heavily obscured with burning embers that deal x2 fire damage.
   Meteor Rain; Call down a series of flaming meteors, approximately 1d6 of them, over a wide area for 3 rounds, each impact dealing x4 fire and force damage, igniting flammable objects.
   Black Blood Eruption; The ground bursts with inky black ichor that corrodes armor, deals x4 necrotic damage, and creates difficult terrain.
   Eternal Chain Bind; Chains of spectral steel shoot from the ground, latching onto multiple targets. If the chains remain for 3 turns, they petrify the victims.
   Nightmare Screech; Emit an ear-splitting wail that forces all targets and creatures in a 120-ft radius to make a Wisdom save or be frightened and incapacitated until the end of your next turn.
   Soul Rend; Mark your targets with a mental mark, at the end of their turn, they suffer psychic and necrotic damage equal to half the damage it dealt that round.
   Black Flame Serpent; Summon a giant shadow-flame serpent that slithers through the battlefield, biting enemies and leaving trails of burning darkness. It cannot be effected by attacks and deals x4 fire damage.
   Cyclone Maelstrom; Create a spiraling windstorm that lifts creatures into the air, spinning them before hurling them to the ground with x4 force damage.
   Death Petals; Summon an expanding wave of spectral petals that slice through armor, dealing x4 magical slashing and necrotic damage to all targets and creatures in a huge radius of 60'.
   Dragonbone Pillar; A massive bone spike erupts from below, impaling targets and pinning them in place until destroyed or they escape by passing a Dex/Agility save.
   Crimson Eclipse; Darken the sky in a 1-mile radius; enemies within are under dim light, have -5 disadvantage on saving throws, and take x4 radiant or necrotic damage at the start of each turn.
   Obsidian Maul Slam; Leap into the air and crash down, creating a shockwave that sends creatures/targets flying back and topples structures in a 30-ft radius.
   Chains of the Forgotten; Bind targets' shadows to the ground, preventing movement and inflicting x4 psychic damage each time they try to act.
   Infernal Overrun; Conjure a herd of flaming spectral beasts that trample through enemies in a straight 100-ft line, knocking them prone for 1d10 rounds.
   Stormforged Spear; Hurl a lightning-charged energy spear that explodes in a storm on impact, chaining lightning to up to 5 nearby enemies. Dealing x4 lightning damage.
   Glass Shatter Nova; The ground crystallizes, then explodes into razor shards, dealing x4 magical piercing damage and reducing movement speed for 3 rounds.
   Blackstar Detonation; Create a miniature black hole at a point; creatures are pulled in, crushed, and then the sphere detonates in a massive burst of void fire dealing x4 damage.
   Ancient Guardian's Roar; A thunderous roar that bolsters allies and terrifies enemies -- allies gain temp Health and +5 advantage on attacks, enemies must flee or be paralyzed.
   Soul Furnace; Trap enemies in a spectral cage of rotating runes, burning them with radiant fire that grows stronger the longer they remain trapped. The damage dealt is x3 fire and radiance per round. +30% more damage that adds up per turn. Those trapped in the cage can fight their way out of it, the cage has 50% health and 16 AC.

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Ghost effect spells

  These spells are for those that want to play with ghostly effects..generated by SH, Kittypoo and ChatGPT AI (c) 2025.

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

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Natural ghost effects
Unnatural ghost effects p1
Unnatural ghost effects p2

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Natural ghost effects

   Freezing scream; This scream freezes the targets in their tracks for 1d10 rounds.
   Ghostly imprint; This is where you cause by spirit imprint a mark on the target that takes things from you. The moment they give it back or give/sell it away the mark fades away. If there is a mark on the targets, then you can cause targets to do anything you want.
   The pull; The pull is where a ghostly spirit arm pulls the targets towards the area intended about 10'. The targets can't get out of the grip until you decide to end the grip effect.
   The push; The push is where your spirit spushes the targets towards the area intended about 10'.
   The hold; This is where your spirit causes the targets to be held in place for 1d10 rounds. They are held in fear till the hold no longer lasts.
   Cold Spot; Create a sudden drop in temperature in a 10 ft. cube. Creatures inside must make a Con save or shiver violently, giving them -5 disadvantage on their next attack roll.
   Whispering Walls; For 1 minute, faint ghostly whispers echo from walls or floors. Only chosen targets/creatures hear them, possibly sowing paranoia.
   Flicker Flame; A candle, lantern, or torch flickers wildly. The light briefly reveals spectral shadows, forcing nearby creatures to make a Wisdom save or be unsettled (-5 disadvantage on Perception until start of your next turn).
   Phantom Footsteps; You create the sound of footsteps approaching, receding, or circling a target. If used in combat, the targets/creatures must succeed on a Wisdom save or waste their reaction believing something is near.
   Eerie Knock; A spectral knock echoes at a door, chest, or wall. If directed at a creature, they must succeed on a Wisdom save or believe someone unseen is trying to get in (-5 disadvantage on Insight and Investigation for 1 minute).
   Grave Chill; One creature must succeed on a Con save or take cold damage and be unable to regain health until the start of your next turn.
   Phantom Caress; A ghostly hand touches a creature's shoulder. On a failed Wisdom save, the target is convinced they are being followed and frightened until end of their next turn.
   Possession Flicker; Force your targets/creatures to make a Charisma save. On fail, for 1 round you can make them drop or mishandle an item as though a ghost jerked their arm.
   Poltergeist Toss; Telekinetically fling a loose object (up to 10 lbs.) at a creature within 30 ft. The target must succeed on a Dex/Agility save or take magical bludgeoning.
   Dreadful Reflection; This costs 15% energy. A target who looks into a reflective surface sees themselves as a corpse. On a failed Wisdom save, they are frightened until the start of their next turn.
   Spirit Writing; This costs 15% energy. Messages scrawl themselves on walls, parchment, or floors. You may dictate them or leave them random and disturbing. Targets witnessing this must succeed on an Int save or believe the words are a direct message from the dead. The DM/GM make up the messages.
   Wailing Moan; This costs 15% energy. A ghostly scream erupts in a 20 ft. cone. Creatures make a Wisdom save or take psychic damage and become frightened until end of their next turn.
   Haunted Slumber; This costs 20% energy. Several sleeping targets/creatures suffers violent ghostly dreams. On a failed Wis save, the sleepers wakes exhausted, gaining exhaustion.
   Spectral Attachment; This costs 20% energy. Place a ghostly tether on your targets/creatures. For the next 10 minutes, the creatures/targets hears phantom voices calling its name and occasionally feels tugged by unseen hands, imposing -5 disadvantage on concentration checks.
   Ghostwalk; This costs 25% energy. For 1 minute, you partially phase into the ghost realm: Move through walls and objects as if difficult terrain. Speak into people's minds with haunting whispers. Enemies within 10 ft. have -5 disadvantage on saving throws against being frightened.
   Wailing Echo; You emit a spectral wail; creatures of your choice within 30 ft must make a Wisdom save or be frightened until the end of their next turn. Undead are immune.
   Spectral Shackles; This costs 15% energy. Ethereal chains bind a target's spirit. On a failed Strength save, the creature's speed is reduced to 0 and it cannot teleport or become incorporeal for 1 minute.
   Haunted Step; Your footsteps leave chilling echoes. For 1 minute, every time you move, hostile creatures within 5 ft must succeed on a Wisdom save or suffer -5 disadvantage on their next attack.
   Ectoplasmic Drip; You summon ghostly slime that clings to weapons or armor. The targets/creatures hit by it suffers -5 disadvantage on Strength checks and saving throws until the end of your next turn.
   Fading Touch; Your hand passes through flesh, chilling the soul. On a melee spell attack hit, the creatures/targets must succeed on a Constitution save or take necrotic damage and lose their reaction until the end of its next turn.
   Spirit's Lament; The battlefield fills with whispers of the dead. Hostile creatures within 20 ft must make a Wisdom save or take psychic damage and be unable to willingly move closer to you for 1 minute.
   Corpse-Light Lantern; You conjure a small, floating will-o'-wisp–like flame that sheds pale light. The flame can flicker menacingly, granting you +5 advantage on Intimidation checks.
   Ethereal Grasp; A ghostly hand emerges from the ground and grapples a creature. The hand is incorporeal and can restrain even creatures immune to being grappled, though they can still attempt Strength saves to break free.
   Possession Flicker; This costs 25% energy. You briefly slip into another creature's/target's body. For 1 round, you control its movement but not its actions. A Charisma save negates.
   Soul Lantern; You trap a fragment of a recently dead soul into a spectral lantern. For the next hour, you can ask it 3 questions as if under the effect of speak with dead, but the spirit is anguished and may resist. So roll a 1d100+luck and get a 50 or above result to hear its answer.
   Misty Wraithform; You partially phase out of existence. For 1 round, attacks against you have -10 disadvantage, and you can move through creatures/targets as if they were difficult terrain.
   Banshee's Breath; This costs 15% energy. You exhale a chilling spectral mist in a 15-ft cone. Creatures/Targets must succeed on a Constitution save or take cold and necrotic damage, plus be unable to speak above a whisper until their next turn.
   Lingering Haunt; This costs 20% energy. You anchor a location with a spectral echo of yourself. For 1 hour, whenever your creatures/targets enters the area, they hear ghostly whispers and must succeed on a Wisdom save or suffer -10 disadvantage on their first attack roll in that space.
   Eternal Shackles; This costs 30% energy. You bind a creature's/target's soul to its body. If it dies within 1 hour, it cannot be resurrected except by wish.

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Unnatural ghost effects p1

   Wail of Echoes; Range: 30 ft. Effect: Your targets/creatures must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
   Spectral Touch; Range: Touch. Hit/Damage: Melee spell attack. On hit, necrotic damage and target's speed is reduced by 10 ft. until start of your next turn.
   Haunted Flicker; Range: 30 ft., 10 ft. radius. Effect: Creates flickering spectral lights for 1 minute. Invisible creatures or targets in the radius must make a Dexterity/Agility save or be outlined (as faerie fire) until end of your next turn.
   Grave Whisper; Range: 30 ft. Effect: The targets/creatures must succeed on a Charisma save or have disadvantage on their next attack roll before the end of its next turn.
   Phantom Step; Range: Self. Effect: Teleport to an unoccupied space you can see or sense. If you appear adjacent to a target/creature, it must make a Wisdom save or be frightened of you until end of its next turn.
   Eerie Chains; Range: 30 ft. Effect: Target must succeed on a Strength save or be restrained until end of your next turn.
   Spectral Lantern; Range: 30 ft. Duration: 1 hour (concentration). Effect: Summons a lantern that sheds dim light (20 ft. radius). Reveals invisible/ethereal creatures within 10 ft.
   Haunting Presence; Range: 30 ft., 20 ft. radius. Duration: Concentration, up to 1 minute. Effect: Creatures/Targets in the area make a Wisdom save or suffer -5 disadvantage on Wisdom checks and saves. Re-roll save at end of each turn.
   Phantom Grasp; Range: 60 ft. Effect: A ghostly hand grapples your creatures/targets. On a failed Strength save, the creatures/targets are restrained. Escape make a Will save of rolling a 1d20+will and getting a 10 or above.
   Ghostly Veil; Range: Self. Duration: Concentration, up to 1 minute. Effect: Gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons.
   Ectoplasmic Blast; This costs 15% energy. Range: 60 ft., 15 ft. radius sphere. Effect: Targets/Creatures make a Agility/Dexterity save. On fail: x2 necrotic + x2 cold damage, half on save.
   Poltergeist's Push; This costs 15% energy. Range: 30 ft. radius centered on you. Effect: Each creature/target of your choice makes a Strength save or is pushed 10 ft. and knocked prone for 1d6 rounds.
   Tormented Screams; This costs 15% energy. Range: 30 ft., 30 ft. cone. Effect: Creatures make a Wisdom save. On fail: x2 psychic damage and frightened until end of their next turn. Half damage on save.
   Possession Veil; This costs 20% energy. Range: 30 ft. Effect: Several creatures/targets makes a Charisma save. On fail, you control their actions for 1 round (like dominate person). Undead are immune.
   Spectral Army; This costs 20% energy. Duration: Concentration, up to 1 minute. Effect: Summon 3 ghostly warriors (AC 15, Health 100%, +5 to hit, necrotic damages). They act on your initiative and vanish at 0% Health.
   Haunted Ground; This costs 20% energy. Range: 60 ft., 30 ft. radius. Duration: Concentration, up to 1 minute. Effect: Area becomes cursed. Enemies inside take necrotic damage at start of their turn and move at half speed.
   Ethereal Chains; This costs 25% energy. Range: 60 ft. Effect: Targets makes a Charisma save or becomes bound. They cannot teleport, go invisible, or become incorporeal for 1 minute.
   Revenant's Curse; This costs 25% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Effect: All targets and creatures are marked. Attacks against them by you or allies have +5 advantage.
   Wailing Storm; This costs 25% energy. Range: 60 ft., 20 ft. radius. Duration: Concentration, up to 1 minute. Effect: At the start of each of its turns inside, your targets make a Constitution save or takes thunder + psychic damage.

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Unnatural ghost effects p2

   Phantom Host; This costs 30% energy. Range: 90 ft., 40 ft. radius. Duration: Concentration, up to 1 minute. Effect: Summon a swarm of spirits. Creatures/targets of your choice in area take x2 necrotic damage at start of their turn and must make a Wisdom save or be frightened.
   Soul Drain; This costs 30% energy. Range: 30 ft. Effect: All targets make a Constitution save. On fail: x3 necrotic damage and its maximum Health is reduced by half the amount until long rest.
   Ectoplasmic Form; This costs 35% energy. Range: Self. Duration: Concentration, up to 1 minute. Effect: Become incorporeal: fly 60 ft., pass through walls, resistance by reducing 1/2 all damage except force and radiant.
   Haunting Dominion; This costs 35% energy. Range: 60 ft. Effect: Works as Dominate Monster but spectral. Targets are possessed by ghostly force that make them do what you want.
   Spectral Eclipse; This costs 40% energy. Range: 300 ft., 200 ft. radius. Duration: Concentration, up to 1 minute. Effect: The area darkens. Enemies take x2 necrotic damage at start of turn. Undead allies gain +2 AC and deal necrotic damage.
   Ghost Apocalypse; This costs 45% energy. Range: 1 mile radius, centered on you. Duration: Concentration, up to 10 minutes. Effect: A spectral army rises. Enemies take x2 necrotic damage at start of turn, must save or be frightened for 1d6 rounds, and undead allies gain resistance to all damage and +5 advantage on attacks.
   Whispering Shade; Target hears ghostly whispers only they can hear, giving them a -10 disadvantage on their next attack or skill check. Creepy, unsettling, and subtle.
   Wraithstep; You briefly become incorporeal, allowing you to move through up to 10 feet of solid objects or enemies without provoking attacks of opportunity.
   Phantom Grasp; A spectral hand claws up from the ground, restraining a target for 1 minute unless they succeed a Strength save.
   Ectoplasmic Shroud; This costs 15% energy. You cloak yourself in ghostly energy, gaining resistance to nonmagical weapon damage. Enemies striking you must make a Wisdom save or become frightened for 1 round.
   Haunting Vision; This costs 15% energy. You conjure an illusion of a terrifying spirit. All creatures in a 20-foot radius must succeed on a Wisdom save or be frightened for 1 minute.
   Soul Anchor; This costs 20% energy. You tether a creature's soul to its body. If they are reduced to 0 HP, they instead drop to 1 HP, but they suffer -5 disadvantage on all rolls until healed.
   Howl of the Restless Dead; This costs 25% energy. You unleash the scream of countless spirits. All enemies in a 30-foot cone must succeed on a Constitution save or take psychic damage and be stunned until the end of their next turn.
   Spirit Convergence; This costs 30% energy. You call forth wandering souls to aid you. Three ghostly allies manifest (similar to Spiritual Weapon or Unseen Servant) and act as spectral attackers or protectors for 10 minutes. They have your stats and 100% health.
   Ghostwalk II; This costs 35% energy. You and up to 3 willing creatures shift partially into the Ethereal Plane for 1 hour, able to pass through walls and remain unseen by most creatures. You can interact with objects faintly, like poltergeists.
   Shadow at the Door; Range: 60 ft. Duration: Concentration, up to 1 minute. Effect: You manifest a faint humanoid silhouette at the edge of a doorway, stairway, window, or corridor. Creatures/Targets who can see it must make a Wisdom saving throw. On a failed save, they believe something is watching them and suffer -5 disadvantage on Perception and Insight checks until the spell ends.

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Core effect spells

  These spells draw their power from the core of the planet and effect what you want upon the targets you had in mind. Generated by ChatGPT AI, Kittymoo and SH. Feel free to make use of them.

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Core elementalism; This costs 40% energy to cast. This causes the point of creation in idea to make what you think. It uses the core of the planet to power its effect. Think about it and you can form any element, including electricity and its thinking to be upon the targets with x4 the elemental damages of choice, healing quickly x4 the health or powering any device instantly.
   Core Spark; You ignite a spark of molten rock, dealing fire damage and causing stone or metal objects to briefly glow red-hot.
   Gravitic Pull; You create a minor gravitational tug, pulling a loose object or creature 5 feet closer to you.
   Seismic Ripple; You stomp or strike the ground, sending out a tremor that destabilizes footing in a 10-foot radius. Roll a 10 on a 1d20 to cause your targets fall down.
   Molten Touch; Your hands glow with inner heat, dealing fire damage on a hit and potentially softening metal or stone.
   Magnetize; Infuses your target with magnetic force, pulling metal weapons toward or away from them.
   Core Echo; You sense vibrations in the ground, granting tremorsense within 20 feet for the duration.
   Eruption Burst; A geyser of magma erupts in a 10-foot radius, dealing fire damage and knocking creatures prone for 1d10 rounds.
   Mantle Shield; You conjure a thin protective field of molten rock that absorbs fire and bludgeoning damage.
   Subduction Grip; The ground pulls creatures downward, restraining them as if swallowed by tectonic plates.
   Magma Weapon; This costs 15% energy to cast. You infuse a weapon with molten essence, causing it to deal fire + magical bludgeoning damage and melt armor.
   Core Pulse; This costs 15% energy to cast. You release a radial wave of seismic energy, pushing creatures away 20' and damaging structures 15%.
   Pressure Crush; This costs 15% energy to cast. Gravitational forces bear down on your targets, dealing heavy bludgeoning damage and possibly paralyzing them on a rolled 10 with a 1d20.
   Lava Veins; This costs 20% energy to cast. You draw molten streams up through cracks in the ground, creating difficult terrain that burns creatures and targets.
   Inner Fire; This costs 20% energy to cast. You ignite your targets/creatures' inner essence with core heat, granting them fire resistance and dealing fire damage to attackers.
   Tectonic Shift; This costs 20% energy to cast. You shift a section of terrain (30 ft area), creating cliffs, trenches, or raising stone walls.
   Planetary Chains; This costs 25% energy to cast. Gravitational shackles form around your targets, reducing their speed to 0 and forcing Constitution saves each turn to break free.
   Mantle Torrent; This costs 25% energy to cast. You summon molten rivers to flood an area, dealing damage over time and reshaping terrain.
   Core Implosion; This costs 25% energy to cast. You collapse space inward at a point, crushing creatures/targets in a 20-foot sphere with immense gravity.
   Volcanic Wrath; This costs 30% energy to cast. You erupt like a living volcano, sending a cone of magma and ash outward for massive fire/poison damage of x3.
   Gravity Well; This costs 30% energy to cast. Creates a 40-foot zone where gravity intensifies, reducing movement and pulling everything toward the center.
   Molten Rebirth; This costs 30% energy to cast. If reduced to 0% Health, you may explode in molten energy, revive at 1% Health, and deal AoE fire damage.
   Planet's Fury; This costs 35% energy to cast. Massive shockwaves shake the battlefield, collapsing buildings and knocking all enemies prone within 100 feet.
   Mantle Storm; This costs 35% energy to cast. A storm of molten rock rains from above, creating lasting fiery craters dealing upon your targets x3 lava damages.
   Core Ascension; This costs 40% energy to cast. You channel planetary essence, gaining flight of +40', fire immunity, and an aura that burns creatures/targets near you with x3 fire damages.
   Planet's Heart; This costs 45% energy to cast. You call forth a fragment of the world's molten core, creating a cataclysmic explosion of lava, seismic energy, and crushing gravity that reshapes the land permanently. This deals x5 lava energy damage.

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Divinity Original sin 1 and 2 spell effects

  These spells are for those that want to play with Divinity Original sin effects.. This is from https://www.gamepressure.com/divinityoriginalsin/spells-list/z665ef and https://www.gameskinny.com/tips/divinity-original-sin-2-skill-list-for-all-schools/. Divinity: Original Sin 1 and 2 is a role-playing video game developed and published by Larian Studios..

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

DOS 1 and 2 Effects Menu

DOS effects

Aerotheurge
Hydrosophist
Geomancer
Pyrokinetic
Witchcraft

DOS 2 effects

Aerotheurge
Geomancer
Hydrosophist
Necromancer
Polymorph
Pyrokinetic
Summoning

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DOS effects

Aerotheurge

   Air Shield; Summons an air shield for yourself or the ally, which protects from stunning.
   Become Air; Absorbs a half of physical damage.
   Bitter Cold; Sets the effect of being Chilled, or Frozen if the targets are Wet.
   Blitz Bolt; Strikes the target with lightning.
   Chain Lightning effect; Lightning that, apart from the target, also strikes the nearby opponents.
   Farseer; Improves Sight that allows you to see into the distance with your 3rd eye.
   Feather Drop; The spell allows for lifting an object, or a character, and teleporting anywhere without dealing damage.
   Headvice; A magic slam whose damage is physically magical, with a chance to blind.
   Immune to Electrified; Makes the target immune to electricity (Electrified).
   Lightning Strike; An electric attack that carries the target over to the specified spot, while electrocuting the enemies in the line to the destination point.
   Lightning Bolt II; A stunning strike that deals x2 damage from air.
   Make Invisible; Sets effect Invisible for the selected ally. It is interrupted when the ally attacks or starts casting a spell.
   Remove Petrification; Removes the effect Petrification.
   Shocking Touch; Shocks the target with electricity (the effect is being Stunned for 1d6 rounds).
   Storm; Summons a thunderstorm that attacks random targets with lightning.
   Summon Air Elemental; Summons an air elemental. Each of its attacks has a chance to paralyze the target and leaves an electrified puddle, if hit. It has 100% health and your stats.
   Teleportation effect; The spell allows you to lift an object, or a character, for teleportation into any spot, while dealing crushing damage which depends on the character's parameters.

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Hydrosophist

   Cleansing Water; Removes effects Blind, Mute, Disease, Infectious disease, Bleeding, Crippled.
   Freezing Touch; Freezes the selected nearby targets (if wet or chilled, this increases the chance to freeze).
   Hail Attack; Icicles fall from the sky, over a given area, freeze water and blood and deal ice damages.
   Ice Shard 2; Fires an ice shard that deals cold damage, with a chance to freeze up to 3 enemies in the line of shot.
   Ice Wall; Creates an ice wall that separates the enemies or imprisons them.
   Immune to Burning; Sets resistance to the effect of Burning.
   Mass Disease; Sets Diseased to all the enemies. You pick the disease.
   Mass Slow; Slows down the enemies around you to 1 action every 1d6 rounds..
   Minor Heal; For 3 turns, heals with the amount of points that are rolled with the Healing skill.
   Piercing Ice Shard; An ice shard shot that deals damage from water whose damage is cold.
   Rain effect; Summons torrential rains over a given area and creates a puddle in the center. At the same time, everyone within the area receive effect Wet.
   Restoration effect; Heals for 3 turns with the full Health amount. This costs 30% health.
   Slow Current; Slows down the targets to 1 action every 1d10 rounds. This costs 30% energy.
   Strong Regenerate; For 2 turns, heals the targets with the full amount of Health points.
   Summon Ice Elemental; Summons the ice elemental - each of its attacks has a chance to chill the target and then freeze. It cannot be hurt by normal weapons and has your stats with 100% health.
   Water Shield; The selected target receives a water shield that protects from stunning.
   Water of Life; The character receives increased value of the Constitution attribute by a +5 to all constitiution based rolls.
   Winterblast; Summons dragon breath directed in a specified direction whose deals cold damage, with a chance to freeze dependant upon a 1d20+luck. On a 10 or above rolled, the targets freeze.

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Geomancer

   Acid Breath; Poisons and deals damage that eats away the targets, within a specified area of 10'.
   Bless effect II; Blesses the nearby allies and increases the chance to hit by adding +10 to the attack rolls.
   Blessed Earth; Blesses the specified ally and increases his chance to hit by +10 to their attack rolls.
   Boulder Bash; The falling boulder hits the enemies within an area and deals crushing damage, that's with a chance to knock down and it crumbles around the area. Determined by a 1d20+luck or dex/agility mod with a 10 or above to knock down the targets.
   Boulder Dash; A stone throw - deals bludgeoning damage in a straight line.
   Deadly Spores; Shoots 1d6 poison projectiles that deal poison damage.
   Earth Shield; Summons a shield for the specified character.
   Earthquake effect; Causes an earthquake, may knock down and turn poison into gas with a rolled 10 or above on a 1d20+luck or dex/agility mod.
   Fortify; The target receives a magic armor that boofs your target's AC by +5.
   Immune to Poisoning; Makes the target immune to effect Poisoned.
   Magical Poison Arrow; A poison arrow that can be aimed against the ground, whose damage is poison per turn for 1d6 rounds.
   Magical Poison Dart; Magical dart whose damage is poison per turn for 1d6 rounds.
   Midnight Oil; Creates an oil slick in the specified point. This slick causes falling to the ground of the targets that slide over its surface. This is a 1d20 rolled, with a 10 or above they stay on their feet.
   Nature's Curse; Sets the effect of being Cursed on the enemies. This effect causes poor actions of an additional -7 to all the targets rolls.
   Petrifying Touch; Turns the targets into stone on a touch or teletouch.
   Summon Bloodswarm; Summons Blood Wasps for the character to control. They suck the targets' blood and have 100% health with your stats.
   Summon Earth Elemental; Summons earth elemental for the character to control. This deals magical x2 bludgeoning damage and has 200% health with your stats.
   Summon Spider; Summons huge spider for the character to control. This has your stats and 100% health. It poisons the target it hits and each bite deals damages that last each turn for 1d10 turns.
   Summon Wolf; Summons the wolf from the North. It is fast and has high Health but, it can only be summoned near the character. The Health is 150% health and it has your stats except for 40' speed. This costs 30% energy.

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Pyrokinetic

   Burn My Eyes; The targets receive, temporarily, additional perception points of +5 to perception rolls and the effect of Burning for 1d6 rounds.
   Burning Blaze; Fires two fire projectiles that can be aimed at any surface.
   Burning Touch; The nearby target bursts in flames and receives fire damage.
   Explode; Causes explosion whose damage is fire..
   Fire Shield effect; Summons a fire shield for the target that adds resistance to effect Burning.
   Firefly; Creates a fiery surface over a given area. A good way to separate yourself from enemies.
   Flare; Summons magic warmth that deals damage from fire. May be used over a surface.
   Immolation II; The selected target immediately bursts into fire and receives fire damage.
   Immune to Freezing; Makes the target resistant to freezing.
   Infectious Flame; Summons a magical fire that jumps over from one target to another, within reach (also allies).
   Lava Core; Creates a surface of lava over a given area, starting with your position. That deals x3 the fire damages. This costs 30% energy.
   Meteor Shower 2; Summons a hail of meteorites, over a given area that deals x4 damage to random characters in the area that are your targets. This costs 40% energy.
   Purifying Fire; Removes effects Burning, Frozen, Stun, Charm, Petrified, Healing and Shields from the selected targets. This costs 35% energy.
   Self-Immolation; Creates a fire surface around yourself that lasts for 1d6 rounds.
   Small Fireball; Launches a fireball whose damage is within the radius of 4m.
   Smokescreen; Creates a screen of black smoke to obscure the area.
   Summon Fire Elemental; Summons a fire elemental that can set the effect of Warm with the attack, and set the target on fire. (Burning). It is immune to all nonmagical weapons and has your stats with 100% health. Wildfire effect; Speeds up the targets by +10', increases the regeneration of your party by +30% health.

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Witchcraft

   Absorb the Elements; You receive higher resistance to damage from elements of none of the damage reaching you.
   Blind; Blinds the target for 1d6 rounds.
   Bloodletting; Deals cutting damage and sets effect Bleeding for 1f6 rounds per round.
   Death Punch; Deals x3 crushing damage to the selected enemies nearby. This costs 30% energy.
   Destroy Summon; Sends away the summoned creatures and deals damage to them, equal to their health.
   Enfeebling Touch; Sets the effect of Weak on the targets. That causes the targets to be weak to the elements.
   Horrific Scream; Makes the nearby enemies scared and makes them flee.
   Invulnerability; Makes the party invincible and not touched by damage for 1d10 rounds. This costs 30% energy.
   Malediction; Sets the effect of Cursed on the enemy. They get additionally a -5 to all rolls.
   Mass Weakness; Sets the effect of Weak on the enemies within the area of effect that you decide on effecting.
   Oath of Desecration; Increases damage dealt by an ally by +30%.
   Resurrect; Resurrects the ally within the radius of 10m and restores 20% of his health.
   Soulsap; Decreases all of the abilities and powers of the target with a -6 to all their rolls.
   Summon Armoured Undead Decapitator; Summons an undead soldier with a two-handed sword, who has 10% of chances to knock the enemy down. It has your stats and 100% health. The 10% chance is decided by a 1d20+luck or dex/agility mod and getting a 10 or above.
   Summon Undead Warrior; Summons an undead fighter. It has 100% health and your stats and deals energy blows.
   Unlock Magic; Unlocks locks.
   Vampiric Touch; Drains the enemy and heals you the amount you drain.

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DOS2 effects

Aerothurge Skills

   Blinding Radiance; Air damage, Blinding Aura 1 turn.
   Electric Discharge; Ranged Air damage, Shocked 2 turns.
   Favourable Wind; Increased move speed +10' aura 3 turns.
   Shocking Touch; Melee Air damage, Shocked 2 turns.
   Erratic Wisp; Teleport to where you want to be when attacked, air resistance +40%.
   Breathing Bubble; Ignore clouds and suffocation.
   Vacuum Touch; Air damage, Suffocation/Silence 1 turn.
   Vaporize Remove; Petrified/Frozen, turn ground surface into clouds.
   Smoke Cover; Creating obscuring clouds.
   Teleportation effect 2; Teleport target character or item.
   Dazing Bolt; Area effect air damage, Shocked 1 turn.
   Nether Swap; Two characters swap places.
   Pressure Spike; Condense clouds, douse fires, deal air damage.
   Uncanny Evasion; Increase dodge and movement speed by +10.
   Apportation; Transport pickable items to inventory.
   Vacuum Aura; Air damage, Silence/Suffocation aura causes the targets within 10' to be silenced and suffocate.
   Mass Breathing Bubbles; Allies ignore clouds/Suffocation.
   Evasive Aura; Dodging/move speed increased in aura by +10.
   Blessed Cloud Smoke; Invisibility cloud.
   Chain Lightning II; Air forms into lightning that deals damage and forks up to 8 times.
   Superconductor; Area air/lightning damage, The targets are shocked 1 turn.
   Closed Circuit; Close range of 20' area air/lightning damage, Shocked 2 turns.
   Thunderstorm effect 2; This is the lightning in the air as damage from a storm. That's to targets in range of 45' for 3 turns.

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Geomancer

   Poison Dart II; Poison damage, creates Poison puddle.
   Contamination; Close range area effect Poison damage, turns liquid into Poison cloud. Deals damages for 1d6 rounds per every round.
   Corrosive Touch; Destroy magical physical armour, set Acid on touch in 2 turns.
   Fortify; Add magical physical armour of +5 AC, remove status effects, can't be teleported.
   Fossil Strike; Ranged Earth damage, creates oil slick that upon a 1d100+dex/agility mod and a 50 or above result is the targets are falling down for 1d6 rounds.
   Oily Carapace; Consume oil surface to restore physical armour.
   Turn To Oil; Convert liquid surface to oil, remove status effects.
   Venom Coating; Add Poison damage to weapon attacks.
   Throw Dust; Ranged Earth damage, Blinded 1 round, clear clouds.
   Mind Metal; Restore magical physical armour in aura.
   Reactive Armour; Deal damage based on physical armour in wave.
   Impalement; Ranged Earth damage, Crippled 1 turn, creates oil slick that upon a 1d100+dex/agility mod and a 50 or above result is the targets are falling down for 1d6 rounds.
   Poison Wave; Close range area Poison damage, Earth immunity 1 round, creates Poison cloud.
   Earthquake; Area Earth damage, Knockdown 1 turn, creates random oil slicks upon a 1d100+dex/agility mod and a 50 or above result is the targets are falling down for 1d6 rounds.
   Worm Tremor; Area Earth damage, +30% increased damage and status effects to enemies without magic armour.
   Corrosive Spray; Destroy magical physical armour, set Acid / Atrophy in 2 turns.
   Mass Oily Carapace; Aura version of Oily Carapace.
   Venomous Aura; Aura version of Venom Coating, except the aura spreads the poison to your targets.
   Dust Blast; Ranged dust damage, blind 2 rounds.
   Summon Artillery Plant; Plant throws Acid damage and Poison clouds.
   Siphon Poison; Remove Poison clouds, increases weapon damage based on size. A small weapon damage increase is +10%. A medium weapon damage increase is +35%. A large weapon damage increase is +70%.
   Living Wall; Vines block path, create Poison clouds.
   Acid Spores; Ranged Poison damage. Once poisoned, the targets continue to take damage for 1d6 rounds each round.
   Pyroclastic Eruption; Ranged Earth damage, create oil slicks that upon a 1d100+dex/agility mod and a 50 or above result is the targets are falling down for 1d6 rounds.

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Hydrosophist

   Armour Of Frost; Increase magic armour by +5 AC, remove status effects.
   Rain effect; Douse fire, create Wet surface.
   Restoration effect 2; Heal health, remove status effects.
   Hail Strike; Range Ice damage, creates Frozen surface that causes targets to slip.
   Cryotherapy; Convert Frozen surfaces to magical armour.
   Healing Tears; Heal 3 allies in aura influence.
   Vampiric Hunger; 50% Health life steal / 2 turns.
   Cleanse Wounds; Heal Health, remove status effects.
   Soothing Cold; Restore magical armour / 3 turns.
   Winter Blast; Water damage, set Chilled, create Frozen surface that causes targets to slip.
   Ice Fan; Water damage 3 targets, set Chilled effects of being slowed with 1 action every 1d6 rounds.
   Global Cooling; Close range of 20' area damage, set Chilled effects of being slowed with 1 action every 1d6 rounds, create Frozen surface that causes targets to slip.
   Cryogenic Stasis; Target immune to damage, regenerates health by healing over 1d6 rounds.
   Healing Ritual; Restore Health, jumps to multiple allies.
   Mass Cleanse Wounds; Aura version of Cleanse Wounds.
   Vampiric Hunger Aura; Aura version of Vampiric Hunter.
   Mass Cryotherapy; Aura version of Cryotherapy.
   Deep Freeze; Targets with low Health of 40% or lower die, otherwise Water damage and sets Frozen if wet.
   Arcane Stitch; Fully restore magical armour.
   Steam Lance; Restore Vitality / 3 turns.
   Hail Storm; Area Water damage, sets Chilled effects of being slowed with 1 action every 1d6 rounds.

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Necromancer

   Blood Sucker; Consume blood to heal Health.
   Decaying Touch; Attack/Melee damage x2, targets take damage from healing / 2 turns.
   Mosquito Swarm; Ranged damage from mosquitos directed by the caster, restores Health equal to the damage to yourself.
   Raise Bloated Corpse; Summon cadaver that can explode.
   Raining Blood; Douse fire, create blood surface, set Bleeding on targets for 1d6 rounds per each round.
   Bone Cage; Increase magical physical armour by +5 AC for each corpse in area.
   Infect; Melee damage, set Infected on target of any disease you want.
   Living On The Edge; Targets can't drop below 1% Health / 2 turns, even if summoned.
   Death Wish; 40% Bonus damage for lower Health of 40% or lower, but take damage each turn.
   Raise Bone Widow; Summon bone creature that heals by consuming corpses. It has your stats and 100% health.
   Shackles Of Pain; Target takes your damage in your place.
   Last Rites; Take piercing damage, then resurrect ally.
   Silencing Stare; Silence targets in area effect of 30'.
   Black Shroud; Set Blindness and Suffocation in area effect of 30' for levels 1-9. 40' for levels 10-19. 50' for levels 20-29. 60' for levels 30 and onward.
   Grasp Of The Starved; Ranged damage, sets Crippled on all targets with a -10 to all rolls. This costs 25% energy.
   Blood Storm; Set Disease and Decay on targets, transforms water to blood.
   Totems Of The Necromancer; Corpses turn to Bone Totems that deal ranged magic damage.

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Polymorph

   Chicken Claw; Transform targets into chicken / 2 rounds.
   Tentacle Lash; Ranged damage, set Atrophy for 1d6 rounds.
   Chameleon Cloak; Set Invisible / 2 turns.
   Heart Of Steel; Regenerate Magic Physical Armour.
   Spread Your Wings; Fly and ignore ground surfaces.
   Spider Legs; Create Web surfaces.
   Terrain Transmutation; Swap surfaces and clouds of two areas.
   Medusa Head; Gain petrification attack that petrifies for 1 hour.
   Summon Oily Blob; Earth damage in area, create oil slick that upon a 50 or higher rolled on a 1d100+Dex/Agility mod the targets in the area fall down.
   Flaming Skin; Immune to Fire, lower Water resistance.
   Icy Skin; Immune Water, lower Fire resistance.
   Poisonous Skin; Immune Poison and Earth, lower Air resistance.
   Jellyfish Skin; Immune Electricity, lower Poison, Toxin and Earth resistance.
   Skin Graft; Remove status effects.
   Forced Exchange; Exchange Health total with target.
   Equalize; Health and magic armour of targets in area are combined and then redistributed equally.
   Flayed Skin; Destroy magical armour and reduce resistances.
   Apotheosis; Reduce cost of all Spells by 5% unless 0% cost.

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Pyrokinetic

   Haste effect II; Increase move speed by +10', remove status effects.
   Ignition; Fire damage in close range area of 20'.
   Peace Of Mind; Increase stats rolls by +5, remove status effects.
   Searing Daggers; Ranged fire damage to 3 targets, create Fire surface.
   Bleed Fire; Set Fire surface and ignite surfaces.
   Corpse Explosion; Deal area damage around corpse.
   Sabotage; Explode random grenade or arrow in target's inventory.
   Sparking Swings; Melee attacks create bouncing fire projectiles.
   Throw Explosive Trap; Trap explodes in area affect when enemy approaches.
   Fireball 4; Area Fire damage in 40'.
   Spontaneous Combustion; Ranged Fire damage on targets, deal +50% bonus damage for Fire status effects.
   Fire Whip; Ranged Fire damage, sets Blind and Burning effects.
   Laser Ray; Line of Fire damage, creates Fire cloud that effects 40'.
   Supernova; Area Fire damage, creates Fire surfaces.
   Flaming Tongues; Fire damage to approaching enemies.
   Mass Corpse Explosion; Area version of Corpse Explosion.
   Master Of Sparks; Aura version of Sparking Swings.
   Mass Sabotage; Explode 2 grenades, shots or arrows on target.
   Deploy Mass Traps; Create 4 traps that appear where you need them..
   Summon Fire Slug; Summons ally to launch ranged attacks and create Fire surfaces. This ally has your stats and 100% health.
   Flaming Crescendo; Targets explode in 3 rounds (or on death).
   Epidemic Of Fire; Ranged Fire damage, forks up to 5 times.
   Meteor Shower 3; Area Fire damage x4 of summoned meteorites that plummet to the targets area.

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Summoning

   Conjure Incarnate; Summon Incarnate ally from the Aether. This ally has your stats and 100% health and can use the Aether energy to form energy attacks..
   Dimensional Bolt; Ranged damage of random type, roll a 1d6 to determine: 1 is air, 2 is earth, 3 is fire, 4 is water, 5 is spirit, 6 is void. This creates corresponding surface.
   Elemental Totem; Summon totem effect that is from a stacked wood pile. That deals ranged damage of corresponding surface type of your choice.
   Farsight Infusion; Grants Incarnate ranged attack.
   Electric Infusion; Give Incarnate Electricity attack.
   Fire Infusion; Give Incarnate Fire attack.
   Poison Infusion; Give Incarnate Poison attack that effects for 1d6 rounds per every round.
   Water Infusion; Give Incarnate Restoration skill.
   Acid Infusion; Give Incarnate Acid attacks that eat away at the targets per round for 1d6 rounds.
   Cursed Electric Infusion; Give Incarnate multiple Electricity attacks.
   Ice Infusion; Give Incarnate multiple healing abilities.
   Necrofire Infusion; Give Incarnate multiple Fire abilities that include death energy mixed with fire.
   Power Infusion; Give Incarnate new melee attacks.
   Shadow Infusion; Give Incarnate invisibility and stealth attacks.
   Rallying Cry; Restore Health and magic armour based on allies and totems in area.
   Dominate Mind; Charm target / 2 turns.
   Soulmate; Remove status effects, targets gains half the healing you receive.
   Supercharger; Summoned creature deals +50% bonus damage but dies in next turn. This costs 20% energy.
   Warp Infusion; Give Incarnate teleportation abilities.
   Door To Eternity; Summons become immortal / 2 turns. Immortality is where in game the summons is unable to be damaged.
   Planar Gateway; Travel between linked points that you create by forming a gate somewhere. This is done by willing it to exist, that's as you imagine an oval opening in the air and closing when your done.
   Ethereal Storm; Random elemental damage that's your choice or ally healing in area. Roll a 1d2 or flip a coin to determine as 1 is heads or elemental damages and 2 is tails or ally healing.

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Cops and military effect spells

  These are cop and military effect spells gotten by SH from AI. Anyone can do them.

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

Cops n Military effect menu

Part 1
Part 2

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Part 1

   Jugular hit; This is where you hit the jugular of the targets with energy and that can end their life doing a magical crit of x3 the damages. This costs 30% energy.
   Bullhorn; When you cup your hand like a cone, then thinking of the spell with energy going to your hand as you put it to your mouth and blow or speak. You blow air loud like a airhorn. As you speak, you magically manifest a loud booming voice. You are heard a mile away, by the right people.
   Tactical Flash; Emit a blinding burst of white light; creatures/targets in area must save or be blinded until your next turn.
   Suppressive Burst; Fire an illusory volley that imposes -5 disadvantage on enemy attack rolls until the start of your next turn.
   Command Voice; Project authority; you can issue a one-word command that feels magically compelling (weaker than Command).
   Forensic Glance; Briefly reveal fingerprints, tracks, or traces of recent activity within 10 feet.
   Ricochet Spark; A small kinetic shot that hits with force damage then bounces to hit a second target for half damage.
   Arresting Grasp; Restrain a creature/target with spectral handcuffs of force; requires Strength save to break.
   Battlefield Orders; Issue short tactical orders that grant allies +5 advantage on initiative or movement for one round.
   Smoke Cover; Create a dense smoke cloud granting heavy obscurement and partial protection from ranged attacks.
   Flashbang Grenade; Explodes with thunder and radiant energy; blinds and deafens creatures briefly.
   Truth Pulse; A pulse of blue energy reveals if a creature/target you focus on within 15 feet is lying on its next statement.
   Ballistic Enhancement; This costs 10% energy. Imbue a ranged weapon or projectile with magical accuracy; attacks ignore half and three-quarters cover.
   Stabilize Wounded; Stabilize and heal a dying ally as an action; also removes bleeding effects or similar conditions. This costs 10% energy.
   Containment Field; Create a small force dome that can hold restrained creatures/targets (like a portable holding cell) for 1d6 rounds. This costs 10% energy.
   Combat Scanner; This costs 10% energy. Reveal invisible or hidden enemies in a 30-foot radius for a brief moment of 1 round.
   Tear Gas Cloud; A noxious vapor fills a 20-foot radius; creatures must save or become poisoned and blinded for 1d6 rounds. Each round of exposure to the toxic gas, deals poison damages.
   Interrogation Zone; This costs 15% energy. Within a zone, truth cannot be easily concealed; targets/creatures have -5 disadvantage on Deception and must save to lie.
   Shock Baton; This costs 15% energy. Summon a baton of electric force for 1d6 rounds; this does close range attacks of 5'. On melee hits, it will deal lightning damage and can paralyze for 1d6 rounds on a failed save.
   Defensive Formation; This costs 15% energy. Allies within range gain +2 AC while maintaining formation near you.
   Drone Recon; This costs 15% energy. Create a small arcane drone familiar that can scout, record, and relay visual/audio data for 10 minutes.
   Magnetic Breach; This costs 15% energy. Pull metal doors or armor open with magnetic force; also disarms metallic weapons.
   Suppressive Fire Zone; This costs 20% energy. You conjure a magical hail of suppressive fire in a 20-foot-radius sphere. Any creature/target that enters or starts its turn in the area must succeed on a Dexterity/Agility saving throw or take force damage and have its movement speed halved until the start of its next turn. Enemies moving through the zone provoke opportunity attacks even if they use Disengage.
   Combat Shield Wall; This costs 20% energy. Spectral riot shields materialize in front of up to five allies. Each gains half cover and is immune to shove effects. While within 5 feet of another shielded ally, each gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
   Precision Strike; This costs 20% energy. You mark a creature for destruction. The next ranged attack made against it before the end of your turn deals double damage and automatically crits on a natural 19–20. If the target dies, the strike leaves a faint scorch mark shaped like a reticle.
   Psychological Operations; This costs 20% energy. You project a magically amplified broadcast of fear or inspiration. Each target/creature of your choice must make a Wisdom saving throw. On a failure, enemies become frightened; allies gain advantage on Wisdom saves and +2 attack rolls while they can hear you.

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Part 2

   Tracking Beacon; This costs 20% energy. Place a magical tracer on a target visible only to you and allies for 24 hours.
   Riot Control Storm; This costs 25% energy. You create a 30-foot-radius storm of wind, sonic bursts, and rubber-like spectral projectiles. Targets/Creatures in the area must make a Strength saving throw or take x2 bludgeoning damage and become restrained by binding winds. Restrained creatures/targets can repeat the save at the end of their turns.
   Coordinated Strike; This costs 25% energy. You link the minds of up to six willing allies. While linked, they can telepathically communicate simple tactics and gain advantage on attack rolls when two or more linked allies attack the same creature in one round.
   Airborne Extraction; This costs 25% energy. You summon a magical extraction portal resembling a hovering aircraft or bright beam of light. You and up to eight willing creatures within 30 feet teleport to a predetermined rendezvous point within range that you've seen before.
   Divine Tribunal; This costs 25% energy. You manifest a glowing courtroom of radiant energy. Within the 20-foot-radius field, lies burn and truth shields. Any creature/target that tells a deliberate lie takes psychic damage. Any target/creature that speaks truth gains 5% temporary health and +2 AC until its next turn.
   Siege Protocol; This costs 25% energy. All ranged siege weapons, firearms, or heavy crossbows the party has are supercharged. Their range is doubled, damage is doubled, and they automatically crit on a natural 19-20.
   Martial Overdrive; This costs 30% energy. You and allies enter heightened tactical focus; 1d4 extra attacks, +10' increased speed, and +5 AC for 1 minute.
   Operation Silence; This costs 30% energy. You envelop a 60-foot-radius sphere in perfect tactical silence and concealment. Inside the area:
    All sound is magically muted.
    Scrying, divination, and detection spells automatically fail.
    Creatures gain advantage on Stealth checks.
    Any magical effect that would create light or sound within is suppressed.
    You and your allies can whisper mentally within the area to each other.
   Orbital Command; This costs 35% energy. You call down an orbital energy strike from the heavens. Choose a point within range you can see or have a beacon placed on. A beam of divine-military precision blasts the area. Each target/creature in a 20-foot-radius, 100-foot-high cylinder must make an Agility/Dexterity saving throw, taking x4 radiant damage on a failure, or half as much on success. The terrain in the area becomes scorched and difficult terrain for 24 hours.
   Absolute Authority; This costs 40% energy. You project an aura of undeniable command. Each target/creature of your choice that can hear you must succeed on a Wisdom saving throw or be magically compelled to obey a single, non-suicidal order you issue ("Drop your weapons," "Retreat," "Stand down," etc.). Affected creatures can repeat the save at the end of each of their turns. Creatures immune to being charmed are unaffected.
   Warzone Manifest; This costs 45% energy. You turn the terrain within a 120-foot radius into a spectral, semi-real battlefield of war, filled with phantom trenches, magical gunfire, and spiritual soldiers fighting in your favor. Enemies treat the terrain as difficult terrain and take x3 force damage when they start their turn within it. Allies gain half cover and can move through the area unhindered.
    Each round on your turn, you can command a spectral artillery barrage to strike one 30-foot area within the zone, forcing all creatures/targets there to make a Agility/Dexterity saving throw or take x4 force damage.
    When the spell ends, the ground remains scarred and glowing with residual energy for 1 hour.
   Tactical Resurrection; This costs 35% energy. Revive a fallen ally instantly with half Health, their body restored by holographic field reconstruction; can only be used once per long rest.
   Command Network; This costs 40% energy. Establish a psychic military network linking up to 12 allies across a 5-mile radius; all share saving throw bonuses and can use each other's Help actions at range.
   Zero Hour; This costs 45% energy. Stop time for 1 round for everyone but you and your allies; you may reposition, issue orders, cast a spell or attack once each before time resumes.

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Vampire the Masquerade: Bloodlines 2 ability effects

  These abilities are from the game itself seen on https://www.youtube.com/watch?v=I7LBbjRLnvg and to be used only by vampires. The copyright for Vampire: The Masquerade - Bloodlines 2 belongs to Paradox Interactive AB and White Wolf. All energy costs are: Passives and General are 5% energy, Strikes are 10% energy, Relocates are 15% energy, Affects are 20% energy, and Mastery are 25% energy. As a vampire, you may do any one ability as an effect.

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

Vampire effect menu

General ability
Brujha ability
Tremere ability
Banu Haqim ability
Ventrue ability
Lasombra ability
Toreador ability

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General ability

   Telekinesis effect; This effect allows you to lift with your mind the targets to be somewhere else.

Brujha ability

   Passive: Brutality; After feeding strength of all melee attacks are increased by +5 to all melee rolls.
   Strike: Lightening Strike; Target multiple enemies with a flurry of fast blows. This appears like blood lightning hit the targets. So you deal x3 the normal attack damages.
   Relocate: Charge; Run forward, grabbing the first enemy you hit and using them as a ram.
   Affect: Taunt; Enrage an enemy to attack you, causing them to take more damage of +30% damage.
   Mastery: Earthshock; Hit the ground and cause enemies to fly into the air and take x3 damage of magical bludgeoning.

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Tremere ability

   Passive: Corrosive Touch; When you feed on an enemy the body dissolves away.
   Strike: Blood Curse; Curse an enemy and the next time they take damage they'll swell and explode. The larger the enemies the longer the curse takes.
   Relocate: Recall; Mark a position you can return to at will.
   Affect: Cauldron of Blood; Boil an enemies blood so that their screams will draw others. This deals x2 the fire damages.
   Mastery: Blood Salvo; Create a set of blood daggers you can throw with telekinesis. THese deal x3 energy damages.

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Banu Haqim

   Passive: Silence of Death; Feeding makes all your actions silent for a brief period of 5 minutes.
   Strike: Bladed Hand; Instantly behead weaker opponents of lesser health than you.
   Relocate: Split Second; Slow time around you so the targets do 1 action every 1d6 rounds.
   Affect: Mute; Silence an enemy completely so cries or weapons can't be heard by anyone else.
   Mastery: Unseen Aura; Become invisible, although you still make noise.

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Ventrue ability

   Passive: Flesh of Marble; After feeding your skin hardens briefly to protect you from damage for 10 minutes.
   Strike: Terminal Decree; Cause a human enemy to kill themselves. Vampires are staggered for 1 minute and disarmed instead.
   Relocate: Possession; Possess an enemy so that you can control them, walk around and make them attack someone else.
   Affect: Cloud Memory; Make a target forget you were there and return them to a calm state.
   Mastery: Mass Manipulation; Subdue all enemies in view. Ventrue and affect abilities will then apply to all subdued enemies.

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Losambra ability

   Passive: Shadow Cloak; Feeding on an enemy cloaks you in shadow, making it harder to see you. The enemy has a -5 to perception rolls.
   Strike: Arms of Ahriman; Send out a thin beam of shadow that will trap enemies until they're damaged.
   Relocate: Shadow Step; Travel from your shadow to the shadow of a targeted enemy.
   Affect: Glimpse of Oblivion; Scare an enemy so they run away. Roll a 1d6, on a 1 to 3 they run, on a 4 to 6 they stay and do nothing for 1d6 rounds.
   Mastery: Enter Oblivion; Cast a shadow in front of you and then enter a dimension where only you and anyone hit by the shadow exists.

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Toreador ability

   Passive: Cat's Grace; Move faster after feeding of +10'.
   Strike: Entrancing Kiss; Kiss an enemy to turn them into an ally that will fight for you for 1d6 rounds.
   Relocate: Blink; Effectively teleport to a targeted location.
   Affect: Beckon; Put an enemy in a trance for 1d6 rounds and make them walk to where they last saw you.
   Mastery: Blurred Momentum; Improved Dodging with +10 to your Dodge/Dex/Agility roll.

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Illusionous spells

  This section is for illusions and what you can do with it. Think the illusion is gone or disbelieve them as though you don't think it happened and it dissipates away. You see illusion doesn't happen until believed to occur. So if you disbelieve it, its gone. A will save can be used to keep it from occurring as well. What makes the illusion work, this is where you use intelligence to think it happened. So if you don't think about it it doesn't occur to you that it happened. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

Illusionous menu

General Illusion spells
Halloween illusions
Xmas illusions

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General Illusion spells

   Illusion of person; This is doing an illusion of a person of choice, that appears in your place and does things as you want. That's as a form of projection from your soul, that's as it projects your spirit as thought is done by feel.
   Visual visage; This costs 15% energy. You see the person could be fat or human yet project himself as a slender beautiful person. This means the subconscious sees what they look like irl..the mind only sees the thin body or other form in projection. This could lead to becoming fat if your thin by wishing to be their weight and shape. You never know what they are until they reveal themselves in actual shape. This is a known fact of idea that is called cloaking yourself. Where you appear like one thing and are another. This can be used to fool someone into doing something. So use it with care.
   Matrix illusion; This costs 10% energy. The illusion is set by the matrix..think of what you want seen in idea and the targets perceive that as reality an react better towards you. This uses the creator to make it exist to them. It ceases to exist, the moment you don't need it to be perceived by them by feel.
   Target illusion; This causes a illusion with a being making the illusion that you used the creator to summon there. Its thought to be in magic in their mind, that looks however you want. This is a being that the creator sets in place, it takes all the damages you and your allies don't want. It uses the energy of the damages to subsist on the plane you are on, and it uses the excess to create rules that you think to it to create. The targets that perceive it, they create effects and attacks to target it and not the actual person, such as yourself. This effects the target such as doing target practice, that's until you no longer need it to effect in idea. This idea works if they don't disbelieve the illusion, if they do then they stop and do something else. That's with a successful will roll or 1d20 roll with 10 or above as a result.
   Elusive illusion; This illusion creates an illusive moment, that causes what is known as a hard to detect yet sensed idea. This can distract the targets for 1d6 hours.
   Major illusion; This is seen by the 3rd eye or eyes you have, if concentrated upon creating it. This is where you create the area by illusion, or if you want a whole person or city then imagine the people or the city there. That's as you think the creator creates it. You can do a major illusion whenever you want.
   Live illusion; This is where you think to do things and cause by your actions a illusion that's live. Thinking its broken causes it to break itself, that is done as it disappears as suddenly as it formed.
   Grand mastery illusion; This is the effect of mastery over illusion itself. You recognize illusion, you know how to form illusion and you know how to break illusion. This ends by a spoken "enn" or written enn.
   Indescreption; This is using illusion to cause what you wish, and you keep your privacy by magic.
   Dispell illusion; Think to use your 3rd eye to dispell the illusion as it can see right through it.
   Distraction; This spell causes a illusionary vision of something in the area, that makes you see and sense the illusion as though it were real. This distracts the target/s until you no longer need it to distract them.
   Canoplis; This causes you to magic an illusion of a city, that doesn't really exist into their minds that you target with this effect. The effect lasts until your target/s dies in the made up city, or you release them by instructing the subconscious that "you aren't there". Ever afterwords after entering the city, they think they are still there after suggesting it, and that places them there in their own made up mind city. Released by causing them to think, "you aren't there".
   Illusionary effect; This is where you use your soul to make seem what is there, that you are wanting to cause belief in and is there. The soul does show the idea through the spirit, what is there is what you want seen. The third eye can see right through it, however. Though, the point is mute, if in idea you intend to see it.
   The heart illusion; This is where you present to the target an illusion of what you want and its powered by the heart. This includes creating a linked effect. Where the mind links itself to other targets at your will, think and this causes their minds to set upon themselves a damaging idea that they do. This is possible till you decide its not to be done.
   Illusion; The illusion is what you think, if you feel it's there. Then, the 3rd eye can see through the illusion that is projected forth. It's treated as though real until disbelieved or a savings throw is made versus illusion.
Illusionous effect II; Anything you can think of is done the body's bio energy and the subconscious mind, if believed by the person or creature will effect them. If you imagine the result, then it is done. State what you want them to believe. Then act a part as you think of things, that's meant to fool the senses. This can make them believe it. If disbelieved or the illusionist no longer needs the illusion, the effect fades away by feel.

   One such illusion for example is where you imagine the person they respect talking to them as you talk. This tricks their mind in hearing what they want to hear and they do things as they go along with you. Another illusion is where you create an illusion of ice encasing their body and they act as thought, they feel cold and freeze to death. These are examples of the idea you coul make in what you wanted to effect a target or targets by in feel or visual concept.

   This ability is limitless in what you intend them to experience. Yet if you make it too unbelievable, they can dispell the illusion and get no effect on themselves. So by belief, they could do what they want and that sometimes is acting as though what their mind sees is real even if its illusionous. However, sometimes illusion is hiding what is really there. So think about that as its apparent to what is really there, then you use illusion to make your way.
Poison mist; A poison constellation illusion, it starts out as a cloud of purple mist and then a star constellation is formed star by star and linked by golden light in the middle of it. This chokes the person to death as it poisons them until disbelieved by saving throw or it finishes the target.
   True sight, this is where you use your third eye to see what really is there including illusion. That's done by thinking of seeing with the third eye, then willing it to see and share its vision with you.
   Mind manipulation; This is subliminal manipulation where they create an illusion of what they want you to believe. Then they draw energy from the body to create what they want to manifest using the energy they got.
   Mind link; This uses your mind that shoots out a line of telepathic linking, that affects the person closest to them which effects the next person until you have a large web. You can effect any result with its shared energy and the body or heat energy added in. Thnk of what you want and you can cause anything you wanted.
   True time illusion; Think of what you intend to show by feel and the soul shows it to the mind of an audience. This is a true illusion, where you present something that seems true yet isn't true. If you think this does any damage, think again. This true illusion does nothing to you. However you can fool people into creating a response. Otherwise you can cause a stopping point in their need to fight. This can form a trap, where you think the illusion and what you need forms by the power of the soul.

   Except in a trap, you create with the idea and the mind sees things as they should be or as you want them seen. When the truth is known, it sometimes is too late and then the trap has sprang. This means you could cover a hole of spikes in the ground by illusion, then the person comes by it and trips over the hole. The third eye can see through sense of the area what is there, so your nevere caught by this type of trap.

   Give them the illusion of death or a dead person that looks like you if they target you, then they would stop the need for fighting. If you gave them the illusion of a post, then they sometimes won't attack and unless distracted definitely they won't as they are distracted. So, if you made something look like another thing, then you hide the item within reality. The possibilities are infinite, including making a doppleganger appear.

   Then you get to fight it unless you dismiss the doppleganger and it then disappears. This all depends on the belief that its there, other than that you can dispel the illusion anytime you need it gone.
   Sustained genjutsu; This is where you magic on the area and direct its consciousness to create a genjutsu or magical moment using its energy that effects the target of the area. Released by thinking its released as you do a hand language sign thinking its release. This can be anything that released it. Including destroying the area. Think positively about this, you get positive results. Since this is illusion, it lasts till now where 1d6 rounds in battle passes by, until dismissed by the caster, or unless disbelieved.
   Genjutsu averted; Think to die or touch the body with the thought, that's to avert the genjutsu and you wake up from the illusion of genjutsu.
   Illusion III; The illusion is where you think of something to show, then think of the idea as you need it shown. The subconscious uses the soul to create a vision with your idea, that is seen by the target..such as an illusionary office in life.
   Illusionous ability; This ability is where you can make any effect as the illusion by suggestion to the subconscious, that is not really happened as it occurs to others or yourself. Its like the targets falls into a trap... wall starts closing down on them... it is closing down... it is closing down... it is a paper wall. Otherwise, the illusion starts as though an animal or dragon, that comes to strike you and at the strike of the animal or dragon. Then, its revealed as a person striking the target and your inflicting damage.

   Other idea, this is where you can show their minds what will occur, that's before it is done unless the third eye sees through it. If it does, then you know what really is there. Otherwise, you can use your third eye, thinking to cause illusion with it to show you or the targets what happens or what is where you want to see. Then you can use telepathy to talk to people there. This is an ideal ability, that can be used for almost any purpose. Think and you know what to do. If you don't want to be effected, then think to your third eye to block the illusion. Then, it stops right then, and it sometimes ends before it begins.

   In order to use this idea in dnd, state to the DM/GM that you form the illusion of [state what you want it to do]." Or, "I use 2 actions to form the illusion of [state what you want it to do] as I attack with a weapon." Then it either occurs or doesn't occur, according to the magic check results that are 10 or above as success.
Coin illusion; The ability to throw illusory coins that look like normal gold coins, but disappear when something touches it. This distracts the target/s for 1d8 rounds in battle, or until the coins disappear.
   Illusionary Magics; The ability to create illusions and misdirect people with your magic. Including the illusion of them getting things as they help you. This does no damage if disbelieved.
   Poison mist; A poison constellation illusion, it starts out as a cloud of purple mist and then a star constellation is formed star by star and linked by golden light in the middle of it. This chokes the person to death as it poisons them until disbelieved by saving throw or it finishes the target. Dealing poison and choking damage per round, Each round the character must make a concentration check to keep it going. This effect can daze your target/s for 1d6 rounds in battle and outside of battle remains, until the caster decides to not want to do it or the target/s are dead.
   The matrix; This is a worldwide illusion of life, that improves itself by what you think. What it shows is what you need shown. So think of the moment and you create what you need as the matrix shows what you want seen. That's until you don't want to see it. Then it disappears.
   Phantasmic illusion; This is where you think to get an illusion that effects the area, thinking to the mirror what you want and a phantasm comes to create the illusion of what you wanted. This breaks the illusion, disbelieving in the illusion till it disappears. Otherwise, its stronger and stronger till it seems realistic the more you believe in it. Once gone or disbelieved, the phantasm is no longer "fed" by your belief and disappears back to the other side of the mirror as though dismissed. Illusions spells are cool, because they can effect what actions an enemy takes in an indirect way. It is still up to them how they react to the illusion. So think about it. If the targets think they were dealt damages, they deal damage to themselves, instead. Whatever you want, you can create as though in an instant moment ended by thinking its ended. This is what it is.

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Halloween Illusions

These are useful Halloween illusions from AI.

   Pumpkin Gleam; Create a tiny jack-o-lantern light that floats and changes its carved face every few seconds.
   Candy Mirage; Conjure the illusion of wrapped candy; it looks delicious but turns to harmless glitter if eaten.
   Boo Sound; Create a brief "boo!" (or spooky giggle) from a nearby shadow. Distracting the targets for 1d6 rounds.
   Mask Flicker; A target's face appears to swap between different Halloween masks when looked at directly.
   Shadow Peek; A pair of glowing eyes blink from a shadow within 10 ft for 6 seconds.
   Trick-or-Treat Duplicate; Create an illusory clone of yourself holding a candy bucket; it mimics your movements with a half-second delay.
   Creeping Leaves; Floor becomes covered in rustling leaves that move as if something unseen is crawling beneath.
   Ghostly Footsteps; Fabricate footsteps, creaks, or shuffling sounds that move around a location.
   Spooky Makeup Glamour; Glamour illusion paints your face with Halloween makeup that shifts every hour.
   Tiny Bats; Summon an illusory swarm of pocket-sized bats that fly in formation to spell words before vanishing.
   Living Décor; This costs 10% energy. Animate decorations (fake spiders, skeletons, rubber rats) to move convincingly for 10 minutes.
   Phantasmal Cobwebs; This costs 10% energy. Room appears covered in thick webs - sticky to sight and touch, but actually harmless.
   Lantern of Whispering Flames; This costs 10% energy. Summon an illusory lantern with a flame that whispers secrets or silly spooky rhymes.
   Mirror Masquerade; This costs 10% energy. Anyone who looks in a mirror sees themselves in a Halloween costume you choose.
   Apparition of the Candy Thief; This costs 10% energy. A small mischievous ghost manifests to pretend to steal candy or small items.
   Haunted Illusion House; This costs 15% energy. Create a room-scale haunted house illusion: flickering lights, moving portraits, eerie music.
   Pumpkin Patch Portal (Fake); This costs 15% energy. Create an illusory swirling portal in a pumpkin patch-looks like a gateway to another realm, but it's harmless.
   Spectral Seance; This costs 15% energy. Create illusory "spirits" that answer simple yes/no/unclear questions.
   Costume Curse; This costs 15% energy. Illusory costume wraps around a creature/target making them appear as a Halloween monster. The illusion tries to act like the monster too.
   Wicked Shadow Puppet Show; This costs 15% energy. Shadows act out a spooky fairy tale of your choosing, with sound and motion.
   Ectoplasmic Parade; This costs 20% energy. Summon a parade of translucent, friendly Halloween spirits that walk through town for 10 minutes.
   Phantom Trick Door; This costs 20% energy. Create a convincing illusory door that leads to a Halloween-themed pocket scene when opened (pure illusion).
   Horror Theme Music; This costs 20% energy. Surrounding ambience becomes cinematic horror soundtrack. Those aware of illusions feel inspired with 1 inspiriation point instead of frightened.
   Cursed Carnival; This costs 20% energy. Conjure an illusory carnival with eerie rides, laughing clowns, and games - fun for some, unsettling for others.
   Illusionary Pumpkin Beast; This costs 20% energy. Create a large jack-o-lantern monster illusion that roars and chases intruders.
   Night of a Thousand Masks; This costs 25% energy. Everyone in a 300-ft area suddenly appears in random Halloween costumes of increasing absurdity.
   Phantasmal Nightmare Candyland; This costs 30% energy. Surround area becomes a sugary wonder-horror landscape: candy trees with too-many teeth, licorice tentacles, chocolate quicksand.
   Hall of Infinite Mirrors; This costs 30% energy. Create a looping mirrored maze illusion that subtly reflects personal memories or fears and your targets enter it.
   Summon the Trickster Host; This costs 35% energy. Manifest a troupe of illusory Halloween trickster spirits who pull pranks, swap items, and rearrange reality in silly but harmless ways.
   The October Veil; This costs 40% energy. For 10 minutes, everything appears in its Halloween "true form": Pets look like familiars.
    Friends look like their inner costumes.
    Objects reveal spooky histories.
    Candy glows with alignment auras.

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Xmas Illusions

These are useful Xmas illusions from AI.

   Festive Mirage; Duration: 1 minute. Description: Create an illusory snowfall, lights, or ornaments that shimmer and sparkle within range. Creatures within the area make a Rolled 13 or above Investigation check to disbelieve. Perfect for cozy distractions or celebration.
   Candy Cane Decoy; Duration: 1 minute. Description: You create a sweet-smelling illusion of yourself holding a giant candy cane. Attacks against you have -5 disadvantage until the decoy vanishes when struck.
   Gingerbread Guard; Duration: 10 minutes. Description: Conjure a gingerbread soldier illusion that patrols a small area. It appears armed and sentient but deals no real damage. Can frighten creatures/targets (Wis save). Roll a 1d6. On a rolled 1-3 its ignored, on a rolled 4-6 its distracting the targets for 1d6 rounds and you can roll the Wis save to check if they are frightened.
   Twinkling Cloak; This costs 10% energy. Duration: Concentration, up to 10 minutes. Description: Your form flickers like holiday lights. You gain +5 advantage on Dexterity/Agility (Stealth) checks and impose -10 disadvantage on ranged attacks against you.
   Snowglobe Vision; This costs 10% energy. Duration: Concentration, up to 1 minute. Description: You trap an area (10-ft radius) in a glittering snowstorm illusion. Visibility is reduced to 5 feet for the targets. Creatures/targets inside must succeed on a Wis save or believe they're encased in glass.
   Phantom Sleigh; This costs 15% energy. Duration: 1 hour. Description: Conjure a spectral sleigh pulled by illusory reindeer. It can carry up to 6 creatures and flies 30 ft per round, though it's intangible and harmless. This distracts the targets for 1d6 rounds into doing nothing but avoiding it.
   Mistletoe Mirage; This costs 10% energy. Duration: 10 minutes. Description: Create an illusory mistletoe overhead. Anyone entering beneath it must make a Charisma save or be charmed for 1 minute (affectionate and friendly only).
   Toymaker's Trick; Duration: 1 hour. Description: You make an ordinary toy seem to move, speak, and act on its own, performing small tricks or dances. This distracts the targets for 1 hour into doing nothing but watching.
   Holiday Hologram; This costs 15% energy. Duration: 10 minutes. Description: Create a 15-foot cube of illusory decorations, elves, snowflakes, or gifts that move and interact believably.
   Festive Doppelganger; This costs 20% energy. Duration: Concentration, up to 1 hour. Description: You take on the illusionary appearance of a specific holiday icon (Santa, Krampus, Nutcracker King). Grants advantage on Persuasion or Intimidation checks depending on form.
   Reindeer Veil; This costs 10% energy. Duration: 1 hour. Description: You appear as a spectral reindeer, with glowing antlers and shimmering fur. While active, you leave behind faint hoofprints of light.
   Sugarplum Phantasm; This costs 15% energy. Duration: Concentration, up to 1 minute. Description: You summon dazzling sugar sprites that dance around one creature. The target must succeed on a Wis save or become charmed and entranced, incapacitated for 1 round.
   Illusory Wrapping; Duration: 1 hour. Description: You make any object or creature appear wrapped in ornate paper and ribbons. Useful for hiding weapons or disguising captives.
   Krampus Shadow; This costs 20% energy. Duration: Concentration, up to 10 minutes. Description: Create an illusory, horned Krampus that stalks foes. Any who fail a Wis save believe it's real and flee in fear.
   Jingle Bell Echo; Duration: 10 minutes. Description: You create an echoing jingle or sleigh bell sound that can move or change volume at will, masking footsteps or setting an eerie tone.
   Yuletide Disguise; This costs 10% energy. Duration: 1 hour. Description: A variant of Disguise Self that adds festive clothing, glowing eyes, or radiant auras to your illusionary form.
   North Pole Projection; This costs 25% energy. Duration: 24 hours. Description: Create a vast illusory landscape resembling a winter wonderland - snowy mountains, candy trees, and northern lights.
   Snowbound Hallucination; This costs 15% energy. Duration: Concentration, 1 minute. Description: Targets believe they are trapped in a blizzard. They take cold psychic damage per turn unless they succeed on a Wis save.
   Festive Fog; This costs 10% energy. Duration: Concentration, up to 10 minutes. Description: Fill an area with glittering, sweet-scented fog that lightly jingles. Visibility is reduced, but creatures find it oddly comforting.
   Tinsel Trap; Duration: 1 round. Description: You create an illusion of sparkling tinsel that flares out, dazzling your attacker. The attack has -10 disadvantage.
   Evergreen Wall; This costs 15% energy. Duration: Concentration, 10 minutes. Description: Create a 20-ft long illusory hedge of glowing evergreens. Provides total cover unless disbelieved.
   Spirit of the Carol; This costs 20% energy. Duration: 10 minutes. Description: Summon ghostly singers whose harmonies charm or soothe all who hear. Enemies must save or be pacified for 1 round.
   Snow Sprite Swarm; This costs 10% energy. Duration: Concentration, 1 minute. Description: Create a swarm of illusionary snow sprites that distract your creatures/targets, granting allies +10 advantage on attacks.
   Illusory Fireplace; Duration: 1 hour. Description: Create a warm-looking, crackling fire that gives off light and comfort but no heat.
   Gift of Deception; This costs 10% energy. Duration: 1 hour. Description: You conjure an illusory gift that looks incredibly valuable. It feels real until touched or moved.
   Polar Projection; This costs 15% energy. Duration: Concentration, up to 10 minutes. Description: You appear surrounded by northern lights. Hostile creatures must succeed a Wis save or be mildly blinded by the radiance.
   Icicle Reflection; This costs 10% energy. Duration: Instantaneous. Description: When targeted by a spell attack, you create a mirror-like icicle reflection, giving you +2 to AC and possibly redirecting the attack. Roll a 1d6 and on a 1-3 its redirected, on a 4-6 its not redirected.
   Giftwrap Illusion; This costs 15% energy. Duration: 8 hours. Description: You can disguise a doorway, creature, or chest to appear as a neatly wrapped gift. Investigation check with a rolled 15 or above to disbelieve.
   Santa's Shadow; This costs 25% energy. Duration: Concentration, up to 10 minutes. Description: Summon a towering illusory silhouette of Saint Nick that projects calming authority. Allies in range of 30' gain +5 advantage on saving throws vs fear.
   Festival of Light; This costs 30% energy. Duration: 1 hour. Description: You fill a huge area with radiant illusions - wreaths, candles, snow, bells, and auroras. Hostile creatures must make a Wis save or be blinded for 1 round upon entry.

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Fatekeeper: Dark Messiah spells

  These spells are of SH, the game "Fatekeeper: Dark Messiah" by THQ Nordic Digital and AI creation. Feel free to make use of them as you wish.

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

Fatekeeper menu

General effect spells
Elemental spells
Sorcerer spells

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General effect spells

   Light casting; The effect of a normal cast, that effects as you might want. This can cause any one or two elements at once to appear on the targets.
   Heavy casting; This is the capability to do any spell as a bonus action with a reaction of the body with the effect of sudden weighing less, about 10 lbs less, and doing extra damage/healing with the cast. That's x2 the norm with an extra 10% energy added for levels 1-9 and can last 1d6 rounds. That's x3 the norm with an extra 15% energy added for levels 10-19 and this can last 1d8 rounds. That's x4 the norm with an extra 20% energy added for levels 20-29 and this can last 1d10 rounds. That's x5 the norm with an extra 25% energy added for levels 30 on up and this can last 1d12 rounds.
   Fatekeeper effects; Think of the effect and will it to exist. Gestering with symbols to create the effect more effectively. Adding traced in air sigils, these are images believed to have empowered thought and traced in the air by the hand or finger, this causes x2 the effect. You may cause any elemental effect by this idea. This is what you possibly can do with it. This idea came from the game Fatekeeper: dark messiah.
     This is focusing air or wind and lifting the targets off their feet. Then, with a mental nudge with wind you push them off a ledge of something. You could lift an item off the ground to smash against the target for magical bludgeoning damages.
     Lightning effects of created air fire focused into energy attacks that deal x2 the damages.
     Otherwise, you form fire on the targets as they are in sight.
     Use of lava energy to melt the targets' equipment and deal double fire damage on them.
     In the case of defense, think an earthen wall of energy protects you swirling up from the ground. This absorbs psychic, physical attacks and other energy effects cast at you. It projects earth balls at the targets that deal magical bludgening damage.
     THink water moisture is focused to surround the targets, then freeze them solid within 1d4 turns. As they freeze, they take freezing damages and slow to 1 action every 1d6 rounds. One blow will shatter them.
     Void energy can be summoned to create a sucking of life energy from the targets that goes to the void. This causes them to not be able to move and drains both health and energy, that effects per turn for 1d6 rounds. It comes from said targets to cause fatigue.
   Web; This freezes the targets in place with sticky strands of energy for 1d10 rounds. This is where you cast forth sticky webs that cover an area. The consciousness of the web strands can convey information to the targets and back again, or "freeze" them as they are there. This can also hinder the thought they have, that's as they are connected to the network of web strands. The web strands dissipate harmlessly, if you don't need them you can use water or some hand gesture to clear away the web strands. This is an effect in itself worth the effort.
   Food summoning; You can summon anything you want that's foodwise, if its from the area you think about. This can even summon such food as provisions.
   Eating and drinking; It doesn't matter what they do. This spell causes by the spirit and your need to eat or drink. The target/s to need to eat and drink. Think of them when casting this, as they are distracted from attacking anything except food or drink. This lasts 1d6 rounds in battle or until you decide they no longer need to eat or drink outside of battle. What stops it, this is where you feel the energy of the cooked food and think it is electrical. Then the need stops.
   Hero's feast; This is where you think of and need to eat enough, like anytime a hero's feast is needed then the feast of food comes to you or you find it if you need it. Yet you will not overeat with this spell. That's if you think you won't. If you do, then you will and hope your not fat from it.
   Create food and drink; This spell causes you to find or create food and drink particles in enough quantity to sustain you, that is from a gated in source upon necessity. It can be any food and any drink you desire.

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Elemental spells

   Ash Whisper; Blow a spark of ash toward a creature; it takes fire or necrotic damage (your choice) and emits dim light.
   Dust of Foresight; Scatter dust into the air; glimpse an enemy's next move. Gain +2 AC against their next attack.
   Static Omen; Your hair rises with fateful lightning; deal lightning damage and the target can't take reactions until its next turn.
   Erosion Touch; Touch a surface or creature/target to corrode it slightly (acid damage or degrade a small object).
   Ember of Destiny; A flickering ember of divine fire appears in your palm; next spell you cast deals +1 fire damage per spell level.
   Tide of Judgment; Release a wave of dark water in a 15-ft cone (cold damage). Targets that fail Dex/Agility saves are pushed 10 ft back.
   Crumbling Path; The ground beneath an enemy fractures; they must make a Strength save or fall prone and take 1d10 bludgeoning damage.
   Stormseed; You plant a tiny seed of lightning that explodes in a 10-ft area (lightning damage). If it kills a creature, the area becomes difficult terrain.
   Fateful Embergrowth; You conjure black flame vines; they deal fire damage and can grapple (escape dex/Agility roll of 12 or above).
   Whispering Mist; Summon a mist that mutters fate's words. Enemies inside (10-ft radius) have -10 disadvantage on attack rolls.
   Gale of Inevitable Winds; This costs 10% energy. A 30-ft line of divine wind blasts enemies for magical bludgeoning damage and pushes them 15 ft. Allies touched by the wind gain +10 ft speed.
   Fossilize; This costs 10% energy. Coat creatures/targets in ancient earth; they must succeed a Con save or have their speed halved and -5 disadvantage on Dex/Agility saves for 1 minute.
   Flamebound Prophecy; This costs 10% energy. Choose some creatures/targets. At the start of its next turn, flames erupt beneath them (fire damage, Dex/agility save half).
   Saltwater Revelation; This costs 10% energy. Holy saltwater bursts around you in a 10-ft radius; undead take x2 radiant damage, others cold.
   Stone of Foresight; This costs 10% energy. You touch the ground and sense elemental tremors. For 1 minute, you can't be surprised, and you gain +5 to initiative rolls.
   Tempest of the Final Dawn; This costs 15% energy. Conjure a 20-ft radius storm that lasts 1 minute. Each round, choose fire, cold, lightning, or acid - all enemies take elemental damages of that type.
   Molten Judgment; This costs 15% energy. Call molten earth to erupt beneath a creature (Dex/agility save). Fail: x2 fire + bludgeoning; pass: half damage.
   Flood of Renewal; This costs 15% energy. Wash an area in divine water (30-ft line). Allies and yourself heal what you and they x2 normally heal; enemies take x2 cold or acid damage.
   Ironwood Sentence; This costs 15% energy. Summon spectral ironwood vines to bind fate. Restrain one Large or smaller creature/target; at end of turn, it takes force damage.
   Thunder of the Chosen; This costs 15% energy. Mark a creature with fate's storm. It glows with white-blue light; the next 3 attacks against it have +10 advantage.
   Eclipse Storm; This costs 20% energy. A swirling black sun manifests overhead; rain of radiant shadow falls in a 30-ft radius (x3 radiant or necrotic, your choice).
   Volcanic Rebirth; This costs 20% energy. You cause magma to burst from the earth (20-ft radius). Enemies take x4 fire, and the area becomes molten terrain. Allies gain resistance to fire for 1 minute.
   Tidal Entropy; This costs 20% energy. Summon a towering wave of black water (30-ft cone). Enemies must make a Strength save or be knocked prone and take x3 cold damage.
   Pillar of Stormlight; This costs 20% energy. A beam of blinding elemental light descends. Enemies take x3 radiant + lightning damage and are blinded until your next turn.
   Fatekeeper's Quake; This costs 20% energy. Strike the ground; a 40-ft radius quake opens fissures (x3 bludgeoning). On failed Dex/Agility save, enemies fall prone and are restrained by rubble.
   Elemental Verdict; This costs 25% energy. Call down divine judgment. Choose two elements (fire, lightning, cold, acid, or bludgeoning). Each creature/target in a 30-ft radius makes two saves (one per element) or takes x3 damage of each.
   Stormheart Ascension; This costs 25% energy. Your body becomes the storm's vessel. For 1 minute, you gain flight (60 ft), resistance to all elemental damage, and deal +2d8 elemental damage, the element is your choice, per attack.
   Cycle of Elemental Fate; This costs 25% energy. Choose one elemental damage type each round; you and allies gain resistance to it, and your spells deal +1d8 of that type. Lasts 1 minute.
   Cataclysm Grove; This costs 25% energy. In a 40-ft radius, elemental chaos blooms. Fire trees burn, ice flowers sprout, air rips the sky. All enemies take x4 mixed elemental damage per round (Con save half).
   Dark Messiah's Ascension; This costs 25% energy. For 1 minute, you take on your prophesied form. You gain flight (60 ft), resistance to all damage, and your attacks deal an additional 2d8 radiant or necrotic damage. When the spell ends, you fall to 0% Health and make a death save.
   Avatar of the Final Elements; This costs 25% energy. You ascend as nature's apocalyptic herald for 1 minute. Gain immunity to elemental damage
     Your attacks and spells deal +3d10 damage (choose the element each turn)
     Enemies slain by your spells turn into elemental statues
     When the spell ends, you fall unconscious but stabilize automatically.
   Avatar of the Final Bloom; This costs 25% energy. Transform into a colossal, radiant-decay form for 1 minute. You gain:
     60 ft fly speed
     Resistance to all damage
     30-ft aura: allies auto-stabilize, enemies take 3d10 radiant or necrotic damage per turn
     When the spell ends, you fall to 0% Health but can't die outright this round.

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Sorcerer spells

   Thread Bolt; Launch a strand of glowing fate that deals force or necrotic damage. On a crit, it unravels part of the target's armor (-1 AC for 1 round).
   Echo Spark; A delayed flash of divine lightning strikes 1 round later (lightning or radiant damages).
   Voice of the Inevitables; Your whisper causes a creature to hear its destiny. They must succeed a Wisdom save or have -10 disadvantage on their next attack.
   Judgment Ember; Your palm ignites with fate's fire; deal radiant or necrotic damage and shed dim light.
   Augur's Eye; Glimpse 6 seconds into fate; reroll your next attack or saving throw (keep the new result).
   Destined Flame; Fire that burns according to destiny. This is radiant or necrotic damage; if the target's Health is even, it takes double damage.
   Omen Recoil; When a creature/target damages you, you may cast this as a reaction to reflect force damage back.
   Threadbreak; Sever the target's thread of fortune. They lose any advantage/disadvantage they currently have and take psychic damage.
   Prophetic Lash; Arcane energy lashes out in fate's fury. On hit: radiant damage, and the target's next d20 roll has -5 disadvantage.
   Destiny's Flicker; You shift your own timeline briefly. Teleport 10 ft and gain +2 AC until your next turn.
   Soul Roulette; This costs 10% energy. Choose a creature/target within 30 ft; roll a d6:
     1-2: Target takes necrotic,
     3-4: Target heals Health,
     5: You take the damage,
     6: Both you and the target heal.
   Fate Entanglement; This costs 10% energy. Link yourself and another creature for 1 minute. When one takes damage, the other takes half that amount.
   Dark Prophecy; This costs 10% energy. Speak a vision of doom. One creature must make a Wisdom save or have -5 disadvantage on all saving throws for 1 minute (save ends each turn).
   Dark fate; This causes upon speaking of a fate, the effect of the targets experiencing that fate by fate making it occur. Albeit it death, enlargement and other things you mention.
   Chrono Flare; This costs 10% energy. Freeze a small fragment of time. One target skips its next reaction, and you gain an extra movement action.
   Mirror of Threads; This costs 10% energy. You copy one spell that you see cast this round and can cast it next round as if you knew it.
   Fatefire Storm; This costs 15% energy. 20-ft radius storm of fateflame. Deals x3 radiant or necrotic (your choice each round). Creatures/targets reduced to 0% Health dissolve into starlight.
   Destiny Rewrite; This costs 15% energy. When an ally fails a roll, you can use your reaction to let them reroll it. Each time you do, take 1d8 psychic damage.
   Prophet's Pulse; This costs 15% energy. Release a burst of judgment energy (30-ft radius). Enemies take x3 radiant damage; you and allies heal normally healed Health.
   Threads of Infinity; This costs 15% energy. For 1 minute, you see the flow of time. You gain +5 advantage on all spell attacks and saving throws but take 1d4 force damage each turn for 1d6 rounds or until you no longer wish to be effected by this spell.
   Omen Nova; This costs 15% energy. Explode with radiant and necrotic energy (15-ft radius). x3 damage split between radiant and necrotic.
   Eclipse Command; This costs 20% energy. Speak a Word of Fate; any creatures/targets you want must obey a one-word command ("fall," "halt," "weep") or take x3 psychic damage.
   Starlit Cataclysm; This costs 20% energy. Rain burning fragments of cosmic fate in a 20-ft radius. This is x4 radiant damage. Unconscious targets/creatures automatically fail.
   Fatekeeper's Dominion; This costs 20% energy. Create a 30-ft aura for 1 minute; you and allies gain +5 advantage on saving throws, enemies have -5 disadvantage. You cannot move.
   Temporal Sacrament; This costs 20% energy. Stop your own time for one turn; you take two full actions. When it ends, you suffer 4d10 necrotic damage.
   Dark Messiah's Grasp; This costs 20% energy. Black chains of radiant energy drag enemies toward you. 30-ft radius, Strength save or restrained; This is x2 radiant damage per round.
   Rewrite Reality; This costs 25% energy. Choose one ongoing magical effect or spell; you may alter its target, duration, or direction. DM determines feasibility.
   Prophecy of Endings; This costs 25% energy. You speak the creatures'/targets' death. After 3 rounds, if the creatures/targets are alive, they must make a Con save or drop to 0% Health.
   Soul Eclipse; This costs 25% energy. For 1 minute, your form flickers between light and shadow. You gain resistance to all damage, and every spell you cast deals +2d8 radiant or necrotic.
   Ancestral Verdict; This costs 25% energy. Summon spectral ancestors of fate to strike judgment in a 40-ft radius. x4 radiant damage, half on save. Allies in range are healed for x3 the healing.
   Ascension of the Messiah; You take your final form for 1 minute:
     Gain flight (60 ft), truesight 60 ft, and immunity to radiant/necrotic damage.
     Your spells ignore resistance.
     When you drop to 0% Health, you erupt in a 60-ft blast of fate energy (x5 radiant + x5 necrotic).

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Source: Dungeons and dragons: Honor among thieves..
Source for Diablo IV spells: Diablo 4 classes: All abilities and skills
here.
d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.
OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
Rogue trader for psyker idea.
Enshrouded ideal by Keen Games.
Elder scroll spells by The elder scrolls online game.
Last epoch spells came from the Eleventh Hour Games (c) 2024.
SH, Larion studios, Caz and Kittymoo: the rest of it..as contributor.