Taako (
abracafcku) wrote2018-09-21 06:54 pm
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★☆ uncle john's elven bathroom reader aka the spellbook ☆★
![]() | ☆ Cantrips ☆ Level 1 Spells ☆ Level 2 Spells ☆ Level 3 Spells ☆ Level 4 Spells ☆ Level 5 Spells ☆ Level 6 Spells art: scatterarrow |
★ Innate Elven Abilities
- Darkvision: For a 60 foot radius dim light looks bright, and darkness looks like dim light
- Trance: Instead of sleeping, he goes into a light trance for 4 hours a day
- Arcane Recovery: Once a day, he can take a short rest and recover spell slots up to Level 6
- Fey Ancestry: Difficult to charm and sleeping spells don’t work on him
- Minor Alchemy: Can change 1 cubic feet of common, non-magical objects of wood, stone (not gems), iron, copper, or silver into a different one of those materials. For every ten minutes spent casting the spell, can transform 1 cubic feet of material. The effects last for 1 hour and then the items revert to their original materials.
- Transmuter’s Stone: Can spend 8 hours to create a transmuter’s stone that stores transmutation magic. Casting a new transmutation spell of level 1 or higher lets him change the skill of the stone as long as he’s holding it, but if he makes a second stone, the first stops working. He can give the stone away or keep it, but when the stone is in someone’s possession, it grants one of the following skills: Darkvision, Speed increase of 10 feet (the creature becomes faster), Hardier constitution, Resistance to acid, cold, fire, lightning, or thunder damage.
★ Cantrips
- Mage Hand: a verbal spell with particular hand movements – it creates a spectral hand with a range of 30 feet for 1 minute. It can interact with objects, but it can’t attack, activate magic items or carry more than 10 pounds
- Prestidigitation: a verbal spell with particular hand movements – it can create a harmless sensory effect, snuff or light a small fire, clean or soil an object no bigger than 1 cubic foot, chill, warm or flavor up to 1 cubic foot of non-living material for 1 hour, make a small mark that lasts for an hour, or create a non-magical trinket or hand-sized illusionary image that lasts for about a minute or so. He can cast this multiple times and have up to 3 effects (non-instantaneous) at a time.
- Ray of Frost: a verbal spell with particular hand movements – makes a ranged cold spell attack which causes cold damage and reduces target’s speed by 10 feet for a short time.
- Shocking Grasp: a verbal spell with particular hand movements with a limited range of 5 feet (or within his natural arm’s reach) – it makes a melee attack, with advantage if the target is wearing metal armor, that causes lightning damage and stuns for a short time.
- Minor Illusion: a spell with particular hand movements that requires and destroys fleece in order to cast – within 30 feet, he can create a sound or image that lasts for 1 minute. If it’s a sound, it can be any volume or noise. If it’s an image, he can create an image or object no bigger than a five foot cube, but it has no sensory or physical essence so interacting with the illusion will reveal it to be fake.
- Mending: a verbal spell with particular hand movements that requires two lodestones, it fixes a break or tear in an object you touch while leaving no traces of the damage. The damage can't be longer than 1 foot in any dimension. The spell can fix constructs and magic items, but can't restore magical properties.
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★ Level 1 Spells (Spell Slots: 4)
- Feather Fall (at will): an at will spell means it does not consume a spell slot when cast – this is a verbal spell that consumes a small feather or piece of down in order to cast. It has a range of 60 feet, and he can choose up to 5 falling creatures within range to slow their descent to 60 feet per round or upon landing cancels all fall damage.
- Burning Hands: a verbal spell with particular hand movements – holding his thumbs touching and fingers spread, he can create a thin sheet of flames that shoot from his fingertips that can burn any creatures in a fifteen foot cone around himself. Anything flammable that isn’t worn or carried is set on fire and by using a higher level spell slot for this spell causes further damage.
- Detect Magic: a verbal spell with particular hand movements – while concentrating for up to 10 minutes, he can sense the presence of magic within 30 feet of him. He can see a faint aura around any visible creature of object in the area that bears magic and learns what school of magic it is. It can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. If his concentration is broken, the spell ends.
- Mage Armor: a verbal spell that can only be cast within five feet (natural range), and consumes a piece of cured leather in order to cast – it lasts 8 hours and by touching a willing creature who isn’t wearing armor, he can create a protective magical force around it like armor. The spell ends if the target wears real armor or he dismisses the spell.
- Magic Missle: an instantaneous verbal spell with particular hand movements – he can shoot three glowing darts of magical force up to 120 feet away. The darts hit simultaneously and they can hit one or several targets at once. Using a higher spell slot for this causes more damage.
- Shield: a verbal spell with particular hand movements – he can cast it in reaction to taking damage and it creates an invisible barrier of magical force. He becomes immune to magic missile while it’s engaged. He can only cast it on himself.
- Sleep: a verbal spell with particular hand movements that consumes either a pinch of fine sand, rose petals, or a cricket to cast – he can send creatures up to 90 feet away to sleep for 1 minute. The spell ends if the sleeper takes damage, someone wakes them, or the spell’s duration ends. It won’t affect undead or creatures immune to charm magic. By rolling 5 D8 dice, it judges the HP of creatures this spell can effect (i.e. if he rolls 32, any creature with 32HP or lower will be affected, but 33HP or above won’t be.) Casing this with a higher spell slot adds 2 D8 per level.
- Charm Person: a verbal spell with particular hand movements – it lasts one hour and a humanoid within 30 feet of him will regard him as a friendly acquaintance if they fail a Wisdom saving throw. They’ll know they’ve been charmed when the spell ends. Using higher spell slots will let him charm an additional creature per level.
- Disguise Self: a verbal spell with particular hand movements – he can change his appearance, including his armor, clothing, weapons, and other belongings he has on himself, to look different. He can look 1 foot shorter or taller, fat, thing or in-between. He can’t change his body type (so he can’t turn himself into a centaur or a 6 limbed warrior lady) and the changes won’t hold up to physical inspection.
- Tasha’s Hideous Laughter: a verbal spell with particular hand movements that consumes tiny tarts or a feather that is waved in the air – he has to maintain concentration and it lasts for up to a minute, but the affected creature within 30 feet of visual range finds everything friggin’ hilarious and falls into fits of laughter. They fall prone, become incapacitated and are unable to stand up for the duration if they fail a wisdom saving throw. Anyone too dumb can’t be affected and if the target is damaged, it has a chance to escape the spell.
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Level 2 Spells (Spell Slots: 3)
- Thunderwave: a verbal spell with particular hand movements – a 15 foot cube of thunderous force shoots out from you. It deals thunder damage and pushes affected creatures 10 feet from you – a successful save deals the damage, but doesn’t push. Unsecured objects within the AOE are pushed ten feet away and a thunderous boom is heard for up to 300 feet around.
- Darkvision: a verbal spell with particular hand movements that consumes either a pinch of dried carrot or an agate when cast – for 8 hours, a creature you touch is able to see in the dark for up to 60 feet.
- Levitate: a verbal spell with particular hand movements that consumes either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end – while concentrating and for up to 10 minutes, a creature or object of his choice within 60 feet will rise vertically up to 20 feet and is suspended there. The target can weigh up to 500 pounds and can only move by pushing or pulling against a fixed object as if it were climbing. On his next turn, he can alter the target’s altitude up to 20 feet in either direction. When the spell ends, the target floats back to the ground.
- Melf’s Acid Arrow: a verbal spell with particular hand movements that consumes a powdered rhubarb leaf and an adder’s stomach – he fires a green arrow for up to 90 feet that bursts into a spray of acid.
- Rope Trick: a verbal spell with particular hand movements that consumes powdered corn extract and a twisted loop of parchment – by touching a length of rope up to 60 feet, it rises into the air and connects to an invisible entrance to an extradimensional space that lasts for 1 hour. By climbing the rope, as many as 8 creatures (medium to small) can enter the space. The rope can be pulled up so it disappears as well. Attacks and spells can’t enter, but those inside can see out of the entrance like a window. When the spell ends, everything inside falls out.
- Scorching Ray: a verbal spell with particular hand movements – he makes three rays of fire and hurls them at either one or several targets up to 120 feet away. It causes fire damage upon a successful hit.
- Crown of Madness: a verbal spell with particular hand movements – for 1 minute and as long as he is concentrating, he can charm a humanoid to attack a target of his choosing, but he can’t choose the target himself.
- Enlarge/Reduce: a verbal spell with particular hand movements that consumes a pinch of powdered iron – he can cause a creature or object to grow bigger or smaller, but it cannot be something that is being worn or carried.
- Enlarge – it doubles in all dimensions and its weight is multiplied by eight; or if there isn’t enough space, it becomes as big as is maximum for the available space. The target gets stronger, and its weapons also enlarge and deal a little extra damage.
- Reduce – its size is halved in all dimensions and weight is reduced to 1/8th of normal. It is weaker than normal and deals less damage.
- Enlarge – it doubles in all dimensions and its weight is multiplied by eight; or if there isn’t enough space, it becomes as big as is maximum for the available space. The target gets stronger, and its weapons also enlarge and deal a little extra damage.
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★ Level 3 Spells (Spell Slots: 3)
- Blink: a verbal spell with particular hand movements – he rolls a d20 to figure out how long the spell will last. On a roll of 11 or higher, he vanishes from this plane and appears in the Ethereal Plane. When the spell ends, he can return to this plane in an unoccupied space of his choice within 10 feet of the place he vanished from or if no space is available in that range, in the next closest unoccupied space.
While in the Ethereal Plane, he can hear and see the original plane in shades of gray up to 60 feet. He can only be affected and seen by creatures within the Ethereal Plane or by those who have the ability to see into it. - Clairvoyance: a verbal spell with particular hand movements that requires a focus object in value of at least 100 gold pieces, and consumes either a jeweled horn for hearing or a glass eye for seeing – he creates an invisible sensor within a range of a mile in either a location familiar to him or an obvious location that is unfamiliar (behind a door, around a corner, etc.). It remains for up to 10 minutes as long as he’s concentrating on it. He can choose seeing or hearing and use that sense through the sensor. He can switch between the two during the duration. If someone can see invisible objects, they’ll see a luminous, intangible, fist-sized orb.
- Phantom Steed: a verbal spell with particular hand movements that takes a minute to cast – a large, quasi-real horselike creature appears in an unoccupied space within 30 feet of him for 1 hour. It is equipped with a saddle, bit, and bridle which cannot be removed further than 10 feet from the steed. He can choose to ride it or give it to someone to ride. It has a speed of 100 feet and can travel 10 miles an hour, or 13 at a fast pace. When the hour is up or he dismisses it, the steed gradually fades, giving the rider 1 minute to dismount. If the steed is damaged, it disperses.
SO THIS IS GARYL. Garyl is a rainbow binicorn, a unicorn with two horns because why not. His mane is more like a mullet and IT LOOKS AMAZING. He has a perfectly tonal whinny and, like Taako, is cool, bold, and calm and has the same amount of HP as Taako. His voice is deep and he has no memories of the last time he was summoned, so he’s always fresh as hell and innocent as a beautiful binicorn should be. - Fireball: a verbal spell with particular hand movements that consumes a tiny ball of bat guano and sulfur – an instantaneous spell with a range of 150 feet, he points and shoots an explosion of flame in that direction which spreads out. Any creature in a 20 foot radius sphere centered on that point takes fire damage. The fire spreads around corners and lights flammable objects not being worn or carried.
- Fly: a verbal spell with particular hand movements that consumes a bird's feather - by touching a willing creature, it gains a flying speed of 60 feet. If the target i flying when the spell ends they fall. While concentrating for up to 10 minutes, the target can now fly. (Learned from Lup)
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★ Level 4 Spells (Spell Slots: 3)
- Polymorph (once per day): a verbal spell with particular hand movements that consumes a caterpillar cocoon – it transforms a creature he can see into a new form (has no effect on shapeshifters or creatures with 0 hit points). For one hour, as long as he concentrates, and as long as the target doesn’t drop to 0 HP, the transformation lasts. The new form can be any beast at the same level as the caster and the target retains alignment and personality. The target assumes the HP of its new form and returns to its original HP once reverted. Any excess damage over 0 HP in the new form carries to the original form. It can’t talk, cast spells, or take any action that requires hands or speech, nor use any of its gear which is melded into its new form.
- Phantasmal Killer: a verbal spell with particular hand movements – it requires constant concentration and lasts for up to one minute. He can tap into the nightmares of creatures within his sight and creates an illusory manifestation of its deepest fears, visible only to the target. If they don’t succeed on a Wisdom saving throw, they have 4d10 of psychic damage. Casting this at a higher level increases damage.
- Evard’s Black Tentacles: a verbal spell with particular hand movements that consumes a piece of a tentacle from a giant octopus or giant squid – squirming black tentacles fill a 20-foot square of ground within his sight. As long as he concentrates and for 1 minute, the tentacles turn the ground into difficult terrain. Creatures in that enter this area take 3d6 of bludgeoning damage if they don’t succeed on a Dexterity throw and are restrained until the spell ends.
- Stoneskin: a verbal spell with particular hand movements that consumes diamond dust worth 100gp – for up to an hour the flesh of a willing creature which he can touch turns as hard as stone. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
- Otiluke’s Resilient Sphere: a verbal spell with particular hand movements that consumes a hemispherical piece of clear crystal and a matching piece of gum arabic – a sphere of shimmering force encloses a Large or smaller creature or object within 30 feet. Nothing can pass through the barrier, but the creature can breathe. The sphere is immune to all damage and inescapable until the spell ends, but the sphere is weightless and can be pushed to roll around or be picked up and moved. A disintegrate spell can destroy the spell without harming the creature inside.
- Ice Storm: a verbal spell with particular hand movements that consumes a pinch of dust and a few drops of water – an instantaneous spell with a range of 300 feet that causes a hail of rock-hard ice to pound the ground in a 20-foot radius, 40-foot high cylinder centered on a point within range. It causes the ground to become difficult terrain and it causes anything caught in the cylinder 2d8 bludgeoning damage and 4d6 cold damage.
- Leomund’s Secret Chest: a verbal spell with particular hand movements that consumes an exquisite chest of 3’x2’x2’ that is constructed from rare materials worth at least 5000gp, and a tiny replica made from the same materials worth 50gp – He can hide a chest and all of its contents on the Ethereal Plane. He has to touch the chest and the replica which is consumed for the spell. The chest can contain up to 12 cubic feet of non-living material. He can touch the replica to recall the chest and it will appear on the ground within 5 feet of him, and he can send it back by touching the replica again. After 6 days, there begins to be a chance that the spell will end. If the chest is still in the Ethereal Plane when it ends, the chest is lost forever.
- Arcane Eye: a verbal spell with particular hand movements that consumes a bit of bat fur – for up to an hour, he can create an invisible, magical eye within 30 feet of him that hovers in the air. He mentally receives visual information from the eye which has normal vision and darkvision up to 30 feet. It can look in any direction. He can move the eye 30 feet in any direction. A solid barrier stops the eye, but it can pass through an opening as small as 1 inch in diameter.
- Banishment: a verbal spell with particular hand movements that consumes an item distasteful to the target – He can send a creature he can see within 60 feet to another plane of existence. The target must do a Charisma saving throw or be banished. If the target is native to his plane of existence, it gets banished to a harmless demiplane where the target is incapacitated where it remains until the spell ends in 1 minute. If the target isn’t native, it is banished with a faint popping noise and returns to its home plane. If the spell isn’t interrupted for 1 minute, the target doesn’t return to this plane.
- Fire Shield: a verbal spell with particular hand movements that consumes a bit of phosphorus or a firefly – it lasts for 10 minutes and it can only be cast on himself, but thin, wispy flames wreathe his body and sheds bright light in a 10 foot radius and dim light for an additional 10. The shield provides him with either warmth or cold. A warm shield grants resistance to cold damage, and the cold shield grants fire resistance. If he’s hit with a melee attack, the shield erupts in flame and the attacker takes 2d8 damage from a warm shield or 2d8 cold damage from a cold shield.
- Fabricate: a verbal spell with particular hand movements that takes 10 minutes to cast – he can convert the raw materials into products of the same material (like trees into a wooden bridge, wool into clothing, etc.) He has to be able to see the materials and can create an object contained within a 10 foot cube or eight connected 5-foot cubes. Mineral or metal materials can only create medium sized objects (contained with a 5 foot cube). The quality of the object is the same as the original materials. Creatures and magical items can’t be created or transmuted with this and he cannot create things that require high degrees of craftsmanship (jewelry, weaponry, glass, armor, etc.).
- Greater Invisibility: a verbal spell with particular hand movements – a creature he can touch becomes invisible and anything it is wearing or holding also turns invisible.
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★ Level 5 Spells (Spell Slots: 2)
- Cone of Cold: a verbal spell with particular hand movements that consumes a small crystal or glass cone – a blast of cold air erupts from his hands in a 60-foot cone that causes 8d8 cold damage if the creature doesn’t succeed on a Constitution saving throw. A creature killed by this spell remains as a frozen statue until it thaws. He can increase the damage by 1d8 per level if cast at a higher spell slot.
- Wall of Force: a verbal spell with particular hand movements that consumes a pinch of powder made by crushing a clear gemstone – he creates an invisible wall of force at a point within 120 feet. It can be horizontal, vertical, or at an angle; free floating or resting on a solid surface. He can make a hemispherical dome or sphere with a radius of 10 feet, or can shape a flat surface made up of ten 10-by-10 panels. The wall is ¼ inch thick. It lasts for up to 10 minutes. If it bisects a creature, the creature is pushed to one side or the other. Nothing can pass through the wall, it’s immune to damage, and it can’t be dispelled. A disintegrate spell destroys it. It extends into the Ethereal Plane and blocks ethereal travel as well.
- Wall of Stone: a verbal spell with particular hand movements that consumes a small block of granite – for up to 10 minutes, a non-magical wall of solid stone appears within 120 feet. The wall is 6 inches thick and composed of 10 10x10 foot panels. He can create 10x20 foot panels that are 3 inches thick. It pushes a creature to one side or the other if bisected, and if the creature would be surrounded, it can make a Dexterity saving throw to move so it won’t be enclosed. It can have any shape he wants, but it must be merged with and be solidly supported by existing stone. The wall can be damaged, but if he can concentrate for the full 10 minutes, the wall becomes permanent. Otherwise, it will disappear when the spell ends abruptly.
- Planar Binding: a verbal spell with particular hand movements that consumes a jewel worth 1000gp – he tries to bind a celestial, elemental, fey, or a fiend to his service for 24 hours. It must be within 60 feet of him, and it takes 1 hour to cast. On a failed Charisma save, the creature is bound for the duration. The creature must follow his instructions to the best of its ability. If the creature is hostile, it will try to twist his words to its own agenda. If it finishes the task before the spell has finished, it comes back to report.
- Cloudkill: a verbal spell with particular hand movements – when concentrating for up to 10 minutes, a 20 foot radius sphere of poisonous, yellow-green god centered on a point within 120 feet is created. The fog spreads around corners and lasts until dispelled or until a strong wind disperses the dog. The area is then heavily obscured. Creatures that enter the fog take damage if they fail a Constitution ST of 5d8 poison regardless of their need to breathe. The fog rolls out along the ground pouring down openings and rolls out 10 feet away from him.
- Mislead: a silent spell with particular hand movements – he becomes invisible as an illusory double appears. The double lasts for 1 hour or as long as he concentrates or until he attacks or casts a spell. The double can move twice his regular speed (30 feet), gesture, speak, and behave in any way he chooses. He can see through its eyes and hear through its ears, but is blinded and deafened to his own surroundings while doing so. He can switch back and forth while the spell is in effect.
- Seeming: a verbal spell with particular hand movements that lasts for up to 8 hours - like Disguise Self, he can create an illusion change the appearance of himself and any creatures he sees (including clothes, weapons, equipment, etc.). Unwilling creatures have to make a charisma saving throw to resist the illusion. It cannot alter body type, but can make the target appear 1 foot taller or shorter, fat, thin or in-between. These illusions do not hold up to physical inspection. They can be dismissed before the duration lapses. (Learned from Lup).
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★ Level 6 Spells (Spell Slots: 1)
- Disintegrate: a verbal spell with particular hand movements that consumes a lodestone and a pinch of dust – a thin green ray springs from a pointed finger at a target (creature or object or magical creation) within 60 feet. On a failed Dexterity ST, the target takes 10d6+40 force damage and if the target is reduced to 0HP, it’s disintegrated and reduced to a fine gray dust. It automatically disintegrates a large or smaller nonmagical object or magical creation. It disintegrates a 10 foot cube portion of a Huge or large object or creation of force. A magic item is unaffected.
- Flesh to Stone: a verbal spell with particular hand movements that consumes a pinch of lime, water, and earth – while concentrating for up to a minute, he can attempt to turn a creature within 60 feet into stone. If the target is made of flesh, it must make a Constitution ST – if it fails, the target is restrained while its flesh hardens. If it fails three times, it’s turned to stone and petrified for the duration. If the petrified version is physically damaged, it suffers the same deformities when it reverts. If concentration is maintained, the creature is turned to stone until the effect is removed otherwise.
- True Seeing: a verbal spell with particular hand movements that consumes an ointment for the eyes that costs 25gp made from mushroom powder, saffron, and fat – upon touching them, a willing target is able to see things as they truly are for one hour. The creature has truesight and notices secret doors hidden by magic, and can see into the Ethereal Plane up to 120 feet away.
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